GP animation - How to remove it?

Shesgar

Chieftain
Joined
Feb 2, 2013
Messages
5
Hello, everyone! How ya doin'?

I'm back with, yet, another question. Who would've expected this?! *Everyone rise their hand*

Ok, enough randomness... What I wanted to know was if there's a way to remove the animation that great people, early merchant, caravans, story tellers, missionaries, subdued animals and so on and so forth have when they are "activated" (E.g: hurrying production, light bulbing)
can be removed... I don't know, for some reason they're quite annoying to me... specially those added by C2C since they don't have an animation, YET they just stand there not letting you do anything else until they're consumed.

Well, that's it. Hope you can help me! Thanks in advance!

Regards,
Shesgar.
 
Hello, everyone! How ya doin'?

I'm back with, yet, another question. Who would've expected this?! *Everyone rise their hand*

Ok, enough randomness... What I wanted to know was if there's a way to remove the animation that great people, early merchant, caravans, story tellers, missionaries, subdued animals and so on and so forth have when they are "activated" (E.g: hurrying production, light bulbing)
can be removed... I don't know, for some reason they're quite annoying to me... specially those added by C2C since they don't have an animation, YET they just stand there not letting you do anything else until they're consumed.

Well, that's it. Hope you can help me! Thanks in advance!

Regards,
Shesgar.

All the missionaries should have their respective animations (called effects) working now. At times I find that sometimes they stop working for some unknown reason.

As to subdued animals, caravans and entertainers, it is not the animation but the speed that is the problem. They are set to take as long as a GP but they don't need to. I have no idea how to change that. It annoys me also but not enough that I will hunt around in the modki to figure out how to change the build function for them.
 
It's a setting in the mission definition. Take a look at the missionsinfos.xml file and you should spot it easily. If you need more guidance on that DH, let me know but I'm in a bit of a rush atm to look it up and give you the actual tag to reference.
 
Of course, which means the the Story Teller line wont be hanging around any more since they no longer use the GP mission. Trade caravans wont either soon. However the build by Subdue Animals will - change that and you will also change the G Engineer.
 
What DH is saying more or less is: C2C is a very complex mod. If you mess with one thing you might MESS things up with another part of it, if your not careful. Its not like alot of mods out thee, infact not one really. Best thing to do is, if your going to mess with things "inside" of C2C, best to have 2-3 copies present and make sure not to mess with the good copy at all, that way you dont have to D/L it again and again. (But i wont mind that, points wise).
Another thing when making copies of C2C, NEVER have another copy of such, even if you changed anything in the other one "In the same folder." Sometimes it interacts and messes things up also. Just a word of advise. But always remember to "Just Have Fun." . . . SO
 
Hello, everyone! How ya doin'?

I'm back with, yet, another question. Who would've expected this?! *Everyone rise their hand*

Ok, enough randomness... What I wanted to know was if there's a way to remove the animation that great people, early merchant, caravans, story tellers, missionaries, subdued animals and so on and so forth have when they are "activated" (E.g: hurrying production, light bulbing)
can be removed... I don't know, for some reason they're quite annoying to me... specially those added by C2C since they don't have an animation, YET they just stand there not letting you do anything else until they're consumed.

Well, that's it. Hope you can help me! Thanks in advance!

Regards,
Shesgar.

What version of the mod are you on ?

I know that in v27 I was having the same issue. Many units (mostly animals tho) didnt have the animation or anyway they would stop for a few secs before they did what you told em to do thus keeping you locked there for the duration. It quickly became rather annoying.
However, once i moved to v28 and then to SVN (but v28 should do) everything became more fluid. If you told the animal in question to build a something they would do it almost instantly so you might look into these versions of the mod. Thats what happened to me anyway so it doesnt mean it will for you aswell ...
 
Wow! I didn't expect this many replies in such a short time... what a community, indeed!

Well, on one hand I've been fiddle around with the file that Thunderbrd told me about and pretty much do it... but I made a little mistake because I notice that I cannot longer use the "Hurry production" of early merchant anymore.. But I think I know how to fix it.

On the other hand I do have v28 (as far as I know) I deleted v27 C2C folder and then put the V28 instead... Maybe I had to reboot the computer and run System Advance Care or CCleaner to clean up all the leftovers... any ideas on that? cause, like a I said, I should have v28 but subdued animal still take a lot of time to build anything.

Hopefully I was clear enough. :crazyeye:

thanks, people!
Shesgar.
 
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