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DESIGN: More Barbarians

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  • 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
    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

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    • #3
      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.

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      • #4
        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...

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        • #5
          thats all good new to me
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • #6
            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!"

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            • #7
              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)

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              • #8
                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.

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                • #9
                  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

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                  • #10
                    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.

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                    • #11
                      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.

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                      • #12
                        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!"

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                        • #13
                          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.

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                          • #14
                            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.

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                            • #15
                              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.

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