Hydromancerx
C2C Modder
Right now Neanderthals spawn from Bison, Ivory, and Deer only.
I think Mammoth resource should be added to the list. I mean what is more prehistoric than having mammoths and neanderthals in the same place?
Right now Neanderthals spawn from Bison, Ivory, and Deer only.
Actually, that is the point. If there are no pig resources on you continent then there will be no pigs spawned. Therefore you will have to trade for them later in the game.
Almost every thing that gets done has the effect of destroying the trade system making it irrelevant. I decided it was about time to do something that helped it instead.
Right now Neanderthals spawn from Bison, Ivory, and Deer only. The issue I ran into was that those resources are not always distributed evenly. So some players will get SWARMED,while others get completely left alone. I figured spawning them from forest, (combined with a low density setting) which is found all over the map, would encourage a more even distribution.
One bad thing about a certain animal spawning from only a specific resource is that it means not only does the nearby player have access to that bonus, but they have access to the animal spawning from it.
Modifying the map scripts could work to even out bonus placement, but I figured since the spawn from terrain was already present, that could provide more varied spawn sites.
I increased the spawn rate massively to see where they spawn and they only spawned between 30 degrees north and 30 degrees south on flood plains. That seems correct. Mind though that 30 degrees is one third of the way to the poles from the equator which is not that small. For pure tropical reaches 23 degree or so as limit is more accurate.In the SVN in the folder Modules/DancingHoskuld/Subdue_Animals_zExperimental/RiverCroc.
Problem is that it removes the small number of spawn points, so you lose the strategic ability to garrison units near the spawns to keep them in check.
I think Mammoth resource should be added to the list. I mean what is more prehistoric than having mammoths and neanderthals in the same place?
If the spawn point is within LoS doesn't that stop spawning though?
Actually, that is the point. If there are no pig resources on you continent then there will be no pigs spawned. Therefore you will have to trade for them later in the game.
Almost every thing that gets done has the effect of destroying the trade system making it irrelevant. I decided it was about time to do something that helped it instead.
Yes, but with a large number of (say) forest plots you're never going to meet that criteria. LoS (for most units) is just one tile unless they are on a hill.
Or... make a Slaver unit that can turn their spawn point into a Prison Camp or something
Got stuff somewhere for that. Not implemented in C2C until we can get change of civic exposed to Python. That way you only get slaves with slavery (or lower) and pions/hostages/prisoners of war at other times.
I'll do it tomorrow hopefully
Got stuff somewhere for that. Not implemented in C2C until we can get change of civic exposed to Python. That way you only get slaves with slavery (or lower) and pions/hostages/prisoners of war at other times.
@EldrinFal: You have to copy the new scheme to the Neanderthal folder to use those tags (Afforess_CIV4UnitSchema.xml in the main Assets/XML/Units folder). Also rename it so it replaces the schema in the respective subfolder.
Ok. Bear in mind the relative frequency of the terrains you use though as compared to the resources it uses now. A forest spawn for example will need a MUCH lower spawn rate because there are many moer forest tiles.
Got that to work, thanks!
I've been testing the Neanderthal spawn on Forest. The overall spread is VERY diverse. I get Neanderthals more evenly placed across the entire map now. However, the NUMBER of them is still too much. Is there a tag to limit the number on the map? I didn't see it among the tags already there. That or the radius to check has to go beyond 3.
I also saw in two instances a spawn in an area visible to me. One was a Cave Lion and the other a Neanderthal. They spawned literally adjacent to my Wanderer. It was my understanding that spawns shouldn't appear on visible land, am I wrong?
<iTurns> is used to raise and lower the spawn rate. the higher the number the lower the rate.
That depends on the tag <bNotInView> which I have not set for any of the animals yet.
iTurns is currently the average number of turns to spawn one on every valid spawn plot.I have it at the default of 15. What is the specific logic so I can figure out a good number to mess with?
iTurns is currently the average number of turns to spawn one on every valid spawn plot.
So if you have set it to 15 and valid spawn plot as desert without features then every single desert without features will spawn a unit every 15 turns on average.
With 30 deserts like that on the map 2 would spawn every turn on average.
iTurns is currently the average number of turns to spawn one on every valid spawn plot.
So if you have set it to 15 and valid spawn plot as desert without features then every single desert without features will spawn a unit every 15 turns on average.
With 30 deserts like that on the map 2 would spawn every turn on average.
You guys really like using complex variables
What about just a straight number of maximum spawns allowed per turn? That way regardless of number of tiles that fit the spawn point value, the number is capped per turn.
That would be way harder to normalize - you'd have to use a 2-pass process (or store significantly more state) to ensure a randomized distribution even when the cap on number-per-turn is being hit. It also would need normalization for total land area/sea area not just map size, which the current system doesn't.
The cap would be in addition to the density and feature/terrain setting.