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im playing with barbarians evolved, luigis and vox populi, and it seems that is not enough barbarians :(
please help
AAAAAAAAAAND dead.
Without Raging Barbarians turned on you get somewhere between the "normal" settting and the usual results of hainvg Raging Barbarians turned on.
It makes both the "Normal" Barbarians and "Raging" Barbarians settings produce more barbarians than those settings would otherwise.
If the mod is active but Raging Barbs is not on then the result will be something somewhere between "normal" barbs and Raging Barbs.
If the mod is enabled at the same time as Barbarians Evolved you might not see much observable effect from Barbarian Spawn Increase because Barbarians Evolved pumps out so many extra barbs the settings of the game parameters doesn't seem to much matter. Barbarians Evolved also as I recall re-writes the same GameDefines as this mod, and as I recall is set to load *after* Barbarian Spawn Increase, so has final "say" over the GlobalDefines we are both adjusting.
It has been literal years however since I looked into the details of the interactions between the two mods when both are running, so I am flying pretty much from memory on the end effect of this sort of a game setup
I haven't played a game with this mod, barbs evolved, AND Raging Barbarians are all turned on, I thought this mod would put the spawn rate somewhere in between raging and not raging.
With only this mod enabled and Raging Barbarians turned on I often find unexplored areas of the map literally carpetted in Barbarian Units. But hving more barbarians spawning does not in and of itself equal a greater propensity for Barbarian Armies to attack cities and the like, as this behavior is controlled by the game's source code in the DLL, which this mod does not effect in any way.
The normal barbarians setting is more like having raging barbarians turned on when this mod is active, and raging barbarians is raging barbarians +
It seems that Barbs from state sponsored camps are avoiding attacking a city/civ their encampment was built around. I built 2-3 encampments for each civ, to finish off celts and harass indonesia and maya, but barbs dont dare attacking them, despite having a large army amassed 3 tiles away from a civ. Instead they walk/run away in the exact opposite direction.
Your code is
<!-- original value "150" -->
<Update>
<Where Type="GAMESPEED_EPIC"/>
<Set BarbPercent="100"/> ==> your setting
I set it meanwhile to 50. And you can imagine you normally can't play with this setting. In former times I tried it once with 75 - it was impossible to play. Barbarien destroyed anything. I they could they would hyve destroyed all cities.
Meanwhile
The file does in fact work. But the nature of mods in civ5 is that if any other mod adjusts the same ability within the game, and that other mod loads after Barbarian Spawn Increase, then that other mod will be the one whose code applies within the game.
I think that there might be a case where beelining for the Great Wall caould be of advantage :) Though it isn't anywhere near as useful as it was in Civ4. (:
As I mentioned in my Dec30, 2015 comment the two mods might conflict but I have not heard any confirmation that they do. The author of the Barbarians Evolved mod did not think the two mods would conflict.
Leugi thought his mod would not conflict so long as his loads 1st, which I've added code to this mod to be sure Leugi's loads 1st when both are enabled. But other people have noted conflicts between their mods and Leugi's mod.
Barbarians Evolved I am not sure one way or the other, but Barbs Evolved and Barb Spawn Increase might conflict.
The real problem for me is since this mod was 1st introduced there have been quite a few mods released on Steam Workshop or via Civfanatics etc. each of which may or may not conflict. Crazy Extra Barbs seems to have become a thing not unlike the reddit Battle Royale .
??
This mod has never caused a crash for me. Nor do I see how it can on its own since all it does is adjust some of the values the game uses for how often Barbarian Units and Camps can spawn.
I seem not to be getting notifications consistently on this mod as well as a couple of my other mods when people leave comments. From a discussion with other mod-authors on CivFanatics this seems to be a "thing" with older mods as of a few Steam Client Updates ago.
Just reduce the value "BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP" in Barbarian_Hordes.xml