i've been playing with the game now for several weeks and have been wondering if the barbarians can be more of a hidden nuisance than an invading army type. i had mentioned in a previous post that i'd like to see the barbarians lose the use of military (offensive) units and switch over to the stealth units later in the game. playing around with the risks.txt only allows me to lengthen their stay in the game and allow them to use more powerful units like tanks, etc. what i'm looking to see is can they instead be allowed to use spies (i'd like to have them damage units and blow up specific buildings), infectors, eco-terrorist type (basically the assassinate ability), and lastly, the park ranger (using a nuke instead of the actual flower power bomb).
i think that barbarians should not only represent raiders and barbarians in the old days but also the terrorists of our times. hence in the modern years of the game instead of seeing barbarian tanks and marines i'd like to deal with a rogue infector prancing about in my back yard. i imagine this will have to have some sort of SLIC coding done to trigger the change in era for the barbarian units. i do know that the barbarian AI will use an infector if it finds cities on it's continent that range 20+ population. can i change that so it will infect everything in site until it either gets caught or dies in the attempt?...i hope so. i did try to get the AI to use an eco-ranger(i think this is the blue bike thingy) unit but that didn't produce anything...darn unit just stayed in place the entire time.
so the basic question here is:
1) is it possible to make the barbarian use stealth units later in the game instead of military offensive ones?
2) if so, can the barbarian AI use some specific abilities (IE: infect, assassinate, nuke, etc...) per unit?
3) given that it costs $ to use these abilites, can the barbarian AI have this restriction removed?? as i know from experience giving it money will only allow it to build oodles of hoplites and other useless units.
any sort of help in this area would be GREATLY appreciated!!
i think that barbarians should not only represent raiders and barbarians in the old days but also the terrorists of our times. hence in the modern years of the game instead of seeing barbarian tanks and marines i'd like to deal with a rogue infector prancing about in my back yard. i imagine this will have to have some sort of SLIC coding done to trigger the change in era for the barbarian units. i do know that the barbarian AI will use an infector if it finds cities on it's continent that range 20+ population. can i change that so it will infect everything in site until it either gets caught or dies in the attempt?...i hope so. i did try to get the AI to use an eco-ranger(i think this is the blue bike thingy) unit but that didn't produce anything...darn unit just stayed in place the entire time.
so the basic question here is:
1) is it possible to make the barbarian use stealth units later in the game instead of military offensive ones?
2) if so, can the barbarian AI use some specific abilities (IE: infect, assassinate, nuke, etc...) per unit?
3) given that it costs $ to use these abilites, can the barbarian AI have this restriction removed?? as i know from experience giving it money will only allow it to build oodles of hoplites and other useless units.
any sort of help in this area would be GREATLY appreciated!!
Comment