Dancing Hoskuld
Deity
I think it is because of modular loading and the ex-UU canoe.
I think it is because of modular loading and the ex-UU canoe.
Have the animals stopped spawning after Neanderthals start spawning? Once the Neanderthals started appearing on mass the animals started disappearing. They had been plentiful before. This is only about 200 turns into a "Snail" game.
Animals only spawn where no one even neanderthals can see them. The more Neanderthals the fewer animals. I am working on getting the animals to use the same spawn method as the neanderthals. it is early days but so far I have ended up with a carpet of animals five deep in places. Step outside your cultural border and you get eaten alive.
I am adding The Huns.
You have removed the native terrain/native feature tag from the enimal units you are now spawnign the new way I presume (else they'll be spawning both ways)? I plan to add a coupl of new tags to give you finer control this afternoon BTW (bNotIfVisible, bNeutralOnly, bNoNormalization, which respectively will stop spawn if someone can see it [not counting barbs, so Neanderthals havign visibility won't stop it for example], stop spawn except in neutral territory (which is what it does now anyway but I felt allowing it for things like alien invaders later migth be useful), and prevent normalization by game speed).
Edit - this looks like it might ot be til tomorow now. Something came up.
WARNING WARNING
I am taking out Apache civ, so if you still want it pls take it out and put it back in at your own discretion.
I am adding The Huns.
Ok hun.
Nice one But the darn thing took me around 10-12 hours to do
I am adding The Huns.
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_CULTURE_HUMAN</BuildingClassType>
<BuildingType>BUILDING_CULTURE_EUROPEAN</BuildingType>
</Building>
</Buildings>
I am adding The Huns.
Nice one But the darn thing took me around 10-12 hours to do (thats with coffee break/lunch etc)
You have removed the native terrain/native feature tag from the enimal units you are now spawnign the new way I presume (else they'll be spawning both ways)? I plan to add a coupl of new tags to give you finer control this afternoon BTW (bNotIfVisible, bNeutralOnly, bNoNormalization, which respectively will stop spawn if someone can see it [not counting barbs, so Neanderthals havign visibility won't stop it for example], stop spawn except in neutral territory (which is what it does now anyway but I felt allowing it for things like alien invaders later migth be useful), and prevent normalization by game speed).
Edit - this looks like it might ot be til tomorow now. Something came up.
Using spawn percents of between 1% and 10% the images show the area to the west of my city at about turn 30 and turn 119.
Edit:There are 32 and more animals so we get number of animals = 3.2 times the number of Neanderthals
So if I were to change the spawn rate specification from average turns/spawn to 100 times average turns per spawn (so to get the same rates as now the numbers need to be upped by a factor of 100) would that give sufficient granularity?
Alternatively (or as well) I could allow each spawn def to give a list of unit types it chooses from (so multiple animals with the same spawn resource types could be grouped on one spawn def, and the rate would be for ONE of them (randomly) to spawn each time...?
Edit - hang on that doesn't make sense (my first paragraph above). You need a LARGER number not smaller. The spawn rate contoller is not a percentage rate (unless you mean the override, but you shouldn't really be using that as part of the primary definition - thats for user-adjustment really), it's a number of turns to spawn one (on average) [this is the 'iTurns' element]. So if you increase the number by a factor of 32 (relative to the Neanderthal base spawn's value of 15, so 480) you would wind up with the same density as the Neanderthals get (assuming the same resource sources, which I know is an over-simplification, but you get the idea)
I was using the percentage as a starting point because I was not sure exactly what the other fields did. I will change everything tomorrow and see.