Animal Spawn Rate and Turn Cutoff

Razorius

Chieftain
Joined
Jun 30, 2006
Messages
18
My xml tag file searches aren't turning up enough data to describe this ingame behavior.

The only reference seems to be set to 0 in the mod. And nothing about turns. Forum searches aren't helping.

Where can we make all these numbers bigger? Or do we need to rig a solution like C2C, where players 46-49 are non-playable and have custom scripts to spawn, or otherwise act like any other AI player with custom buildings and units?

Gracias
 
Okay, missed that thread somehow. Thanks. So the easiest ways to get animals to spawn longer would be to prevent players from building second cities until later, or going the C2C route which is a clever solution. What about just making them barbarian unique units and letting the barbs 'spawn' them?
 
This question came up a few months ago. There is DLL code that governs when animals stop appearing and human barbarian units start to appear. I would like to see animals continue to spawn through the end of the Classical Era.

https://forums.civfanatics.com/threads/general-a-new-dawn-discussion.523465/page-131#post-15186956

Actually you can set the era you want animals to spawn up to. Right now it's ancient, but you can just change that in Civ4EraInfos.xml, no need for DLL coding. DLL only sets the ratio between barbarians and animals. I will update EraInfos accordingly with my next update.
 
Maybe we could try using SpawnInfos to controll animal spawning better.
I've been trying fo tinker with it with limited success but I didn't bother too much. I may have missed something (or a lot of things).
My grestest concern is though the player ID and the 100civs dll compatibility.
 
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