Results 1 to 20 of 20

Thread: DESIGN: More Barbarians

  1. #1
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:21

    DESIGN: More Barbarians

    I saw in the altered files that CTP2 can now go up to 33 players. I'm wondering if anyone looking at the code saw a way to make morethan one player a barbarian.

    My concern here is that different regions could have different barbarians to fight, like africa full of impis, Japan with Ronin. ANd possibly later day barbarians by allowing for guerrillas.

    I dont think CTP2 currently allows for this even if you set more than one player to "wasteland"
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  2. #2
    Pedrunn
    King Pedrunn's Avatar
    Join Date
    06 Jul 2001
    Location
    of Natal, Brazil
    Posts
    2,555
    Country
    This is Pedrunn's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    15:21
    I realyy dont think this is needed. But since we are talkingt about barbarians we could give them some sea units too (pirates). I think the fact that they dont have sea units is a bug.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

  3. #3
    MrBaggins
    King MrBaggins's Avatar
    Join Date
    03 May 1999
    Posts
    1,528
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    18:21
    I don't see why it shouldn't be something we can eventually include... insofaras the barbarians should be just another very specific personality of the AI, and we should be able to assign specific personalities to the AI actors at the creation of a game.

    It is... however, way down on a list of things that I think we should consider.

  4. #4
    hexagonian
    Emperor hexagonian's Avatar
    Join Date
    25 Jun 1999
    Location
    Smemperor
    Posts
    3,456
    Country
    This is hexagonian's Country Flag
    Thanks
    0
    Thanked 1 Time in 1 Post
    Local Date
    May 22, 2013
    Local Time
    13:21
    You can currently program civs with the barbarian strategy settings - you merely have to give a civ the barbarian personality, and you can also mod their city names in the appropriate file.

    Generally, Barbarians are programmed to be very low tech, so they end up being easy pickings.

    I would rather have competent AI civs rather than additional weak barbarian ones.

    And there are already ways to spawn additional barbarian units to appear in the game.
    Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
    ...aisdhieort...dticcok...

  5. #5
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:21
    thats all good new to me
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  6. #6
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 22, 2013
    Local Time
    20:21

    Post

    Originally posted by Peter Triggs
    I saw in the altered files that CTP2 can now go up to 33 players. I'm wondering if anyone looking at the code saw a way to make morethan one player a barbarian.
    To be precise the game has now colors for 33 players but it just allows to start a game with 32 players, but you can't like in the game out of the box reload save games with so many players.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  7. #7
    drulius
    Warlord
    Join Date
    31 Dec 1969
    Location
    Lubbock, Tx USA
    Posts
    138
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    12:21
    Would it be easy to localize the barbarians so that each civ had its own corresponding "maurading hordes" that would spawn in wilderness near their cities? To the game it's always the same Barbarians; but to the players, it's impi to the Zulus, ronin to the Japanese, goths to the Punks. There would be two ways to approach it. If you are Zulu you always see every barbarian as impi. Or, if a Barbarian spawns as an impi, everyone sees it as impi.

    On a side topic, I've often thought of the possibility of an "anti-civ" civ game where the player wins by, preventing the flowering of civilisation, playing to the Barbarian goal: generally slowing down progress all over the world, sabotaging research and developement projects, inciting revolt, taking over cities in revolt, pirating trade. But this kind of thing would only be fun if the AI personalities were VERY good at accomplishing the regular civ goals, and right now a "mod" that played this way would be like kicking them with their pants down. However, I hope that through the work of this source project, it will be theoretically possible to design a mod that plays this way and that the AI personalties will be up to the challenge (which means they would be extremely hard to compete with playing regular civ goals head to head)

  8. #8
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    I have to say i hate Barbs, they annoy me and i havent played with them for a few months at least.

    Maybe if units attacking cities didnt reduce pop points i wouldnt hate them so much.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  9. #9
    Tamerlin
    King Tamerlin's Avatar
    Join Date
    26 Apr 2002
    Location
    Toulouse (South-western France)
    Posts
    2,058
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    20:21
    Rather than more traditional "Civ" Barbarians, I would prefer new civilizations appearing in empty spots of the map from time to time.
    "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

  10. #10
    RolandtheMad
    Warlord RolandtheMad's Avatar
    Join Date
    04 Dec 2002
    Location
    North Carolina
    Posts
    243
    Country
    This is RolandtheMad's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    13:21
    How about just making it so barbs can keep up with the times? Maybe turning into gurillas and insurgents later on. The only time barbs are even a minor theat is right when you start the game. After I get my hoplite/archer garrison their warriors aren't even a concern anymore.

    It would be cool if they would start showing up with mounted archer barbarians and pikemen barbarians. Later on they could 'keep up with the times' like I said and produce infantryman barbarians or whatever.

    Sea units would also be real nice like someone suggested.

  11. #11
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    It would be cool if they would start showing up with mounted archer barbarians and pikemen barbarians. Later on they could 'keep up with the times' like I said and produce infantryman barbarians or whatever.
    In SAP mod i think they do, i once had around 45 cities and Barbarian Artilley kept appearing from little pockets of fog of war throughout my empire, which was annoying.

    There should be different sprites for barbs too, like the Horse Rider from the Magnificent Samurai scenario, its been used in a few mods, and it looks kinda evil anyway and theres some other quality sprites that should be used.

    I also think Pirates would be funny.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  12. #12
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 22, 2013
    Local Time
    20:21

    Post

    Originally posted by RolandtheMad
    How about just making it so barbs can keep up with the times? Maybe turning into gurillas and insurgents later on. The only time barbs are even a minor theat is right when you start the game. After I get my hoplite/archer garrison their warriors aren't even a concern anymore.

    It would be cool if they would start showing up with mounted archer barbarians and pikemen barbarians. Later on they could 'keep up with the times' like I said and produce infantryman barbarians or whatever.
    As Maquiladora already noted they do show up with modern techs, the only problem I see is that the tech level of Barbarians if a city revolts and becomes Barbarian, then this city is technological downgraded a little bit unlogigical if it was before a modern city. So the Barbarians should rather have the avarage tech level of all civs or something leike this.

    Originally posted by RolandtheMad
    Sea units would also be real nice like someone suggested.
    Yes indeed pirates need to be added.

    Another thing I want to note is that if there is a slave uprising then I think the first unit in the unit db is used insread a mix of modern units.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  13. #13
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    the only problem I see is that the tech level of Barbarians if a city revolts and becomes Barbarian, then this city is technological downgraded a little bit unlogigical if it was before a modern city.
    If they become so unhappy they stop producing anything and maybe if it gets too low, a garrisoned unit dies inside, and when theyre all dead in the city it turns into a new civ?

    Basically im saying Modern cities shouldnt revolt to barbarians AT ALL, but if they do get so unhappy they form new civs ONLY, just like the Modern World.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  14. #14
    Peter Triggs
    King
    Join Date
    25 Jan 2000
    Location
    Gone Fishin, Canada
    Posts
    1,059
    Country
    This is Peter Triggs's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    18:21
    Someone suggested in the Civ4 forum, that when a city gets really unhappy, it's people should start to emigrate to the nearest foreign civ. What do you guys think of this? I rather like the idea of having to keep my people happy or they leave.

  15. #15
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    I imagine myself slaving a civ next door taking citizens as slaves, then their cities get uphappy and decide to emigrate to me aswell
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  16. #16
    Peter Triggs
    King
    Join Date
    25 Jan 2000
    Location
    Gone Fishin, Canada
    Posts
    1,059
    Country
    This is Peter Triggs's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    18:21
    Good point. I guess we'd have to decrease the unhappiness penalty for slave raids.

  17. #17
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    Well it could have some other factors, like they only emigrate to civs that are in a different/peaceful government with the current civ's regime theyre leaving.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  18. #18
    Peter Triggs
    King
    Join Date
    25 Jan 2000
    Location
    Gone Fishin, Canada
    Posts
    1,059
    Country
    This is Peter Triggs's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    18:21
    It stiil seems like an exploit: to counter it we could have it so that they only emigrate from cities that are not 'watchful'. Slave raids would then cause short term unhappiness but only the big political and economic factors would cause emigration.

  19. #19
    SMIFFGIG
    Prince SMIFFGIG's Avatar
    Join Date
    20 Jul 2002
    Location
    Great Britain
    Posts
    684
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    19:21
    I would be happy with the following:

    -Barbarian camps like in Civ3 (now this was a really nice idea)

    -Barbarian leaders like in Civ2 (they where fun)

    -Barbarian huge hordes (option of course) like in civ2 where they would appear in non city radius squares

    -Large barbarian landing parties from the OCEAN (something the AI seems to currently be able to use)

    -Barbarian specific units like previously mentioned would be superb

    -Later in game the barbarians upgrade of course and later become terrorists and behave slightly different to barbarians (possibly doing more covert rather than overt operations like destroying city improvements and other spy like ablities)




    There are some great features in Civ3 that would make CtP2 a much better game, but i believe there is just as much from Civ2 also
    Oxygen should be considered a drug
    Tiberian Sun Retro
    My Mod for Tiberian Sun Webmaster of
    http://www.tiberiumsun.com

  20. #20
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:21
    SMIFFGIG great ideas (havent seen you in awhile...)

    I also liked in Civ1 when the Barbarian leader could bribe your unit (it happened only once or twice when I kept t he barb pinned somewhere)

    The immigration idea would be cool, even if we used the civ3 worker to just walk accross the map as it immigrates.

    You could also have refugees and when they sit on your tile you cant use it but attacking them creates a reputation hit and unhappiness (especially in late games)
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

Similar Threads

  1. Getting rod of Barbarians
    By Qwertqwert in forum Civilization IV General
    Replies: 30
    Last Post: March 20, 2006, 19:41
  2. C3C barbarians + NoAIPatrol=0 = PtW barbarians???
    By player1 in forum Civilization III
    Replies: 8
    Last Post: October 10, 2004, 13:39
  3. DESIGN/DEBUG: The "Design decision" thread
    By MrBaggins in forum CtP2 Source Code Project
    Replies: 31
    Last Post: February 23, 2004, 17:24
  4. PBEM: 8 Civilisations / 23 Major Barbarians / 30 Barbarians ...
    By Tzar Alexander in forum Civ3-PBEM-Archive
    Replies: 3
    Last Post: December 10, 2002, 18:41

Visitors found this page by searching for:

Nobody landed on this page from a search engine, yet!

Bookmarks

Posting Permissions