Dancing Hoskuld
Deity
I am changing this first post to describe what needs to be done to get a new animal into C2C.
Status: beginning to draft
If you have the possible graphics for a new animal you want to add to Caveman2Cosmos this tries to explain how to get it in game. Currently it is assumes you are getting the graphics from the Zoo Tycoon community.
Before you start best practice for working on one or two new animals in C2C.
Identify why you are adding it.
In the following <name> should be replaced with the name of the animal.
Step 1. Initial set up
Step 3 Rough out the basics.
Still waiting for TBird to put the stuff for making buttons up or I could make some guide lines for this.
I have parts of buttons for Story and Stories and somewhere for cages.
Step 5. Detailing the animal
Status: beginning to draft
If you have the possible graphics for a new animal you want to add to Caveman2Cosmos this tries to explain how to get it in game. Currently it is assumes you are getting the graphics from the Zoo Tycoon community.
Before you start best practice for working on one or two new animals in C2C.
You are going to type the name of the animal many times, or copy and paste it a lot. It will be used in file and folder names.
C2C Standards to keep in mind
C2C Standards to keep in mind
There can be no spaces in any of the folder or file names because parts of BUG/BULL will not work with them.
Schema files copied from the C2C core XML folders must be renamed to match the folder they are in. There are two reasons for this
Schema files copied from the C2C core XML folders must be renamed to match the folder they are in. There are two reasons for this
- You wont accidentally overwrite the schemas in game memory. This may have been fixed in C2C but if you are working on other mods it can cause problems if the files are not synchronized.
- C2CXmlValidator uses it.
The My_Modules folder is used for Test and First Release. Modules there include optional content but also includes stuff that will be merged into the core area before the Pre-release Freeze.
Identify why you are adding it.
Things to that will always be needed:-
Animal Myth, Story and Stories buildings are needed by default.
Where on the planet does it spawn?
Is it a variant of an existing animal
Other things to consider:-
Animal Myth, Story and Stories buildings are needed by default.
Where on the planet does it spawn?
Is it a variant of an existing animal
Other things to consider:-
Does it fit with any of the Elemental Myths or the Legend Myths?
Are there subdued and tamed versions of the animal?
Is it important to any religion?
Does it a new set of Cages/Enclosures of can it use an existing one?
Is it a megafauna animal? This requires unit art for the combat units as well.
Are there subdued and tamed versions of the animal?
Is it important to any religion?
Does it a new set of Cages/Enclosures of can it use an existing one?
Is it a megafauna animal? This requires unit art for the combat units as well.
In the following <name> should be replaced with the name of the animal.
Step 1. Initial set up
- Create a folder in Assets/Modules/My_Modules with the name of the animal. EG Assets/Modules/My_Modules/Crow
If you are creating a lot of them at the one time consider creating a folder with your name in the My_Modules area and putting each animal in a separate folder inside that. This will cause a minor bit of extra work to get the art defines and game text schema definitions correct. You will need to add a .\ to the start of the path.
- Copy the Unit and Buildings schema files from the core XML and rename them. IE change C2C to the name of the animal. EG C2C_CIV4BuildingsSchema.XML would become Crow_CIV4BuildingsSchema.XML
- Copy the _Animal_Template folder from the "My_Mods (unloaded)" folder. (Note the "My_Mods (unloaded)" can have a space in its name because it is not loaded in game.)
- Rename all the files, IE replace the initial AT with the <name> of the animal EG AT_CIV4ArtDefines_Unit.XML would become Crow_CIV4ArtDefines_Unit.XML
- In the work folder create an art folder called art/units/animals/<name>. EG art/units/animals/Crow
- Use 7zip to open the Zoo Tycoon community content file.
- Find <name>/entities/units/animals/<name>
- Copy every thing from there (2.3) to the art folder created 2.1.
- In the <name>_CivGameText.XML file and credit who you got it from after Graphics Source: in the pedia entry. This has not been done on most because I was just handed the art files with no idea of the source.
- While you are here replace all CROW with the uppercase name of the animal and all Crow with proper case name of the animal. Or do it as part of the next step.
Step 3 Rough out the basics.
- In all files in the work folder replace all CROW with the uppercase name of the animal and all Crow with proper case name of the animal.
- You will now almost have a working but not playable unit.
Still waiting for TBird to put the stuff for making buttons up or I could make some guide lines for this.
I have parts of buttons for Story and Stories and somewhere for cages.
Step 5. Detailing the animal
Spoiler Old opening post :
Since I have merged many of the animals which were in the Subdued Animals mod into C2C I should probably create a thread here for discussions.
Here 'tis.
Subdued animals can be used to
Captured Sea Creatures come in two types "Tales of..." which are adventurer and fisherman stories told about the creature; and "Subdued .." which is the actual creature. Which version you get depends on the animal and the tech you have.
Sea Creatures
Sea critters are different to land animals because your capital may not be on the coast. Which means that if it was not on the coast you would not have any sea critter myths. To fix that I made it so that you can choose where you want the myths to go by making a "Myth of the Sea" which is the same restriction as Palace for the other myth buildings. The "Song of the Sea" stops you being able to build any myth buildings in other cities.
At the start of the game you only get "Tales of ...". When you capture a sea creature you get , and "Tales of..." back at the nearest city. The "Tales of..." can then be used for a Myth building or +1
and +1
. You can't butcher them because you already have.
As time goes by you start to be able to capture sea animals, the smaller fish first. Depending on your latitude and what Admin buildings you have subdued fish can build "Fish Pens" and later "Coastal Fisheries".
At "Marine Biology" you can start to capture the larger sea animals. "Marine Biology" opens up a number of sea creature related buildings.
"Tales of Narwal" and "Tales of Dugong" can build myth buildings in any city.
Options
There are ways you can modify how Subdued Animals work in caveman2Cosmos
Here 'tis.
Subdued animals can be used to
- create buildings
- be butchered for food , hammers and gold; You get more from butchering in one of your cities than you do in the wilderness and somewhere in between if you are within your cultural boarders.
- fight in "games" in your arena for money and happiness
- be studied for science and culture. All these bonuses are small.
- be butchered for food , hammers and gold; You get more from butchering in one of your cities than you do in the wilderness and somewhere in between if you are within your cultural boarders.
- fight in "games" in your arena for money and happiness
- be studied for science and culture. All these bonuses are small.
Captured Sea Creatures come in two types "Tales of..." which are adventurer and fisherman stories told about the creature; and "Subdued .." which is the actual creature. Which version you get depends on the animal and the tech you have.
Sea Creatures
Sea critters are different to land animals because your capital may not be on the coast. Which means that if it was not on the coast you would not have any sea critter myths. To fix that I made it so that you can choose where you want the myths to go by making a "Myth of the Sea" which is the same restriction as Palace for the other myth buildings. The "Song of the Sea" stops you being able to build any myth buildings in other cities.
At the start of the game you only get "Tales of ...". When you capture a sea creature you get , and "Tales of..." back at the nearest city. The "Tales of..." can then be used for a Myth building or +1


As time goes by you start to be able to capture sea animals, the smaller fish first. Depending on your latitude and what Admin buildings you have subdued fish can build "Fish Pens" and later "Coastal Fisheries".
At "Marine Biology" you can start to capture the larger sea animals. "Marine Biology" opens up a number of sea creature related buildings.
"Tales of Narwal" and "Tales of Dugong" can build myth buildings in any city.
Options
There are ways you can modify how Subdued Animals work in caveman2Cosmos
- how alter animals spawn
- if subdued animals teleport back to the nearest city or not. Originally you needed to escort all animals safely home and many people like that aspect but others don't. The AI knows how to escort animals.
- ANIMAL_SPAWN_MODIFIER for the rate animals spawn at a value between 100 and 200 seems to work best. Set this value to zero (0) if you want to play without animals.
- DONT_ESCORT_SUBDUED_LAND_ANIMAL if set to 1 subdued animals will teleport to the nearest land city. Default is teleport.
- DONT_ESCORT_SUBDUED_SEA_ANIMAL for sea creatures rather than land animals.
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