Subdued Animals in C2C discussions

Just out of curiosity, how come the so called "beastmasters" have a "can see special hi-tech units", its killing all my Thiefs/Rogues/Assassin, even in a stack thats all they go for:confused::crazyeye:

that is because they are canine units, ie the same as the dog units. Your thieves etc are hidden nationality which probably means that is the only thing in the stack they can attack. The AI hates all hidden nationality units and will kill them first unless you are at war then the order may change slightly.
 
All's I'm gonna say about this issue (visibility and invisibility) is that you should remember this conversation and all the others like it. Down the road it will be solved with an improved mechanism entirely.
 
Yess.
1) find where that invisibility class is defined and its TXT variable.
2) find that TXT variable in the TEXT files and change it.

Is this it? RoM_GameText_Objects.xml
Code:
	<TEXT>
		<Tag>TXT_KEY_INVISIBLE_CAMOUFLAGE</Tag>
		<English>Special Hi-Tech units</English>
		<French>
			<Text>Unités Spéciales Hi-Tech</Text>
			<Gender>Female</Gender>
			<Plural>1</Plural>
		</French>
		<German>Hi-Tech-Spezialeinheiten</German>
		<Italian>Special Hi-Tech units</Italian>
		<Spanish>Special Hi-Tech units</Spanish>
		<Finnish></Finnish>
		<Hungarian></Hungarian>
		<Polish></Polish>
		<Russian></Russian>
		<Chinese></Chinese>
		<Japanese></Japanese>
	</TEXT>
 
@Dancing Hoskuld

I was able to remove the pack from the Pack Mule so you can have a wild Onager without a pack on is back. Should still have animations. Please replaced your Wild and Subdued Onager units with this new model. Enjoy! :goodjob:

The current onager did have no pack. It only got one when it was moved into the core. Just like the worker elephant was bare back until it got moved into the core and became armed. I have been thinking of rescuing both back ou of the core to get the graphics right.
 
Can we have some late era 'animals'? Like lets say a mutated animal due to radiation, or an alien visitor roaming the countryside abducting people for experiments? These would ignore national boarders of course.

Also some sort of an errant GM locust swarm, must use fire to kill :)
 
Can we have some late era 'animals'? Like lets say a mutated animal due to radiation, or an alien visitor roaming the countryside abducting people for experiments? These would ignore national boarders of course.

Also some sort of an errant GM locust swarm, must use fire to kill :)

I think they will eventually be made, but great idea, always feel free to discuss it. Please feel free to come up with more! :)

Chimeras are animals created out of mixing dna.
http://en.wikipedia.org/wiki/Chimera_(genetics)

Lot's of possibilities here.

Resurrected animals, like the Mammoth, and other extinct animals could happen.

Later on - Prehistoric animals - like Jurassic Park. (less plausible so push farther into future)
Artificial Life. spontaneously evolving viruses in cyberspace?
Engineered animals: to do tasks.
Super soldiers. In the Tv series Dark Angel the character Jessica Alba played had inserted animal DNA, to enhance abilities. (less plausible but possible in farther future)

Robots - useful in so many ways, they could be be like animals with random garbage collecting behavior, or trade.

Aliens : always should be optional. but alien discovery events, and galactic era exploration makes these possible.

Mutants :The post-apocalyptic era, could open up all sorts of mutant animals, like in roleplaying (tabletop) games like Gamma World, Terry Brooks' Genesis of Shannara cross-over books, Hiero's Journey and The Unforseen Hiero (great post-apocalyptic fantasy) books by Sterling E. Lanier. Sentient mutants are more fantasy and less appealing to a wider audience, either push them farther into the future (less possible), or make them optional (better option for those who don't find them playable).
This opens up the idea of zombies, which should always be optional and part of the post-apocalyptic scenarios gamut. Walking dead, 28 days, night of the living dead etc.
Viruses and diseases are currently being worked out,
see the official C2C idea organization thread
http://forums.civfanatics.com/showthread.php?t=464235

There are a few post-apocalyptic mods which could have good ideas for animal units that could be useful.
Here is C2C's ongoing discussion
Post -Apocalypse Alt History Brainstorming Thread
http://forums.civfanatics.com/showthread.php?t=455125

It could be started by a nuclear, biologic (zombie possibility), resource scarcity (peak oil), meteor, economic depression, dustbowl, volcanic, or technological event and have slightly different outcomes. There are lost of great alternate end-of the world/armageddon scenarios and ideas.
I like the idea of all sorts of what-if twists or options that could be checkable or random.

Here are some post- apocalyptic mods I've found that may have existing units we could use:

[Beyond the Sword] Necro Cristi
http://forums.civfanatics.com/showthread.php?t=237238

and possibly
[BTS] Dune Wars
http://forums.civfanatics.com/showthread.php?t=335213
which has some great graphics btw. Could be used for Future Eras as well.

Civ4 - Fury Road Modpack (Mad Max)
http://forums.civfanatics.com/forumdisplay.php?f=301

[BTS] Nextwar Apocalypse!
http://forums.civfanatics.com/showthread.php?t=382418

Moderator Action: These Fractured States of America
http://forums.civfanatics.com/showthread.php?t=348417

[BTS] Petrol Future total mod!
http://forums.civfanatics.com/showthread.php?t=368198
has some oil refinery graphics - not sure if useful

[BTS] PetroMod: Oil Wars!
http://forums.civfanatics.com/showthread.php?t=277776

White Lies.Black Ops
http://forums.civfanatics.com/showthread.php?t=299922
this had some promising modern time ideas

Zombie Apocalypse (Civ V)
http://forums.civfanatics.com/showthread.php?t=418952

http://apolyton.net/showthread.php/38286-Post-Apocalyptic-Mod
http://www.weplayciv.com/forums/downloads.php?do=file&id=370
Check out more ideas in the C2C- Integrating Mod Ideas thread
http://forums.civfanatics.com/showthread.php?t=439576

Notice I like plausibility, but I want the more popular options in the game for ideas and what-ifs that are explored frequently in popular sci-fi and fiction. As options they will bring in and keep a larger audience of players w/o alienating the ones who don't like the feature. This gives those who want to play those features the option. Personally I sometimes like them, sometimes it stretches my realism filter too much.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Can we have some late era 'animals'? Like lets say a mutated animal due to radiation, or an alien visitor roaming the countryside abducting people for experiments? These would ignore national boarders of course.

Also some sort of an errant GM locust swarm, must use fire to kill :)

I suppose I could easily add a tag for animals to be able to ignore borders if set to true. Easypeasy. I'll include it in my next release.

The 2nd portion there... DH already did locust units but I'm working on some extra steps to make the rest of that possible (must use fire to kill). I'm not sure where they are at with implementing those units and what issues they've had but from what I understand, they WERE coming into the game with events.
 
I suppose I could easily add a tag for animals to be able to ignore borders if set to true. Easypeasy. I'll include it in my next release.

The 2nd portion there... DH already did locust units but I'm working on some extra steps to make the rest of that possible (must use fire to kill). I'm not sure where they are at with implementing those units and what issues they've had but from what I understand, they WERE coming into the game with events.

Very good idea! Having animals ignore borders, this opens it up to animal attack events, and random unit spawing, like independent missionaries, traders, explorers, etc.
Hope to see that soon :)
 
Very good idea! Having animals ignore borders, this opens it up to animal attack events, and random unit spawing, like independent missionaries, traders, explorers, etc.
Hope to see that soon :)

If you do this then make the changes to the animal AI to correspond. Also to various other AIs that assume animals don't encroach on borders. I think it's quite a widespread assumption, which you'll have to figuerout by analyzing every use of isAnimal(), and all routines called only for AI_ANIMAL basically.
 
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