Subdued Animals in C2C discussions

One GREAT thing i just noticed is that FINALLY there are "barbarian" strike forces invading from the "sea", not in great numbers, but at least they have log rams and atlatl in their party, not very good to attack a city, could need 2-3 times more, but at least this is a GREAT start, so WHOM EVER did this change its about time, its been about 5-6 years since i have seen this happen, very very nice!!!! :clap: I'd like to see alot more of this and from other "land" civs also.
 
One GREAT thing i just noticed is that FINALLY there are "barbarian" strike forces invading from the "sea", not in great numbers, but at least they have log rams and atlatl in their party, not very good to attack a city, could need 2-3 times more, but at least this is a GREAT start, so WHOM EVER did this change its about time, its been about 5-6 years since i have seen this happen, very very nice!!!! :clap: I'd like to see alot more of this and from other "land" civs also.

What Game Set Up Options used to get this?

Edit: Recently reduced Max City Bombard defense from 100 to 80. Might need to lower it some more to say 65.

JosEPh
 
I've not had it for sometime myself. So perhaps it has to do with Game Options used?

JosEPh
 
It is supposed to be more of a porter ie someone who carries for the hunter;).

I was just looking at the beastmaster, whats wrong with that one as a "tamer" of subdued animals?

Just thought of something??

What if the "Hunters", hunted, get :culture::hammers::science::commerce:
"trappers", trap, ie beavers, muskrats etc, get :gold::health::traderoute: for pelts etc
beastmaster - the way they are suppose to work, i cant remember how? but get :food::culture::commerce: and :gold: for sometimes making them perform?? maybe i am out there, i have more, but i thought i'd jsut jot down some . .
 
I was just looking at the beastmaster, whats wrong with that one as a "tamer" of subdued animals?

Isn't that one already used for the properly tamed animals?
No I think we need a unique retainer of subdued animals. The tribe male is a good choice as he is never seen without his "flock" elsewhere. Wanderer is a choice as he obsoletes around the time you subdue your first animal.
I could make a completely new one when I get time though.
 
I was just looking at the beastmaster, whats wrong with that one as a "tamer" of subdued animals?

The "beast master". It is attached as a leader just like a Great General and other leader units. It has the animations for a leader.

Just thought of something??

What if the "Hunters", hunted, get :culture::hammers::science::commerce:
"trappers", trap, ie beavers, muskrats etc, get :gold::health::traderoute: for pelts etc
beastmaster - the way they are suppose to work, i cant remember how? but get :food::culture::commerce: and :gold: for sometimes making them perform?? maybe i am out there, i have more, but i thought i'd jsut jot down some . .

Having a separate trapper unit that goes out into the wild to a plot with beavers on in, claims the plot and returns stuff to the nation without a route connection sounds interesting. Not sure how we would implement it though. Need not be a separate unit it could be a mission on a hunter.

A similar unit that goes out to jade/turquoise would also be historically accurate. As would fishing boats on fish resources way outside the nation.

Thinks...I have seen something like that in another mod - I will do a quick search...
 
Having a separate trapper unit that goes out into the wild to a plot with beavers on in, claims the plot and returns stuff to the nation without a route connection sounds interesting. Not sure how we would implement it though. Need not be a separate unit it could be a mission on a hunter.

A similar unit that goes out to jade/turquoise would also be historically accurate. As would fishing boats on fish resources way outside the nation.

Thinks...I have seen something like that in another mod - I will do a quick search...

It is the Faces of God mod by Sevo and it only allows one per player. It is coded that way and that way can't be extended to multiple instances so the method would need to be rethought. It also only worked on a bonus not a plot yield.

Platyping did something similar but it involved moving the resource into your borders and off the original plot.
 
I will be able to have this sort of thing handled by the inventory modification but it wouldn't setup a permanent resource income into the city, just a round's worth of it when delivered. Would that be sufficient?
 
The the name of the Eagle unit has been changed to Bald Eagle! I assume its spawn area has been restricted to North America and new Eagles have been introduced. Similarly the Viper is now the Chain Viper a resident of the Indian sub-continent.
 
The the name of the Eagle unit has been changed to Bald Eagle! I assume its spawn area has been restricted to North America and new Eagles have been introduced. Similarly the Viper is now the Chain Viper a resident of the Indian sub-continent.
I guess I stepped out of bounds there, sorry.
It was not easy placing a generic animal in the food chain so I picked the animal that the model+texture looked like.
As all 8 extant sea eagles (also known as fish eagles) have a reasonably similar diet/physique/behavior, I guess we could rename it to "Sea Eagle".
The "stellar's sea eagle" is a sea eagle just like the "bald eagle".


The viper was even more difficult as there exists over 200 different species ranging from extremely small species to the fairly large ones, some that have venom that only gives a rash to some that are quite deadly.
There are four viper subfamilies: Fea's viper, Night Adders, Pit Vipers & True Vipers.

I tried to find a whole subfamily of snakes that had similar behaviour but couldn't find one, so I though one of the "Big Four" (the four snakes that causes the most human casualties) would be a reasonable choice.
The Chain viper is a "true viper" just like the Puff Adder.

But since I made a new texture for the chain viper we could reinstate a generic viper that uses the old texture.

Any opinions?
 
The "beast master". It is attached as a leader just like a Great General and other leader units. It has the animations for a leader.



Having a separate trapper unit that goes out into the wild to a plot with beavers on in, claims the plot and returns stuff to the nation without a route connection sounds interesting. Not sure how we would implement it though. Need not be a separate unit it could be a mission on a hunter.

A similar unit that goes out to jade/turquoise would also be historically accurate. As would fishing boats on fish resources way outside the nation.

Thinks...I have seen something like that in another mod - I will do a quick search...

Colonization's Mod Revolutions and Religions uses "Fishing boats" that you build in your city and send out to a Fish resource spot. It "fishes" the resource till it is deemed Full and then returns to your city with X amount of "food" for the colony. It can be attacked by rival empires and destroyed.

JosEPh
 
As all 8 extant sea eagles (also known as fish eagles) have a reasonably similar diet/physique/behavior, I guess we could rename it to "Sea Eagle".
The "stellar's sea eagle" is a sea eagle just like the "bald eagle".

Any opinions?

Except Stellar's Sea Eagle was added as a named unit with the spawn area matching its namesake on Earth. It was the first of the additional Eagles that would perhaps lead to a full set of eagles eventually.

Colonization's Mod Revolutions and Religions uses "Fishing boats" that you build in your city and send out to a Fish resource spot. It "fishes" the resource till it is deemed Full and then returns to your city with X amount of "food" for the colony. It can be attacked by rival empires and destroyed.

JosEPh

The main difficulty will be writing the ai but it is an interesting idea that would work well with consumables when considering jade for example.
 
I guess I stepped out of bounds there, sorry.
It was not easy placing a generic animal in the food chain so I picked the animal that the model+texture looked like.
As all 8 extant sea eagles (also known as fish eagles) have a reasonably similar diet/physique/behavior, I guess we could rename it to "Sea Eagle".
The "stellar's sea eagle" is a sea eagle just like the "bald eagle".


The viper was even more difficult as there exists over 200 different species ranging from extremely small species to the fairly large ones, some that have venom that only gives a rash to some that are quite deadly.
There are four viper subfamilies: Fea's viper, Night Adders, Pit Vipers & True Vipers.

I tried to find a whole subfamily of snakes that had similar behaviour but couldn't find one, so I though one of the "Big Four" (the four snakes that causes the most human casualties) would be a reasonable choice.
The Chain viper is a "true viper" just like the Puff Adder.

But since I made a new texture for the chain viper we could reinstate a generic viper that uses the old texture.

Any opinions?
My opinion is that we should proliferate the snakes a bit so that we can narrow in on differing poison types derived from them eventually. I wouldn't go hog wild... a Rattlesnake is probably a sufficient moniker for one for example. We shouldn't need timber rattlers and sidewinders individually represented. Aka, group them about is much as we can while maintaining some clarity of definition between the types.

Shouldn't be too hard either since the same models can just be reskinned.

Colonization's Mod Revolutions and Religions uses "Fishing boats" that you build in your city and send out to a Fish resource spot. It "fishes" the resource till it is deemed Full and then returns to your city with X amount of "food" for the colony. It can be attacked by rival empires and destroyed.

JosEPh
I was thinking something similar for Nomadic, trade and equipment stuff and how it could play in here to core functions in a more limited fashion. I like this concept... particularly since we could also, in addition to a passive 'collection' style of fishing, make them 'hunter' units that can actually literally go fishing for food deriving unit kills.
 
Except Stellar's Sea Eagle was added as a named unit with the spawn area matching its namesake on Earth. It was the first of the additional Eagles that would perhaps lead to a full set of eagles eventually.

So should I rename it to "Sea Eagle" or restrict it's spawning area?

The viper will be solved in my next commit as I just fixed it so there is both a viper and a chain viper.
 
My opinion is that we should proliferate the snakes a bit so that we can narrow in on differing poison types derived from them eventually. I wouldn't go hog wild... a Rattlesnake is probably a sufficient moniker for one for example. We shouldn't need timber rattlers and sidewinders individually represented. Aka, group them about is much as we can while maintaining some clarity of definition between the types.
I agree.

Right now we have two "True Vipers":
-The "Puff Adder" represents the 17 snakes belonging to the Bitis genus.
-The "Chain Viper" represents the 2 snakes belonging to the Daboia genus.


The Rattlesnake would represent 70 snakes belonging to the Crotalus genus which is a subfamily of "Pit Vipers"

-The generic "Viper" unit just represents all viperids.
"Pit Viper" & "True Vipers" are two of four subfamilies within the Viperidae family.
 
If you add new animals you need to add their subdued version and all the buildings. I have just tested the Bald Eagle buildings and will be putting them on the SVN.

Did you add any more?
 
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