C2C SVN Changelog

Well I was hoping that some behavior could be done where some animals won't attack and you have to attack them.


There has to be a better way in one of the other mods someplace, that you could do a quest or event with some animals only. I know FfH2 has an Animal Revolt, but i haven't played it since v2016, aloooong time ago. Dont like it much nowadays. But i wish we had alot of the dll and python they use.
 
There has to be a better way in one of the other mods someplace, that you could do a quest or event with some animals only. I know FfH2 has an Animal Revolt, but i haven't played it since v2016, aloooong time ago. Dont like it much nowadays. But i wish we had alot of the dll and python they use.
Well, specify what you want from it and I can have a look if it can be added.
 
Update
Finished the checksum calculation to recognize asset changes and store the checksum in savegames. If you load a savegame under different assets or using a different DLL, you are asked if you want to recalculate modifiers via popup.
While testing and debugging it I found some entries in the event XML that cause variables to be filled with random content (can cause crashes and weird behavior). Fixed that.
 
Well, specify what you want from it and I can have a look if it can be added.

I posted it before where it would have 5 possible animal personalities ...

Aggressive = Always attacks you on sight.
Defensive = Attacks you if you get too close.
Indifferent = Will not run or attack you on sight.
Cautious = Runs Away if you get too close.
Skittish = Runs away from you on sight.
 
I posted it before where it would have 5 possible animal personalities ...

Aggressive = Always attacks you on sight.
Defensive = Attacks you if you get too close.
Indifferent = Will not run or attack you on sight.
Cautious = Runs Away if you get too close.
Skittish = Runs away from you on sight.

Problems with this set. You will never catch cautious or skittish sea creatures. Ksohling suggested a curious option. Others have suggested herbavour, carnivor and so on. The other problem is that these are the general behaviour of the animals, they may react differently. Even bison will attack a lion pack to defend their young.
 
As fare I remember in Rise from Erbeus they have 3 different behavior for Animal
1) Passive (dont attack but wander around and avoid to go into the Empier boarders)
2) Aggressive (attack units not inside a Empier boarder)
3) very Aggressive (even cross boarders) but there is a game option to disable this.
 
Problems with this set. You will never catch cautious or skittish sea creatures. Ksohling suggested a curious option. Others have suggested herbavour, carnivor and so on. The other problem is that these are the general behaviour of the animals, they may react differently. Even bison will attack a lion pack to defend their young.

Wouldn't a bison be considered "Defensive" then?
 
Problems with this set. You will never catch cautious or skittish sea creatures. Ksohling suggested a curious option. Others have suggested herbavour, carnivor and so on. The other problem is that these are the general behaviour of the animals, they may react differently. Even bison will attack a lion pack to defend their young.

With multiple boats to corral the unit it would be possible, but not until Astronomy of course.

Would there be some way to implement some kind of fishing function using say the same mechanic that the carriers and airplanes use? But instead of intercepting or attacking enemy aircraft, you have like nets or fishing lines that can nab those critters?
 
A "barbarian" gorilla just killed my subdued bear. I thought animals didn't attack other animals?

They don't attack unsubdued animals. Subdued animals are really modelling animals captured and being escorted by your hunter/trainers, and they are attacked.
 
Sea creatures should rarely if ever be considered skittish because they wouldn't think much about your boats being there. Instead, many could be cautious. They would avoid but not so much as to be impossible to catch that way. And you wouldn't 'never' catch them, especially if you end up with boats that move at 2 or higher speed.
 
Updates
- Minor changes to python, including probable fix th stop religion spreading to a city that you raise.
- Fix pedia so that culture building goes to jaguar warrior not the animal unit.
- Force obsolete wanderer to stop it appearing in the build lists later in the game.
 
I just wonder if "Skittish" creatures will realy add somthing interesting to the game or if they would just add to the resources the game needs. I personal doubt I wan't to go after animals that runs away from you all the time and then they would be just eyecandy (if you spot them at all outside of the worldbuilder).
 
Hunting Skittish creatures could be fun. With a few hunter type units it shouldn't be all that difficult to box them in or flank them to stop their line of retreat. Would also make them more valuable as they'd be more difficult to capture.
Skittish ocean-going sea-creatures would be another matter, maybe easy enough just to not have any sea-creatures skittish.

Cheers
 
The what means the "XX safe" promotions subdued animals have? I thought they had them so as not to be attacked by other animals...

Why would you build a road when it costs gold and doesn't provide faster movement than a mud path?

It means they don't take damage on certain terrains, nothing more.

Yes it does. Mouse-over might be off but Mud Path gives +1 road movement while Road gives 1/2 road movement. Certainly noticeable with units that have 2 in movement speed (3 move on Mud, 4 move on Road).
Also Road gives extra yield on Mines and Jungle Camps (and Paved Road gives extra commerce on Villages)

Cheers
 
SVN Update
EDIT: I should probably start the long task of converting all "Goods" into "Resources" now that we know we can make more resources without an error (I hope). The biggest pain is converting back goods that were previously resources. Mainly because I am undoing what I worked so hard to do.

Guys, sorry to disturb your good work, but how did you discover that adding more resources don't cause any errors?! I remember adding resources up to a certain amount was regarded as impossible without breaking the city screen, as mentioned by Afforess in a long-archived topic.

I wasn't going to ask here about it, but I scanned all C2C topics and couldn't find anything related to this subject.

Thanks in advance!
 
@QuantumProjects

AIAndy figured it out around November 3rd. We had to reverse direction since I had already been converting resources into "goods". This is why the release got pushed back a week so all the "goods" could be converted into resources.

I have been able to fix the limited resource problem.
Rearranging the characters loaded in CvGameTextMgr::getFontSymbols so it fits to the font file and uses the right amount of padding and changing the font file to fit the start of the generic symbols to the padding of 25 per row did the job.
The full set of resources that Dancing provided as a test case worked fine with the change (and caused a shift in the symbols without).
 
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