Subdued Animals in C2C discussions

When all the land is covered with culture they stop making animals to subdue. Why not add a national wonder zoo that produces a random subdued animal every few turns. Or even add back the dying out super forts (not sure if they are being removed from game or not) that adds a subdued animal every few turns. Doubling the entry tech research needed for every tech when entering a new era might balance out this context.:scan:

You will only need to build the story of the animal in one city after that you will be able to build it in other cities using the story teller or bard (this bit is not working) or build the wonder like building that builds in in every city using the entertainer or celebrity. It acts like a wonder in that you can only build one but it does not count towards your wonder limit.

I will need to base the type of animal spawned by the Biodome off these story buildings to best represent the animals you have in your environment. Of course you can trade them with other nations and explore far away continents to get even more.
 
Do we have a movement speed slower than 1 but faster than immobile? :lol:
No but don't think I haven't been considering ways to achieve this. The 'slow' combat class is one of my ways of marking units that would have this kind of less than 1 movement.

I'm thinking it would be something along the lines of you tell the unit to move and it's then suspended as immobile until a turn count completes at which point it's finally moved to that plot it was told to go to. Setting that up would be easy but what would be the implications for the AI I wonder. And how to express unit movements less than one... would it be best to express as a fraction instead of a decimal (the fraction being the number of turns it will be suspended until it's actually moved over?)

And how would it interact with attacks?
 
About catapults (and other siege engines): many siege engines and equipment was build near the sieged city and never been transported.
 
About catapults (and other siege engines): many siege engines and equipment was build near the sieged city and never been transported.

A while back I brought up the idea that siege engines like trebuchets should be "packed" when mobile and cannot attack, but can "unpacked" and be immobile and then can attack. It would take a turn to pack or unpack it. Much like in Age of Empires 2.
 
So would packing and unpacking be a matter of upgrading laterally between both units then you think? Only problem is somehow we'd have to make the unit upgradeable from anywhere. The costs associated with it would kinda make sense but hopefully we can manipulate it to be minimal at best.
 
Isn't the upgrade cost based on the :hammers: difference between two units? So if they were equal, you shouldn't have any cost at all! I'm wonderin if 1 round is enough to make rams more popular. I could imagine that catapults and trebuchets are slower then rams or that you really have to camp in a forst with your stack and this will spawn a Catapult/Tribuchet every turn...
 
Maybe they should (or could) pack up as a Siege Engineering team which can then move around and when on or next to forest terrain they can take some building time to 'unpack' or upgrade into the siege unit they're making at that point.
 
Isn't the upgrade cost based on the :hammers: difference between two units? So if they were equal, you shouldn't have any cost at all! I'm wonderin if 1 round is enough to make rams more popular. I could imagine that catapults and trebuchets are slower then rams or that you really have to camp in a forst with your stack and this will spawn a Catapult/Tribuchet every turn...

Upgrade cost is based on the difference in :hammers: cost so if they are the same cost they cost zero to change between but it they are different the cost of pack + cost of unpack will be zero. Yes I have had the case where I received money when I upgraded a unit.
 
For Catapults I think they should be mobile. Only when it reached the Trebuchet should it need to be packed an unpacked since its so huge.

Using Age of Empires 2 as an example they had Rams, Catapults, Scorpions and Tribuchets all on the battlefield at one. One thing that made Rams good was they provided protection for infantry units. Perhaps we could make it so they provide extra protection for infantry units in the same stack.
 
@Hydromancerx earlier you asked if I had a set up that you could use that loaded fast just for testing new animals. I have not tested it yet but I believe it will do.

1. get hold of The Stripped Mod by johny smith here
2. Copy the C2C dll into it
3. add a modules folder
4. do the animals in folders under the modules folder
 
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