Subdued Animals in C2C discussions

I'd have to go into world builder to count, but from past pw3 games, it seems like a 2.5:1 ratio
 
For the player's units to require an escort while automated would require that units be automated to fill in the role for escort requests. This could be rather difficult to work with.

There's a SMALL amount of defensive maneuvering in the missionary code but they have to see the problem for it to work and many times they'll be commanded to go to a spot beyond where they can see and don't re-evaluate with each step (doing so could be pretty heavy on processing.)

To an extent, it's the player's responsibility to ensure safe travel if they are automating where dangers could exist. I'm not convinced the cost of changing that would be worthwhile.

A full on python solution could be possible and would've been something I was unaware of so thanks for correcting that.


Since I have NOT done anything other than basic release version of v36, did this get implemented?
I am specifically refering to subdued animals auto-finding cities similar to missionaries only, btw.
 
Last edited:
Since I have NOT done anything other than basic release version of v36, did this get implemented?
I am specifically refering to subdued animals auto-finding cities similar to missionaries only, btw.
No. Too many bugs to work on for forward movement lately.
 
Since I have NOT done anything other than basic release version of v36, did this get implemented?
I am specifically refering to subdued animals auto-finding cities similar to missionaries only, btw.
Missionaries and Corporate execs use the same bit of dll code which I tried to give to the subdued and tamed animals but the python code is
  1. find a city - around 10 lines of code
  2. go to city - one line of code
  3. build stuff - one line of code
(The dll also remembers that one unit of that type is going to the city and wont send any other automated units of that type there. That would be possible in Python I have just not thought about it.)

There is nothing I can do in Python for the "go to city" part to be changed to "go to city safely". The command uses the path finding code in the dll and that is very complex.

Alternatives
  1. I could check the path to the city as part of "find a city" to ensure it is all inside your cultural borders and only allow the action if it is. Slow things down a lot I reckon, based on the wonders that make paths.

  2. Only move the unit to the border nearest to the target city and then turn its actions off. Not full automation and if you are doing a lot.
I don't think it would be possible to have the dll call Python using the canMove callback as the unit would lose its destination. It would need a pathing call that considers the danger every step needed to to get through the dangerous area.
 
Even a rudimentary Missionary code would be fine with me, at the least I could use it as a way, once they're sitting in my capital for 300+ turns, I don't have to check EVERY single one of those to find something in some obscure town I didn't notice.
 
Even a rudimentary Missionary code would be fine with me, at the least I could use it as a way, once they're sitting in my capital for 300+ turns, I don't have to check EVERY single one of those to find something in some obscure town I didn't notice.
Is it possible to have exactly two units of a type sent? I'm thinking of snakes.

And this is the problem with trying to automate subdued animals each animal can build many things while missionaries and corporate execs can only do one. At the moment I can't do full automation partly because it needs a UI set up to indicate what priority buildings have for you and partly because I expect I will need to keep a list of cities that animals are going to and what they intend to build so that other animals don't also go there. That list would also need to be saved between sessions which is a can of worms especially if there is anything else saving from the Python code.

Creating a mission for each building is not a problem, just tedious, as is disabling the button if there are no more cities that need the building.

I would also need to have different buttons for all the existing buildings so that I could have unique buttons for the missions.
 
Even a rudimentary Missionary code would be fine with me, at the least I could use it as a way, once they're sitting in my capital for 300+ turns, I don't have to check EVERY single one of those to find something in some obscure town I didn't notice.

If you have animals sitting in your capital for 300+ turns you play a strange C2C game imhpo.

Didn't you say you were just playing stock v36 and not the SVN. You view of where the gameplay is is actually outdated terribly. I have a Full Mod "Patch" available in the v36 Crime Patch Thread. Perhaps you should D/L it and see the differences. ;)

JosEPh
 
Be careful of downplaying a person's interest in playing what is the official packed release and of a person's playstyle. It can be taken very, very poorly.

In regards to having subdued animals sitting in my capital, its usually to save animals I want to stick inside new cities, particularly things like Donkeys ( whom automake carnivals <3 ), hawks/eagles, and other specific cultural, gold increasing animal buildings... its a good idea to save them for when I desire to build a new city. Keep in mind alot of what I'm talking about is prior to bronze working, as I have yet to get much farther than that in my few games I've played.
 
If you have animals sitting in your capital for 300+ turns you play a strange C2C game imhpo.
I've got a Subdued Sealion in my capital that was captured around turn 150-200, and it's currently turn 1000+. What does that say about me?

That said, piling up subdued animals that I can't quite use yet, but are potentially of future use, is the number one cause of bankruptcy for me until well into the Ancient Era in most games. Worst culprits are definitely the various herdables, with a special mention to Ibexes (Goat), Mouflons (Sheep), and assorted Poultry because those can't be trained later on. I also play with Peace Among NPCs, which means there are a LOT of animals around.

Also, I do think you should grab the V36 crime patch Joseph mentioned. It's basically just an "unofficial release" from the constantly updated SVN version of the mod, and it's been a very long time since the "official" V36 release. There's a ton more content, bugfixes, and changes, though some of them may take a bit of getting used to.
 
I might, at some point, but keep in mind a game of C2C can take over a week to even hit ancient age on the map sizes I play.... and I'm nearing classical. At some point. At some point.
 
I've got a Subdued Sealion in my capital that was captured around turn 150-200, and it's currently turn 1000+. What does that say about me?

That said, piling up subdued animals that I can't quite use yet, but are potentially of future use, is the number one cause of bankruptcy for me until well into the Ancient Era in most games. Worst culprits are definitely the various herdables, with a special mention to Ibexes (Goat), Mouflons (Sheep), and assorted Poultry because those can't be trained later on. I also play with Peace Among NPCs, which means there are a LOT of animals around.
That is almost how I do it, except when the numbers get to big I split the stack and keep it outside my city at some safe place. One stack for horses, donkeys and giraffes - all the units that can build carnivals. One stack for bears, cats and dogs for the cages. One stack for food animals - herds and flocks. One stack for birds including raptors like the hawk, for cages etc.. One stack with everything else for snake and governor buildings. Not only that when I can afford it I start building a stack of one of all the animals that can build a story and keep it outside my science city until it can be used. I then start on my stack for the Stories.

I also don't settle a new city until I have the minimum animals for settlement. This can mean that my new city stack has over 20 units in it, mostly subdued animals and missionaries. I send the animals along when I build the city, I don't wait until I can build the building. Since new cities are on the outskirts of my nation any more captured animals are likely to end up near those cities so when I get a new subdued animal I can afford to keep I check which nearby city can use it before I send it to one of the holding stacks.
 
Where do i get these, i have not seen any in like 10 games i have played??
 

Attachments

  • Mar.JPG
    Mar.JPG
    267.8 KB · Views: 107
Be careful of downplaying a person's interest in playing what is the official packed release and of a person's playstyle. It can be taken very, very poorly.

<snip>

Not sure were you are coming from and where in my post did you get this idea? Surely you are not threatening me are you?

v37 is long overdue, as v36 Official is now very antiquated. So the things you are bringing up and discussing are not really relevant to the mod's current state. Hence the part of the Post where I told you where to get a much later and more current Full version.

What you also need to understand is that we can not go back and address your issues. The state of the mod does not allow this. Get current and we can then discuss relevant issues. v36 issues are in fact No longer relevant.

JosEPh
 
What if ur not playing a Earth map, then how does it work??

The map is split into a (6) 3 * 2 sectors grid.

Top 3 (Left to Right) is +180 to +60, +60 to -60, - 60 to -180. (Longitude)

Bottom 2 (Top to Bottom) +90 to 0 and 0 to -90 (Latitude)

Think of a grid.

[---i---i---] North - West to East. (N. Amer, Europe, N. East Asia [Russia])
[---i---i---] South - West to East. (S. Amer, Africa - Mid. East, S. Asia, Pacific)
 
Last edited:
Surely you are not threatening me are you?

It was a warning, yes. Don't do it, as you came off very condescending in your first post then came off even more so in your second.

Specifically here.

If you have animals sitting in your capital for 300+ turns you play a strange C2C game imhpo.

Didn't you say you were just playing stock v36 and not the SVN. You view of where the gameplay is is actually outdated terribly.

It made it sound like the SVN is the only way to enjoy the game.
I know English is not your first language, which is why I'm specifically pointing the language out instead of just firing back.

Also, telling me that you cannot go back and make corrections regarding something where I am discussing just what is in my game not "HEY FIX THIS", is also telling me you missed the gist of what I was discussing and what I wanted to discuss. Hoskuld(fix) got what I was thinking and understood what I was thinking of. Instead you came in without full knowledge of the idea and simply put two cents in.


In the end, I am a NEW PLAYER of C2C. Do not push new players away.
 
Last edited:
What if ur not playing a Earth map, then how does it work??

As Harrier posts- the Americas = the left hand third of all random maps.

The map is split into a (6) 3 * 2 sectors grid.

Top 3 (Left to Right) is +180 to +60, +60 to -60, - 60 to -180. (Longitude)

Bottom 2 (Top to Bottom) +90 to 0 and 0 to -90 (Latitude)

Think of a grid.

[---i---i---] North - West to East. (N. Amer, Europe, N. East Asia [Russia])
[---i---i---] South - West to East. (S. Amer, Africa - Mid. East, S. Asia, Pacific)
After much thinking it should be

North America | Europe/North Africa/Middle East | Asia
South America | Rest of Africa | Oceania

It would fix some of the spawn problems
 
Back
Top Bottom