Subdued Animals in C2C discussions

Yes, I a back. I keep telling myself that I should not do the trip in one day, but it is only 12.5 hours driving plus a couple for breaks. I saw my first Koala in the wild. That just leaves a Tasmanian Devil to see in the wild but that is looking less and less likely. :(

@Dancing Hoskuld

How do you have it setup to make units subdue-able? I was investigating a little on my own to see about making Mermaids subdue-able, but didn't see any special XML tag or anything. Can you point me in the right direction? :help:

It uses an array in the Python.

It is all in SubdueAnimals.py at the moment. But I am currently replacing that system with DLL code and XML (although it won't be finished that soon as I am away from my computer for the next two weeks).
The new Outcome info XML I added this evening is part of the new system.

It would be nice if you could fix the problem with the dll side of the OnCombatResult python even which is giving the wrong location for the units involved in the combat which is causing all the problems reported.
 
New Update for Subdue Animals.

Some more buildings
- Tortoise Shell Worker and Feather Worker provide some income and culture and get rid of more excess units.:) (Forgot to make them obsolete with plastics :(. )
- new Muskox herd provides food and wool
- new Fish Pens are a status symbol and provide fish and food. they can only be built in suitibly advanced cities.

- fixed the problem where you could not build the sea myths if your capital was not on the coast. You now need to build the "Sea Myth" building where you want them first. It and the free "Sea Song" building control where the various sea critter buildings can go.

- Llamas, Wildebeest and Gazelle can now be subdued.

Still testing the various marine institutes. ;)
 
Here is solid proof that its the "Vipers" that are causing what you called the "laser" junk, so they need to be removed until whoever did the nifs can make them correctly.

In that case please remove the archers and caravels as they have caused it for me. Neanderathals also.
 
In that case please remove the archers and caravels as they have caused it for me. Neanderathals also.

What?? I have never had a problem with archers or caravels graphics. Besides, the viper can be removed without affecting much, whereas the archer or caravel leaving would break the balance. Are you using low graphics by chance? (that can cause problems)
 
Agreed. I just saw that issue for the first time with the viper but never with any other unit.
 
I was going to post an image with the archer displaying this "laser graphics" problem, but it broke things so much that I could not get a screen dump. :( It happened yesterday! I am having no problems with the viper.
 
I was going to post an image with the archer displaying this "laser graphics" problem, but it broke things so much that I could not get a screen dump. :( It happened yesterday! I am having no problems with the viper.

Yeah but i bet the line continued all the way to a viper:p
 
Can you make just a mod call Subdued Animals. Would love to see just a Subdued Animals mod.

I did at one stage (it requires WoC and BUG) but for loading speed I merged some of it into the core XML and now with the spawning stuff it has dll components. There is even talk of moving it fully into the dll.

The spawning code and XML control where on the world the animals appear. It makes it interesting as you can't get all animals without exploring the world and hunting down those mythical moose. :)
 
The spawning code and XML control where on the world the animals appear. It makes it interesting as you can't get all animals without exploring the world and hunting down those mythical moose. :)

So is it just northern hemisphere vs southern hemisphere? Or is it set up for the new world vs old world too? Thus 4 hemispheres total?
 
@Dancing Hoskuld

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Here is a Macaw. It probably should be an air unit like you did for the other flying birds. Since they are native to South America they should be lumped with the Americas (North-New World)

I plan to add more birds so you don't need this to be everywhere just because we only have one parrot at the moment. This should also be useful for your feather building and other bird related buildings.
 
@Dancing Hoskuld

I found a problem. First there is no "Subdued Gazelle" and the wild version for some reason has all the stats that the subdued version should have.

EDIT: Why is the Musk Ox herd require "Myth - Tales of Fish"? Also the icon it uses is of feathers for some reason. Do you need a better icon/button for it?
 
@Dancing Hoskuld

I found a problem. First there is no "Subdued Gazelle" and the wild version for some reason has all the stats that the subdued version should have.

EDIT: Why is the Musk Ox herd require "Myth - Tales of Fish"? Also the icon it uses is of feathers for some reason. Do you need a better icon/button for it?

Fixed both. I would have noticed the Musk Ox one soon, I have just been harvesting a northern island with my big game hunters. ;)
 
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