Strategyonly Productions

Hi, I was just merging your SubdueAnimals with my work on the same when I noticed a few errors. I am now worried that I have an older version. After all that merging and fixing of the bAnimal problem:(. I was hoping to have a full version ready for beta test today. Now its back to scratch!

What I planed for the beta:
  1. made a new set of animals which are subdued versions of the wild ones so that the wild ones can go back to the default with the combat type added.
  2. added animals from the Exotic Animals pack.
  3. added some more buildings eg Sarkyn's Horse Stud but built by a subdued horse.
  4. added some sea creatures.
  5. changed the python to create a subdued animal of the type of animal killed

I may also merge in the Hunting Lodge building and units to make one big pack rather than many small packs.

I am thinking about merging in AAranda's dog kennel and making all of the cage buildings available with an extension to the palace type buildings called a managery (early zoo). Since waiting for horseback riding and the carnival building comes very late in my games. I tend not to go for it until after feudalism since the horse units aren't that good. Also I would have thought that chariotary would have been a beter tech since all you need is wagons :)
 
Hi, I was just merging your SubdueAnimals with my work on the same when I noticed a few errors. I am now worried that I have an older version. After all that merging and fixing of the bAnimal problem:(. I was hoping to have a full version ready for beta test today. Now its back to scratch!

What I planed for the beta:
  1. made a new set of animals which are subdued versions of the wild ones so that the wild ones can go back to the default with the combat type added.
  2. added animals from the Exotic Animals pack.
  3. added some more buildings eg Sarkyn's Horse Stud but built by a subdued horse.
  4. added some sea creatures.
  5. changed the python to create a subdued animal of the type of animal killed

I may also merge in the Hunting Lodge building and units to make one big pack rather than many small packs.

I am thinking about merging in AAranda's dog kennel and making all of the cage buildings available with an extension to the palace type buildings called a managery (early zoo). Since waiting for horseback riding and the carnival building comes very late in my games. I tend not to go for it until after feudalism since the horse units aren't that good. Also I would have thought that chariotry would have been a better tech since all you need is wagons :)

This sounds GREAT to me, the only problem, is the carnival.

Dont know if i read it correctly, so your making a menagerie instead of the early carnival building:confused:

How did you manage to get the bAnimal to work correctly, i left a note in the WoC area, but nobody seems to be around there anymore.:(

Now if your going to make them go into a zoo area, make sure you use my(FfH)
caged animals btn's, or if you have better ones.

I am not to keen on the Sea Animals to much, unless they really lived in real life. Cause once "we" start going fantasy there is no going back.

Now the merging makes ALOT of sense.
 
This sounds GREAT to me, the only problem, is the carnival.

Dont know if i read it correctly, so your making a menagerie instead of the early carnival building:confused:

in the interium I was going to have a number of buildings that the current buildings in Subdue Animals require to be built. However, I have asked Afforess for an OR option on the prereq buildings so that, for example, lion cage could require either the menagerie or the carnival building and the menagerie requires either the Palace or Forbidden Palace. Which will make life easier for this mod.

How did you manage to get the bAnimal to work correctly, i left a note in the WoC area, but nobody seems to be around there anymore.:(

After getting a response to my question, which was basically the same as yours, on the WoC forum. I did it the old fashion way. I created a whole new set of the animals except I called then SUBDUED_animal_name, they have bAnimal=0. Then in the python I will check the animal caught and replace it with a subdued one.

Now if your going to make them go into a zoo area, make sure you use my(FfH) caged animals btn's, or if you have better ones.

Are these the ones that come with your Subdue Animals mod? Otherwise I am going to have to go hunting:)

I am not to keen on the Sea Animals to much, unless they really lived in real life. Cause once "we" start going fantasy there is no going back.

I don't have the graphics, so I am using the monster ones ATM. However I have saltwater crocodiles, small and large, working and hope to have sharks and whales done soonish. What can I say, I live in Australia and these are the ones we have:). Even if in some years more people get killed by elephants than sharks, like 2008. I am keeping the kraken unit but only for aestetic reasons, they should never be met by any ship as I have restricted them to oceans.

The Exotic Animal mod adds horses, camals, elephants and stag. I will also be adding my locust units you will not be capture them.
 
in the interium I was going to have a number of buildings that the current buildings in Subdue Animals require to be built. However, I have asked Afforess for an OR option on the prereq buildings so that, for example, lion cage could require either the menagerie or the carnival building and the menagerie requires either the Palace or Forbidden Palace. Which will make life easier for this mod.



After getting a response to my question, which was basically the same as yours, on the WoC forum. I did it the old fashion way. I created a whole new set of the animals except I called then SUBDUED_animal_name, they have bAnimal=0. Then in the python I will check the animal caught and replace it with a subdued one.



Are these the ones that come with your Subdue Animals mod? Otherwise I am going to have to go hunting:)



I don't have the graphics, so I am using the monster ones ATM. However I have saltwater crocodiles, small and large, working and hope to have sharks and whales done soonish. What can I say, I live in Australia and these are the ones we have:). Even if in some years more people get killed by elephants than sharks, like 2008. I am keeping the kraken unit but only for aesthetic reasons, they should never be met by any ship as I have restricted them to oceans.

The Exotic Animal mod adds horses, camels, elephants and stag. I will also be adding my locust units you will not be capture them.

Actually this sounds fantastic, i never even looked before when you said you lived in Australia, my neighbor next door she's was/is from there. She always hangs out the Aussie Flag on the house, :lol:
 
Progress on the subdue animals mod has been made but I am still feaverish so don't want to change anything and stuff it all up ;) Wouldn't that capture animals as a resource on the plot be better turned into actions for the captured unit so that you could create the resource where you wanted it. The only problem there would be that you would then know if there were undiscovered resources (eg sulphur) on a plot because you would not be able to place the horses.
 
Progress on the subdue animals mod has been made but I am still feaverish so don't want to change anything and stuff it all up ;) Wouldn't that capture animals as a resource on the plot be better turned into actions for the captured unit so that you could create the resource where you wanted it. The only problem there would be that you would then know if there were undiscovered resources (eg sulphur) on a plot because you would not be able to place the horses.

Actually you could do both, there was a mod here on CFC that did what you want, place a cow/horse on a plot, but i dont understand python, so i didnt know what to extract from his python, it was a mod called:


got a newer version, working on it.
 
Here is a simple modcomp from NotSoGood converted to RoM 2.9 (19 Mar 10)

This modcomp adds three new animals in game. But what makes this unique, is that when you kill them a bonus is placed on the plot. In example if you kill the elephant an ivory bonus is added to the plot. The other animals are horse and deer.
(Screenie in attached)

http://forums.civfanatics.com/showpost.php?p=8728619&postcount=4

EDIT: Also updated my Police and Water Well to 2.9 (19 Mar 10)

http://forums.civfanatics.com/showpost.php?p=8726603&postcount=1

I am not sure that the NotSoGood mod works perfectly. When I tried it, for example, it replaced an iron resource with a horse resource!
 
I knew that if I left it long enough I would spot the error in my subdue animals python code easily. Now I need to convert it all to RoM 2.9 and start testing again.:)
 
I knew that if I left it long enough I would spot the error in my subdue animals python code easily. Now I need to convert it all to RoM 2.9 and start testing again.:)

That sounds great.

One thing i found out about the MolduleLoadingControl, your name was in the middle, but i changed it to the first one and now none of your stuff works, how weird is that:crazyeye: I cant get the WarriorOfGod to work, that was how i seen were the name goes is VERY important.
But i still cannot get my Militia mod to work correctly with RoM. I had my name in the beginning, middle and now the end, still NO luck:confused:

Did you get NSG's fix?
 
That sounds great.

One thing i found out about the MolduleLoadingControl, your name was in the middle, but i changed it to the first one and now none of your stuff works, how weird is that:crazyeye: I cant get the WarriorOfGod to work, that was how i seen were the name goes is VERY important.
But i still cannot get my Militia mod to work correctly with RoM. I had my name in the beginning, middle and now the end, still NO luck:confused:

Did you get NSG's fix?

My stuff must be after Afforess' stuff in the MLF.

I have subdue animal working at alpha level, ie TXT missing or wrong and horse, deer and elephants are not working quite correctly. I am working on one for plain RoM 2.9 and then adding in AND stuff. Currently in testing I am ending up with a large number of animals sitting in my cities waiting for me to discover chariotry which is where I moved the carnival building to. This is crippling my economy because of the unit support! I am thinking of adding a few earlier buildings but may wait until I have the AND version working since that gives many more options. I also have some ideas for religion specific buildings which may work.

Current work:-
  1. stop tigers being nukes al la William Blake's poem The Tyger ie Tyger, tyger burning bright :)
  2. get horse, elephant and deer herds working and providing resource
  3. integrate NotSoGood's stuff
  4. perhaps let subdued elephants build cart paths
  5. perhaps let subdued horse and elephants upgrade to units
  6. add in pet wolf, lion, tiger etc buildings available with hunting which add a small culture only but are required for some later buildings
 
My stuff must be after Afforess' stuff in the MLF.

I have subdue animal working at alpha level, ie TXT missing or wrong and horse, deer and elephants are not working quite correctly. I am working on one for plain RoM 2.9 and then adding in AND stuff. Currently in testing I am ending up with a large number of animals sitting in my cities waiting for me to discover chariotry which is where I moved the carnival building to. This is crippling my economy because of the unit support! I am thinking of adding a few earlier buildings but may wait until I have the AND version working since that gives many more options. I also have some ideas for religion specific buildings which may work.

Current work:-
  1. stop tigers being nukes al la William Blake's poem The Tyger ie Tyger, tyger burning bright :)
  2. get horse, elephant and deer herds working and providing resource
  3. integrate NotSoGood's stuff
  4. perhaps let subdued elephants build cart paths
  5. perhaps let subdued horse and elephants upgrade to units
  6. add in pet wolf, lion, tiger etc buildings available with hunting which add a small culture only but are required for some later buildings

OK i moved your stuff eighth from the bottom on the MLF.

I talked to NSG and he said that the animal bonus is correct.

Dont know about the animal units converted to units, now your talking a thin line between Fantasy and Standard life. Could make them like Wardogs and Guard dogs, upgrade? Cause in WWII quite a few Generals had Lions and other animals as pets and never traveled without them.

Also i like the culture thing.

I'd like to get ahold of your SA and give it a whirl, rather than mine its takes alot of moving files around.
 
OK i moved your stuff eighth from the bottom on the MLF.

I talked to NSG and he said that the animal bonus is correct.

Dont know about the animal units converted to units, now your talking a thin line between Fantasy and Standard life. Could make them like Wardogs and Guard dogs, upgrade? Cause in WWII quite a few Generals had Lions and other animals as pets and never traveled without them.

Also i like the culture thing.

I'd like to get ahold of your SA and give it a whirl, rather than mine its takes alot of moving files around.

I may have had an old version of NSG's code when I had that error but looking at the current code does not reassure me. But that may be because I don't know exactly what some of the functions do.

I meant horses upgrading to chariots or horsemen, elephants to elephant riders and wolves to guard dogs or whatever.

Currently I have lost the scoreboard - so I am cutting back to find where it is disappearing. I will post a copy when I have the minimum working for RoM 2.9 basically a beta. It will have capture units and the carnival buildings plus the horse/deer/elephant building that provides the resource horse/deer/ivory.

What sort of probabilities on capture do you thing we should go with? Afforess has 10% for war prizes but I think it should be higher for animals since there is a tradition of explorers bringing back exotic animals to go with their wild tales :)
 
I may have had an old version of NSG's code when I had that error but looking at the current code does not reassure me. But that may be because I don't know exactly what some of the functions do.

I meant horses upgrading to chariots or horsemen, elephants to elephant riders and wolves to guard dogs or whatever.

Currently I have lost the scoreboard - so I am cutting back to find where it is disappearing. I will post a copy when I have the minimum working for RoM 2.9 basically a beta. It will have capture units and the carnival buildings plus the horse/deer/elephant building that provides the resource horse/deer/ivory.

What sort of probabilities on capture do you thing we should go with? Afforess has 10% for war prizes but I think it should be higher for animals since there is a tradition of explorers bringing back exotic animals to go with their wild tales :)

I used to have my slaves set to 25%, maybe that could be a good starting point, then see how things go.
 
@StrategyOnly, OK, here is a beta, it has the following problems
  1. scoreboard has disappeared
  2. subdued horse sometimes appears as a barbarian unit and it is not captured

If is just basically a replacement for your version but adds the horse, elephant and deer units from the Exotic Animals mod and three buildings to produce horse, ivory and deer resources. At the moment there is a 100% chance for units with the subdue animals promotion of capturing an animal unit.

Usual warnings about merging python mods apply here.
 
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