Turning barbs up a notch...

swimrr

Chieftain
Joined
Nov 23, 2005
Messages
47
I don'treally know much about modding and was wondering if there was a simple way to turn barbs up a notch. I love playing with raging barbs but would like it if there was a simple way to crank them up just a little bit more. Any input would be appreciated or a simple point in a direction where I could learn how to do this. I have tried the mod "insane barbs" but that seems just a little overboard. Thanks in advance.
 
Another thing you might try is going into assets/xml/globaldefines.xml, and somewhere in there I believe is a line that regulates the distance from other units (either human or barb) that barbs can spawn. The default is 2, which allows for the spawnbusting technique of putting warriors out to prevent spawns within a 5x5 square centered on the warrior. But if you change it to 1, like I did, then barb spawns are basically only prevented by clearing the fog. I think this makes for much more strategic barb defense, and it also incidentally increased the number of barbs you encounter by quite a bit.
 
Thanks for the info. Any recommendations on a good and fairly easy to use .xml editor?
 
Thanks for the info. Any recommendations on a good and fairly easy to use .xml editor?

I use XMLspy, which I believe is what Firaxis use as well. It's expensive, but it really is quite good. If you get something else, look for the following features:

syntax checking (catches those silly typos)
collapsable structures (helps you find stuff, and helps your workflow)
DTD editing
large file support
 
I have a few easy changes in my mod that make the barbs more of a threat. All very easy XML

1. Give the barb leader a trait - I introduced a new trait "barbaric" that gives +1 happiness and health to all barb cities - bigger cities, more of a challenge. You could also give extra hammers so barbs build units faster. Its all in XML

2. Cut back on the list of buildings that barbs can't build

3. Increase the probability of the barb events (like the huns). I've kicked them up to 60% in my game. This is XLM. You could also give them a catapult with these events if you really wanted a challenge; this is python, but its an easy change.

Cheers!
 
Try XML Marker
http://symbolclick.com/download.htm.

You might also be interested in the Great Generals from Barb's link in my sig.

Zeiter's and Capt Blondbeard's suggestions are particularly intriguing.

Here's a quick list of what you might be interested in:

  1. GlobalDefines.xml
    • MIN_BARBARIAN_STARTING_DISTANCE - as Zeiter said
    • MIN_BARBARIAN_CITY_STARTING_DISTANCE - same idea
    • BARBARIAN_FREE_TECH_PERCENT - Barbarians don't research things, but they will get a percentage of all research made by everyone else. Increase this, and they get Lonbowmen & Macemen a bit sooner
  2. Civ4HandicapInfo.xml
    • iUnownedTilesPerBarbarianUnit & iUnownedWaterTilesPerBarbarianUnit - decrease these values to increase the number of Barbarian units they spawn.
    • iUnownedTilesPerBarbarianCity - same idea
    • iBarbarianCreationTurnsElapsed - lower means Barbs appear sooner
    • iBarbarianCityCreationTurnsElapsed - same idea
    • iBarbarianCityCreationProb - higher means more likely that Barb cities will actually spawn
    • iBarbarianBonus - sets how much of a bonus the Barbs get against you in combat
    • iBarbarianDefenders - Sets how many defenders a Barb city will spawn with, and how many they'll try to maintain in a city.
  3. Civ4CivilizationInfos.xml
    • You may want to go through the entire entry for Barbs. Like Capt Blondbeard said, perhaps cut back on the number of buildings and units that the Barbs can't build.

If you ever have any questions about what a particular tag does, look it up in the Modiki, listed above between Downloads and Gallery. It's pretty comprehensive.
 
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