Subdued Animals in C2C discussions

What specific animals are you encountering? Knowing some key species can tell you where you are on the map. For instance the Northern Polar terrains have a lot more animals than the Southern Polar terrains.

Well, i'm getting "babirusas", gorillas, ducks, crocodiles, hippos, locusts and several others. I've explored a bit of the map and i seem to be just below the northern polar circle. My only concern is with the huge number of them throughout the whole continent :crazyeye: maybe this combination of map options struck a nerve somewhere in the animal spawning code :D
 
Well, i'm getting "babirusas", gorillas, ducks, crocodiles, hippos, locusts and several others. I've explored a bit of the map and i seem to be just below the northern polar circle. My only concern is with the huge number of them throughout the whole continent :crazyeye: maybe this combination of map options struck a nerve somewhere in the animal spawning code :D

Well Babirusa is Equatorial Asia/Oceania and Gorilla is equatorial Africa. So your probbly near where they come together. This means a wide variety of animals from Africa, Asia, Oceania and even Europe. No wonder you have so many, you are at a crossroads of regions.
 
I'm playing on Epic, largest map (i.e. even larger than gigantic), 5 civs in total. I still believe it's exaggerated to barely have any empty spaces to move in jungle/forest tiles without having to attack some animal. Because of that there were also very few barbarians spawned (like 3-4 units on a whole continent). Also, the few grassland/hill tiles that had no forests/jungles/similar stuff - didn't really have the same spawn rate on wild animals (i.e. a lot of them were empty upon unveiling the fog of war). I strongly believe it's linked somehow to these terrain layers :confused:

How is this possible (see red highlight) as any map larger than Gigantic is not supported any more. Have you added these larger maps back into the mod after they were removed?

JosEPh
 
How is this possible (see red highlight) as any map larger than Gigantic is not supported any more. Have you added these larger maps back into the mod after they were removed?

JosEPh

It's an option when creating the map and selecting the "generator_xxx" (can't remember the exact name). I could select to override the initial map size with something larger. Don't get me wrong, i'm not sure whether the map is actually that large or has defaulted to the "Gigantic" size. I just selected that option :) (yea, i love huge maps :blush: )

After ~400 turns i managed to clear most of the continent of animals, and now the numbers seem right. I wish they would've been similar to this at the start of the game.

Is it possible to externalize an option for the number of animals/spawn rate/etc, at map creation time? (sorry if it's there and i'm blind).

PS: Thanks for the explanation Hydromancerx. I'll be testing this when i start a new map after a few more changes happen to the mod.
 
Came across this graphical glitch that does Not involve an animal. It actually involves terrain/feature and unit.

When I moved my Ranger onto the hill with Mine and Resin the adjacent Ancient Forest tile displayed the 1st screen shot.

If I centered the view on this tile containing the Ancient Forest the whole screen displayed the gray/brown glitch

In the next screen shot I moved the Ranger diagonally NE 2 tiles and graphical glitch disappeared.

Some how an interaction between adjacent features that had not shown a problem before Until this particular unit arrived next to it.

And the game did not crash.

JosEPh
 
It can be problem with Resin model.
IIRC we has the problem with this model in the past.
 
All terrain graphics affect the next plot. I think they display differently to plots so that they look more natural. I agree it is probably the resin resource at fault.
 
Came across this graphical glitch that does Not involve an animal. It actually involves terrain/feature and unit.

When I moved my Ranger onto the hill with Mine and Resin the adjacent Ancient Forest tile displayed the 1st screen shot.

If I centered the view on this tile containing the Ancient Forest the whole screen displayed the gray/brown glitch

In the next screen shot I moved the Ranger diagonally NE 2 tiles and graphical glitch disappeared.

Some how an interaction between adjacent features that had not shown a problem before Until this particular unit arrived next to it.

And the game did not crash.

JosEPh

If you go up on your mouse and then back down, you should be able to follow the glitch to which "animal" it doing this? At least thats what i did..
 
@ DH

How can these be this way, i dont understand why this works? I thought you had to at least have the action line where the files are, ie: Art/Units/megafauna/deerarcher etc etc
but these just read the folder and then nif??
 
@ DH

How can these be this way, i dont understand why this works? I thought you had to at least have the action line where the files are, ie: Art/Units/megafauna/deerarcher etc etc
but these just read the folder and then nif??

The definition needs to point to the folder that the art is in. If the art is in the same folder as the XML then you don't need the folder name.
 
The definition needs to point to the folder that the art is in. If the art is in the same folder as the XML then you don't need the folder name.

Seems to me that it would be a slow down because it has to look for this so many times and each time also, because it is modular and not core??
 
If you go up on your mouse and then back down, you should be able to follow the glitch to which "animal" it doing this? At least thats what i did..

No animal involved SO. Please reread my post. I specifically said,"If I centered the view on this tile containing the Ancient Forest..." which means I did move the pointer around. Also from the screenshot you can plainly see No animals. It involved a Unit. Maybe that's what you mean by "animal"???

1st time I've ever had that type of glitch occur. And the "center" of the glitch was the tile with the Ancient Forest. Even though the colors of the glitch lent themselves more to the Resin.

Just reportin' what I come across.

JosEPh
 
The babirusa mesh seems to be acting up again (build 7873).
 

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