[Version 30] How Do You Build Neanderthals?

@Koshling

Personally performance work is on first place for me.
AI is second.
Memory usage third.
and spliting animals and barbs is fourth
 
SO wants Platypings "Pesky Barbarians" included, but as far as I can see they are just a variation on the barbarian invasion events already in game.

@SO, Please reconsider and do some more study on it,Please.

I've been dealing with this in keldath's Barsoom mod. Basically it spawns a Stack of barb units in your 1st 9 tiles of your city. They are generally better units than what you have available. They are also immobile for 2 turns then they attack. But because they can spawn very early in the game (starting with turn 2) if not properly implemented will wipe you out before you have time to build your 1st defensive unit. Game over before it starts.

JosEPh
 
@SO, Please reconsider and do some more study on it,Please.

I've been dealing with this in keldath's Barsoom mod. Basically it spawns a Stack of barb units in your 1st 9 tiles of your city. They are generally better units than what you have available. They are also immobile for 2 turns then they attack. But because they can spawn very early in the game (starting with turn 2) if not properly implemented will wipe you out before you have time to build your 1st defensive unit. Game over before it starts.

JosEPh

Yes i have already looked at it, and i like it alot, BUT that is going to be part of my Barbarian Thread i have posted ALOOOONG time ago, but i cant get it done without AIAndy and DH helping me out with the python stuff i need, and AIAndy has been out more or less for 2 months now, and DH just got back today from 2 weeks out, and his plate is very very full at the present time, so again its just a waiting game, sorry Joe.:sad: Probably wont be until next year, the way its going.
 
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