Thunderbrd
C2C War Dog
Ah... subdue. I'd misread you there. You have a very good point that wild animals should not be able to subdue. I'll have to look at the Combat Outcome coding and see if I can weave in an absolute block on that.
Now that you've pointed this problem out to me, I've added bCapture tag to OutcomeInfos and if the unit has "No Capture" (I've also added an iNoCaptureChange tag to UnitCombatInfos) then it will not be able to enact the Outcome with bCapture set true. This obviously is a bigger issue than animals alone.How does one affect animal subdue chances in unitcombats?
And I'm pretty sure I've subdued animals with units that has the bNoCapture=1, I may be wrong though.
At this point all three are addressed on my end. For education's sake, the middle one there isn't JUST for 0 str units... also counts for defeating units in battle that have a <Capture> tag. (such as rams)We have three unit capture mechanism:
- <KillOutcomes> with OUTCOME_SUBDUE. Adffected by promos in the outcomeinfo.xml
- <Capture> For 0
unit capture. Affected by bNoCapture
- iCaptureProbabilityModifierChange/iCaptureResistanceModifierChange that decide the chance of obtaining a captive from battle.
All of these should be barred from animals.
You make an interesting point that may suggest again that animals and barbs should not conflict.I wonder, in the ages of exploration and colonisation where will be the vast herds of animals in Africa, the Americas and the Arctic circle? Where will be the weird and wonderful animals of Oceania? The barbarians in these places will be much stronger when you get there.
True. I may also look to Alberts2 to help me with one particular section of these code adjustments in the spawn mechanism... it MAY be unnecessarily slowed down by some things that could possibly be cached but I didn't quite see how I could.Turn times will be slower at the start of the game but faster later in the game.
Whether an animal is a 'passive' or 'aggressive' animal by team won't be the basis for their necessary level of aggression which can be defined by the specific animal. Since Hippos are indeed the most dangerous and aggressive animal in the world BUT do not prey on really any other species, they would fit well as being in the passive group but have a very high aggression level, making them a champion among Herbivores so to speak. Whether pigs are more 'dangerous' than cats I would contest unless you were simply saying that pigs are more likely to attack, which I agree with. But if I had a choice whether to be attacked by a pig or attacked by a cat, I'd prefer to have to fend off the pig! So boar aggression levels would be higher.Hippopotamuses are prey animals but they are the most dangerous animal, after man, in Africa. Pigs and sheep are prey animals but are also dangerous wild animals. I would put pigs as way more dangerous than any big cat.
Turn times will be slower at the start of the game but faster later in the game.
I think this new animal AI and team structure will work very nicely to give animals the personalities they deserve.
While these discussions are on going - I will only add a few passive animal changes. The easier ones like some birds, deer etc.
As a reminder, if any one wants it (for testing) - I have a spawn file with all animals set as agressive.
Well... yeah. Let me get your latest for now. Can you commit to the SVN?
No.
But here it is. Not added passive animals yet - all are aggressive. (as is the current case.)
Called it NewCIV4Spawninfos.xml.
It looks like I may be beyond my ability here to convert the player string into something readable according to the #defines. What this means is that I'm going to have to make this PlayerType tag an integer and at the top of the file in the note lines give the integer that reflects the numeric value of the Player we're looking to indicate.
Therefore, with the PlayerType tag we may put something like:
<PlayerType>50</PlayerType> to represent the BARBARIAN_PLAYER.
I just don't have the functions that can grab BARBARIAN_PLAYER and convert it from a string into the equating #define value. And I certainly don't have the knowledge on how to build that. So for now, until a better programmer than myself can look into that, I'm limited to this solution.
Congratulations!
Two questions:
Would iAgression affect the probability that an animal would use the bAssassin ability?
I'm curious about what kind of problem you had with editing python in notepad++? I haven't had any issues like that yet, and would like to avoid them in the future
1) iAggression could be made to not play a role in the Assassin ability. It would be very easy to check to see if assassination is possible and, if so, attempt it, and make that independent of the normal attack willingness based on iAgression. (Adding to my task list now as I assume this is what you're intending to insinuate.) What this would not accomplish, however, would be the infusion of desire to attack units of their target types when they are not on the same plot. But I could program something for that that shouldn't be too difficult nor slow to process. Could be able to put some of this into the hunting AI to improve that a bit too so that hunters aren't looking to take down neanderthals with the same desire as they would a deer so long as the odds were in their favor enough to warrant it.
Explain your thinking if you would on the iAggression issue...