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Domesticated Megafauna mini alt history development thread

Discussion in 'Civ4 - Caveman 2 Cosmos' started by steampunk1880, Oct 13, 2011.

  1. GT Ranma

    GT Ranma Slowest of the Slow

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    http://www.youtube.com/watch?v=Bh7bYNAHXxw

    Nuff said :p

    ... Point me to a walk through on how to do it and I'll get right on it : )
     
  2. strategyonly

    strategyonly C2C Supreme Commander

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  3. Hydromancerx

    Hydromancerx C2C Modder

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    @GT Ranma

    Oh well mutated ill tempered sea bass? Why didn't you say so. Sure we can have those. :p
     
  4. LumenAngel

    LumenAngel King

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    We really need a "modern megafauné ^^

    Or worst
    Spoiler :
     
  5. GT Ranma

    GT Ranma Slowest of the Slow

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    Sooo, when we getting our first mega-fauna in game? :p
     
  6. Hydromancerx

    Hydromancerx C2C Modder

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    What do you mean? Megafauna like Mammoths, Sabertooths, Elephants, Bison, etc already spawn on the map normally. If you take Megafauna Domestication tech then you can make some of the special units such as Mammoth Riders, Bison Riders and Bear Riders. But they are wonders so only one civ will get a specific type. So yeah they have been in the game for awhile now.
     
  7. GT Ranma

    GT Ranma Slowest of the Slow

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    Ok, I should be more specific, when can I use my Genetic Engineering and Cloning Techs to make me some friggen T-Rex's and create a Jurassic park? :)

    Edit: Oooh! and everything in this http://www.cracked.com/funny-5408-bad-ass/
    Of course, especially the Dinosaurs, even the Volcano is bad ass!
     
  8. Hydromancerx

    Hydromancerx C2C Modder

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    Ecological Engineering tech I think for the "Pliocene Park" and Time Travel tech for the Dinosaur Park.
     
  9. GT Ranma

    GT Ranma Slowest of the Slow

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    Is there any game with Dinosaur models that we could use, or are they just not feasible?

    Because if there were, I wouldn't mind a modmod or an alt-time line mod with them in it. Would be fun having your Spearman eaten by a Dino :p
     
  10. Hydromancerx

    Hydromancerx C2C Modder

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    @GT Ranma

    Ok I looked it up and the "Pleistocene Park" requires Cloning and Ecological Engineering tech. And "Dinosaur Park" requires Cloning and Time Travel.

    In addition there is a Raptor unit graphic which DH use to use as the Komodo Dragon before we got a more appropriate graphic. Dinosaurs and chimera style lab creatures have been discussed to be included in the Biopunk tech. So yes there will be at least in the far future a dinosaur style unit.

    Sorry no Caveman and Dinosaurs like in the Flintstones. While I know of a plausible alt-timeline that allows for non-avian dinosaurs to exist along side humans, we are not going that far in C2C. If someone wants to make a modmod that's fine, but not the core C2C.
     
  11. GT Ranma

    GT Ranma Slowest of the Slow

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    Cool, alright, I will wait with bated breath for the day my army of Lasersaurus Rex can stop on some poor unsuspecting city :)
     
  12. Hydromancerx

    Hydromancerx C2C Modder

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    @GT Ranma

    Ok here are some proposals for the Feline Units ...

    -----

    Trained Cats [National Unit - Limit 15]
    Graphic: Black Panther
    Icon/Button: Black Panther
    Type: Feline
    Req Tech: Feline Domestication AND Megafauna Domestication
    Req: Resource: Big Cats
    Req Building: Big Cat Trainer
    Strength: 4
    Movement: 1
    Cost: 30
    Upgrades To: Warcats

    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • -50% City Attack
    • +10% Jungle Attack
    • +10% Forest Attack
    • +25% vs Hunters
    • +25% vs Recon

    -----

    Warcats [National Unit - Limit 15]
    Graphic: Black Panther
    Icon/Button: Black Panther
    Type: Feline
    Req Tech: Military Training
    Req: Resource: Big Cats AND (Copper OR Iron OR Obsidian)
    Req Building: Warcat Trainer
    Strength: 6
    Movement: 2
    Cost: 40
    Upgrades To: Guard Cats

    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • -50% City Attack
    • +10% Jungle Attack
    • +10% Forest Attack
    • +25% vs Hunters
    • +25% vs Recon

    -----

    Guard Cats [National Unit - Limit 15]
    Graphic: Black Panther
    Icon/Button: Black Panther
    Type: Feline
    Req Tech: Leadership
    Req: Resource: Big Cats
    Req Building: Guard Cat Trainer
    Strength: 18
    Movement: 2
    Cost: 240
    Upgrades To: Police Cats

    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • -50% City Attack
    • +10% Jungle Attack
    • +10% Forest Attack
    • +25% vs Hunters
    • +25% vs Recon

    -----

    Police Cats [National Unit - Limit 15]
    Graphic: Black Panther
    Icon/Button: Black Panther
    Type: Feline
    Req Tech: Criminology
    Req: Resource: Big Cats
    Req Building: Police Cat Trainer
    Strength: 26
    Movement: 2
    Cost: 410
    Upgrades To: Feline Superior

    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • -50% City Attack
    • +10% Jungle Attack
    • +10% Forest Attack
    • +25% vs Hunters
    • +25% vs Recon
    • -5 Crime Per Turn (City)
    • -3 Crime Per Turn (Plot)
    • +5:gold: Cost Per Turn

    -----

    Feline Superior [National Unit - Limit 15]
    Graphic: Black Panther with Increased Size
    Icon/Button: Black Panther
    Type: Feline / Clone
    Req Tech: Homo Superior
    Req: Resource: Big Cats
    Req Building: RePet
    Strength: 51
    Movement: 2
    Cost: 2410
    Upgrades To: -

    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • -50% City Attack
    • +10% Jungle Attack
    • +10% Forest Attack
    • +25% vs Hunters
    • +25% vs Recon
    • +25% vs Clones
    • -10 Crime Per Turn (City)
    • -5 Crime Per Turn (Plot)
    • +8:gold: Cost Per Turn

    -----

    As you can see they are stealthy and get bonuses in places like forests and jungles. I have them get a bonus to Hunters and Recon so those types actually have something to fear. The last 2 get a bonus to anti-crime like the canine units do. The building requirments I am not sure of. Since you (or me) would need to make ...

    - Warcat Trainer
    - Guard Cat Trainer
    - Police Cat Trainer

    And of course the Big Cat Trainer wonder that would provide Big Cat resource. But that's not optional.
     
  13. GT Ranma

    GT Ranma Slowest of the Slow

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    Ok, I know it is not 100% right yet, but what do I have to add to the code to add in:
    • Invisible to Most Units
    • Hidden Nationality
    • Can Attack without Declaring War
    • Cannot Capture Cities or Units
    • Doesn't Receive Defensive Bonuses
    • +10% Jungle Attack
    • +10% Forest Attack
    ?
    The rest should be close to what we need, right? If I get the 'format' right with this first one, I'll just use it as a template to make the next units.

    Spoiler :

    Code:
    		<UnitInfo>
    			<Class>UNITCLASS_TRAINEDCAT</Class>
    			<Type>UNIT_TRAINEDCAT</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    			<Combat>UNITCOMBAT_CANINE</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_TRAINEDCAT</Description>
    			<Civilopedia>TXT_KEY_UNIT_WARCAT_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_TRAINEDCAT_STRATEGY</Strategy>
    			<Advisor>ADVISOR_MILITARY</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>0</bNoBadGoodies>
    			<bOnlyDefensive>0</bOnlyDefensive>
    			<bNoCapture>1</bNoCapture>
    			<bQuickCombat>0</bQuickCombat>
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>0</bMilitaryHappiness>
    			<bMilitarySupport>1</bMilitarySupport>
    			<bMilitaryProduction>1</bMilitaryProduction>
    			<bPillage>0</bPillage>
    			<bSpy>0</bSpy>
    			<bSabotage>0</bSabotage>
    			<bDestroy>0</bDestroy>
    			<bStealPlans>0</bStealPlans>
    			<bInvestigate>0</bInvestigate>
    			<bCounterSpy>0</bCounterSpy>
    			<bFound>0</bFound>
    			<bGoldenAge>0</bGoldenAge>
    			<bInvisible>0</bInvisible>
    			<bFirstStrikeImmune>0</bFirstStrikeImmune>
    			<bNoDefensiveBonus>1</bNoDefensiveBonus>
    			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<bSuicide>0</bSuicide>
    			<bHiddenNationality>0</bHiddenNationality>
    			<bAlwaysHostile>0</bAlwaysHostile>
    			<UnitClassUpgrades>
    				<UnitClassUpgrade>
    					<UnitClassUpgradeType>UNITCLASS_WARCAT</UnitClassUpgradeType>
    					<bUnitClassUpgrade>1</bUnitClassUpgrade>
    				</UnitClassUpgrade>
    			</UnitClassUpgrades>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<FlankingStrikes/>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_ATTACK</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_RESERVE</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_COUNTER</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_PILLAGE_COUNTER</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<CorporationSpreads/>
    			<GreatPeoples/>
    			<Buildings/>
    			<ForceBuildings/>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqCorporation>NONE</PrereqCorporation>
    			<PrereqBuilding>BUILDING_CAT_TRAINER</PrereqBuilding>
    			<PrereqTech>TECH_FELINE_DOMESTICATION</PrereqTech>
    			<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
    			<TechTypes/>
    			<BonusType>BONUS_BIG_CAT</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors/>
    			<iAIWeight>0</iAIWeight>
    			<iCost>30</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iAdvancedStartCost>100</iAdvancedStartCost>
    			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>1</iMoves>
    			<bNoRevealMap>0</bNoRevealMap>
    			<iAirRange>0</iAirRange>
    			<iAirUnitCap>0</iAirUnitCap>
    			<iDropRange>0</iDropRange>
    			<iNukeRange>-1</iNukeRange>
    			<iWorkRate>0</iWorkRate>
    			<iBaseDiscover>0</iBaseDiscover>
    			<iDiscoverMultiplier>0</iDiscoverMultiplier>
    			<iBaseHurry>0</iBaseHurry>
    			<iHurryMultiplier>0</iHurryMultiplier>
    			<iBaseTrade>0</iBaseTrade>
    			<iTradeMultiplier>0</iTradeMultiplier>
    			<iGreatWorkCulture>0</iGreatWorkCulture>
    			<iEspionagePoints>0</iEspionagePoints>
    			<TerrainImpassables/>
    			<FeatureImpassables/>
    			<TerrainPassableTechs/>
    			<FeaturePassableTechs/>
    			<iCombat>4</iCombat>
    			<iCombatLimit>100</iCombatLimit>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>6</iXPValueAttack>
    			<iXPValueDefense>4</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</iInterceptionProbability>
    			<iEvasionProbability>0</iEvasionProbability>
    			<iWithdrawalProb>0</iWithdrawalProb>
    			<iCollateralDamage>0</iCollateralDamage>
    			<iCollateralDamageLimit>0</iCollateralDamageLimit>
    			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    			<iCityAttack>-50</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iAnimalCombat>0</iAnimalCombat>
    			<iHillsAttack>20</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainAttacks/>
    			<TerrainDefenses/>
    			<FeatureAttacks/>
    			<FeatureDefenses/>
    			<UnitClassAttackMods/>
    			<UnitClassDefenseMods/>
    			<UnitCombatMods>
    				<UnitCombatMod>
    					<UnitCombatType>UNITCOMBAT_HUNTER</UnitCombatType>
    					<iUnitCombatMod>25</iUnitCombatMod>
    				</UnitCombatMod>
    				<UnitCombatMod>
    					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
    					<iUnitCombatMod>25</iUnitCombatMod>
    				</UnitCombatMod>
    			</UnitCombatMods>
    			<UnitCombatCollateralImmunes/>
    			<DomainMods/>
    			<BonusProductionModifiers/>
    			<iBombRate>0</iBombRate>
    			<iBombardRate>0</iBombardRate>
    			<SpecialCargo>NONE</SpecialCargo>
    			<DomainCargo>NONE</DomainCargo>
    			<iCargo>0</iCargo>
    			<iConscription>0</iConscription>
    			<iCultureGarrison>0</iCultureGarrison>
    			<iExtraCost>0</iExtraCost>
    			<iAsset>1</iAsset>
    			<iPower>1</iPower>
    			<UnitMeshGroups>
    				<iGroupSize>2</iGroupSize>
    				<fMaxSpeed>1.75</fMaxSpeed>
    				<fPadTime>1</fPadTime>
    				<iMeleeWaveSize>2</iMeleeWaveSize>
    				<iRangedWaveSize>0</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>1</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_CHEETAH</EarlyArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions/>
    			<LeaderPromotion>NONE</LeaderPromotion>
    			<iLeaderExperience>0</iLeaderExperience>
    		</UnitInfo>


    P.S. Thanks DH! Hmm, spoil didn't work, but code is more then good enough.
    P.S.S Now that I think of it CODE might have been overwriting SPOIL, but I don't need both :)
    P.P.S.S Huh, well, it worked that time...
     
  14. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Spoiler :


    yes it is called "spoil". If you Go Advanced you can see the button for it. You should probably also use the code tag (# button) around the XML so that the formatting is not lost.
     
  15. Hydromancerx

    Hydromancerx C2C Modder

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    @GT Ranma

    Take a look at a Thief or Rogue unit. They have the invisible/hidden code. I don't make units directly so you may want to ask ls612 or DH.
     
  16. strategyonly

    strategyonly C2C Supreme Commander

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    Yes pls use it just looks better and saves wasted time looking trough so much, thx
     
  17. GT Ranma

    GT Ranma Slowest of the Slow

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    @Hydro:

    I'm still working on this, just VERY slowly. My #1 priority currently is finding a new job.
     
  18. Hydromancerx

    Hydromancerx C2C Modder

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    That's fine. We still need to wait on the Feline Domestication tech getting put in anyways.
     
  19. LeftBower

    LeftBower Chieftain

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    I'm agreed on the rarity for alt-timeline units. They're crazy what if's not anything else. That said, I'm not sure a wonder is the way to do it. I like the idea that more then one civ might figure them out - albeit not very often. Maybe make them available from a (very rare) event as well?

    Talking of events, are events in C2C significantly different to normal events? If not, I could do a bunch up to deal with potential what-ifs. Things like extinction events, but also allowing what-ifs to open up, become more/less dominant, etc.
     
  20. Thunderbrd

    Thunderbrd C2C War Dog

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    This is why my suggestion is to unlock these techs and their resulting 'gifts' via the use of Great Scientists only. Thus more than one civ could unlock the techs or none could, depending on the situation. Additionally, its my opinion that the Great Scientist is one of the lesser GPs at the moment and this solution could bring him back into contention as something highly desirable.
     

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