Re: [[Freeciv-Dev] Babarians]
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Mon, 15 Mar 1999, Claus Leth Gregersen wrote:
> What about this:
> - Allow barbarians to transform all workers to taxmen no matter how big the
> city is.
> - Sell 1 building every turn.
> - Buy aggressive unit as often as possible
> - attack the closest thing in sight
Great idea. A definite improvement on mine. Perhaps on the hard AI
modes, the barbarians should get an instant bonus of money/men when
they take a city to give them the opportunity to continue the plunder.
> I don't think barbarians should spare explorers.
I would let explorers pass. There isn't any plunder or threat from
explorers, so why would barbarians care?
> I got the feeling when i played original CIV that there wasn't many/any
> barbarians in goodie huts
> the first many turns.
> And late in the game i found barbarians at a very high probability rate, and
> almost/never any tech?
>
> Maybe the probability of the barbarians/tech varies over time?
> I never seen this documented anywhere though..
When is the contents of a hut determined? Is at map generation, when
the hut is explored, or when it is taken. I think in Civ I it was
when it was explored. I remember trying to get better stuff out of
huts by loading saved games (read: cheat). I don't think it would
work if I had already explored the hut (always the same thing). If I
had not explored it yet, I could get something different out of it.
--brent nelson
- Re: [[Freeciv-Dev] Babarians], (continued)
- Re: [[Freeciv-Dev] Babarians], Samuel Porter, 1999/03/16
- Re: [[Freeciv-Dev] Babarians], Falk Hueffner, 1999/03/17
- Re: [[Freeciv-Dev] Babarians], Claus Leth Gregersen, 1999/03/15
- Re: [[Freeciv-Dev] Babarians],
Brent Nelson <=
- RE: [[Freeciv-Dev] Babarians], Stig Haugdahl, 1999/03/16
|
|