Subdued Animals in C2C discussions

If it is a python mission you have to send messages to everyone that a player has done something. It is not necessary if it is not a python message. You have to do it when a human player gets an imagrant to join a city or when a human player selects from a list in an event.
The important part is not that it is Python but that UI code is not directly synchronized. So if you try to change the game state in UI code the game state is only changed on one computer instead of all. Sending a message is the easiest way to trigger code that runs on all computers as all including the sending player receive the message.
Maybe you could just use the unit lost event which should be a synchronized event.
 
There are always animals around when you need them; no use spending money on saving them. The AI MUST ditch these animals; they ARE dragging their research into the toilet.

The best solution would be the option to get the food and hammers that you would have received had you killed the animal instead of subduing it. Then the AI would have something to do with these animals instead of turning their scientists into zoo keepers.

Good ideas always seem to recycle-- I had mentioned this before but as DH says above, he had some trouble getting it to synch right with MP games ;)

The mechanic I think would make the most sense is if the Subdued animal can be Butchered or Sacrificed as an action/command back at a city. Sacrificed on the Sacrificial Altar for GPP or Butchered for Food/Hammers.

Edit: Please be sure to tune DOWN the STR of the Crab and Iguana before implementing. STR 2 is way too high. Having to Combat a Crab is stretching things. That thing needs like STR with -90% vs Melee unless this is some kind of giant crab out of Greek mythology.
 
Good ideas always seem to recycle-- I had mentioned this before but as DH says above, he had some trouble getting it to synch right with MP games ;)

The mechanic I think would make the most sense is if the Subdued animal can be Butchered or Sacrificed as an action/command back at a city. Sacrificed on the Sacrificial Altar for GPP or Butchered for Food/Hammers.

Edit: Please be sure to tune DOWN the STR of the Crab and Iguana before implementing. STR 2 is way too high. Having to Combat a Crab is stretching things. That thing needs like STR with -90% vs Melee unless this is some kind of giant crab out of Greek mythology.

What does syncing to do with it? It's just another action surely onth subdued animal unit? I gues it's not a build though so perhaps because of that it requires a new mechanism unless we can think of a way to make it work as a build
 
I had never considered sacrificing animals on a sacrificial altar for gpp - that's brilliant! What... different animals provide different sorts of GPP? heh... cool!
 
If it is a python mission you have to send messages to everyone that a player has done something. It is not necessary if it is not a python message. You have to do it when a human player gets an imagrant to join a city or when a human player selects from a list in an event.

Why would you have to send a message to everyone to tell them I destroyed an animal?
 
If you don't then it is not destroyed on their game and out of sync error occurs.

Ah, I thought you meant the banner messages: "Pacachuti has just killed a Rabbit!".....

This is something you have to do yourself and is not handled by Firaxis code? How are all the other units I kill handled?
 
Ah, I thought you meant the banner messages: "Pacachuti has just killed a Rabbit!".....

This is something you have to do yourself and is not handled by Firaxis code? How are all the other units I kill handled?

Killing a unit in combat and deleting a unit already handle the messaging since both are part of BtS.
 
Can you not handle it the way Great Artists are used for Culture Bombs? Except make them food and/or hammers?

Yes I could but the values are adjusted for map size, difficulty and game speed. Whereas I want it to be a flat rate. It is no good if one person reports that tuna is giving the one food and another says it is 30 food.
 
Can you not handle it the way Great Artists are used for Culture Bombs? Except make them food and/or hammers?

Culture is a commerce type. Food is a yield type. Being able to do one does not necessarily imply the capability to do the other.

Commerce types:
Gold
Research
Culture
Espionage

Yield types:
Food
Hammers
Gold

(yes gold has both). Yield are what you get from worked tiles essentailly. Commerces are the city outputs more or less.
 
I am sorry for my ignorance and appreciate the education. (Do not read that sarcastically, please!)

How about the Hurry Production method? Must it only be Hammers? If so, though, this would at least preferable to the AI hording hundreds of animal units. (just make the hammer amounts very small)
 
I am sorry for my ignorance and appreciate the education. (Do not read that sarcastically, please!)

How about the Hurry Production method? Must it only be Hammers? If so, though, this would at least preferable to the AI hording hundreds of animal units. (just make the hammer amounts very small)

Same thing, scales with game speed, map size etc. etc.
 
Same thing, scales with game speed, map size etc. etc.

Is there a way, perhaps then, to put in a trigger that would not allow subduing if there is no building for the animal to construct?

PS: And even if the Animals only gave 1/10th of a hammer to hurry production, at least the AI would get rid of them.
 
Culture is a commerce type. Food is a yield type. Being able to do one does not necessarily imply the capability to do the other.

Commerce types:
Gold
Research
Culture
Espionage

Yield types:
Food
Hammers
Gold

(yes gold has both). Yield are what you get from worked tiles essentailly. Commerces are the city outputs more or less.

Commerce gives gold, science and stuff. Commerce is not the same as Gold, but includes gold.

This is why many of the commerce buildings of RoM/AND were changed to gold rather than commerce since commerce gave so much of a science boost.
 
@Questdog... that is rather an annoying idea. Subdued animals can also end up as mounted units/ workers/ pack mules... and then you couldn't save up for the city your building the settler for. If I subdue an animal 1 turn before I finish researching a tech that gives me a new building for the animal to make I get really, really annoyed.
 
@Dancing Hoskuld

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Here is a Wallaroo. Perhaps you could make a "Myth of Marsupials" for this and the Kangaroo.
 
@Questdog... that is rather an annoying idea. Subdued animals can also end up as mounted units/ workers/ pack mules... and then you couldn't save up for the city your building the settler for. If I subdue an animal 1 turn before I finish researching a tech that gives me a new building for the animal to make I get really, really annoyed.

Much less annoying than not having any AI opponents who can accomplish research because they are spending all their money on keeping a bunch of animals as units. The map is literally roaming with animals and the ability to horde them is really not much of a boon.

I really think we are going overboard on this animal business anyway.
 
Much less annoying than not having any AI opponents who can accomplish research because they are spending all their money on keeping a bunch of animals as units. The map is literally roaming with animals and the ability to horde them is really not much of a boon.

I really think we are going overboard on this animal business anyway.

Only because the spawn is overturned currently. However, I do need to wise the ai up to surplus animal units.
 
I think I might have a solution to the problem that would make animals more fun and alleviate the problem with the AI spending all of its resources on keeping a zoo:

Make all the animals flee from player units and give them all faster movement. This would make hunting the animals a bit of a challenge. You would need to coordinate your units to entrap an animal for the kill and make it more akin to hunting. It should also cut down on the number of animals subdued and thus make the hording much less of a problem. You could make some of the more vicious types occasionally attack units, but make it so that you can only subdue them if you attack them and not if they attack you.
 
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