Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
with new units and new buildings and improvements...
I'm going to drastically supplement the contents of the Regressive cards, but turn these cards into the only policy cards that can be used when taking future Civics.
As a result of our analysis, there was no XML code that increased the spawn rate of barbarians. If this mod made the barbarians extremely belligerent, it could have been due to the AI code preparing for nuclear war in Major CIV.
PS: Personal, but sadly still barbarians have nukes and won't use them against other civilizations. :(
That said, I didn't even know Barbs could have nukes (that is a scary thought haha). Thanks again!
Maybe it's the result of my misguided attempts to get the barbarians to use nukes... Anyway, I'm working on a fix for this.
I mean I know a common complaint about Civ 6 is the way barbs spawn but this makes them 10x worse, I'm getting 2-3x the normal barb camp spawning and clearing one camp causes more to pop up immediately.
I started a new game having this collection turned off and now they're back to normal. Either it's the mod or an interaction with one of the gameplay modes or another mod (only other barb mod I use is Sukritact's Barbarian mod).