hi,
I was wondering if anyone here has ever tried to add barbarian "workers" in a scenario/mod, and then play it through, and then try to add the barbarian's to your city with the join city command.
I remember with earlier versions of civ3 (pre patches, i forgot which fixed this issue) where sometimes captured workers would be called "Barbarian workers" or just "#$%#$ Workers" (replace those with weird characters). Of course these workers would be captured from other civs IIRC, and making them join your city would seem to work.
However I'm testing stuff out, and I can get barbarians workers to join a city, however sometimes they seem to dissapear.
What I mean by this is that the barbarian laborer faces in the city view would simply vanish. Although if you hover the mouse over there supposed spot (at the bottom where the laborer/specialist faces are), the pop up bubble still shows up, and you can see "happy laborer (barbarian chiefdom)" or content, or unhappy. Barbarian laborers made specialists dont seem to "dissapear" though.
Anyway in one lenghty test, this actually crashed my game as I was trying to get them to reappear by shifting the work force around.
Does anyone know anything about this? Is it a known bug? Is there a workaround? Anyone got any suggestions?
I peeked at the file:
x:\civ3_path\Art\SmallHeads\popHeads.pcx
and heck that file doesnt even seem to support heads for each colored civ. I don't know how it works though, but I'd assume it uses some sort of pallete to change the colors.
So is it just unsuported to add barbarian workers to a city?! But then it would mean you could never see the barbarian heads in the first place! I mean it makes for great scenario material, what gives?
If anyone wants to try, fire up the editor, make a tiny map, place a city and troops for you (player1 or whatever), add worker availability to barbarians in the units tab, (not really required but whatever) then place a few barbarian workers near your troops/cities.
BTW, I've used it with multiple barb workers, like 3 and +. Maybe with just one it works, but that defeats the purpose.
Fire up the scenario, capture the workers and send them to your city.
Next send them into your city, do "join city".
Now shuffle them around, make them specialists, then laborers, etc. Do this a few times. Close your city view screen, reopen it, do it again. Maybe let a turn or two pass. Eventually you'll see that they dissapear.
So that's it...
I've considered removing the "join city" ability, but that means you can't give a barbarian worker the terraform AI strategy, and anyway thats not good because you'd have to redo the rule where captured pop units transform not into regular workers, but into barbarian workers, and this makes the rules way to weird not only for the player but the AI too. And besides having a worker unit without the terraforming AI strategy, then the AI wouldnt even use the unit as a worker...
Right? Or can a AI strategy be greyed out and the computer will still use that AI strat?
Thanks for any advice in advance, much appreciated.
I was wondering if anyone here has ever tried to add barbarian "workers" in a scenario/mod, and then play it through, and then try to add the barbarian's to your city with the join city command.
I remember with earlier versions of civ3 (pre patches, i forgot which fixed this issue) where sometimes captured workers would be called "Barbarian workers" or just "#$%#$ Workers" (replace those with weird characters). Of course these workers would be captured from other civs IIRC, and making them join your city would seem to work.
However I'm testing stuff out, and I can get barbarians workers to join a city, however sometimes they seem to dissapear.
What I mean by this is that the barbarian laborer faces in the city view would simply vanish. Although if you hover the mouse over there supposed spot (at the bottom where the laborer/specialist faces are), the pop up bubble still shows up, and you can see "happy laborer (barbarian chiefdom)" or content, or unhappy. Barbarian laborers made specialists dont seem to "dissapear" though.
Anyway in one lenghty test, this actually crashed my game as I was trying to get them to reappear by shifting the work force around.
Does anyone know anything about this? Is it a known bug? Is there a workaround? Anyone got any suggestions?
I peeked at the file:
x:\civ3_path\Art\SmallHeads\popHeads.pcx
and heck that file doesnt even seem to support heads for each colored civ. I don't know how it works though, but I'd assume it uses some sort of pallete to change the colors.
So is it just unsuported to add barbarian workers to a city?! But then it would mean you could never see the barbarian heads in the first place! I mean it makes for great scenario material, what gives?
If anyone wants to try, fire up the editor, make a tiny map, place a city and troops for you (player1 or whatever), add worker availability to barbarians in the units tab, (not really required but whatever) then place a few barbarian workers near your troops/cities.
BTW, I've used it with multiple barb workers, like 3 and +. Maybe with just one it works, but that defeats the purpose.
Fire up the scenario, capture the workers and send them to your city.
Next send them into your city, do "join city".
Now shuffle them around, make them specialists, then laborers, etc. Do this a few times. Close your city view screen, reopen it, do it again. Maybe let a turn or two pass. Eventually you'll see that they dissapear.
So that's it...
I've considered removing the "join city" ability, but that means you can't give a barbarian worker the terraform AI strategy, and anyway thats not good because you'd have to redo the rule where captured pop units transform not into regular workers, but into barbarian workers, and this makes the rules way to weird not only for the player but the AI too. And besides having a worker unit without the terraforming AI strategy, then the AI wouldnt even use the unit as a worker...
Right? Or can a AI strategy be greyed out and the computer will still use that AI strat?
Thanks for any advice in advance, much appreciated.
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