C2C AI discussion - Animal Units

UPDATED 2 Aug 11, 4:15 a.m.

Some of the changes include, almost ALL new terrain, water, coastal waves, etc.

Lots of tweaks to the dll, to IMPROVE turn times, and especially the way the AI NOW works, really bug change on that, need info on the way they are working now.

Brand new way of Culture for each and every civ, has there own way of working the situation were they are placed on a map, with the resources that they have in vicinity.

Added Australia to the core mod as an Oceania Culture.

HALF the size of the old mod, which also means again better turn times.

This is only 1/8 of what "we" have done from version 14 to 15
 
Could these Zebra Units be added to the whole Megafauna Domestication stuff?

Zebra Rider and Zebra Chariot
http://forums.civfanatics.com/downloads.php?do=file&id=13428

Also bring in the Zebra wild animal into the core so it makes sense. I already have a Zebra Hunter's camp so we could have possibly a Zebra Trainer and all that stuff like the other trainable Megafauna have.
 
I really do want to see this move forward soon too. I'm not sure if we can create an ai interaction with subcombats easily or not but it seems like a valid concept to me. I don't think it currently really ever does but there's some aspects of AI I'm still unsure on how it goes about things.

I was planning on addressing this soon after the combat mod if nobody does yet. I also saw a critical line that would be a problem in the code that would enforce all animals to have the same unit ai setting and flagged it for removal once this project gets underway (in the Info.cpp file).
 
I really do want to see this move forward soon too. I'm not sure if we can create an ai interaction with subcombats easily or not but it seems like a valid concept to me. I don't think it currently really ever does but there's some aspects of AI I'm still unsure on how it goes about things.

I was planning on addressing this soon after the combat mod if nobody does yet. I also saw a critical line that would be a problem in the code that would enforce all animals to have the same unit ai setting and flagged it for removal once this project gets underway (in the Info.cpp file).
Well, if you change what they do depending on the unitcombat they can still have the same Unit AI setting.
 
True. But they shouldn't have all the same one unit ai. All animals do not behave the same. And perhaps, for animals at least, we could link the unit ai to change if the animal possesses a given unit combat. This way we simply keep the original animal ai setting on those animals and have the ais then differ in the code according to an ability for the unit combat to tell the ai to change to a more reflective type.
 
Maybe add some diseases for animals as well. So Animals with canine madness (or hydrophobia / rabies, dont know :P) will attack everything in sight and could infect those units or they could spread some diseases to your cities (Ex. if you kill a cow your city might get BSE)
 
Maybe add some diseases for animals as well. So Animals with canine madness (or hydrophobia / rabies, dont know :P) will attack everything in sight and could infect those units or they could spread some diseases to your cities (Ex. if you kill a cow your city might get BSE)

This is absolutely part of the Combat Mod plan, but I'm thinking it may need events to handle the seeds getting started on animal only diseases - or a way to establish that on spawning an animal must check to see if it starts with an appropriate disease. Since I'm not comfortable with my level of understanding of our current spawning systems, I've left this out for now. And I think events might even be the better way to make this happen too from a processing perspective.
 
Back
Top Bottom