Subdued Animals in C2C discussions

In my curent (snail) game the Animals have filled around every 2nd unclaimed teretory and from this there where no non Animal Barabrian spawns for a long time (till I started to active hunt the animals down). I think I only saw 1 Neandertaler Unit in my complet game and by now the Barbarian forming theyr own Setlements with bears and co as guards. (But even so fare there where just 3 more normal Barbarian showing up near my border)

If there would be a option to reduce the Animal spawn rate to maybe 10-25% of what it is in v19 I would pick it in my next game especial if all animals are removed that cant be captured.
 
In my curent (snail) game the Animals have filled around every 2nd unclaimed teretory and from this there where no non Animal Barabrian spawns for a long time (till I started to active hunt the animals down). I think I only saw 1 Neandertaler Unit in my complet game and by now the Barbarian forming theyr own Setlements with bears and co as guards. (But even so fare there where just 3 more normal Barbarian showing up near my border)

If there would be a option to reduce the Animal spawn rate to maybe 10-25% of what it is in v19 I would pick it in my next game especial if all animals are removed that cant be captured.

Animal spawn rate is controlled by the variable ANIMAL_SPAWN_MODIFIER in Assets/XML/A_New_Dawn_GlobalDefines.xml. It defaults to 100 and is a percentage, reducing the value will reduce the spawn rate.

BtW what speed/size map are you playing on? The rate is about right for me on snail/huge.
 
I am also playing Snail/Huge 25 Empiers and only 50% Water, Wet & Hot Climate if I remember right. The problem is maybe that thanks to minor empier setting the NPCs didn't hunt so much at the begin and so everything got filled with animals bevore the first neandertaler would spawn because in oposit to normal barabarian the animal dont get killed if no one leave theyr boarder.
 
@SaibotLieh

Sorry to bother you again. But I tried your Partitions trick and the creature is missing parts when I do. Can you take a look at this ball python please? I posted the version where its invisible, not the one where you can see only parts of it. Thus the Partitions are still there since I am not sure if deleted more than I should have.
 
@SaibotLieh

Sorry to bother you again. But I tried your Partitions trick and the creature is missing parts when I do. Can you take a look at this ball python please? I posted the version where its invisible, not the one where you can see only parts of it. Thus the Partitions are still there since I am not sure if deleted more than I should have.
It works if you also triangulate the NiTriStrips (107). Right click -> Mesh -> Triangulate
 
Animal spawn rate is controlled by the variable ANIMAL_SPAWN_MODIFIER in Assets/XML/A_New_Dawn_GlobalDefines.xml. It defaults to 100 and is a percentage, reducing the value will reduce the spawn rate.

BtW what speed/size map are you playing on? The rate is about right for me on snail/huge.

Did you make very recent changes to it? I'm playing on Snail/Giant as well, but I DO use Raging Barbs, so I'd expect more than normal, but what I'm seeing is almost wall to wall animals in unexplored regions.

On another note, Dancing Hoskuld, were you planning to make Mermaids subdue-able and buildings for them to make? At the least, something like "Tale of the Mermaid" which grants a +1 :culture: and I'd also think you could have one caged for the Carnival. We need like a Freak Show add-on building to that which can take caged oddities such as the Mermaid, Neanderthal, Monster Fish, Leviathan, etc.
 
Did you make very recent changes to it? I'm playing on Snail/Giant as well, but I DO use Raging Barbs, so I'd expect more than normal, but what I'm seeing is almost wall to wall animals in unexplored regions.

Nothing new there. However I realised that I had done no work on the very newest animals, pheasant etc so they are spawning far too much.

On another note, Dancing Hoskuld, were you planning to make Mermaids subdue-able and buildings for them to make? At the least, something like "Tale of the Mermaid" which grants a +1 :culture: and I'd also think you could have one caged for the Carnival. We need like a Freak Show add-on building to that which can take caged oddities such as the Mermaid, Neanderthal, Monster Fish, Leviathan, etc.

The Mermaid and Monster Fish are place holders and I think we have enough "real" animals to remove them now.
 
What's "Triangulate" do?
I can't answer that with certainly, but it has something to do with the way the polygons are managed. I guess triangulate means that you have polygons with three edges, and stripified polygons have four edges. I just know that this can lead to problems sometimes, so it is something I check regulary when I have some with my units.
 
@Dancing Hoskuld

Since updating I get a fail to load error for the Pheasant's UnitClassinfo, UnitInfos, ThreatPromos and SpawnInfos.

EDIT: I think its because you have it set at ..

<Civ4SpawnInfos xmlns="x-schema:DH7_CIV4UnitSchema.xml">

when it should be ...

<Civ4SpawnInfos xmlns="x-schema:DH7_CIV4UnitSchema.xml">

Or just change the schema file.

EDIT2: Also why is the Subdued Duck just say "Duck" instead of "Subdued Duck"?
 
@Dancing Hoskuld

attachment.php


Here is a Ball Python.

Thanks SaibotLieh for your help.
 
@Dancing Hoskuld

Since updating I get a fail to load error for the Pheasant's UnitClassinfo, UnitInfos, ThreatPromos and SpawnInfos.

EDIT: I think its because you have it set at ..

<Civ4SpawnInfos xmlns="x-schema:DH5_CIV4UnitSchema.xml">

when it should be ...

<Civ4SpawnInfos xmlns="x-schema:DH7_CIV4UnitSchema.xml">

Or just change the schema file.

EDIT2: Also why is the Subdued Duck just say "Duck" instead of "Subdued Duck"?

Actually its anything to do with the Pheasant, needs DH7
 
The Mermaid and Monster Fish are place holders and I think we have enough "real" animals to remove them now.

Why remove them completely? Although I understand they shouldn't be a part of the default game, I personally like a little myth & fantasy in my game, and would one day like to see a building or two for it. If only in an Alternative Folder or a user folder.
 
Proposal Option to have fewer different animals.

Base Animals you always get these.

Extended animals - set MORE_ANIMALS to 1 in A_New_Dawn_GlobalDefines.xml

Base (extras)
- (Ardvark, Badger, Beaver, Ratel, Skunk)
Bear (Panda Bear, Polar Bear)
Bengal Tiger (Siberian Tiger, Sabre Tooth Tiger?)
Bison, Cow (Bongo, Buffalo, Wildebeast)
Boar (Tapir)
Camel (Guanaco)
Cobra (Ball python)
Cheetah (Jaguar, Panther)
Deer (Caribou, Moose, Muskox)
Elephant (Rhino, Hippo, Mammoth)
Gorilla (Mandrill, Orangutan)
Horse, Donkey (Giraffe, Gazelle, Gemsbok, Ibex, Okapi, Zebra)
Hyhena (Vulture)
Kangraoo - red (Kangaroo - grey, Wallaroo, Wallaby, Koala, Tasmanian Devil)
Lion, Lion Pack

Cave Bear, Cave Lion - need extinction dates or reduction in numbers. Grizzly is a cave bear.

Crocodile Large Land (small and salt water, Gharrial)
Komodo Dragon (Nile Monitor, both Tortoises, Iguana)

Ostrich (Cassowary, Emu, Moa, Rhea)
Hawk (Eagle, Haast's Eagle)
Duck (Pheasant, Turkey, Rockhopper Penguin, Emperor Penguin, Horned Owl)

- (Giant Squid, Seaturtle, Crab, Manta Ray, Eagle Ray)
Reef Shark (Great White, Hammerhead and Whale sharks)
Humpback Whale (Orca, Narhwal, Minkie Whale, Beluga, Dolphin)
Tuna (Mackerel, Marlin, Cod)

Not only will using just the base animals limit the type of animals it will also limit the buildings and units also. In the base version you would not get giraffe archers, for example. I think they will not still show in the pedia either.
 
Proposal Option to have fewer different animals.

Base Animals you always get these.

Extended animals - set MORE_ANIMALS to 1 in A_New_Dawn_GlobalDefines.xml

Base (extras)
- (Ardvark, Badger, Beaver, Ratel, Skunk)
Bear (Panda Bear, Polar Bear)
Bengal Tiger (Siberian Tiger, Sabre Tooth Tiger?)
Bison, Cow (Bongo, Buffalo, Wildebeast)
Boar (Tapir)
Camel (Guanaco)
Cobra (Ball python)
Cheetah (Jaguar, Panther)
Deer (Caribou, Moose, Muskox)
Elephant (Rhino, Hippo, Mammoth)
Gorilla (Mandrill, Orangutan)
Horse, Donkey (Giraffe, Gazelle, Gemsbok, Ibex, Okapi, Zebra)
Hyhena (Vulture)
Kangraoo - red (Kangaroo - grey, Wallaroo, Wallaby, Koala, Tasmanian Devil)
Lion, Lion Pack

Cave Bear, Cave Lion - need extinction dates or reduction in numbers. Grizzly is a cave bear.

Crocodile Large Land (small and salt water, Gharrial)
Komodo Dragon (Nile Monitor, both Tortoises, Iguana)

Ostrich (Cassowary, Emu, Moa, Rhea)
Hawk (Eagle, Haast's Eagle)
Duck (Pheasant, Turkey, Rockhopper Penguin, Emperor Penguin, Horned Owl)

- (Giant Squid, Seaturtle, Crab, Manta Ray, Eagle Ray)
Reef Shark (Great White, Hammerhead and Whale sharks)
Humpback Whale (Orca, Narhwal, Minkie Whale, Beluga, Dolphin)
Tuna (Mackerel, Marlin, Cod)

Not only will using just the base animals limit the type of animals it will also limit the buildings and units also. In the base version you would not get giraffe archers, for example. I think they will not still show in the pedia either.

:hmm: I dont think this is the way to go, no offense.

I think that only the spawn rate should be affected. The sea ones aren't that many to begin with, so i dont think it really matters on those. And the ones you do get are far and inbetween. (just scale way down the ones most people dont know about).

I like having all the different species, but only on a limited bases. Let say for example as you have it:

Horse, Donkey (Giraffe, Gazelle, Gemsbok, Ibex, Okapi, Zebra)

Horse and Donkey definitely more (5), but in desert area same for Giraffe (4) and Zebra, now the Gazelle (3), is more a (i believe) wetlands animal. But the rest (Gemsbok, Ibex, Okapi) i never even heard of so waaaay less from a 1-5 scale maybe a 1 as being spawned. Footnote: (#'s are scaled spawning rates).

Something like this would make more sense, IMHO that is, but hey your the Subdue Animals person.;)
 
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