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Would probably do it. Throw it at the bottom of any sql mod you have. But I dunno if it'd mess with stuff elsewhere, maybe you'd be better off doing
UPDATE BarbarianTribes SET IsCoastal = 0 WHERE TribeType = 'TRIBE_CLAN_NAVAL'; would stop it spawning on costs, but then it'd be a dead clan as it has no other units. There's an even faffier way of copying across from another entry
UPDATE BarbarianTribes SET ScoutTag = 'CLASS_RECON', MeleeTag = 'CLASS_MELEE', RangedTag = 'CLASS_RANGED', SiegeTag = 'CLASS_SIEGE' WHERE TribeType = 'TRIBE_CLAN_NAVAL';
变化:
野蛮人只有在距离马匹 3 格(原来是 5 格)以内才能生成骑兵
沿海野蛮人单位的生成间隔增加到15回合(原来是10回合)
野蛮人不再以造船开始游戏(所以不能建造四轮摩托车)
野蛮人 骑马弓箭手现在要求野蛮人在生成之前可以使用射箭
野蛮人海军单位现在从“原始船只”那里获得-10的战斗力,直到他们解锁天体导航(这个力矩类似于野蛮人骑兵与普通骑兵相比的弱度)
基本上,这将进一步削弱野蛮人,尤其是海军,直到古典时代
No; this mod does not. It does stop Barbarian Horse Archers first turn, but not Horseman.
If you want to stop Barbarian Horseman from first turn spawning, also use Sukritact's Barbarians-- - Cooks
In the base game, they automatically gain tech owned by 50% of all players: SELECT * FROM "GlobalParameters" WHERE "Name" = 'BARBARIAN_TECH_PERCENT';
In Barbarian Clans mode, they also gain a random tech they don't have that any player has every 20 turns, plus or minus 10 turns. SELECT * FROM "GlobalParameters" WHERE "Name" = 'BARBARIAN_CLANS_TECH_STEAL_INTERVAL_STANDARD'; -- See also BARBARIAN_CLANS_TECH_STEAL_VARIANCE_STANDARD
With Loyalty mechanics, the Free Cities "Player" automatically gets all technology owned by any player who loses a city to Loyalty, or from any player who "Refuses" a new Free City.
Every City State also counts as a "Player".
So if one player has access to AT Crews (This is often Babylon), even if they can't build them, the barbarians often can!
Remember if Babylon gets a level 2 alliance, they automatically learn Chemistry (and get access to AT Crews).
* Barbarian Horseman and Horse Archers now require the Horseback Riding technology
@Sukritact feel free to include this in your mod if it's to your liking.
Civ AI has always been pretty lame, none of what you described seems odd to me.
If you are having a mod issue, it's not this one. It's very simple.
It will take some more experimentation to see if this one is the culprit as a number of mods were installed at once and the game was updated.
Now, the barbarians barely are moving and almost never attack. They also are leaving their camps completely open for me to stroll in and grab..
Another change is now city states no longer have their units mindlessly milling around- now many of them freeze in place- which is not so great when they do it over goody huts.
I am going to test these things out a bit more and report back sometime soon.
I'm a big fan of the nerf to early Barbarian Galleys. Next time you run into a Barbarian Galley with this mod, check out the -10 penalty to their combat score.
Thank you very much for your excellent work, Sukritact!