Sid Meier's Civilization V

Sid Meier's Civilization V

Barbarians Evolved
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Update: 31 Oct, 2015 @ 4:53pm

Use of the Community Balance Patch now completely disables the ability for Barbarians to capture or evolve cities of their own. There were too many issues trying to make the various pieces work together.

There are three user-customizable settings in BarbariansEvolved.lua - I invite you to change them as you see fit. They are:

bRagingBarbarians = true bDisableBarbCities = false bDisableGlobalUpgrade = false

Changing these variables will:

* Double the number of turns between camp evolution (if false)
* Prevent Barbarians from evolving or capturing cities (if true)
* Prevent Barbarians from upgrading their units (if true)

Update: 23 Aug, 2015 @ 7:42pm

The use of the dummy Civilization is now disabled if you are using the Community Balance Patch DLL. This is due to a crash that I somehow completely overlooked in testing.

Unfortunately this means if you are using the Community Balance Patch, you will not be able to liberate Barbarian cities.

Update: 23 Aug, 2015 @ 7:20am

Barbarians now have all social policies stripped from them at the start of a new game, loading of a game, and each turn. Instead, the Barbarians force-adopt a (hopefully invisible!) policy which should prevent them from selecting any other policies.

Barbarians can no longer construct any buildings with the exception of Walls, Castle, Barracks and Armory. They just don't care about the rest. Any existing buildings (constructed pre-update) will remain in those cities.

Barbarians can no longer undertake any maintenance projects such as building Wealth or Science.

The combinations of the three above changes should prevent Barbarians from accumulating enough per-turn culture to adopt a social policy, which has been causing nasty mid-game crashes.

The Barbarian Leader's flavors have changed slightly to remove any inclination they had toward workers, work boats, culture, gold and science. They should now be solely interested in city defense and military.

Update: 20 Aug, 2015 @ 6:19pm

VERSION 2.0

Ahh, lucky 13.

To signify the squashing of a massive and longstanding bug I have bumped the mod version.

The capital city added to the previous version has been removed.

There is a reference to a new (separate) component mod that creates a dummy civilization. If the component is used alongside this mod, Barbarian cities will be able to be liberated! Unfortunately, the dummy civ mod isn't posted yet, but Barbarians Evolved will continue to work without it. Until I do post it, the Warmonger penalty stays. Sorry.

Barbarians will replace their units when the technology becomes available to build a more advanced version of the same unit. In doing this, they will discard half of the obsolete units, reducing their numbers to less error-prone levels. The upgrade is world-wide and instantaneous (unless the unit is in enemy lands).

Barbarians will be able to annex cities without happiness penalties.

Removed a stray reference to the Barbarian Horseman unit from XML.

Stuff that didn't get done in this patch:

1. The Barbarian civilization will change names throughout the eras [work in progress].

2. Translations.

Lastly, the big news:

A MASSIVE bug with Barbarians and the Information Era has been found and finally squashed. This should stop a lot of very late game crashing. It turns out that as soon as Barbarians acquire a technology from the postmodern or future era, it crashes the game. I have no idea why this is the case and it happens as soon as the Barbarians gain a city, even if this mod isn't loaded!

To solve the problem this mod will strip any post-modern or future technology from Barbarians on game start and game load. In addition, as the game progresses, Barbarian technology will stagnate at the very end of the Modern Era. You can still expect to see Rocket Artillery, Machineguns and Infantry. Just no X-Com or Giant Death Robots, I think.

Update: 11 Aug, 2015 @ 5:03pm

The first city founded by Barbarians will now have a Palace and be assumed to be the capital for the Barbarians.

Barbarians will only capture cities if they have MORE units in proximity than any other civilization (not including the city owner).

Raging Barbarians is assumed to be true in code; you'll have to turn it off yourself if you don't like it.

Update: 4 Aug, 2015 @ 4:44pm

Quick addition to previous update: there is now a variable, named bDisableBarbCities, that is set to false. By changing this value to true you can completely disable the Barbarian cities mechanic, leaving you with some slightly more aggressive Barbarians.

The boolean can be found near the bottom of BarbariansEvolved.lua.

Update: 4 Aug, 2015 @ 4:21pm

Re-upload because apparently some code related to halving the evolution time if Raging Barbarians is on went missing.

Non-Barbarian units can no longer prevent the capture of cities simply by virtue of being close by.

Added a boolean value (defaulted to false) to completely disable Barbarian city capture, in case that bothers you. It's not where I want it to be just yet.

Update: 28 Jul, 2015 @ 6:00pm

Added reference to Superpowers Complete to ensure this mod loads last. The mod is also detected in debug but no action is taken.

If you are having crash issues and have a mod that requires WHoward's DLL, please consider using the Community Patch DLL instead. It contains WHoward's DLL and should stop the game crashes.

Update: 28 Jul, 2015 @ 3:34pm

WHoward's DLL mod (Pick 'n Mix mods) is now detected upon loading.

Galleys have a slightly different help string so as to not interfere with other mods.

Unit obsolescence is only applied if some other mod has not already set the value of ObsoleteTech for that Barbarian unit. This change, again, should help the Galleys mod play nicely with the Barbarians Evolved mod.

Update: 26 Jul, 2015 @ 5:34pm

If Raging Barbarians is enabled, the turns between Encampment evolution is halved.

Barbarians will spawn units in cities unless City-State Diplomacy is loaded.

Barbarians will heal if the Community Balance Patch DLL is loaded, but not if the Community Balance Patch Mod is loaded.

Old unit overrides were preventing Barbarians from recruiting the full range of mounted and armor units. This has been corrected; expect Barbarians to produce some pretty mean stuff in later eras, like tanks and mechanized infantry.

Barbarians will never construct submarines, carriers, bombers, fighters, helicopters, recon units or nukes. Though I am very tempted to let them build nukes somehow, just for a laugh.