Yes, workers can't defend themselves at all.I've had my gatherers killed by a gang of musk oxes (passive animals). Is this normal?
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They used to, if they spawned in a barbarian city with that terrain and you have terrain damage on.Another thing... Shouldn't barbarians and neanderthals spawning in taiga regions have adaptation to that climate?
There is a category "completely harmless". They have a >1% chance of killing a unit. Even pigeons will kill someone if they startle them at the wrong moment eg negotiating a tightrope over a deep gorgeYes, workers can't defend themselves at all.
Also even though they are passive, they still can kill someone when protecting themselves.
Lets say these animals tried to protect their babies
Its not pigeon
I think category "completely harmless" would be nice - that is animals that can't kill humans.
Passive animals are "mostly harmless".
That will cause caves to spawn near first cities a lot.Okay, I've done some testing and apparently you need to add this line of code:
Code:<YieldChanges> <iYieldChange>1</iYieldChange> <iYieldChange>1</iYieldChange> </YieldChanges>
Between ArtDefineTag and Defense to have caves negate terrain damage.
That will cause caves to spawn near first cities a lot.
Or getting startled by rabbit, when setting trap for big animals - like big hole with spikes in itThey used to, if they spawned in a barbarian city with that terrain and you have terrain damage on.
There is a category "completely harmless". They have a >1% chance of killing a unit. Even pigeons will kill someone if they startle them at the wrong moment eg negotiating a tightrope over a deep gorge
That will cause caves to spawn near first cities a lot.
Here's a list of how animal aggression is currently adjusted in C2C.At any rate, Musk Oxes in my game seem to behave exactly like predators, jumping at weaker units and undefended gatherers at any given opportunity. Is this intended? Last time I chiecked, I wasn't playing Dwarf Fortress..
I don't think I have had caves near my first city in the last 10 games.Nowadays it's very hard to spawn without a cave near you anyways.
I think they used to be a rarity, once.
I don't think I have had caves near my first city in the last 10 games.
I'm super happy with how animals are behaving in play now. It's clear they have been well designed based on a study of their natures. I really get a clear sense of reality when out exploring the wild now and that is just unspeakably badass.
@Toffer90 : You liked this comment... to me it doesn't make any sense. Do you see something I don't here?Okay, I've done some testing and apparently you need to add this line of code:
Code:<YieldChanges> <iYieldChange>1</iYieldChange> <iYieldChange>1</iYieldChange> </YieldChanges>
Between ArtDefineTag and Defense to have caves negate terrain damage.
@Toffer90 : You liked this comment... to me it doesn't make any sense. Do you see something I don't here?
Could you try removing the hammer, see if it works with just the food?Okay, I've done some testing and apparently you need to add this line of code:
Code:<YieldChanges> <iYieldChange>1</iYieldChange> <iYieldChange>1</iYieldChange> </YieldChanges>
Between ArtDefineTag and Defense to have caves negate terrain damage.
I liked it because that's the closest thing we have to a clue to why ancient forest remove terrain damage. It doesn't make sense at all, never did, because it's an unintentional quirk in the dll code.@Toffer90 : You liked this comment... to me it doesn't make any sense. Do you see something I don't here?
It's still on my list.How are we going with the gradient of willingness to enter human territory though? You said a while back you were going to review the use of that tag. I don't recall if you did that yet or if it's still something intended for future work.
It's as I suspected, this also explains why flood plains and oasis removes terrain damage from deserts (which makes sense); it would seem that this was an intentional design choice for terrain damage logic, though a dedicated feature tag for removing terrain damage from specific terrains would be better in the long run.Yes, I removed the second line and it still works! Then I tried setting it to:
Code:<YieldChanges> <iYieldChange>0</iYieldChange> </YieldChanges>
And the damage was back.
I've had my gatherers killed by a gang of musk oxes (passive animals). Is this normal?