Subdued Animals in C2C discussions

If you add new animals you need to add their subdued version and all the buildings. I have just tested the Bald Eagle buildings and will be putting them on the SVN.

Did you add any more?

I only added the bald eagle and chain viper.
I didn't think it necessary to add a new subd. animal for them, thinking that a subdued viper could represent both viper and chain viper, for the time being.
 
@DH

Did these ever get added to the mod?

These are in
- Caiman
- Tarantula
- Tree Sloth
- Steller's Sea Eagle
- Barred Owl
- Blue-Footed Booby
- African Penguin
- Barn Owl
- Harpy Eagle
- Galapagos Penguin
- Razorbill

and these aren't
- Fruit Bat
- Jungle Scorpion
- Desert Scorpion
- Cave Scorpion
- Caracal (not sure if I got this one in or not)
- Blenny
- Herring
- Lionfish
- Remora
- Marine Iguana
- Ocelot
- Meerkat
- Gray Whale
- Columbian Mammoth (I had a problem with the graphics for this but we were doing a lot of other stuff at the time.)
 
Fruit Bat, nice I recently was thinking which animals C2C is lacking and bats were one of them. Just think about possibilities, Myth of Bats, Myth of Vampires and if you have city with high crime, Myth of Batman.
 
1. Oo nice! Thank you for adding what you have added so far!
2. Also the links still have the files for those animals if you lost them on your drive.

I have been concentrating on filling in the Myths etc for the animals we already have.

What I lost is not just what you provided in the links but the preliminary work I need to do afterwards to get them in the mod:(, spawn info, pedia entries and preparation for their myths etc.
 
Yeah, not much joy in Mudville lately.

JosEPh
 
if this is old issue plz forgive me and give me a direction,

I just update the game to v36 and start new game but DONT_ESCORT_SUBDUED_LAND_ANIMAL do not effect whether 1 or 0, the subdue animal never teleport back to town.

Is this bugs or there somewhere else need to set ? after i change the value for 1 to 0 and 0 to 1 i exit to desktop and start the game again of course

Please help, its very annoying if need to enscort animal back to town
 
if this is old issue plz forgive me and give me a direction,

I just update the game to v36 and start new game but DONT_ESCORT_SUBDUED_LAND_ANIMAL do not effect whether 1 or 0, the subdue animal never teleport back to town.

Is this bugs or there somewhere else need to set ? after i change the value for 1 to 0 and 0 to 1 i exit to desktop and start the game again of course

Please help, its very annoying if need to enscort animal back to town

It has been changed. Up until Sedentary Lifestyle you need to escort the animals back to your territory. The main aim of this is to stop you exploring to fast. After you have Sedentary Lifestyle they teleport.

There is a game option that makes them always teleport.
 
I am considering making the Myth of animals that have a map bonus be auto built if the bonus is in the vicinity of the city and not by the subdued animal.

Problems will occur when no bonus is in the vicinity but that can be fixed my making herd buildings and have the animal build them.

The "elephant in the room" is the Elephants; the bonus is just Elephants but we have African and Indian Elephants! I may have to leave them as they are.

BtW I have found art for a penguin bonus so I will probably be adding it in at some stage. It will be a map bonus but not one placed by the map scripts but placed in the post map script processing similarly to Sealions and Walrus bonuses.
 
Imo, we also need rabbits and any other resource represented animal to also be represented as a unit type... That way all have the same parallelling.
 
Imo, we also need rabbits and any other resource represented animal to also be represented as a unit type... That way all have the same parallelling.

If you want to include killer rabbits you also need to include the Holy Hand Grenade of Antioch
 
If you want to include killer rabbits you also need to include the Holy Hand Grenade of Antioch

I get the humor. But in all seriousness, I don't mean killer rabbits. I mean huntable prey.
 
We don't have myths for rabbits or guinea pigs yet. I think they are the only two animal resources we have for which we don't have units. On the other hand I do have graphics for map bonuses for turkeys and goats.

Actually no, we don't have unit graphics for domesticated goats or sheep either.
 
We don't have myths for rabbits or guinea pigs yet. I think they are the only two animal resources we have for which we don't have units. On the other hand I do have graphics for map bonuses for turkeys and goats.

Actually no, we don't have unit graphics for domesticated goats or sheep either.

Turkeys and Goats would round things out really nicely I think.

So we need unit graphics for
Guinea Pigs
Goats or Sheep

We have graphics for the rabbit (I think... is the killer rabbit graphic suitable for this or is it very 'killer' rabbity?) but we just need the unit definition. And do we already have turkeys in the game as a unit but not yet as a map bonus?
 
The Killer Rabbit is BIG but can be made small so we can use its graphics.

The fact that I subdued a turkey was what reminded me that we have the map bonus around somewhere.
 
There is a generic 'poultry' map bonus.
I'd be a little leary about continuing to add more map bonuses. I would think it just makes the more critical ones harder and harder to find. I dont know how many games I've had to abandon because of no copper access. The extreme rarity of tin is also disappointing, thougb less critical.
 
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