where are the barbarians

ronjon

Warlord
Joined
Jan 5, 2007
Messages
143
playing FFH2 032i, first two games, both around 140 turns and so far the only barb to show up is orthus, and the setting is raging. What could I have done wrong?

And I do not have the "no barbs" option checked.
 
Custom game. If you add more civs than the size of the map are made for then there is no room for any barbarians.

Although I have played a couple of games now on that tecto... mapscript (you know which one) and have ended up with almost no barbarians. On the contrary I played a game on the creation mapscript (available somewhere under the maps and scenarios subforums) and on that I got more than I could chew.

PS
Just to be clear. I always play large and I never add more civs than the size say (8 in this case).
 
Why can't we have an event, "Barbarian Uprising", that creates alot of barbarians somewhere.

Perhaps there is such an event already in the game, but since there is so many events now (and many have little or no effect;)) so I haven't noticed it.
 
"Custom game. If you add more civs than the size of the map are made for then there is no room for any barbarians"

I am using the same set-up I used for the previous version(huge-2 continents, 14 civs) and I got an avalanche of barbarians. Also there is plenty of dark areas still. surely something else is going on, and if not, what the hell!
 
I've noticed barbs stockpiling their number occasionally. Wandering around outside of my field of view, then charging in mass. That could be what they are doing, or they're all wandering off towards random AI's.
 
I've noticed barbs stockpiling their number occasionally. Wandering around outside of my field of view, then charging in mass. That could be what they are doing, or they're all wandering off towards random AI's.

I appreciate that people are trying to come up with suggestions, but what is happening is not do to some simple overlooked thing on my part. 3rd game turn 127 nothing looked in worldbuilder after orthus was announced and nothing. for some reason there is nothing. Nothing.:confused: could it be some screwed up file, some ini or outi or whatever the hell they are called. I am going to download 032 again and see what happens.:(:(:(:sad:
 
Strange.
Can you list other options you've checked? Wildlands maybe?



You could also check what's the value of <iBarbarianCreationTurnsElapsed> and <iUnownedTilesPerBarbarianUnit> in ..."FfH dir"\XML\Gameinfo\CIV4HandicapInfo.xml (open with notepad, search for section listing your level of difficulty and then look what's the value of these settings). But I can hardly see how those could have been overwritten :dunno:
 
What game speed are you using? I am playing a game at Epic speed right now. The main barbarian force (you do get some barbs wandering around from Barbarian Lands cities, popped goodie huts, etc.) didn't come until turn 200 or thereabouts. Yes, Orthus came at turn 114 as usual in Epic speed - and was quickly killed as usual as the rest of his comrades had not appeared yet.

However, the turn in which the main barbarian force shows up depends on the number of total cities settled on the map (I don't think barb cities/Barbarian Lands counts). If the AI is going expansion crazy and you have a few cities, you can expect to see the barbs show up sooner. If expansion is slower, you might see them later.

It's been a while since I played at Marathon speed, but I believe the main barbarian force doesn't show up until even later in the game - makes sense as things move a lot slower.

I have voiced my complaint about the raging barb option being valid for only a brief time in the beginning of the game. By mid-game, the barbs are pretty much gone unless you are playing on a huge map, and, even then they may be gone. Why?

1. No place for them to spawn. The expansion-happy AI has filled the map.

2. If there is open territory, at least in my games, it is densely populated with Bears. With so many Bears, no other barb units can spawn.

3. In the last few versions of FFH2, the barbs have changed from raging to squatting. They never raze cities (unless it has a pop. of one). Instead, they have tons of cities with defenders. Often the cities have many defenders. One chief offender is the city with Acheron in it. In my last game, I counted 22 barb units staying at home to defend that city instead of going out to rage on the map. Barbs get guard duty on goodie huts, lairs, etc. and cannot rage.

In my games, except initially when the main force arrives, you never see any barb stacks like you used to fear in past versions.

Once you survive that initial 'onslaught' (and many expansion-happy AI civs do not!), the barbs are not much of a threat the rest of the game. YMMV depending on map type/size, but on land maps anyway, you only see an occasional barb now and then.

I love sending out HN units to harass other civs and take out defenders so barbs can take cities and have more territory in which to spawn, but often even then the barbs will not cooperate and take defenderless cities. :rolleyes:

I have to say that I think the main barbarian force should come sooner, but I suppose then the AI civs with one Warrior defending their many cities would also be wiped out sooner
 
I was very careful in both games to make sure it was not checked.

There is a known issue with game options showing the wrong state. This can be caused by an modmod which is not implementing its additional game options correctly. I know what I'm speaking of, because it caused me some headaches with a modmod of mine in the past. I didn't know at this time, that it isn't enough to add the new option to the XML anymore. Since BtS 3.17 came out you have to make some changes tto the SDK too as a modder to make game options work as intended with the newly introduced game options saving mechanism. Which is actually nice, but has its flaws.

You can easily see, if something like this is wrong with your installation by comparing the number of game options in-game with the number of saved option flags (the number of zeros and ones like shown below) in your CivilizationIV.ini. It should be the same.

Edit: Sorry, I was wrong. You can't check it this way that easily. The ini has to cover the intentional invisible game options as well. So the numbers will be different. But I can tell you one thing. An unmodified installation of FfH 0.32l has 74 options in total.

Code:
; Game Options
GameOptions = 000001100011000000010010010000000000000000000000100000000000000000000000001
 
Why can't we have an event, "Barbarian Uprising", that creates alot of barbarians somewhere.

Perhaps there is such an event already in the game, but since there is so many events now (and many have little or no effect;)) so I haven't noticed it.

Vanilla Civ has that. So, it should be easy to do in FfH. Btw, why the hell do we have so many events. Many of them (CONSTELLATIONS, anyone?) do very lil or occur so damn often.
 
Btw, why the hell do we have so many events. Many of them (CONSTELLATIONS, anyone?) do very lil or occur so damn often.

Sorry to hyjack the thread:
Kael said he impleted the constellation events to slow down other events during the early game. Examples of this are the obeliks which got boosted 8 times, the triple mushrooms etc. He needed a way to make the amount of events in the early game manageable, and used constellations to do just that.

About the barbarians: follow the advise from some of the other players here, and play a bit more (turn 200-250), they should pop up
 
I've experienced this problem twice as well while playing with "no settlers" in order to give barbarians more room, which is quite ironic :D
But I've seen plenty of other ppl using this option and it works fine so I don't know :/

Are you using any other options?
 
Animals spawn for a while, and then Barbarians, never both at once. The trigger to tell the game when to stop spawning animals and start spawning barbarians is the amount of civilizations in the game. Without looking at the code its something like 1.5 cities per civ in a normal game and 2 cities per civ in a wildlands game.

So if you have 8 civs in a game you would need to have 12 cities before barbarians would start spawning. If you were playing a wildlands game you would need to have 16 cities. If you filled a map with 19 civs in a wildlands game you would need to have 38 cities in the game before barbarians would spawn (assuming they could find any room to spawn into).

I've experienced this problem twice as well while playing with "no settlers" in order to give barbarians more room, which is quite ironic :D
But I've seen plenty of other ppl using this option and it works fine so I don't know :/

Are you using any other options?

As you can tell from the above formula, no settlers will limit you to 1 city per civ and keep you from ever hitting the threshold needed to spawn barbarians.
 
"So if you have 8 civs in a game you would need to have 12 cities before barbarians would start spawning. If you were playing a wildlands game you would need to have 16 cities. If you filled a map with 19 civs in a wildlands game you would need to have 38 cities in the game before barbarians would spawn (assuming they could find any room to spawn into)."

Thank you, that is the information I am looking for. the game I am playing is raging, wildlands, huge, 14 civs, currently 33 cities, turn 162 so I will play a while longer and see what happens. Merci beaucoup( I am embarassed to say that is the only french I know)
 
"So if you have 8 civs in a game you would need to have 12 cities before barbarians would start spawning. If you were playing a wildlands game you would need to have 16 cities. If you filled a map with 19 civs in a wildlands game you would need to have 38 cities in the game before barbarians would spawn (assuming they could find any room to spawn into)."

Thank you, that is the information I am looking for. the game I am playing is raging, wildlands, huge, 14 civs, currently 33 cities, turn 162 so I will play a while longer and see what happens. Merci beaucoup( I am embarassed to say that is the only french I know)

You still didn't mention the game speed you are using, ronjon.:)

As stated, you can expect the barbs to appear sooner in the faster speeds. You can build settlers faster and you will hit the threshold on the number of cities faster. Voila (another French word for you!), here come the barbarians. At the slower speeds, like Epic, for example, you will have some time before they show up in force.
 
The one thing that bugs me tho is there aren't any massive barbarian uprisings like in BTS. Ya know, there was always the message "The Philistines have raised a large army of spearmen", etc. And that aspect is only covered by Acheron, who jus sits there, with as many units as possible, and Orthus with his axe. We need events like the "Orc Tribe of (insert Orcish tribal name here), who never joined with the Clan of Embers, has risen up with the intent of destroying civilization" or "A band of rogue Humans, Elves, and Dwarves have risen up in the hope of conquering civilization and ruling it in a manner pleasing to them" and similar events. They'd be on the same line as the aforementioned events in BTS, but with different flavour.
 
Between Acheron popping, Orthus spawning, Barbatos killing everything near, Margalard/Leviathan making an occasional appearance, and the Armageddon units showing up, I think the scary "barb attack" factor is already there sufficiently to make me panic a few times a game. I'm not sure a very standard BTS-inspired "uprising" would contribute much additional flavor. It's much cooler to have a few unique, scary units come after you than a horde of generic units.
 
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