Subdued Animals in C2C discussions

Besides the Great Hunter that i mentioned before(sniper:confused:), this is another downgraded unit for some reason?

From 64 to 32:crazyeye:

Modern Frigate is not one of mine. As far as I know it has been thus for a long time. I just merged all the naval custom units we had around the place into one file in preparation for putting into the core files.

Edit: @Hydro could you use the spawn and art define file in the attached as the template for any future units. Thanks.
 
@Dancing Hoskuld

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Here is an Arctic Tern. I am not sure about its spawning info since they migrate from the North Pole to the South Pole. They have the largest migration route of any animal on Earth. Enjoy!
 
@strategyonly

I have been adding the birds since they are very easy to make. Unlike most other animals I have added, they need no editing or tweaking. Just plugging in the civ4 code and making an icon button for them. It also allows me to accomplish some stuff I have been wanting to add with little effort.

I have 3 more easy ones I want to make when I have a moment.
 
So what do you see as the very needed stuff?

The Health Mod making sure it runs properly, and changes to it to make it better than ever before, and more ideas about it to make it better.

Religion, cathedrals, monasteries and the like, making sure they run and better ideas there also.

Wish you'd re-make the Terrain-Add-on again for normal maps (just for me, that is) hint hint.

I know you have ALOT of ideas, on how YOU want to change the mod, go for some of it, if it works, what the heck.

I am just worried tht when doing all this "extra" animals stuff it takes away from getting stuff into the Galactic area, how we want to proceed, units, etc for it, "we" haven't really discussed it anyplace yet, it needs a HUGE improvement there, then we can come back and add stuff later.

Just some ideas above not all of course.
 
Well currently I am working on animal related buildings in later eras, pre industrial and scientific areas. They seem to be working so i will be getting them ready for release.

I am looking at missionaries and going back to what Zappara wanted in RoM, ie the WorldReligion mod's method of religion spread along trade routes. It would replace the multiple religion spread mod that Afforess did. I will be using the same code for contagious disease spread also. As I mentioned elsewhere first stem is to replace the terrain mod with a disease which is very similar to how malaria works in the real world. However it will affect many things including the food wastage mod Kosking added.
 
Well currently I am working on animal related buildings in later eras, pre industrial and scientific areas. They seem to be working so i will be getting them ready for release.

I am looking at missionaries and going back to what Zappara wanted in RoM, ie the WorldReligion mod's method of religion spread along trade routes. It would replace the multiple religion spread mod that Afforess did. I will be using the same code for contagious disease spread also. As I mentioned elsewhere first stem is to replace the terrain mod with a disease which is very similar to how malaria works in the real world. However it will affect many things including the food wastage mod Kosking added.

Now that sounds "fantastic" exactly what i am talking about, and what i really wanted in C2C in the first place, good thinking and many many thx. I really like the trade route stuff, i used to have that aloooong time ago, great stuff.
 
@strategyonly

Any easy "low hanging fruit" that I can do as I go, I will take the opportunity to post. Be it tweaks or bug fixes, easy to post animals or the occasional new random building. Big projects like wonder civs, galactic era and alternate timelines are the big projects that most of my time will be working with. But I got to change it up now and then with stuff like this.

Right now I am at my least favorite part which is text. Next is the data info. While more interesting it is very time consumption since I have to update my online charts to match too.
 
@strategyonly

Any easy "low hanging fruit" that I can do as I go, I will take the opportunity to post. Be it tweaks or bug fixes, easy to post animals or the occasional new random building. Big projects like wonder civs, galactic era and alternate timelines are the big projects that most of my time will be working with. But I got to change it up now and then with stuff like this.

Right now I am at my least favorite part which is text. Next is the data info. While more interesting it is very time consumption since I have to update my online charts to match too.

Actually i do understand that point, and its a good one:p, i dont like adding units , as you know, but i know i must, thats why it takes me along time to do even just one.

All i meant to really say is, lets get at least some things going for stuff in the Renaissance Era and after, and stuff like that is all. Most of the Era's before then actually look great already, thx to everyone's time and effort. BUT once in awhile put some stuff for those Era's in also, "I'm Just Sayin.";)

And believe me, i know eactly what you mean about getting boring, ONCE in awhile, when modding, but when you hear comments from alot of people saying, this is the best mod out there, or this is just a great mod, it keeps me pumping, when i look back at what I have accomplished and what i can still do, i push forward, with guns a blazing.:ar15:
 
Playing on a PW2 map and notice that barbarian Gharials shown on the map appear to be just static icons that do not attack and cannot themselves be attacked and killed / subdued.

DavidR
 
Playing on a PW2 map and notice that barbarian Gharials shown on the map appear to be just static icons that do not attack and cannot themselves be attacked and killed / subdued.

DavidR

They are limited to where they can move, but in my current game they did move around and I can attack and subdue them. I think they attacked me but I a not sure. the graphic is static.

If you are playing with the down load version then yes they can't be subdued because I had spelt the name wrong in the program. It is fixed in the beta (SVN) for the next release.
 
When playing this mod I feel quite tempted to turn barbarians off just coz the amount of animals is kinda ridiculous. I have had so many subdued animals that i had to delete them consistently coz they were costing me money per turn.

I like the concept its cool but its frankly, well annoying.
 
When playing this mod I feel quite tempted to turn barbarians off just coz the amount of animals is kinda ridiculous. I have had so many subdued animals that i had to delete them consistently coz they were costing me money per turn.

I like the concept its cool but its frankly, well annoying.

You can turn it of by editing A_New_Dawn_GlobalDefines.xml in Assets/XML.

Find ANIMAL_SPAWN_MODIFIER. Change the number, 100 means normal spawn 50 would be half spawn rate and 0 means off.
 
Updates
- New buildings Industrial and Modern age buildings - Fur Farm, Marine Institute and some new enclosures/cages.

Enclosures and cages now give science with Scientific method. I need to reduce the science from monasteries to compensate.

Coming soon "Pliocene Park" and other later era buildings.
 
Updates
<snip>

Enclosures and cages now give science with Scientific method. I need to reduce the science from monasteries to compensate.

<snip>

Nooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!! :eek: :( :sad: :cry:

JosEPh
 
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