Warchiefs and Scoundrels - Barbarians Enhanced. Need coders and help.

Wodhann

South American Norse God
Joined
Feb 27, 2014
Messages
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(Name subject to change)

So I had an idea for a mod and I want to see if anyone is willing to help (I would mainly need coders).

The idea of the mod is to increase interactivity with barbarians beyond hacking and slashing into their camps. Barbarians would be sort of mini city states that (really) dislike everyone.


New Features:

  • Barbarians now have a diplomacy screen much like city states'.
  • Each camp represents a tribe, and has a name referencing historical "barbarians". All barbarians will belong to a different tribe now, which allows for some interesting interactions.
  • If a barbarian captured a citizen, you can now pay for "ransom" (more like buying back the slaves) and retrieve them. (However if you take too long the citizens will integrate the barbarian tribe and be lost forever)
  • You can gift a barbarian tribe for favor and stop being hostile to you for a while. However peace time is slightly random and they can backstab you if they feel like it.
  • You can pay an amount of gold to buy hired hands. This will not prevent barbarians from attacking you, though, as they will be "independant" from the tribe. They are relatively cheap, but weaker, unreliable and likely to desert you, especially in unhappy times. Barbarian units also create unhappiness if they're in friendly borders.


Barbarians in Modern Times

  • From the renaissance era onwards pirate "coves" or "hideouts" and start appearing in the ocean (they will be like little islands) and spawning Pirates. They can sail the oceans and will get more sophisticated as eras go on.
  • At the industrial era land onwards barbarian camps will stop appearing. Instead, depending on civ happiness, modern barbarians will start appearing at random within city borders (towards the edge, though, to give players a chance to respond) and will have specialized units that cause havoc. Players will have a new spy option - "provoke terrorism" which can increase the rate when this happens.
  • From the atomic era on, instead of random units, terrorism camps will start appearing within the borders, and planes may spawn in them. Units will also spawn from these until taken care of.


Additions

  • Barbarian units will be smarter and more vicious (existing mods can be used for this).
  • ALL barbarian units will be unique. Yes you heard me.
  • Since barbarians are now divided by tribes, they will also fight each other (barbarians are no longer BFFs with each other).
  • If a barbarian conquers a rival camp, a camp of the same tribe will be put in its place. They share the same diplomacy screen and spawn units from the same tribe.
  • Barbarians can conquer cities. If they do, a tribe named after the defeated city will appear in its place (the barbarians within city borders will be converted to it).
  • Camps will be harder to capture.


WE NEED:

  • Coders
  • People to help me with the barbarian tribe names
  • Coders
  • Some art help possibly, in the 3d area, since we're going to make a bunch of new units. I will do most of the art needed though.
  • Did I mention coders
  • Ideas? Keep in mind I don't want to make this too complicated though.
  • I hope I did mention coders.
 
Image Showcase

UI
(Photoshopped sample of a tribe screen)
Y4TOEv6.jpg


Units

Tribeman
72tjbvA.jpg


Huntsman (Texture still needs fixing)
2rwdSC6.jpg


Clansman (Texture still needs fixing)
attachment.php
 
Re tribe names:
FWIW, in the base game, in the Civilization_CityNames table, Barbarians (and City States, duplicated) are given tribes as city names. It appears to be a good start:
Spoiler :
AINU
ALEMANNI
ANASAZI
ANGLE
APACHE
ARYAN
ASSYRIAN
AVAR
BACTRIAN
BANTU
BULGAR
BURGUNDIAN
CARIB
CHEHALIS
CHEROKEE
CHINOOK
CIMMERIAN
CIRCASSIAN
CUMAN
ESTRUSCAN
GAUL
GEPID
GHUZZ
GOTH
HARAPPAN
HITTITE
HSUNGNU
HUN
HURRIAN
ILLINOIS
JUTE
KASSITE
KHAZAK
KHOISAN
KUSHANS
LIBYAN
LIGURIAN
MAGYAR
MAURYAN
MINOAN
MYCENIAN
NAVAJO
NUBIAN
NUMIDIAN
OLMEC
PARTHIAN
PHEONICIAN
PHRYGIAN
POLYNESIAN
SAKAE
SARMATIAN
SAXON
SCYTHIAN
SHANGIAN
TARTAR
TEOIHUACAN
THRACIAN
UZBEK
VANDAL
VISIGOTH
YAYOI
YUECHI
ZAPOTEC
ZHOU

...Though you'd want to take out Assyrian, Hun, and Polynesian, since the list preexists those civs; and probably any that have city states, like Olmec and Pheonician...
 
Great! That takes care of that.

Would there be need for any more? Not sure how many barbarian camps there can be in a huge map at a time.

Plus, we need pirate "tribe" names too.
 
A quick Google search found these pirate strongholds, some old, some modern:
Port Royal, Jamaica
St. Mary's Island, Madagascar
Tortuga, Haiti
Clew Bay, Ireland
New Providence, Nassau (Bahamas)
Barataria Bay, Louisiana, USA
Newport (Rogue's Island), Rhode Island, USA
Ocracoke, North Carolina, USA
Charleston, South Carolina, USA
Juan Fernandez Islands, Chile
Barbary corsairs (Algiers, Tunis, and Tripoli)
Ghar Al Milh, Tunisia
Niger Delta, Nigeria
Eyl, Somalia
Straits of Malacca, Malaysia/Indonesia
South Sulawesi, Indonesia
Borneo, Indonesia
South China Sea
Bias Bay, China
Dunkirk, France
[also:
"Pirate Coast," United Arab Emirates]

EDIT: Or would you prefer the names of famous pirates through history?
 
A quick Google search found these pirate strongholds, some old, some modern:
Port Royal, Jamaica
St. Mary's Island, Madagascar
Tortuga, Haiti
Clew Bay, Ireland
New Providence, Nassau (Bahamas)
Barataria Bay, Louisiana, USA
Newport (Rogue's Island), Rhode Island, USA
Ocracoke, North Carolina, USA
Charleston, South Carolina, USA
Juan Fernandez Islands, Chile
Barbary corsairs (Algiers, Tunis, and Tripoli)
Ghar Al Milh, Tunisia
Niger Delta, Nigeria
Eyl, Somalia
Straits of Malacca, Malaysia/Indonesia
South Sulawesi, Indonesia
Borneo, Indonesia
South China Sea
Bias Bay, China
Dunkirk, France

EDIT: Or would you prefer the names of famous pirates through history?
No no, pirate strongholds is good (they're pirate "tribes" after all). These might be useful.

We need some coders to get started though on this mod though. I'll probably start on art, some unit graphics and such, but I know precisely zero coding so I can't do this on my own.
 
Very interesting mod :D

I thought about something similar...

I am afraid it will require DLL though
 
Here's an image I photoshopped together to show how I would want the tribe screen to look like:

Spoiler :
Y4TOEv6.jpg


I'm not sure you can actually make the tribes reference themselves in the welcome message, but it's not that important.
 
For what you want to do, you'll have to remove the default barbarian player (it can't be at war with itself) and "reserve" a few city-states to represent different tribes (something very similar of what I do in the Revolution mod for rebels factions)
 
For what you want to do, you'll have to remove the default barbarian player (it can't be at war with itself) and "reserve" a few city-states to represent different tribes (something very similar of what I do in the Revolution mod for rebels factions)
I'll leave that for the coder to decide, but just out of curiosity, is there a limit on how many city state players you can have? And if yes, can you lift that limit?
 
Let's brainstorm about units.

(Assume whatever is not listed is the same as default unit, like spear bonus vs mounted and such.)

Brute (Replaces Warrior)
Strength 8
Abductor - Moving towards civilian units for the first time in a turn cost no movement.

Hand-Axe (Now replaces archer)
Defense 7
Ranged Strength 8, range 1

Tribesman (Replaces Spearman)
Strength 11
Medic

Huntsman (Replaces Chariot Archer)
Defense 8
Ranged Strength 11
Range 1

Galley (Same)

Javelineer (Replaces Composite Bowman)
Defense 5
Ranged Strength 13
Range 2

Marauder (Replaces Swordsman)
Strength 14
Abductor - Moving towards civilian units for the first time in a turn cost no movement.

Raider (Replaces Horseman)
Strength 13
3 Moves
Pillaging gives +10% health

Hornbowman (Replaces Crossbowman)
Defense 15
Ranged Strength 16
Range 2

Slayer (Replaces Longswordsman)
Strength 21
Abductor - Moving towards civilian units for the first time in a turn cost no movement.

Clansman (Replaces Pikeman)
Strength 15
Medic

Champion (Replaces Knight)
Strength 18
3 Moves
+15% Combat bonus to all Land units within 2 tiles

(This is as far as they go - Pirates will follow up on the next techs)


Names are temporary (especially the hornbowman), and I'm still thinking about what kind of stats and abilities they will have.

Abductor may be too strong/annoying (let me know what you think), but I want ransom to be more relevant, and people to be more careful with barbarians. I may want to remove it from Brute, though.

EDIT: Abductor is probably not gonna be used, on second thought. Everything is this list is subject to change.
 
It'll take me ten times longer than someone who knows what they're doing, but I've been inspired to help with some coding unless/until someone better comes along.

Here's my plan:
I've started creating a basic test bed that populates the database with names for barbarian and pirate tribes, and assigns half of the city states Barbarian status and gives them a tribe name.

I'm going to do a little preliminary work on the popup, since I've had a bit of practice with city state popups for CSL2. Once I have something to show you, I'll put the project up on gitHub.
 
It'll take me ten times longer than someone who knows what they're doing, but I've been inspired to help with some coding unless/until someone better comes along.

Here's my plan:
I've started creating a basic test bed that populates the database with names for barbarian and pirate tribes, and assigns half of the city states Barbarian status and gives them a tribe name.

I'm going to do a little preliminary work on the popup, since I've had a bit of practice with city state popups for CSL2. Once I have something to show you, I'll put the project up on gitHub.
Thank you very much, and welcome to the project! And we can have multiple coders by the way.

Oh, and a question. I don't suppose it is possible for the mod to look up names of existing installed civs and remove them from the name database? So if someone has, say, the Goth civilization installed, it doesn't get treated as a barbarian tribe anymore. Too much to ask I guess, but would certainly be handy.
 
I don't suppose it is possible for the mod to look up names of existing installed civs and remove them from the name database?
It's easy enough to mod (I've done something similar for CSL2 mod support), but if you are willing to do the tedious bit, then I'll do it. You need to gather the mod IDs from the .modinfo files, and the civ's internal names (CIVILIZATION_*).

Any thoughts on the units?
I like them at first glance, but balancing is always tough. It'll just be a matter of seeing how fun it is in a real game.

Besides it going to be a huge pain to have to babysit workers, I do think Abductor may be a pain to actually implement in Lua.

For compatibility, I'm guessing we want to try to do this without a dll mod?
 
It's easy enough to mod (I've done something similar for CSL2 mod support), but if you are willing to do the tedious bit, then I'll do it. You need to gather the mod IDs from the .modinfo files, and the civ's internal names (CIVILIZATION_*).
We can come back to this later, let's focus on the foundation now.

I like them at first glance, but balancing is always tough. It'll just be a matter of seeing how fun it is in a real game.

Besides it going to be a huge pain to have to babysit workers, I do think Abductor may be a pain to actually implement in Lua.
Yeah. I'm going to rethink that skill. I do want barbarians to have something unique though.

For compatibility, I'm guessing we want to try to do this without a dll mod?
We'll see how necessary it is to do this with DLL.
 
I present you the first unique unit of the mod (and my first civ5 model ever), the Huntsman:

2rwdSC6.jpg


It replaces the Chariot Archer. Note: Texture still needs touching, this is probably not the final product.
 
I'd be up to help on creating some units, but I'm not really interested into making organic units, but anything mechanized or naval, I'd be happy to help. I'm thinking mainly for the Pirates tribes. I've got a few boats models I've done in the past, I'd be happy to help on that, supposing they are solid concepts and/or references for these units.

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