Subdued Animals in C2C discussions

@Dancing Hoskuld I've noticed that a few specific story and stories buildings are present from the very start (see the attachment).

I know that they show up because in zAnimals_CIV4BuildingInfos.xml they are coded as being buildable, where a value of -1 means it is impossible to directly build it.

The problem is that these buildings clog up the city screen for a while as you don't have the necessary myths to construct them, even more so in the case of stories, which requires libraries and these are only available in the ancient era.

Would you allow me to make it so that they wouldn't show up until the necessary animal myth requirement are present?
This is intended. Originally all the Story and Stories buildings were available to be built, but this made the build screen unmanageable. Therefore only the Taxonomy style Story and Stories etc can be built with :hammers:.

(Some are obvious, eg Scavenger,. even before Taxonomy and I want to reduce the cost of that tech based on how many of those Myths you have already built.. )
 
@Dancing Hoskuld I've noticed that a few specific story and stories buildings are present from the very start (see the attachment).

I know that they show up because in zAnimals_CIV4BuildingInfos.xml they are coded as being buildable, where a value of -1 means it is impossible to directly build it.

The problem is that these buildings clog up the city screen for a while as you don't have the necessary myths to construct them, even more so in the case of stories, which requires libraries and these are only available in the ancient era.

Would you allow me to make it so that they wouldn't show up until the necessary animal myth requirement are present?

Option is already there.

In the Bug options - C2C tab. Select "hide unconstructable buildings" . there are other options available to hide.

In a particular city you can display them by clicking on the "Show constructable buildings only" button (on/off).
 
Option is already there.

In the Bug options - C2C tab. Select "hide unconstructable buildings" . there are other options available to hide.

In a particular city you can display them by clicking on the "Show constructable buildings only" button (on/off).

I'm aware of that, too bad it also hides the other unconstructable buildings.
 
@Dancing Hoskuld I've noticed that a few specific story and stories buildings are present from the very start (see the attachment).

I know that they show up because in zAnimals_CIV4BuildingInfos.xml they are coded as being buildable, where a value of -1 means it is impossible to directly build it.

The problem is that these buildings clog up the city screen for a while as you don't have the necessary myths to construct them, even more so in the case of stories, which requires libraries and these are only available in the ancient era.

Would you allow me to make it so that they wouldn't show up until the necessary animal myth requirement are present?
Sorry I misread.

How would you achieve it? It may be useful in a lot of other places as well.
 
How would you achieve it? It may be useful in a lot of other places as well.

Not sure yet, I was thinking of hiding it by creating off-grid and locked technologies that the story/stories building require. Besides the obvious fact this would inflate the number of technologies, I'm unaware if the effect buildings the animals build can award technologies this way.
 
Not sure yet, I was thinking of hiding it by creating off-grid and locked technologies that the story/stories building require. Besides the obvious fact this would inflate the number of technologies, I'm unaware if the effect buildings the animals build can award technologies this way.
Maybe just whatever tech that allows story/stories to be created?
 
Not sure yet, I was thinking of hiding it by creating off-grid and locked technologies that the story/stories building require. Besides the obvious fact this would inflate the number of technologies, I'm unaware if the effect buildings the animals build can award technologies this way.
It is one of the mods I am supposed to be merging into C2C. Along with the one that adjusts technology costs based on the resources you have.
 
Sorry to be late to the party, I've had an additional university session. The good point, to this, is I'm an officially an anthropologist now.

Anyways, I'm back, and ready to help a little, for this great project.
 
Congratulations! What was your doctoral thesis about if you don't mind sharing the topic.

Unfortunately, I do not have the opportunity to push so far. I got a major in Anthropology, but my accademic notes keep me going further. I would have liked to do a thesis on the Neanderthals, and the differences in their tools depending on the region where their occupation sites were found, but the opportunity did not arise.
 
Anyways, I have found plenty of new ideas for more animals to (eventually, maybe) include in the game.

First, I have an idea for hyenas. As you probably know, a northern variety lived in Eurasia. I found this model that could be useful, especially when compared to a reconstruction of the animal.
http://zt2downloadlibrary.wikia.com/wiki/Spotted_Hyena_(Tyranachu)
https://www.thoughtco.com/cave-hyena-1093065

For modern hyenas I have three suggestions about them:
http://zt2downloadlibrary.wikia.com/wiki/Spotted_Hyena_(Zerosvalmont)
http://zt2downloadlibrary.wikia.com/wiki/Striped_Hyena_(Aurora_Designs)
and
http://zt2downloadlibrary.wikia.com/wiki/Brown_Hyena_(Lgcfm)

On the other hand the quality of the models varies a lot, so maybe the model for the brown hyena would not be a good choice.

My other idea is concerning the sivatherium. This is not a well known animal, but it might be interesting to see it in the mod.
http://zt2downloadlibrary.wikia.com/wiki/African_Sivatherium_(Lazardi)
https://en.wikipedia.org/wiki/Sivatherium


My last idea, for today at least, concerns the great families of camels. On this subject, we have the option to divide it into three different animals, the camel, the dromedary and the camelops.
For the camel: http://zt2downloadlibrary.wikia.com/wiki/Wild_Bactrian_Camel_(Maxforever)
For the dromadary: http://zt2downloadlibrary.wikia.com/wiki/Dromedary_Camel_(Aurora_Designs)
and for the camelops: http://zt2downloadlibrary.wikia.com/wiki/Giant_Camel_(Blue_Fang)



On another subject, do my precedent suggestions have been useful, fimally?
 
On another subject, do my precedent suggestions have been useful, fimally?
We haven't added any new animals in a long long time and we do need to add a few for more core purposes at the moment. The main animal injecting modder, Hydro, stopped modding a while ago and DH had done a lot to support him on his projects but he's got other things he'd prefer to work on. So it's mostly a matter of manpower. I've got some projects going right now as well but I really want to see simple things like subdued sheep, and rabbits being added... things like that. I would like more prehistoric animals though.
 
I downloaded the modern spotted hyena [note to self - Creator: Zerosvalmont; Base Model: AuroraDesigns]. It's a .z2f file. We need a .nif. So does anyone know what to do next?
 
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I downloaded the modern spotted hyena. It's a .z2f file. We need a .nif. So does anyone know what to do next?
Maybe there's a way to convert? I'm not sure... then animating the converted file might be another step. @Toffer90, @Dancing Hoskuld You guys know more about the implementation of unit graphics than I do (or I'd have done a lot more already in this department!)
 
I downloaded the modern spotted hyena. It's a .z2f file. We need a .nif. So does anyone know what to do next?
Yes, and I was going to write a full tutorial and put it in the first post.

Step 0. Identify why you are adding it and how it interacts with current buildings and religions.

Animal Myth, Story and Stories buildings are needed by default.
Does it fit with any of the Elemental Myths or the Legend Myths?
Is it important to any religion?
Does it fit with an existing set of Cages/Enclosures?
Is it a megafauna animal?
Where on the planet does it spawn?​

Step 1. Create a folder in Assets/Modules/My_Modules with the name of the animal.
  1. Copy the Unit and Buildings schema files from the core XML and rename them. IE change C2C to the name of the animal.

    Remember no spaces in folder or file names as parts of BUG/BULL wont work with them.

  2. In there create an folders called art/units/animals/<name>

  3. Record who you got it from and where so you can put a note in to credit them.

  4. Create a <name>_CivIVGameText.XML file in the base. I would add a template one here if I have time. Copy one from my experimental folder

  5. Put the name in the correct places. Add the comment about source to the pedia entry.

Step 2. Use 7zip to open the file. Find <name>/entities/units/animals/<name>

Step 3 Copy every thing from 2 to the art folder created in step 1.2

Step 4. Create an <name>_CivIVArtDefines.XML again I would provide a template but just copy and edit one from my folders.

Step 5. Create buttons... Still waiting for TBird to put the stuff for making buttons up or I could make some guide lines for this.

Edit and warning the path for the schema files for art defines and text will be wrong if you copy from my experimental folders. I have a template folder, with files, almost ready in the not loaded folder. I need to do some work on them to clean them up. When I have them working they can be used as the basis for new animals.
 
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We haven't added any new animals in a long long time and we do need to add a few for more core purposes at the moment. The main animal injecting modder, Hydro, stopped modding a while ago and DH had done a lot to support him on his projects but he's got other things he'd prefer to work on. So it's mostly a matter of manpower. I've got some projects going right now as well but I really want to see simple things like subdued sheep, and rabbits being added... things like that. I would like more prehistoric animals though.

Like these two?

http://zt2downloadlibrary.wikia.com/wiki/Herdwick_Sheep_(Milchman,_Platypus,_RazvanM,_Slice_&_Zoker)
http://zt2downloadlibrary.wikia.com/wiki/European_Rabbit_(Ulquiorra)
 
Also Truman's cheetah in the Americas:

https://thezt2roundtable.com/imageproxy.php?url=http://i561.photobucket.com/albums/ss52/Silviodactylus/Sem tiacutetulo_zpsl5skbymq.png

and cave lions in the Americas (there was American cave lion).
I like camel division very much, so the hyenas and sivatherium.

Thanks for liked my new suggestions, although is was more for spice up the myths a little. For example, I only have thinked about the camels split, while viewing Lawrence of Arabia, during the holidays, and realise they are riding dromadaries and not camels. But, for gameplay sake, the bonus should be the same (camels), for all of them (dromadary, camel and camelops).

Your idea for Truman's cheetah and American Lion, was genious too.

I can't believe I have forgrt them, you are true....man (bah-dum-tsssh)
 
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