Subdued Animals in C2C discussions

@DH

Here is a Caracal. Its a type of small cat that lives in the arid regions of Africa, central Asia and southwest Asia into India. . Its also known as the "desert lynx". Here is a map.

Please let it do the same kinda stuff as the Lynx we already have in game. But in a desert region rather than polar. Not it says ...

The caracal occupies a wide variety of habitats from semi-desert to relatively open savanna and scrubland to moist woodland and thicket or evergreen and montane forest as in the Western Cape of South Africa, but favours drier woodland and savanna regions with lower rainfall and some cover. In sub-Saharan Africa, the caracal is common in parts of its range, especially in South Africa and southern Namibia where it is expanding into new, and recolonizing vacant, areas. In Central and West Africa, where they are largely absent, densities are apparently lower, possibly due to finer partitioning of resources in a more diverse carnivore community. They are also found in the Saharan mountain ranges and semi-arid woodlands.

So yeah savanna, forest, tall grass, grassland, plains, scrub and desert seem like areas it could live in.

Thanks in advance! :goodjob:
 

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I think you have a hiccup on the Construct tamers?? Alot of them require "stables"(pic 1) but i am past that and have a Modern Stable, which SHOULD replace the stables according to the pedia(pic 2), but i cant build a tamer what ever, and was just wondering WT Heck??
 
The tamers were rushed and I don't like the result but I have not figured out a better way yet. Almost have but not quite. I would like to get rid of the buildings completely and only have the animals appear occasionally from buildings.
 
The tamers were rushed and I don't like the result but I have not figured out a better way yet. Almost have but not quite. I would like to get rid of the buildings completely and only have the animals appear occasionally from buildings.

Would that be like in FfH2, in the Zoo area, where they escape or something like that??
 
@DH: I'm changing the Great Hunter's CCs to remove a few things that I've found shouldn't be there due to some revelations regarding the GG. In reviewing the xml, a few thoughts occurred to me that I wanted to share with you:

1) The AI needs to be changed to UNITAI_GENERAL. The hunter ai it was given is why the AI tends to have their 0 strength Great Hunters off wandering about and why they won't use them for buildings or specialists. Das ok... fixed but I figured I'd let you know.

2) It would be cool to have them ABLE to go out hunting but perhaps the best way to achieve this would be to have them be able to PROMOTE to a superior form of whatever Hunting unit the civilization is operating on at the time (and then allow it to promote to the Great form of the next type unlocked too rather than having him blend in to the current hunter upgrade paths.) I'd probably have to tweak the General AI for that but it'd be a simple tweak. I'd think this would be the equivalent of turning a GG into a Great Commander - a direct field usage. Also... would it then be possible to increase the yields from hunting for these units or the chances of capture?

I wouldn't think it would be TOO hard to get a slightly tougher and more skilled version of each hunting unit and make a distinct hunting upgrade chain for the GH would it? THOSE units, then dedicated to hunting itself, would be correctly assigned the hunting ai.

If we do give him an upgrade path then I'd say give him back the size matters Combat Classes I removed... by removing those I'm keeping him from ever being able to cause trouble if the ability for him to become a Commander is ever unlocked.


Also... the GH CAN build the hunting lodge at this point can't he?
 
Also... the GH CAN build the hunting lodge at this point can't he?

I hope so, that would be nifty, also what about treestands for hunting deer etc, making traps for beaver etc, use of a dog unit with him for retrieving ducks, just a few thoughts here.
 

It is not quite working as intended. You should only be able to build the ones that you have access to, ie ones where you have built one in any of your cities. Ie if you have build "Story about Polar Bears" in any of your cities then the better entertainer units can build "Stories about Polar Bears" which gives every city a free "Story about Polar Bears". If you have not built a "Story about Panda Bears" anywhere then you should not be able to build the Stories one.

@DH: I'm changing the Great Hunter's CCs to remove a few things that I've found shouldn't be there due to some revelations regarding the GG. In reviewing the xml, a few thoughts occurred to me that I wanted to share with you:

1) The AI needs to be changed to UNITAI_GENERAL. The hunter ai it was given is why the AI tends to have their 0 strength Great Hunters off wandering about and why they won't use them for buildings or specialists. Das ok... fixed but I figured I'd let you know.

2) It would be cool to have them ABLE to go out hunting but perhaps the best way to achieve this would be to have them be able to PROMOTE to a superior form of whatever Hunting unit the civilization is operating on at the time (and then allow it to promote to the Great form of the next type unlocked too rather than having him blend in to the current hunter upgrade paths.) I'd probably have to tweak the General AI for that but it'd be a simple tweak. I'd think this would be the equivalent of turning a GG into a Great Commander - a direct field usage. Also... would it then be possible to increase the yields from hunting for these units or the chances of capture?

I wouldn't think it would be TOO hard to get a slightly tougher and more skilled version of each hunting unit and make a distinct hunting upgrade chain for the GH would it? THOSE units, then dedicated to hunting itself, would be correctly assigned the hunting ai.

If we do give him an upgrade path then I'd say give him back the size matters Combat Classes I removed... by removing those I'm keeping him from ever being able to cause trouble if the ability for him to become a Commander is ever unlocked.


Also... the GH CAN build the hunting lodge at this point can't he?

I never use Great Commanders, I find it too fiddly;) A "Master of the Hunt" which does for hunters what the GC does for combat may be useful but I tend to have my hunters all over the place not in one area.

Having the Great Hunter become a "Master Tracker" --> "Master Hunter" --> ... may work. I'll need to think on it a bit.

The Great Hunter should be able to build the Tradition that gives a free Hunting Lodge in every city, so no he can't build a Hunting Lodge just many:lol:

I hope so, that would be nifty, also what about treestands for hunting deer etc, making traps for beaver etc, use of a dog unit with him for retrieving ducks, just a few thoughts here.

I am changing the Alt-Timeline mega fauna so that at Megafauna you build the wonders that lets you build the units in one city and then at Heritage you can build an extension to the wonder that lets you build the units in all cities. You can use :hammers: or a Great Hunter to build those units.

Heritage may be a good place to put other Hunting Traditions which give free buildings in all cities with the resource in range but how many cities would have the individual resource? Perhaps instead of a "Dear Hunting Tradition" which gives a boost if you have deer camps perhaps a "Game Hunting Tradition" which provides a boost for all the resources which get a Camp improvement.
 
I never use Great Commanders, I find it too fiddly A "Master of the Hunt" which does for hunters what the GC does for combat may be useful but I tend to have my hunters all over the place not in one area.

Having the Great Hunter become a "Master Tracker" --> "Master Hunter" --> ... may work. I'll need to think on it a bit.
Yeah, I'd prefer the second paragraph to having a commander style hunter anyhow. I don't think the commander hunter would fit with the spirit of the guy so well as it does for the GG. A Master Hunting unit line would be a far cooler alternative usage for this unit.
 
@DH

I FINALLY found a Ground Sloth model that looked good! So please put this high on your priority list. I really want to have this in game!! As with the other Ice Age Megafauna please make it go extinct at the end of the Ice Age. In addition it probably should have its own Paleo Myth. Myth of the Ground Sloth.

And while there are more than one type of ground sloth I think this will be the only model we get so I m going to say this is a generalized representation of one in that its range should be in both North and South America. And should live on the grasslands, plains and savannas of both.

Thanks in advance! :goodjob:
 
When all the land is covered with culture they stop making animals to subdue. Why not add a national wonder zoo that produces a random subdued animal every few turns. Or even add back the dying out super forts (not sure if they are being removed from game or not) that adds a subdued animal every few turns. Doubling the entry tech research needed for every tech when entering a new era might balance out this context.:scan:
 
When all the land is covered with culture they stop making animals to subdue. Why not add a national wonder zoo that produces a random subdued animal every few turns. Or even add back the dying out super forts (not sure if they are being removed from game or not) that adds a subdued animal every few turns. Doubling the entry tech research needed for every tech when entering a new era might balance out this context.:scan:

Well the Biodome Wonder produces randomly generated subdued animals already.
 
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