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BeBro
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of the Krauts
Mar 2000 time: 06:23
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quote: Originally posted by Pap1723
Can they produce units?
Can someone help me implement them?
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As said by Leo, they only produce units "up to a point". So simply make some test runs, and look if they build and "release" new units (IIRC, they always have something in the build lists, but sometimes do not finish it), otherwise use events to create units for them (the FW editors don´t let you specify "Barbarians" as owners in "CreateUnit" events, but you can do this in a text editor. I´d also recommend using the "RandomTurn" option for creating barbs (low value - units are randomly created, but very often; high value - units are created at a slower rate)
If you want to give the player a chance to "contain" the barb threat, set the creation points for barb units directly on the coodinates of their cities. Once the player conquered such a city their creation will stop or they´ll be created in another barb city (if you defined more than creation points via coordinates)
If you want to make their cities hard to conquer, create strong defenders with move=0, and put some of them in their cities via cheat menu, because otherwise all except one barb unit will run away and go plundering 
You could also place the Great Wall wonder in a barb city so they have always city walls (as long it doesn´t expire)
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:23
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quote: Originally posted by techumseh
This is very interesting. Can you explain in a bit more detail how this is done and what the effects are? |
use a diplo to establish a embassy with the barbarians.
At the same turn you can speak normally with the barbarian leader (Attilla) via diplomenu.
Next turn the embassy disappears. And you are never able to reestablish another one.
Or do some hexedit.
Barbarian cities dont act as a nation.
produced unit attack next city. If the next city is a barbarian city it seems the unit walks randomly and in some cases no more units will be produced.
barbarian civs can research new technologys but they loose every researched tech at the next turn.
in the movement of barbarian units is a lot randomness.
create 10+mp units (helicopters are great) and you will see. But there is also a distance factor (distance unit-city) for attacking cities (or not) I think.
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