Sid Meier's Civilization V

Sid Meier's Civilization V

Barbarians Evolved
Showing 1-10 of 36 entries
< 1  2  3  4 >
Update: 18 Mar, 2017 @ 7:44am

v5.10 https://github.com/chvrsi/BarbariansEvolved

  • Fixed a bug whereby null reads from the savegame data would cause a runtime error and stop further processing. Null reads from the save will now evaluate to false in the case of a boolean, 0 in the case of an int and a null string in the case of a string. (Note: Lua variables aren't strongly typed, so i'm really referencing the intent of the variable).

  • Set the Barbarian Major ally in the Nightmare preset, but unlike other presets, the Barbarian Major ally is not added to the game for you. The White Walkers are bad enough without having the trappings of a "civilization". The ally is there for those of you who wish to "play as Barbarians" option using the Nightmare preset - i.e., play as the White Walkers and curbstomp the world.

  • Added some newer parameters that were part of the custom setup screen to the base preset files, in order to correct mod functionality when the custom screen is bypassed (as happens with custom maps).

Update: 16 Oct, 2016 @ 6:54am

  • Changed SQL inserts containing null to empty strings in order to resolve lua runtime bug in dependant mods.

Update: 10 Oct, 2016 @ 5:56pm

  • Slightly modified unit locks; Tribal Barbarians should no longer be able to spawn faux immobile Settlers in ordinary encampments. (Oops!)

Update: 10 Oct, 2016 @ 8:33am

  • With thanks to Mydgard, i've tracked down a bug where the game would crash if you had "quick combat" disabled and attacked a (Barbarian) City-State Settler that was waiting to evolve. You should not have to start a new game for the fix to take effect.

  • City-State Settler renaming has returned, so you should now be able to tell which City State a State-Sponsored Encampment will evolve into based on the name of the Settler standing in it. Because the bug had nothing to do with the name of the unit in the first place :-/

  • Added Unit Class Overrides to make the (Barbarian) City State Settler unit un-buildable by players who are also using Vox Populi (formerly known as the Community Balance Patch).

Update: 8 Oct, 2016 @ 5:10pm

  • City State Settlers in camps are no longer renamed; this is a further attempt to fix a crash bug that appears to be caused when a City State Settler is killed in non-english localized games.

Update: 8 Oct, 2016 @ 10:59am

  • Changed base type of "city state settler" units that spawn in camps. Previously they were based on the UNITCLASS_SETTLER type, now they are members of a new UNITCLASS_EVOLVED_CS_MARKER type. It is my hope that this avoids game crashing bugs when the units are captured. (I never got the crash, so I can't really test the fix.)

Update: 24 Sep, 2016 @ 8:17am

  • The "Rival Territory" promotion has been returned to Barbarians. They lost it by accident in a previous patch.

  • Barbarians can now perform "Convert Production to ...." projects when being played by a human. This is so you don't have to produce units ALL the time. You still need to research the appropriate tech, such as Guilds.

  • Barbarian "City State" Settlers now respawn in State-Sponsored Encampments if they are absent but the City State has not yet evolved there. They don't actually DO anything, but they do prevent you from strolling in and pillaging the camp, and they tell you which city state is due to appear.

  • Barbarian AI priorities have been updated significantly. They will now be a lot more aggressive about attacking military units, and as such are less likely overall to capture civilians unless they've got no juicier target.

  • When a human is playing as Barbarians, the camera will move to the site of a newly evolved city.

Update: 6 Aug, 2016 @ 4:58pm

I pushed some fixes to v5 tonight:

  • Immoble "Barbarian Settlers" that sit in Encampments as City-State "markers" no longer have a capture class, as this may have been causing a crash. I was unable to replicate the issue myself.

  • Fixed a bug where the State-Sponsored Encampment improvement was not properly implemented in non-BnW games, and potentially caused a game crash if it was ever built.

  • Fixed a bug where the Barbarian trait was not properly created in non-BnW games.

  • Eliminated dicey SQL errors that were occuring due to missing tables in earlier game versions (again, non-BnW).

  • The "evolved forces" promotion has been pulled from every preset except Nightmare Mode. This is effectively a nerf to Barbarians in every other preset. Subsequently, for Barbarians to be a true threat on Tilted Axis, I highly recommend playing in Nightmare Mode so that the ice does not present an obstacle to the hordes of undead.

Update: 13 Jul, 2016 @ 6:53am

I pushed a small fix to version 5 this morning:

  • Fixed a bug where Tribal Barbarian cities were not evolving.

Update: 12 Jul, 2016 @ 7:08pm

Version 5

  • The default settings file has been changed back to BEsetVanilla (was Minimal in v4).

  • Newly founded Barbarian cities gain a jump-start based on the capital cities of other major civs (including their own, if in-game). They will adopt the size of the weakest capital and the number of tiles owned by the weakest capital.

  • Added a new preset: Barbarans Evolve Into City States. Given time, Barbarian Encampments will evolve into civilized City States! The new City States get the same jump-start as Barbarians, and inherit all the technologies the Barbarians know at the time of spawning. In addition, City States will spawn a number of defensive units and "civilize" any Barbarians in their borders.

  • Immobile Settlers spawn in specific Encampments to indicate City State evolution sites. They aren't helpless and do have (Brute-level) combat strength. If you kill the Settler and pillage the Encampment, the City State will NEVER spawn.

  • Fixed a bug where Vox Populi / Community Patch Project would crash the turn after a city evolved by changing the procedure call that creates the new city. The "Evolve Settlers" option should no longer be needed, but is retained in case some new crash bug is encountered at a later date.

  • Increased density of Barbarians. Previously, there was a cap of 2 Barbarians within 4 tiles of a camp. That cap has been changed to 6 Barbarians within 2 tiles of camp. This can and will lead to substantial Barbarian carpets forming around even a single camp. It will also help the human Barbarian ally.

  • "Ignore Ownership" flag flipped to on for Barbarian camps. Doesn't seem to stop them from disappearing once inside a civ's borders, which was the goal :-/

  • Improved Liberation tooltip.

  • Finally fixed the bug where other civilizations would appear in Barbarian colors. (thanks to Steam user HuFlungDung)

  • Fixed a bug where if you configured strings for additional Eras added by other mods, the era names would not appear in-game. (thanks to Steam user HuFlungDung)

  • Added a vertical slider to the strings panel to adjust for extra eras.

  • Made the icons and text on the preset panel smaller to fit five options. Added a vertical slider to the presets panel for future additional presets :)