Subdue Animals mod for RoM

Joined
Jul 5, 2004
Messages
23,562
Location
Canberra, Australia
New release on hold

Fully tested in Cavemen2Cosmos (an extension of AND 1.72c) Note this mod comes included in Caveman2Cosmos.
Partially tested in
  • RoM 2.92 with AND 1.74h
  • Rise of Mankind 2.92

Changes
  • New icons for some buildings thanks to Nevets_
  • New install instructions.
  • New animals camel and giraffe.
  • New promotions for sight range - may be a bit OP at the moment.
  • I did write a concepts page but unfortunately that feature is not modular so I can't release it.
  • The differences in tech and buildings between RoM and C2C are in the zzzC2CDependancies folder. They have no affect in RoM.

To do when I get round to it
  • fix which promotions are available to animal and subdued animal units
  • get the camel and mammoth to upgrade like horses if upgrade units exist.
  • get the sounds for the hawk working
  • get someone to make graphics for the graphically challenged units ;)
  • Investigate changing the air recon upgrade path to go Hawk->Balloon -> ...
  • Investigate animal trade mission ie when move a subdued animal back to a city be able to cash it in a small amount of money.
  • Investigate herd animals place a resource on the map rather than (or as well as?) the building in the city.
  • Investigate spawning animals from/near resources even after the game stops spawning animal. Have to check that the game does not kill them right away.

Previous releases
Spoiler :

Failed experiments:-
  • Investigate merging the hunter into the upgrade Scout->Hunter->Explorer and allow Scouts and Explorers to attack (big -ve against melee and archery units) and carry the hawk. (No go, just doesn't work well.)
  • Patrol range is one size fits all. If I change it for the Hawk then I also change it for the fighter.:(

New version - Now available 20th November 2010

Fully tested in RoM 2.92 with AND 1.74h.
Partially tested in the rest
  • Rise of Mankind 2.92
  • Next War Advanced == RoM - Prehistoric
  • Rise of Mankind - A New Dawn 1.75b

Changes
  • Fixes Elephant Herd and Exotic herbavoures graphics and Pig Herd pedia
  • Hunter spawn fixed (thanks to WimpyTheWarrior)
  • Sometimes when an animal was killed nothing happened when it should
  • fixed killed for food message for Penguin
  • Minor graphics fixes
  • Does not place resources on snow. So you capture the animal instead.
  • New building for subdued salt water crocodiles and changed the chance to capture them. need more buildings (hint.)
  • Added adjustment to chance to capture based on Prehistoric hunter promotion.

New version 21rd September - fixes the problem with buildings that provide resources breaking guilds/corporations that use those resources. Unfortunately this means that the building hover over, help and pedia do not mention that you get the resource. Any building called "xxx Herd" gives you the resource from "xxx".

Note: different packaging so can be used in RoM and RoM-AND and Prehistoric beta.

Changes
  • Horse Herd, Elephant Herd, Deer Herd, Cow Herd and Pig Herd now provide resources
  • Hunter cheaper
  • Hawk unit back
  • Folder called GraphicallyChallengedUnits contains all the animals that have graphics which are not good representations of the animal. Just delete that folder if you can't handle this variation. Looking at you Hydromancerx ;)
  • Most subdued animals no longer appear in the pedia index (just reducing clutter).

3rd September- new animals and buildings, better messages and a bit for AND Prehistoric (beta)


Current Download

Brought to you by the combined talents of StategyOnly and Dancing Hoskuld. Original idea by Roamty (link). Now includes NotSoGood's mod for placing a resource when capturing some units.

This mod lets you capture (subdue) animals instead of just killing them. You can then take them back to your cities to build some special buildings. Note: barbarian subdued animals can enter you lands and attack unprotected workers.


Installation - don't install this in Caveman2Cosmos as it is included in that mod already.

  1. Download
  2. Look in your Assets/Modules/DancingHoskuld folder for a SubduedAnimals folder. If there is one there delete it. I have restructured this folder leaving an old one there will muck things up.
  3. extract in to the "Rise of Mankind" or "Rise of Mankind - A New Dawn" folder.
  4. In your "Rise of Mankind/Assets/Config" (or similar) folder there is an init.xml. back it up then edit it, Notepad is fine, and add the bold line
    Code:
    	[B]<load mod="SubdueAnimals"/>[/B]
  5. If you don't want the Graphically Challenged or Extra units you can delete the individual unit folder or the folder containing those units without breaking the mod. Although doing so will break save games.
  6. In the Xtra_Units is a compressed file for the Giant Squid. It is there if you want it but the unit is mostly eye candy. The program spams the unit causing significant slow down in some games.


Will have problems with
  • previous versions by StrategyOnly or Dancing Hoskuld - replaced by this mod
  • StrategyOnly's Animal Resource mod (from NotSoGood's mod) - now merged into this mod
  • HuntingLodge pack (previously hunter pack) for AND by Dancing Hoskuld - replaced by this mod

Known Problems
  • None
 
New beta released. Fixes some spelling errors and the BUG UnitInit error which could cause CTDs. That error was also caused by a spelling error.

Playing this as it stands on Snail speed is not recommended.
 
new version - adds NotSoGood's animal bonus mod. All units now have a chance of capturing an animal. I still need to add in messages to tell you what is happening.
 
How do you have the "units" working on the subdued portion of this mod?

In the nest beta all units have a small chance to subdue an animal. Recon units have a much better chance. The woodsman I and II and gurella I & II promotions increase the chance of success. I have dropped the subdue animals promotion completely since it is only useful very early in the game and is a wasted promotion later in the game.

I have had a bit of trouble getting the messages to come out right and I have been going backwards and forwards with the hunting lodge. I think I am almost ready to put up the first non beta.

I still have not merged the hunter into the recon upgrade path, which means that later recon units should be able to have a hawk. that can wait for a future release.
 
In the nest beta all units have a small chance to subdue an animal. Recon units have a much better chance. The woodsman I and II and gurella I & II promotions increase the chance of success. I have dropped the subdue animals promotion completely since it is only useful very early in the game and is a wasted promotion later in the game.

maybe not all units should have the ability to subdue animals. do you think that restricting subdue ability to non-military units recon units and hunters - where hunters have very good chances - hurt? in that case the hunter shouldn't need a building prerequisite - only the eagle... maybe the building should be called falconry then.

something else: have you considered making the 'hunters lodge' a small national wonder instead of requiring it animal resource in city vicinity? normally you don't need that many falcons nor hunters. one could think of giving falcons a national limit but no upkeep costs as compensation.
 
maybe not all units should have the ability to subdue animals. do you think that restricting subdue ability to non-military units recon units and hunters - where hunters have very good chances - hurt? in that case the hunter shouldn't need a building prerequisite - only the eagle... maybe the building should be called falconry then.

something else: have you considered making the 'hunters lodge' a small national wonder instead of requiring it animal resource in city vicinity? normally you don't need that many falcons nor hunters. one could think of giving falcons a national limit but no upkeep costs as compensation.

I am fairly happy with the percentages as I have them now. My current test is to see if the hunting lodge is good if only able to be built by hunted animals, horse, deer and elephants, at the moment. This means that you need to decide between a unit, resource or a hunting lodge. The AI seems to be doing the right thing but I need to make sure. There is already a falconry in one of Hydro's mods.
 
OK with the new 1.73beta and SA i get this error message:

03:29:59 WARN : getText - received Unicode key TXT_KEY_UNIT__SUBDUED_BENGALTIGER
03:29:59 DEBUG: BugUtil.getText - XML key TXT_KEY_UNIT__SUBDUED_BENGALTIGER not found
 
OK with the new 1.73beta and SA i get this error message:

03:29:59 WARN : getText - received Unicode key TXT_KEY_UNIT__SUBDUED_BENGALTIGER
03:29:59 DEBUG: BugUtil.getText - XML key TXT_KEY_UNIT__SUBDUED_BENGALTIGER not found

Yes, there is a double _ instead of a single one. Caught that and done some other stuff but I'm having problems with the new 173beta3 by itself at the moment. Plus we just had our major long weekend and am recovering atm.
 
OK, the Hunter is back to being the first unit chosen in any civ? ie: I play as Iroquois and the settler and Hunter was there? I thought you got rid of that in the beta, at least it worked there?
 
It can only be built in a city with a hunting lodge.

Yes i understand that, but its the FIRST unit recon available before the scout? Thats what i am trying to say.
 
Ah, I see. No I have not done anything about this. I did not know that this was occurring.

You had it fixed somehow in the beta, but now its back to being first again, for some odd reason:confused::crazyeye:
 
I'm downloading right after this, but does this mod simply pull the animal into a city as a unit, or does it move the resource tile to another tile in one of your cities? It would be nice to be able to move a herd of deer or cattle to another tile.
 
I'm downloading right after this, but does this mod simply pull the animal into a city as a unit, or does it move the resource tile to another tile in one of your cities? It would be nice to be able to move a herd of deer or cattle to another tile.

I have a modcomp that "I" am working on right now, you can see it in use in Next War Advanced, its in there already, that has animal resources you can place on a map as long as its in your cultural boundaries.
 
Why does the Hunter image change back and forth between hunter & scout?
 
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