Bastian-Bux
King
- Joined
- Mar 29, 2006
- Messages
- 795
Concerning teleporting animals: it's not working in my version (8559). I checked the xml cfg... there it's set correctly. So, where could this setting be "overruled"?
Concerning teleporting animals: it's not working in my version (8559). I checked the xml cfg... there it's set correctly. So, where could this setting be "overruled"?
Yes, quite recently changed.? Was that changed since v35? Cause there it was always active.
? Was that changed since v35? Cause there it was always active.
One major reason for the change was the complaints about how fast and far you can explore. This puts a natural slow down on that exploration.
Doesn't this just make your Hunter have his own animal army following him then?
Have you tried to use that "animal army"? It don't do much of anything but cause you to lose all your hunting effort Hydro.
JosEPh
Not recently, but back in the old days I remember using them defensively. Having a Hunter stand in one spot with a bunch of animals and having the animals come to them.
Which means they are not exploring. Goal achieved. . It costs a lot more to keep those animals out in the wild. They cost less in your lands and less still it you use them. The AI has been programmed with this version of hunting in mind.
So what does the AI do with the animals? Does it wander around with them in tow, head back home with each individually, or just not stray more than one move from its borders?
On balance I agree with this change (and it'll be a while before it affects me since all my early games are in Ancient now). It should be optional though.
One other thing to consider is that, under Start As Minors, other hunters will be able to 'poach' your animals even if your hunter is stacked with them, since hunters attack animals - including subdued animals - first, and don't take much damage from them generally, so are immune to reprisals (except against their train of animals of course). I'm pretty sure the AI won't think of that however...
I've seen that the AI usually explores with one scout and hunter stacked, when 2-3 animals are captured they properly escort them back to their culture either with the scout or the hunter but usually both. They are not afraid to split the hunter/scout team but they always return to each other and keep close. If an animal is captured by another unit and there's a hunter close by the hunter will move to the animal and escort it home.
All in all the AI handles hunting pretty well now.
Interesting is that such victories get counted towards great general and not great hunter. It seems for me this is a very special case. How to treat this - I'm not sure.
I was wrong, there is no points, what I can see now.Subdued animals cannot attack, so when returning to cultural borders alone, they get attacked by most often wild animals. So they are defending. I noticed, the points are towards great general then.
So subdued animal can explore tribal villages.
- do they get chances for outcomes the same as scouts?
And a thought: can it be presently easily done, so that subdued animals can only move around as attached to a unit? This would eliminate some (in my view) exploits.