Subdued Animals in C2C discussions

No subdued animal can reveal the map. They also have less chance of subduing other animals.

Thanks I didn't know that about subduing other animals. I knew about not revealing the map, but they are still good for scouting the already-revealed map for enemy (and even ostensibly friendly) troops, as well as barbs and animals.
 
FFH has units with different strengths for attack and defense, so Civ 4 can do it. And anyway what I'm suggesting is no attack strength, which is what scouts have in all versions including C2C (subdued animals are much the same).

Yes, but they had things like "-1 strength while attacking" as opposed to attack and defense scores IIRC.
 
Actually, they do differentiate strengths by attack and defense clearly. But I don't think its entirely necessary for us to do the same. The trick for the issue being discussed is further animal ai development which is firmly on the todo list.
 
Hi all, first time player of C2C and I'm loving it. Thanks for all the work. 2 things:

1. Could the actions of the subdued animals be automated? Microing at early stages is fun, but when there are too many cities and critters to manage, I find myself losing track of which cities need which animals.

2. Any way to purge these 'Myths of...' after they're built? If not, perhaps they should auto expire X years after the discovery of a related science. E.g. People no longer mistake dugongs for mermaids after the findings of marine biology became common knowledge. Alternatively, perhaps we could have an 'educator' unit that works like an inquisitor to remove such myths.
 
So I have 2 settled slaves now in my capital like 50 turns into the game from some wanders dying to elephants. On one occasion the stupid elephant just walked off and I was able to capture the slave since he just sat there in an undefended tile, the other occasion I had to finish off an elephant.

If slaves appear from animals, the animals need to guard them imo.

Also I think this is just bad generally. 2 settled slaves this early, although I get +2 unhappy +2 unhealth, the +2 food, +6 hammers and +2 commerce is bloody awesome! Seems overpowered so early if u ask me. I think they shouldn't appear from animals, only barbarians/neanderthals etc.
 
2. Any way to purge these 'Myths of...' after they're built? If not, perhaps they should auto expire X years after the discovery of a related science. E.g. People no longer mistake dugongs for mermaids after the findings of marine biology became common knowledge. Alternatively, perhaps we could have an 'educator' unit that works like an inquisitor to remove such myths.

That's why they lose science bonus with some technologies. But they're still part of the cultural heritage: even nowadays people write books, movies or games with fantasy creatures from the mythology, even if we don't believe in them :P
 
Hi all, first time player of C2C and I'm loving it. Thanks for all the work. 2 things:

1. Could the actions of the subdued animals be automated? Microing at early stages is fun, but when there are too many cities and critters to manage, I find myself losing track of which cities need which animals.

The AI has such things but the player does not yet. It will be added to the list of things to do.

So I have 2 settled slaves now in my capital like 50 turns into the game from some wanders dying to elephants. On one occasion the stupid elephant just walked off and I was able to capture the slave since he just sat there in an undefended tile, the other occasion I had to finish off an elephant.

If slaves appear from animals, the animals need to guard them imo.

Also I think this is just bad generally. 2 settled slaves this early, although I get +2 unhappy +2 unhealth, the +2 food, +6 hammers and +2 commerce is bloody awesome! Seems overpowered so early if u ask me. I think they shouldn't appear from animals, only barbarians/neanderthals etc.

Wrong topic;) Wild animals should not be able to capture slaves at all. Anyway I am completely rewrittting the whole captive thing anyway but that wont be until Jan.
 
Hey Dancing, could you tell me where the resources are for the Biodome that would need to be edited to put more animals into it?

I want to try my hand at adding more animals to it if you don't mind. I don't promise anything, but I'd like to take a look.
 
Hey Dancing, could you tell me where the resources are for the Biodome that would need to be edited to put more animals into it?

I want to try my hand at adding more animals to it if you don't mind. I don't promise anything, but I'd like to take a look.

Tamed animals are defined in Assets/Modules/Alt-timelines/Beastmaster. You can just define a tamed animal, there is no need to change any code and it is based on the word "tamed" occurring in the unit name of the animal. People have been asking to have animals back in the game. They are not balanced to c2C yet.

The Biodome is one of Platyping's so the code is found in Assets/Python/Platyping/PlatyPingWonders.py
 
I've fallen in love with your Subdued animals mod DH. :thumbsup:

In fact testing AND2.0 I keep wishing for a form of SA in it. When I fight an early animal in AND I keep thinking, what a waste, I could've gotten more from the animal than a possible XP point.

JosEPh
 
I agree with Joseph. I've loved it ever since I first started playing C2C and it's just kept getting better. *smile*

I did notice a bug in the current game I have. I've not before moved my palace in a game but this scenario really required me to to reduce maintenance early on. Once I did I noticed that I still got the bonuses from the Myth buildings in my former Capitol AND that I could now send animals to my new Capitol and get the bonus from the Myth buildings twice.

Is it possible to set them as only one instance per player without making them National Wonders?

Cheers
 
I've fallen in love with your Subdued animals mod DH. :thumbsup:

In fact testing AND2.0 I keep wishing for a form of SA in it. When I fight an early animal in AND I keep thinking, what a waste, I could've gotten more from the animal than a possible XP point.

JosEPh

I agree with Joseph. I've loved it ever since I first started playing C2C and it's just kept getting better. *smile*

I did notice a bug in the current game I have. I've not before moved my palace in a game but this scenario really required me to to reduce maintenance early on. Once I did I noticed that I still got the bonuses from the Myth buildings in my former Capitol AND that I could now send animals to my new Capitol and get the bonus from the Myth buildings twice.

Is it possible to set them as only one instance per player without making them National Wonders?

Cheers

Thank you both, I got the basics of the idea from playing "The Stone Age" mod (which is the basis of our prehistoric era) and "Quot Capita". In both cases you received food and hammers from killing animals. Then it just grew adding animals from the forums, eg Roamty's "Exotic Animals" mod and later Hydro started converting animals from other games.

@JosEPh, there is a RoM version of Subdued Animals. It may be possible to get it working again. In C2C everything changed when we moved the code into the dll so for example the spawning of animals changes from the way BtS does it to having the animals spawn throughout the game.

BlueGenie, I have thought of a way to support this. Basically I need to do what I did for sea critters for the other animals as well. It will take awhile but I need to look at reballancing the myths anyway. For example I've always wanted some special myths if you are lucky enough to get sets of others - a special Cat Story if you get the Lion, Cheetah and Tiger is one example.
 
BlueGenie, I have thought of a way to support this. Basically I need to do what I did for sea critters for the other animals as well. It will take awhile but I need to look at reballancing the myths anyway. For example I've always wanted some special myths if you are lucky enough to get sets of others - a special Cat Story if you get the Lion, Cheetah and Tiger is one example.

If you do, could you make it not give you -:science: once you learn X Technology? With all the bonuses from getting Herds or whatnot, the -:science: tends to keep me away from it. (I know it is not much, but using it to make a Enclosure, or Herd or Menagerie always seems like a better option to me.)
 
It doesn't give -:science: after learning X technology, it just shows you that. In effect you first get the +1.xx (the xx depending on your science bonuses) but it only shows you the -1.xx that comes after that on the mouse-over to see what it gives. So it's + and - the same amount of :science: so a total change of 0.

Cheers
 
@Blue:
Hmmm, it looks like you may be correct.

Well, I still have an issue with +1.xx :science: when your total science is 14. :p I don't know, I just feel like the Myth part of them isn't as fully explored, or whatnot, as the other things you can use them for.
 
The Myth buildings were originally intended to give a "paleolithic explosion" in science. Many have changed and give boosts to building some buildings, eg crocodile myth reduces the cost of the Temple of Set. Currently many obsolete but the ones that provide the bonus don't they just loose their science bonus instead. So check the fine print that boost to buildings is for all cities not just the one in which you build the myth. ;)
 
There is good evidence for fish pens way back in the classic era. I have not found crab farms before the modern era.

Interesting, can you give me the ref here(that you looked at), so i can take a gander at it, thx.
 
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