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Ethelred
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There is a setting in the 1.21f patch game setup screens for no goody huts. Most likely you have accidently changed the setting to NO GOODY HUTS. Someone else did asked this a while ago. That was the cause.
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kring
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Wichita,KS,USA
Dec 2001 time: 23:19
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quote: Originally posted by Willem
That's a new one to me. It's been awhile since I've had a look in the editor, I'm just waiting until all the patches and XP are out. Everytime there was a new patch, I had to start my mod all over again.
As for the Barb setting, you should just leave them on Raging. They really aren't very damaging in Civ III, not like they were in II. More of an inconvenience than anything else. And it never hurts to have an element of surprise in a game. I kind of wish they were a little bit tougher myself, at least they should be able to raze a city or two. |
I know what you mean about starting mods all over with each new patch. LOL I have to redo my Peace Leader 2 times, and I was going to start it again, but now with the patch due out this month, I will wait.
I find Raging can be quite damaging; more often the other civs than me. They can know pop off a city as well as steal your gold, kill your units, destroy whatever is in the city build queue, esp. if it is about to be built; and a stack of 20-30 Horsemen come charging in. I do miss them being able to capture a city, and starting their own civ. That was exciting.
If you want more challenge, here's one: in one game, I changed them the Advanced Unit to Cavalry. Definitely. more challenging. Caravel for naval, and Basic was Spearmen.
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Willem
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Canada
Dec 2001 time: 00:19
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quote: Originally posted by kring
I find Raging can be quite damaging; more often the other civs than me. They can know pop off a city as well as steal your gold, kill your units, destroy whatever is in the city build queue, esp. if it is about to be built; and a stack of 20-30 Horsemen come charging in. I do miss them being able to capture a city, and starting their own civ. That was exciting. |
You mean they can raze a city now? They could always destroy production before. I haven't actually played the game for quite awhile now, so I'm not up on the changes in the last patch. I always thought it was rather lame when they bring a city down to a population of one, then disappear. I don't miss the barb cities though, I'm glad that's not in the game anymore. It was a real pain sometimes getting rid of them.
quote: If you want more challenge, here's one: in one game, I changed them the Advanced Unit to Cavalry. Definitely. more challenging. Caravel for naval, and Basic was Spearmen. |
I tried that once, but it didn't make sense having a gundowder unit in the early part of the game. I did change them to Knights though, with the basic being Archer. Since then I picked up this graphic for a Horse Archer, so that's now my Advanced Barbarian as well.
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kring
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Wichita,KS,USA
Dec 2001 time: 23:19
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quote: Originally posted by kring
I agree razing a city would be nice and realistic as well. I had never had them kill people in my cities before the 1.17 patch, though. The problem some people would bring up is: what happens if they raze your only city, and you have no Settlers built yet? You would lose the game. A lot also depends on how much unfog areas of the map are left when the Barbs go Mass Uprising. The more fogged areas, the more Camps to deal with. |
I agree with you on the not winning all the time; it would be kind of boring, for me anyway. Losing can be and usually is educational, if one allows it to be.
The reason I bought up the point was because someone else would have if I didn't.
I haven't had this happen, but some other people have where you visit your first goody hut, and bam the young warriors pop up, and Settler is toast.
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Willem
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Canada
Dec 2001 time: 00:19
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quote: Originally posted by kring
I haven't had this happen, but some other people have where you visit your first goody hut, and bam the young warriors pop up, and Settler is toast. |
Warrior Barbs don't pop out of Goody Huts if they're within your cultural boundaries, you either get something good or nothing at all. So unless you're an Expansionist civ, that doesn't even get them, it's not a good idea to go into one until you have your first city founded, and a unit or two to explore them with. And if they are within your cultural boundaries, then they activate by themselves anyway.
Unless you're Expansionist, leave huts alone until you have a Warrior, or two. The bottom line is, don't go exploring until you have some defense established in your first city(s).
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kring
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Wichita,KS,USA
Dec 2001 time: 23:19
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I agree with most of what you say. If I play Expansionist, then I will send Scout out exploring alone since I don't have to worry about getting Barbs from huts I find. I wouldn't go into a hut without a military backup plan if I was a non Expansionist civ. At the same time, another civ could stumble on Barbs this way, and you be the recipient of their misfortune. Or cause it for them if you are using a fast unit to search: Horsemen, Impi, Jag. Warriors, etc. This will get even more interesting in MP since humans will be involved all around.
I have noticed that nonmilitary units tend to get more positive results for both Expansionist and non Expansionist civs.
But, I have also noticed that some players don't follow the points you make.
With a non Expansionist civ, I would not send out something until I have military unit to defend the homeland.
Some people feel it is worth the early risk to try it with a non Expansionist civ. No guts, no glory concept.
With an Expansionist civ, I believe it is important to do early exploring, regardless of your defensive situation. You won't have warrior protection for at least 4 or 5 turns usually, and your Scout can at least explore around for you. This comes in handy if the terrain puts your neighbors close enough.
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