Subdued Animals in C2C discussions

Time to make some more like it now that a lot of that can be done with pure XML.

Some possibilities (not all for all animals, doable now with pure XML):
  • Sacrifice the animal for great people points towards great prophet (maybe require some building to do it)
  • Study the animal for some beakers (building requirement?)
  • Hold games in the Colloseum (or equivalent) with lions or other dangerous creatures for gold and culture
  • Use it to work hard on construction (needs some tech, 20% chance it dies early for little production bonus, 10% chance it runs away in a worthy tale = culture, rest chance a bonus to production)

Make sure the AI handles the butchering first, before proliferating options plaese or we'll wind up with a ton iof AI catch-up to do.
 
Time to make some more like it now that a lot of that can be done with pure XML.

Some possibilities (not all for all animals, doable now with pure XML):
  • Sacrifice the animal for great people points towards great prophet (maybe require some building to do it)
  • Study the animal for some beakers (building requirement?

    [*]Hold games in the Colosseum (or equivalent) with lions or other dangerous creatures for gold and culture

    [*]Use it to work hard on construction (needs some tech, 20% chance it dies early for little production bonus, 10% chance it runs away in a worthy tale = culture, rest chance a bonus to production)

I really like the bold above.

And most definitely as stated below:

Make sure the AI handles the butchering first, before proliferating options plaese or we'll wind up with a ton iof AI catch-up to do.
 
Make sure the AI handles the butchering first, before proliferating options plaese or we'll wind up with a ton iof AI catch-up to do.
I intend to make it evaluate the outcomes so it should not matter how many such actions someone makes in the meantime.

Something like that:
  • Only consider outcome actions if there is no building to build (to avoid having to compare buildings and actions for now)
  • Evaluate the value of the outcomes associated with each action
  • Evaluate the cost to move the unit to the right position
  • Choose and push the mission
 
I intend to make it evaluate the outcomes so it should not matter how many such actions someone makes in the meantime.

Something like that:
  • Only consider outcome actions if there is no building to build (to avoid having to compare buildings and actions for now)
  • Evaluate the value of the outcomes associated with each action
  • Evaluate the cost to move the unit to the right position
  • Choose and push the mission

Sounds reasonable. You should be able to more or less copy AI_construct() as an outline, and replace the inner section associated with evaluating builds with an analogous one for outcome actions. For now if you just call this from immediately after the clause that calls AI_Construct() in AI_subduedAnimalMove() you shouldn't have to worry about whether it can cuild anything or not, since build evaluations will already have been done and rejected as none being useful (else AI_Construct() would push a mission).

Once that's working I can tweak things by adding a 'bHighPriority' flag to AI_Construct() or something and calling it before your routine to only consider high priorty builds, and then again after to consider low priority ones if your new routine pushes no mission.
 
Time to make some more like it now that a lot of that can be done with pure XML.

Some possibilities (not all for all animals, doable now with pure XML):
  • Sacrifice the animal for great people points towards great prophet (maybe require some building to do it)
  • Study the animal for some beakers (building requirement?)
  • Hold games in the Colloseum (or equivalent) with lions or other dangerous creatures for gold and culture
  • Use it to work hard on construction (needs some tech, 20% chance it dies early for little production bonus, 10% chance it runs away in a worthy tale = culture, rest chance a bonus to production)

Some buildings already provide research. The enclosures do with biology and there are special marine buildings such as marine institute, and squid/shark/whale study centres. Although I may not have released them yet. ;)

The Governor's Managerie upgrades to a Zoo and then you can build a national wonder "Montreal Biodome" by PlatyPing which requires a number of zoos and enclosures. (Still being tested.)
 
Some buildings already provide research. The enclosures do with biology and there are special marine buildings such as marine institute, and squid/shark/whale study centres. Although I may not have released them yet. ;)

The Governor's Managerie upgrades to a Zoo and then you can build a national wonder "Montreal Biodome" by PlatyPing which requires a number of zoos and enclosures. (Still being tested.)

I've been stuffing extra animals in the Gov's Menagerie for sometime now with v20. But I have 1 problem. I can't see What the Gov Men provides, as the list goes off the top of my screen. I figured it's ~1 Culture and 1 Happy face. But I don't know for sure, can't see it.

JosEPh ;)
 
I've been stuffing extra animals in the Gov's Menagerie for sometime now with v20. But I have 1 problem. I can't see What the Gov Men provides, as the list goes off the top of my screen. I figured it's ~1 Culture and 1 Happy face. But I don't know for sure, can't see it.

JosEPh ;)

That is because we have too many units and buildings in C2C. We need the hover text to truncate the list if you have show unbuildable buildings on and remove the list entirely if show unbuildable buildings is off.
 
I have unbuildable Off.

On another note, I Love it when my Giant Panda upgrades to a K-nig-ht! Sir Pandy of Bearalot to the rescue! Charge! :mischief: :lol:

JosEPh ;)
 
Zebra not set up with the outcome system yet?

in my current game I get no info on outcome on mouseover, nor do I get hammers/food when killing it.

Cheers

Edit: It's on the current SVN btw.

Edit Cheers
 
Weird since Tigers, Elephants, Okapi's, Nile Monitors, and every other animal I have seen so far get the result info up on mouseover as well as give hammers/food or become subdued.

Cheers
 
Weird since Tigers, Elephants, Okapi's, Nile Monitors, and every other animal I have seen so far get the result info up on mouseover as well as give hammers/food or become subdued.

Cheers

Sorry, I was thinking of the new butcher outcome. I will check since the zebra should, it would explain why I have not been able to capture one. ;)

Edit You are right. I missed the sabretooth and zebra.:(
 
I have unbuildable Off.

On another note, I Love it when my Giant Panda upgrades to a K-nig-ht! Sir Pandy of Bearalot to the rescue! Charge! :mischief: :lol:

JosEPh ;)

Is Panda Supposed to upgrade to a Knight? Or has my game in the medieval era slipped into another dimension where animals morph into men of valor? :lol:

JosEPh ;)
 
Is Panda Supposed to upgrade to a Knight? Or has my game in the medieval era slipped into another dimension where animals morph into men of valor? :lol:

JosEPh ;)

It is because you have the Alt-Timeline stuff in. Bears can upgrade to Bear Riders which can upgrade to Knights. Therefore all bears can upgrade to knights.
 
I didn't turn on any Alt timeline stuff! And Where do you do that?

JosEPh :confused:
 
While reading an article about the massive Phyton problem Florida faces and seeing a burst Phyton that tried to digest an alligator (pic of that at the bottom) I had some ideas:
what, if animals could eat each other? I mean right now they are all barbarians, but what if they had functions like "if animal=deer next to animal=sabertooth chancexx% to die; xx% chance to get damaged 30-60% etc" (could make a dynamic like: a lot of small fish enable growth of more sharks, lot of sharks eat themselves which in return again makes place for more small fish etc pp.)

That way 1. animal spawn rate could be higher as the animals reduce themselves - and certain "districts" would be established...

plus you wouldnt need a new fake civ for every animal so they can interact "naturally".

Another thing I thought about was the invasion of animals in new habitats like the asian phyton does in florida,,, could it be that spawning of animals shifts/variates a bit over time or via events "our hunter discovered a herd of XY migrating near our borders"/"contact with a new civXY brought a plague of their beloved holy rats on our fields"?
I found out that though I like the authenticy to have kangeroos only in southern hemisphere killing the wolverine No 1000 isn't so much fun at all ;-)

Last but not least: a request: I liked some menace animals like rats, frogs and grasshoppers, even mosquito. frog and rat could even be subdueable (maybe even a flea for a flea circus building lol) and being able to enter cultural borders in masses to block and pillage improvements.
It could take a while to take out 10 or so grasshoppers/rats/frogs on a tile... - they could start to invade after agriculture (and monotheism^^) was discoverd maybe...


Krokodil_DW_Berlin_1558451p.jpg
 
Subdued wolverine still doesn't seem to have a butcher option in latest SVN. Still working through the alphabet?

Edit - nvm - just read your post on the SVN thread ;)
 
@Dancing Hoskuld

Some feedback to your new buildings ...

1. I like the idea of a nocturnal buildings and see you have a badger. Her are some nocturnal animals I think you should allow to build it.

- Owl
- Koala
- Skunk
- Ratel
- Tasmanian Devil

2. Maybe add the Ratel to Myth of the Earth since it is a digger too.

3. The Wolverine should not be able to make myth of the rodents.

4. Perhaps have a myth of the Weasel or "Mustelid". This family includes the following animals we already have ...

- Badger
- Ratel
- Skunk
- Wolverine

5. The Tapir should not be able to build myth of the elephant. It is is more closely related to rhinos. It is an Odd-toed ungulate which includes Horses, Rhinos and Tapirs. Thus linking it to the Myth of the Boar is not correct either. It should either be linked to the Rhino myth or it own myth.

6. Are you going to add that new boar model and then change our existing Boar to a Warthog (which is what the model is actually of in zoo tycoon)?

7. I think the Rhino should be able to give Myth of the Unicorn too.
 
1-2. probably although the koala is not strictly nocturnal.

3-4. We have too many myth buildings already.

5. The Tapir is the source of some Elephant myths in Chinese mythology;) Which is why it is included.

6. I tried the new boar and the new pig but they both came out looking the same as the current one. I will try again later.

7. Probably. I will need to make sure it isn't a coastal building ;)
 
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