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Old July 27, 2003, 07:26   #1
Palaiologos
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Barbarian unit slots
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)?
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Old July 27, 2003, 09:01   #2
our_man
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Everything you ever wanted to know about Barbarians (but were afraid to ask).

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

Hope this helps.
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Old July 28, 2003, 13:34   #3
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But it is a bit complicated.
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Old July 28, 2003, 18:30   #4
Palaiologos
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Indeed.
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Old July 29, 2003, 07:33   #5
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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...
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Old July 29, 2003, 09:27   #6
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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.
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Old July 29, 2003, 14:14   #7
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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.
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