Breaking Save Game Compatibility for v37

Paleontologists regularly found small black stones with lots of scratches near many Neanderthal settlements, the chemical composition of these stones was manganese oxide.

The paleontologists were puzzled about this, until they found out that if you rub those stones together, it works as a catalyst: it lowers the combustion temperature of wood from 350 degrees celsius to 250 degrees celsius and also speeds up the rate of burning. This hints at an unknown Neanderthal technology for making fire.

Old Neanderthal arceologichal findings on far to sea islands indicates that neanderthals made canoes over 100 000 years ago, or that they were exceptionally good swimmers.
 
I'm gonna disable the Neanderthal NPC ability to research sedentary lifestyle.
Give them a couple free techs like stone tool making and its required techs.
Any objections or additions to free techs?
 
None here.

JosEPh
 
I'm gonna disable the Neanderthal NPC ability to research sedentary lifestyle.
Give them a couple free techs like stone tool making and its required techs.
Any objections or additions to free techs?


None here, at the moment regarding free techs.

disable the Neanderthal NPC ability to research sedentary lifestyle.

Wondered what that new entry was about.

I am also considering more units than TB initially suggested. Which could be made into specific Neanderthals.

Wanderer, Stonethrower, Clubman, etc. (is as far as I have got so far) Have a few others in mind but want to play through a game to be sure which to select. Axe, Archers etc.

Most of these could be made Neanderthal versions - if someone makes the graphics.

It may make them stronger initially - but as we will be restricting building choices during and after prehistoric. It should not be a problem.

Will post more on this later.
 
I'm gonna disable the Neanderthal NPC ability to research sedentary lifestyle.
Give them a couple free techs like stone tool making and its required techs.
Any objections or additions to free techs?
Good idea imo.
Or the sea level was a 120 meters lower during ice ages and the Neanderthals just walked there.

http://www.iceagenow.com/Sea_Level_During_Last_Ice_Age.htm
https://www.youtube.com/watch?v=GGLe0mrhgyo
Some recent discoveries have brought to light that Neanders may have been effective boat builders. I have no sources to quote so all I can do is relate that I've read about it recently... I think someone posted a link here on the forum actually.

None here, at the moment regarding free techs.



Wondered what that new entry was about.

I am also considering more units than TB initially suggested. Which could be made into specific Neanderthals.

Wanderer, Stonethrower, Clubman, etc. (is as far as I have got so far) Have a few others in mind but want to play through a game to be sure which to select. Axe, Archers etc.

Most of these could be made Neanderthal versions - if someone makes the graphics.

It may make them stronger initially - but as we will be restricting building choices during and after prehistoric. It should not be a problem.

Will post more on this later.
The stonethrower (and maybe archer since without the ability to throw, they would not have invented more advanced ranged weapons so easily) is about the only one I'd strongly object to based on the shoulder issue we discussed earlier. Simply no throwing would by my suggested guideline. And if we're cutting the NPC ones off at Sed Lif then I'd bar them from Archery as well just to be sure.

I'm thinking we may give them Mammoth and Elephant riders, possibly even Rhino and Bear riders, but perhaps they are simply not so well suited to conquering horses and other such smaller mounts.

meh... just opinions on my end of course.
 
The stonethrower (and maybe archer since without the ability to throw, they would not have invented more advanced ranged weapons so easily)

Good point.
 
Ok - I have done the last set of changes to buildings for Neanderthals in prehistoric era. (only about 6 more than my previous update). But before committing I am reviewing the unitinfos.

Let me summarize what I have added and what I have ignored. In case further additions are suggested.

Added any building that provides hammers, city defence and unit promo's.

Ignored buildings that just provide food or gold only. Those that also provide hammers are included. The exception here is that I did enable about 5 food only providers at the very start of the game. In case of poor starting locations. My last few starts as a civ. were giving me -4 food.

Ignored all properties and also buildings that just add happiness, health, science or culture.

No myth's/stories etc.

I have checked dependencies. So some choices are needed because they provide something another future building needs.

I have made a few assumptions.

1. Barbarians can not build World wonders or National wonders. They are not a civilization.

2. As the Neanderthals can not Tech. Sedentary Lifestyle - they can not go into the Ancient era.

Other things I have ignored for now are special buildings that could be included - at least those that provide hammers/promo's etc. Some of these could be built by subdued animals.

They are:

Wonders of Nature.
Military Standards.
Slavery.

I have included Carnival (hammers) so maybe some animal enclosures.

Awaiting feedback.
 
I was reading the animal discussion a while back, and had an odd thought about spawning animals within borders, though I don't know if you could actually program it.

Back during the middle ages, nobles would claim the exclusive rights to hunt on certain chunks of land. What if you could build such a hunting reserve as an improvement? Animals would spawn normally there. As it is in the current main release, animals don't move within cultural boundaries, so that should keep them inside the reservations.

If possible, you could have the animals spawning according to biome with the original version, then have it upgrade into a modern improvement called "nature reserve" which can spawn animals from other areas. Finally, you could add yet another improved improvement in one of the future eras that can spawn extinct and possibly fantastic species of animal.
 
I was reading the animal discussion a while back, and had an odd thought about spawning animals within borders, though I don't know if you could actually program it.

That is exactly what has been done in the SVN version. It is discussed in some detail in this thread.
 
Ok - I have done the last set of changes to buildings for Neanderthals in prehistoric era. (only about 6 more than my previous update). But before committing I am reviewing the unitinfos.
Great progress my friend!

Added any building that provides hammers, city defence and unit promo's.
Probably a good call provided you can imagine a neanderthal building it.

Ignored buildings that just provide food or gold only. Those that also provide hammers are included. The exception here is that I did enable about 5 food only providers at the very start of the game. In case of poor starting locations. My last few starts as a civ. were giving me -4 food.
Most early starts giving negative food are giving neg food purely due to very challenging unhealth levels. Maybe some ways to address those could be enabled. That said, most wouldn't be built as barb city programming is very war centric.

Ignored all properties and also buildings that just add happiness, health, science or culture.
Fair 'nuff.

No myth's/stories etc.
You asked later if this would be good to enable... I have no issue with it as it gives them something to do with the animals but education means nothing to an NPC.

I have checked dependencies. So some choices are needed because they provide something another future building needs.
Now that's putting quality effort in there! Good call.

1. Barbarians can not build World wonders or National wonders. They are not a civilization.
True. Enforced in the code as true as well.

2. As the Neanderthals can not Tech. Sedentary Lifestyle - they can not go into the Ancient era.
True.

Other things I have ignored for now are special buildings that could be included - at least those that provide hammers/promo's etc. Some of these could be built by subdued animals.

They are:

Wonders of Nature.
Military Standards.
Slavery.
Why not allow these I suppose is my thinking. The wonder of nature buildings aren't exclusive if I'm recalling correctly. So even if the city is destroyed they can be rebuilt later.

I have included Carnival (hammers) so maybe some animal enclosures.

Awaiting feedback.
Carry on soldier! I'd say you're putting better thought into it than I would've myself.

I was reading the animal discussion a while back, and had an odd thought about spawning animals within borders, though I don't know if you could actually program it.

Back during the middle ages, nobles would claim the exclusive rights to hunt on certain chunks of land. What if you could build such a hunting reserve as an improvement? Animals would spawn normally there. As it is in the current main release, animals don't move within cultural boundaries, so that should keep them inside the reservations.

If possible, you could have the animals spawning according to biome with the original version, then have it upgrade into a modern improvement called "nature reserve" which can spawn animals from other areas. Finally, you could add yet another improved improvement in one of the future eras that can spawn extinct and possibly fantastic species of animal.

I like the idea. Are we capable of setting an improvement as a cause to spawn on a plot? I do not know thus I'm asking.
 
I was reading the animal discussion a while back, and had an odd thought about spawning animals within borders, though I don't know if you could actually program it.

Back during the middle ages, nobles would claim the exclusive rights to hunt on certain chunks of land. What if you could build such a hunting reserve as an improvement? Animals would spawn normally there. As it is in the current main release, animals don't move within cultural boundaries, so that should keep them inside the reservations.

If possible, you could have the animals spawning according to biome with the original version, then have it upgrade into a modern improvement called "nature reserve" which can spawn animals from other areas. Finally, you could add yet another improved improvement in one of the future eras that can spawn extinct and possibly fantastic species of animal.

I like the idea. Are we capable of setting an improvement as a cause to spawn on a plot? I do not know thus I'm asking.

We can have an improvement spawn units but not if it is inside any cultural boarders. Not sure about barbarian cultural borders.
 
We can have an improvement spawn units but not if it is inside any cultural boarders. Not sure about barbarian cultural borders.

Since spawning withing cultural borders is now allowed based on some key tag rules, if we can spawn on improvements, I would imagine we can also now spawn within cultural borders on improvements - provided Animals Stay Out option is not on.
 
Since spawning withing cultural borders is now allowed based on some key tag rules, if we can spawn on improvements, I would imagine we can also now spawn within cultural borders on improvements - provided Animals Stay Out option is not on.

Isnt that what it is doing now, i get animals alot lately within borders spawning, well not alot, but a few . . .
 
Isnt that what it is doing now, i get animals alot lately within borders spawning, well not alot, but a few . . .

Yeah. It is doing that now. That was the point.
 
Having animals spawn within civ borders is a godsend. I like to play small maps with as many civs as I can fit but could not prior since that would mean you have no animals at all spawning or have huge amounts of them spawning in the few little gaps that existed and they basically had animal doomstacks.

Latest SVN is currently a huge blast :)
 
Having animals spawn within civ borders is a godsend. I like to play small maps with as many civs as I can fit but could not prior since that would mean you have no animals at all spawning or have huge amounts of them spawning in the few little gaps that existed and they basically had animal doomstacks.

Latest SVN is currently a huge blast :)

Very happy to hear that! Thanks!
 
Very happy to hear that! Thanks!

Praise where it is deserved :) I am having a blast on my current testbed game (2 civs, duel map size, settler, normal speed). I have not found any not yet reported bug yet but I am still only at the classical age. If no crashbug or gamebreaking bug arises this will end up as the first game I will finish.

I technically already won a religous victory but keep on trucking until the end of the techtree at least to finally get to see the more modern stuff.

I was thinking that besides the two screenshots there are no recent screenshots of the modern times games are some of those wanted? If so I could make some once I am in the lategame eras to baiscally give the people interested in the mod a little sneak peek of what is in store for them.
 
I haven't seen any SVN updates which break savegame compatibility in the last couple weeks, do you guys think you are finished with the savegame breaking updates?
 
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