JosEPh_II
TBS WarLord
None of those are from BUG they are from Afforess ie RoM/AND. Just saying. If they were from BUG I might be able to do something about them
Shows how much I use them then don't it.
JosEPh
None of those are from BUG they are from Afforess ie RoM/AND. Just saying. If they were from BUG I might be able to do something about them
You have to wander away from your borders to get a wider variety of animal types, and to expand hunting grounds. At least in my games staying near my border is not going to get me lots of animals, and all of a limited type.
I don't use any of TB's advanced combat options so I don't have 'Trap or Pursuit' options.
does anyone know is there a way to change the animal spawn rate?
SpawnInfos.xml
I ... don't know. Maybe DH would.
"gamespeedinfos.xml" in the "XML/GameInfo" folder has an adjuster for general barbarian spawn called "barbfrequency"; or something. increase it for the speed you use, or all of them.seems to be for each unit, can you change the rate for them all instead of one at a time?
<Define>
<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>ANIMAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>250</iDefineIntVal>
</Define>
<Define>
<DefineName>SEA_ANIMAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
I am starting to wonder if its something completely different as even if you select no barbarians options when starting a custom game animals still spawn
@aob86 There are values in the file A_New_Dawn_GlobalDefines.XML found in the Assets/XML folder that will change the spawn rage globally for animals and Neanderthals.
- NEANDERTHAL_SPAWN_MODIFIER - Neanderthals
- ANIMAL_SPAWN_MODIFIER - land animals and birds
- SEA_ANIMAL_SPAWN_MODIFIER - critters of the sea
- BANDIT_SPAWN_MODIFIER - not used yet
- KILLERRABBIT_SPAWN_MODIFIER - not used yet
The number is a percentage. Lower it to lower the number spawning.
My settingsSpoiler :Code:<Define> <DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define> <Define> <DefineName>ANIMAL_SPAWN_MODIFIER</DefineName> <iDefineIntVal>250</iDefineIntVal> </Define> <Define> <DefineName>SEA_ANIMAL_SPAWN_MODIFIER</DefineName> <iDefineIntVal>100</iDefineIntVal> </Define>
There is no way to change the spawn rate of normal human barbarians except by dropping a play level.
I think you have to select the No Animals option also.No Barbarians will remove Neanderthals and normal barbarians. The different animals are adjusted as I said above.
The two have been split due to future plans.
@aob86
[*]KILLERRABBIT_SPAWN_MODIFIER - not used yet
killer rabbit, shouldn't that be Killer Rabbit of Caerbannog, it is after all a monty python reference yes?
Yes if we can restrict to only one per game. Otherwise it is just a killer rabbit. Yes it can take out a knight unit with one swipe of its paw. Or at least it could before the latest unit review.
Currently it is off so you wont see it in games.