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I really like this idea of a mod and think im going to switch to it. I also noticed that desert barbarian tribes switching to city states is really annoying, mostly if on the edge of the map or if there is nothing there except desert.
Perhaps some map border additions in code that prevent city state conversion would be good as another feature. (Ie, if the tile is within 1 or 2 of the border, multiply conversion points by 0.1 or 0). the 4-tile city states also take away from the city-state bank causing annoyance, and the AI lack common sense/decency to not trade with them
Since Im also here, does this work with Sukitrakt's barbarians? (the weakened ships early on are a godsend)?
Go to the mod folder and find the file barb_tweaks , the author did a really good job explaining everything in the file and even mentioning the default values so you can revert any change you want and keep what you want.
Very helpful. @Nerevatar thank you
This mod doesn't remove camps after they are placed, it simply makes camps less likely to spawn in snow, so there will never be a notification that shows you a camp that is gone (unless of course the AI managed to clear it before you clicking).
@Nerevatar feel free to include this in your mod if it's to your liking.
I found a small error for the snow camps for naval, the "Types" entry is missing:
-- No snow camps for naval
INSERT INTO Types (Type, Kind) VALUES ('TRIBE_CONDITION_SET_MELEE_OPEN_NO_SNOW_NAVAL', 'KIND_TRIBE_MAP_CONDITION_SET'); <!-- CUSTOM -->
Strangely, I am still getting a lot of Tribe Clan Melee Open out in the Snow, and even on Snow Hills.
You would have to edit this file...
"steamapps/workshop/289070/2412920721/barb_tweaks.sql"
Costs are handled by the second section (near or after line #15... --Changes related to costs).
@Nerevatar has given plenty of comments/details on how to proceed.
For example, this parameter controls the *ransom* system; **'BARBARIAN_CLANS_RANSOM_COST_SCALAR'**
Default is (0.75).
There's also BRIBE and HIRE costs to deal with.
Follow his instructions and test your new variables.
UPDATE TypeProperties SET Value = -15 WHERE Name = 'INCITE_CONVERSION_POINTS_CHANGE';--default -5
Scroll down to May 10th below.. i offer a config file editing trick.
maybe i'll try editing the mod. i like the barb clans converting to city states feature, but its so poorly implimented its never worth it to interact with them, and very rarely do they actually ever become city states on their own. what a waste.
Is this mod causing it?
Other saves work fine, even when they are considerably more advanced in turns and stuff...
Will Firaxis ever fix their faulty product? IMO they owe a $hit load of refunds to people...
Check this personal solution which simply edit the config file with some wacky values!
(( http://forums.civfanatics.com/threads/barbarian-clans-game-mode-discussion.667535/page-11#post-16085300 ))
Adjust anything to your needs... following written up instructions into the file itself. :)
That said the recruit feature seems a bit overpowered. Today I recruited a Galley (the recruit fees are quite cheep), and turned around and killed one of the same tribe's ships with it, all in the same turn! Something seems a little wrong with that. Has anybody seen a mod that addresses this? Even simply not having any movement points on the turn of recruitment would be better...
..\DLC\BarbarianClansMode\UI\Replacements\CityBannerManager_BarbarianClansMode.lua
..\DLC\BarbarianClansMode\UI\Additions\TreatWithTribePopup.lua
New version is up now.