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#1 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,858
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aggressive animals + enter to cultural borders?
hi,
this is probably the wrong forum, if so, im sorry. i was hoping some1 could help me make animals be more aggressive and to be able to cross into cultural borders as the barbarians does. any1 can help me plz?
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#2 |
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Aspiring Codesmith
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LunarMongoose did this, they'll also capture your cities too
The discussion thread that details all of the changes is here
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PerfectWorld2.03_WithMarshes TLOTags: New Promotions all editable from the XML **Life is Good, updates forthcoming... please be patient though** |
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#3 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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Isn't it sufficient just to not flag those units as "animals"? Then they behave just like any (barbarian) unit.
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How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
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#4 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,858
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TheLadiesOgre,
great ill check it out, thank you! great to see your active here again. Baldyr, hi my friend, i thought so too, but it didnt help.. ty.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#5 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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Well, I do believe it would be possible to catch any animal units created with a Python call-up and have a script manually change the UnitAIType. Because changing it from UnitAIType.UNITAI_ANIMAL to something else than the default setting should do the trick.
Spoiler:
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
Last edited by Baldyr; Sep 09, 2011 at 09:56 AM. |
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#6 |
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Say No 2 Net Validations
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I thought so too, but that doesn't work in my own mod :/ (but really no idea why
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#7 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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What about it doesn't work? I know its possible to change the UnitAIType, and if I give UNITAI_ANIMAL to any unit, it will act like an animal unit. So I'd expect the opposite to be true, also. But I guess not, then.
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
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#8 |
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Say No 2 Net Validations
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They don't behave like it. To ensure that "animals" also appear later in my mod, every turn later on some are spawned, but with the attack AI. They can't enter the civs territory, at least that's what i currently remember.
Might be worth again a try to find out what exactly might be needed to change there. |
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#9 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,858
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hey guys,
well i extracted the mongoose sdk codes, it seems to work, animals do get into culture borders and attack units inside. so far so good. thank you all friends.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#10 |
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Aspiring Codesmith
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Glad to hear it worked out for you keldath, I used the same code for my own personal mod (wholly unreleased, done more as a learning thing way back)
IIRC, I changed it so that they wouldn't enter cities, it makes sense that they would kill an early settlement, but I just found it so annoying (<-IMHO, probably cause I like to wait a little before training combat units for city defense)
__________________
PerfectWorld2.03_WithMarshes TLOTags: New Promotions all editable from the XML **Life is Good, updates forthcoming... please be patient though** |
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#11 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,858
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ahh nice, ah new mod from you,
thats good news! well - i saw the result of the animals, i used in in two dlls i have, with one it worked with the other - i did a quick test and didnt see animals get in borders, but i think i need to give those animals a unitai attack, which i did in my first test.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#12 |
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Aspiring Codesmith
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While I am updating my mod, I never released the one I added the animal code from....
It was part of the first mod I did, I only did it for me and I never released it I couldn't release it now even if I wanted to, I lost it 3 computers ago.....
__________________
PerfectWorld2.03_WithMarshes TLOTags: New Promotions all editable from the XML **Life is Good, updates forthcoming... please be patient though** |
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#13 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,858
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ahh i see,
oh well. maybe you can write he the code so i can put it in my mod? ********** on another note - can some1 help and write a code for me that spawns either barberians and more importantly animals within cultural borders?
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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