C2C: Extras by Dancing Hoskuld

Joined
Jul 5, 2004
Messages
23,562
Location
Canberra, Australia
This thread holds some extras for C2C which have not been included in the base C2C mod because the graphic quality is suspect or they do not fit with the main thrust of the mod.

Currently adds the following
  • Animals
    • Donkey - moved to core game v16+
    • Leviathan (sea) - strength slightly reduced so that caravels and above have a good chance to defeat them
    • Kraken (sea) - moved to subdue animals for C2C v16+ - strength slightly reduced so that caravels and above have a good chance to defeat them
    • Flightless birds (emu, ostrich, moa, rhea and cassawary) all look like penguins
    • sabertooth tiger - strength reduced to about the same as neanderthals
    • killer rabbit
    • Zebra
  • Resources
    • rabbits- moved to core game v16

Installation and usage

The download is just a zip file.

I use the MLF (Modular Loading File) method of turning on and off modules. Edit the MLF file in each folder. Turn on a folder with 1 and off with 0.

For example in the default version Leviathan, Sabertooth and Killer Rabbit are off.
 
Ahh! the Lovely Leviathan! :D

I think this is for me! ;) :dance:

JosEPh
 
RL is about to hit and I will be away for 1-3 weeks at least. So I thought I should get these out there for C2C version 14.

I have changed the folder structure and put in MLF.

Enjoy
 
I hope RL is about having Fun and Family time. Not that serious stuff. Will miss you.

JosEPh
 
Could you put the Voodoo Undead and Hell Dog units in this instead of C2C? I don't think "paranormal" stuff should be included in C2C.

In addition could the Bear Rider go in here as well since I think its pushing the alternative timeline a little too far. Giraffe or Rhino maybe, but Bear? I think that too far fetched.
 
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
 
@Dancing Hoskuld

Do you know where the animal units connect with their associated sounds? I was finally able to locate the new animals in your folder, but I'm having a hard time finding where the sound clip setting is for them. I saw you had about 3 in another folder (Gorilla, Elephant, Horse) but there are several other custom animals (Boars, Jaguars, etc.) which I can't find that configuration.

I think there are one or two that are using pre-existing sounds which don't quite sound right. Thought I might try to find better ones.:)
 
@Dancing Hoskuld

Do you know where the animal units connect with their associated sounds? I was finally able to locate the new animals in your folder, but I'm having a hard time finding where the sound clip setting is for them. I saw you had about 3 in another folder (Gorilla, Elephant, Horse) but there are several other custom animals (Boars, Jaguars, etc.) which I can't find that configuration.

I think there are one or two that are using pre-existing sounds which don't quite sound right. Thought I might try to find better ones.:)

All the sounds go in the DancingHoskuld/Subdue_Animals/Sounds/Units folder but I then need to connect to them in the sound xml files for each animal. Humm, it looks like have not linked any sounds in at all for the animals. There should be a sound pack there somewhere for each animal I have like the custom religions. Since sounds are not modular we then need to run the program that merges them into the base files.
 
All the sounds go in the DancingHoskuld/Subdue_Animals/Sounds/Units folder but I then need to connect to them in the sound xml files for each animal. Humm, it looks like have not linked any sounds in at all for the animals. There should be a sound pack there somewhere for each animal I have like the custom religions. Since sounds are not modular we then need to run the program that merges them into the base files.

I'm pretty sure some of those newer animals have sounds, I just couldn't find where that configuration is that connects animals and sounds. I wonder if there is some default that they would revert to if there is no setting?

I wanted to track down the specific ones to change, but now I'm getting the Waiting for Other Civ error. Happened AFTER I put in the new DLL :cry: Might have to do a re-download or go back to stock v15.
 
Newer version of my extra animals, those that are graphically challenged or just don't quite fit in the game yet. see first post for details.
 
Newer version of my extra animals, those that are graphically challenged or just don't quite fit in the game yet. see first post for details.

@Dancing Hoskuld

I think maybe Str 4 for the Zebra might be a bit much. Would you be opposed to lowering it to 2 or 3? Even the Rhino is only a 3.
 
Odd....turned round to my colleagues after reading the wiki entry and stated "Who's seen Monty Python's Search for the holy grail?", to which I got the answer "Who's Monty Python?"......mind you those same people upon discovering that it's Jim Henson's 75th today als oasked "Who Jim Henson?".......I'm clearly working wit hthe wrong people!!

However if we are going to have a killer rabbit in C2C then it must be 1000% vulnerable to the Holy Hand Grenade of Antioch.
 
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