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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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Since you guys are the scenario creation experts, hopefully you can help me out here.
1) How do you build palaces in all your barbarian cities? This is the only sure-fire way I know of preventing "Bribe City" (other than by eliminating diplomats/spies, which is not an option). I've seen this in other scenarios (the names escape me), so it appears to be doable.
2) How do you turn the Barbarians into an "8th Civ"? In "Alba", Jesus Balsinde refers to a method which involves hex editing, but it didn't work when I tried it. Anyone else have success with this? What am I missing?
3) Has anyone been able to change the Barbarian Leader's movement points? I'd like to increase it, but haven't seen anything editable in the usual CivII text files.
4) "Change Production" crash: I've tried to change production inside my Barbarian cities, but it always crashes the program. Anyone else have this problem? Maybe it's just a bug peculiar to my installation (FW on top of basic civ II).
5) If I create scenarios using MGE, are they playable with the FW version of civ? (I have MGE in a separate directory, and it DOESN'T crash when changing production in Barbarian Cities!)
Any help would be greatly appreciated! I've been developing an "Ancient Empires" scenario system for over a year now, and this is the last item I need to resolve. The basic system works fine, but I need fully tweaked barbarians to jazz up the scenarios.
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:13
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Kull, one tip you may find useful.
You can use Diplomats in a scenario and still make sure they wont bribe a city.
How? Go into the game.txt scroll down to where it says @SPYOPTIONS. It lists all the possible actions a diplomat may do against a city. Now delete the line where it says
Bribe city and then leave this line empty.
You must leave it empty! Otherwise it wont work the way it's supposed to.
Bribe option disabled!
Alright, there has to be some problem with this, right? It only works for the human player. No matter what you do the AI will always be able to use all the options for diplomats/spies.
I hope you find this helpful.
Hendrik the Great
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Funny. I turned on cheat mode and had no problems with bringing palaces in barbarian cities.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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BD: I assume you are running FW, not MGE? If you ARE using FW, then for some reason you and Allard are able to change production in Barbarian Cities (see my 10/16 post above). All I know is that I (and others) can't. Does ANYONE have a clue as to why?????
Hendrik: That's is a REALLY good idea! Unfortunately, I'd hate to eliminate city bribery from the scenario altogether. 
Barbarian "Storms": I've got a cruise-missile type barbarian unit called "Storm" in my upcoming scenario. It works fine when created over land, and searches around for units/cities to hit. But the ones created over water just sit there. Anyone ever see this before? By the way, if you're thinking of creating similar units, the movement points CANNOT exceed 31 (or they refuse to move!). I have no idea why. I've also noticed that barbarian ships won't even appear in water (they can be created in a city), so maybe it's related.
Barbarian Diplomats: Hendrik's idea for eliminating city bribing got me thinking....what about placing diplomats INSIDE the Barbarian Cities? Sad to say, I tried 3 different approaches (Barbarian spies, diplomats, and regular units with a "6" Role.), but none of them prevented my diplomat from bribing the city. In fact, it didn't work for non-Barbarian cities either. Oh well.
Barbarian Government: As long we're "blue-skying".... ...If it were possible to give the Barbarians a "Democratic" Government style, that would also eliminate bribing. Has anyone ever experimented with something like this?
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Allard HS
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quote: The $64 question is how come Allard can do it with FW, but others can't? I don't doubt his word, but wonder what's different about his installation |
A thread from long ago, but I didn't notice it earlier. Why I can change it? To be honest I have no idea; i just can. it never crashes. I use FW. I bought it in Holland but it should be the same as in the UK and the rest of Europe.
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Civfan
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Toronto, Canada
Sep 1999 time: 05:13
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I believe I've done it before but how, I'm not to sure. I remember messing around with the reveal map in the cheat mode. I was actually able to move the Barbarian units. I revealed the Barbarian map and entered a new turn. That new turn ended up being the barbarians. I've done this once but I have failed dublicating it. I was also able to change the production of the units which were being built. Some units were NIL and it built those.
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Civfan
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Toronto, Canada
Sep 1999 time: 05:13
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I think this has been answered already here but if not, here it is. Preventing barb cities from being bribed just build palaces. To do this you change the preq of palaces to nil. reveal barb maps as said in brebro posts and follow his sugguestions.
wait, maybe thats why. After you reveal the barbarian map, you can now change the barb productions even if the entire map is revealed. reveal barb map first, then reveal any other map and it should work. gotta try it out.
p.s.
I've only had it crashed once when changing the production of barbarian cities. I think it crashes because theres nothing for it to build. Might make some units with preq nil and improvements nil and it won't crash.
[This message has been edited by Civfan (edited May 19, 2000).]
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:13
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Civfan has hit it on the head with his last speculation here. Looking at the barbarian production queue crashes the game when there isn't at least one unit for the barbarians to build (even if they can build some buildings). So you need at least one unit with "nil,nil" as prereqs. There may be other factors, like which map you're viewing, but I've never had any problem with that.
As far as having an eighth civ, the only way to do that I've heard of is to have the human play as the barbarians. This can be done by editing the hex file. I've never done it myself, but I'm told it has some very strange effects, since the barbarian rules are still followed. For instance, you can't research anything, or even build anything if you control over 8 cities.
With all the new discoveries people are making in hex editing these days, I wonder if making the barbarians a Democracy to prevent bribing would work?
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Allard HS
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Yes, Harlan, that does indeed work!
Change byte 8FB in any pre-ToT saved game to 06, and you've got a barbaric civ with Democracy.
What's nice is, if you have no other civs with Democracy, that it gives a pop-up message saying "cities under democracy cannot be incited to revolt" which can be changed to something appropriate.
However, I'm not sure if the barbarians are able to change government. If they can, it is assumable that they do not follow the "forbid government" switching, which might cause them after all to go back to Despotism.
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