Sid Meier's Civilization V

Sid Meier's Civilization V

Barbarians Evolved
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Update: 4 May, 2016 @ 3:52pm

Version 4

  • Fixed a bug where a human playing as Barbarians evolved cities that could be liberated back to the Tribal Barbarians. When playing as the Barbarians, all evolved cities are founded under their direct ownership regardless of the presence of a Liberation civ or not.

  • Fixed a bug where the trait description for Ashes to Ashes was just a little bit too long.

  • Fixed a bug where the Barbarian Major Civ color was incorrectly assigned.

Update: 1 May, 2016 @ 5:37am

  • Added a new "Play as Barbarians" option that appears right below the "Add Barbarian Civilization" option. It doesn't add anything new, really, but does simplify the process of playing as or against Barbarians.

  • The Setup Game option has been re-enabled. Note that to see the Barbarians Evolved setup screen, you must pick the Custom Game option after loading mods - Setup Game is to allow for users to load map based scenarios.

Update: 30 Apr, 2016 @ 6:18am

  • There is a new, custom setup screen that precedes the Advanced Setup where you can set all of the Barbarian options. No more fiddling with files! I have also been able to introduce some previously unworkable options, such as changing colors, adding the Barbarian Civilization as an opponent, and enabling or disabling State-Sponsored Encampments.

  • Minimal is the new default settings file. The settings files are still used, if you opt not to use the Advanced Setup screen (e.g. YNAEMP) or when loading a savegame from prior to version 4.

  • Custom color choices for the Tribal Barbarians and Barbarian Civilization is now an option.

  • Disabling of State-Sponsored encampments is now an option.

  • The exp cap from Barbarian kills has been removed.

  • The Barbarian Civilization greetings have been changed to indicate an imminent declaration of war.

  • The Barbarian Civilization now has +100% production for all military units.

  • Squashed a bug where the capture notification was sent out when the AI "liberated" a Barbarian Civilization city back to the Tribal Barbarians for immediate dispersal.

Update: 19 Mar, 2016 @ 5:40pm

I pushed a small fix to version 3 tonight:

  • The unit limits on Barbarian Enslaved Workers and Barbarian Infiltrators should now be applied to the AI.
  • The unit count routine has been made far more efficient.
  • Some improvements were made to the AI Infiltrator nuke routine, but the AI still seems pretty bad at using them.

Update: 1 Mar, 2016 @ 8:28pm

I pushed a small fix to version 3 tonight:

  • The Motivated promotion isn't working out as I had hoped - the CanMoveAllTerrain flag is producing visual and gameplay results. I am keeping the promotion but changing what it confers to a combination of hovering, embarkation and ice crossing.
This should resolve the display issue where Barbarians appear to be water-walking.

Update: 28 Feb, 2016 @ 7:05pm

An update today brought yet more fixes and enhancements to version 3:

  • New setting: bBarbEvolveSettlers (default: false)

    If false, cities will evolve instantly. If true, it causes the game to spawn a settler with orders to found a city. The latter is usually nearly instantaneous as well. The important difference is the method used to create the city.

    In BEsetCBP.lua this will be set to true, as the instantaneous evolution method causes the game to crash on the next turn.

    NOTE: Sometimes the settler can't complete it's mission (found a city) for whatever reason. This leads to the leftover Barbarian settlers.

  • New setting: bDisableBarbSpawnForAlly (default: false)

    Governs whether garrisons will spawn for the Barbarian Major civ. If true, garrisons won't spawn in the cities of the Barbarian Civilization. Does not affect the tribal Barbarians.

  • The Barbarians capital city is always created under in their ownership regardless of the presence of a Liberation civ.

  • The list of promotions given to Barbarians has been trimmed. No more embarkation or ignore movement cost. (White Walker still have ungodly imbalanced promotions!)

  • The "Superior Discpline" promotion has been renamed "Motivated" so that it makes a little more sense in the Barbarian context.

  • BUG: The "Motivated" promotion that lets units cross impassable terrain (mountains, ice) causes units to appear to "walk on water" with CBP installed, as well as move into water tiles without researching optics.

Update: 27 Feb, 2016 @ 12:23pm

An update today brought yet more fixes and enhancements to version 3:

  • Fixes to SQL scripting to create dummy tables if they do not exist so the script doesn't fail if missing DLC
  • Deprecated of bRagingBarbarians variable; halved camp evolution timer
  • City spawn chance shifts from static value to number based on Handicap (difficulty) level; Prince games should be easier
  • State-sponsored Encampments won't spawn when a unit owned by a non-Barbarian civilization is standing on the plot (i.e. the worker that built it, or someone about to raze it)
  • Fixed embarked unit graphics (thanks /u/ModularDoktor from Reddit)
  • Fixed notification on tech inheritance
  • Fixes to not stagnate Tribal Barbarian technological progression if they don't own any cities
  • Create a new promotion (Superior Discipline) that combined CanMoveAllTerrain and CanMoveImpassable and give it to Barbarians by default. Take the hovering promotion away. (thanks /u/ModularDoktor from Reddit)
  • The new promotion can also be learned by other civ units earn it (the hard way) so they can solve the problem of ice locked Barbarian cities and camps. It has the same requirements as March.
  • Infiltrator unit now has no combat values, making it a non-combat unit that can be captured (turns into a worker). This should make it unable to be gifted by Militaristic city states.
  • New Barbarian-only Courthouse variant that costs nothing and has no maintenance cost, effectively saving 4gpt. If you have courthouses in your Barbarian cities, feel free to sell them off.
  • Barbarian civ now correctly inherits ALL techs of the tribal barbarians (no longer skips starting techs, as happens in Deity games).
  • All Minor Barbarians (63) automatically recieve the (now hardcoded) RIVAL_TERRITORY promotion. Subsequently, the promotion has been removed from the array of land unit promotions.
  • Infilitrator units controlled by an AI are now coded in lua to unleash their nuke upon a city as soon as they come within range. Tihs should solve the stupidity of Infiltrator AI.

Update: 21 Feb, 2016 @ 3:35pm

An update tonight brought some enhancements to Version 3:

  • Not all "Barbarian" strings were changing. Now they will. The efficiency of the SQL has been greatly improved.
  • You can tell the mod which language table to change the strings for, meaning this piece works for more than just English. The Barbarian unit renames are still English only.
  • The "Barbaric" adjective has been changed back to "Barbarian".
  • The Barbarian civ (whether it be AI or human) will no longer declare war on everyone on turn 1. Instead, it will declare war on civs as it meets them one by one, including city states. Note that the tribal Barbarians are always at war. This should not affect any game you have in-progress.
  • Any belief which converts Barbarians (i.e. Heathen Conversion) is removed from play. It was overpowered, plain and simple. If you've already picked Heathen Conversion as a reformation belief, you are prompted to select a new one.
  • Newly added: State-sponsored Encampments... i.e. buildable Encampments. When built close to a city, they will convert to forts on the next turn. But when they are sufficiently far away, they will spawn Barbarians. Be warned - if you're not allied with the Barbarians, they can turn on you just as easily as they can disrupt your foes!
  • There is a new configurable option to disable Barbarians spawning from state-sponsored camps. It won't make the camps un-buildable, but it will make them effectively useless.

Update: 19 Feb, 2016 @ 2:54pm

VERSION 3 IS NOW LIVE.

Far, far too many changes to list. Some of the changes include:

1. All parameters moved into separate BEset* lua files, controlled by a parent BEsettings.lua file.
2. Barbarian Civilization re-introduced. This should improve compatibility with CBP.
3. Barbarian Civilization cities should be liberate-able.
4. Barbarian Encampments now provide a 50% defensive bonus to the tile they appear on.
5. New Barbarian Unique Units: Enslaved Worker, Infiltrator.
6. Barbarians change names throughout the eras.
7. All previous mod detection and switching off of features has been removed. You have the power to turn features on/off yourself now.

The list goes on.

Most importantly, check the BEsettings.lua file. Make sure you're using the appropriate BEset* file.

If you're using a custom DLL I highly recommend enabling Conservative Mode.

Update: 1 Nov, 2015 @ 4:05pm

Added WHoward's DLL mod to the list of mods (now 2) that disable evolution/city capture.