Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Barbarian unit slots
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Palaiologos is offline Palaiologos
King
Constantinople, Queen of Cities
Aug 2002
time: 05:29
  Old Post 27-07-2003 16:26 Visit Palaiologos's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Barbarian unit slots Support Apolyton, buy Civilization III: Complete

Which slots exactly are preffered by the AI when barbs appear?


If i understand correctly these are the Cavalry slots(Chariots, dragoon, horseman, Cavalry), partizans, Elephant, artillery(catapults, cannon, artillery) and fanatics.

any others?


Or the AI simply chooses them according to their role(i.e attack)?

our_man is offline our_man
Prince
Glasgow, Scotland
Oct 2000
time: 05:29
  Old Post 27-07-2003 18:01
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Everything you ever wanted to know about Barbarians (but were afraid to ask).

http://sleague.apolyton.net/Guides/sldt_barbtechs.shtml

Hope this helps.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:29
  Old Post 28-07-2003 22:34
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

But it is a bit complicated.

Palaiologos is offline Palaiologos
King
Constantinople, Queen of Cities
Aug 2002
time: 05:29
  Old Post 29-07-2003 03:30 Visit Palaiologos's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

Indeed.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:29
  Old Post 29-07-2003 16:33
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

I wanted to make use of it, but I got completely entangled... But it is useful. You see, in Outremer, I placed units all wrong, and unique units were appearing as Barbarians. Hordes of Frankish dukes were appearing in the middle of Syrian desert. I was so ashamed when I noticed it...

our_man is offline our_man
Prince
Glasgow, Scotland
Oct 2000
time: 05:29
  Old Post 29-07-2003 18:27
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Get a bigger avatar today!

Putting Barbarians in a scenario is indeed a pain in the neck. Its not as bad as it looks though; its more a lesson in perseverance than anything else. Go through enough trial runs and you'll eventually get it right.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:29
  Old Post 29-07-2003 23:14 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Got spare money?

You need to make a little matrix. Decide which unit slots you want to appear as barbs, give the appropriate techs for that at the beginning, and make sure that techs for later barbarians are unavailable.

For example, in the scn I'm working on now, I want the Rebels to appear in the musketeer and cannon slots, so I give Gun. and Ind. at the start, and make Mob. a no/no advance.

I want pirates to be in the Legion slot, so I give Iro, but make Chi., Tac., and Mob. unresearchable. And I want them to use the Caravel sot for their ships, so I give Nav., and make Mag. unavailable.

I'm not using goody huts, so things are a lot simpler. What is real tricky is to find a way to produce Mercenary units which are different from any Hordes or Rebels.

The techs which produce barbs don't actually have to be their pre-reqs in the scenario, so you can have barbarian units appearing which no civ can build, if you just change the pre-reqs for them.

The unit stats can of course be entirely changed; they can even be turned into air units, for example. It's the slot that counts. The only qualification I'd make is that pirate ships ought to have the correct carrying capacity, ie: 3 for the caravel slot and 4 for the frigate.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:29.
Apolyton Time is 00:29.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0294 seconds (88.53% PHP - 11.47% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net