Subdued Animals in C2C discussions

If you made them unable to attack, would that cause the AI to run away with them? or would it cause them to flock ineffectually around the hunter? I suppose both are undesirable outcomes.
 
If you made them unable to attack, would that cause the AI to run away with them? or would it cause them to flock ineffectually around the hunter? I suppose both are undesirable outcomes.

Well, neither really. It would cause weak ones to tend to run away, and stronger ones to tend to ignore you I think.
 
My sister when she was little got a little to close to a mother duck with her babies and was attacked by the mother duck. She is still scared of ducks to this day. I am dead serious. No joke.

and last week my kids was attack by a white swan. they have only feed them and then whitout aggression or fast moving from my kids.... i look after for swan kids in near, but nothing, probably he must be an sociopath:D

i say to you guys, natur strike back!! mother gaja want our heads:D


everyone where read this take now telephone and order by chinese delivery "duck sweet sour"!! for mankind and for safe my kids:)
 
how can I turn the animals off?

As I said in my previous post to you on this.
To turn off or reduce the number of animals appearing in game go to Assets/XML. Edit A_New_Dawn_GlobalDefines.xml. Change the value of ANIMAL_SPAWN_MODIFIER. 0 means none, 50 means half what you get now. Adjust to your content.

So go to the Caveman2Cosmos folder Assets/XML.

Edit the file A_New_Dawn_GlobalDefines.xml.

Find the variable ANIMAL_SPAWN_MODIFIER.

To turn off all animals set the value to zero (0).
 
@Dancing Hoskuld

attachment.php


Here is a Seagull. I had some more of these saved up from before. Posting before I forget them.
 
I believe he is talking way before Carnival is in the Tech Tree, as i even found out in my last game, i had to delete half of them also. Carnival is just way to late when first exploring, IMHO. Should be something, that maybe give half of what a Carnival does nearer to Hunting Tech or even tracking.

But what do they keep them in? I will consider making the Managerie upgrade to Carnival upgrade to Zoo or something similar. For harmless creatures I will look at extending the idea of enclosures to an earlier spot.
 
But what do they keep them in? I will consider making the Menagerie upgrade to Carnival upgrade to Zoo or something similar. For harmless creatures I will look at extending the idea of enclosures to an earlier spot.

Cages?

Throughout the Paleolithic, humans generally lived as nomadic hunter-gatherers. Hunter-gatherer societies tended to be very small and egalitarian, though hunter-gatherer societies with abundant resources or advanced food-storage techniques sometimes developed sedentary lifestyles with complex social structures such as chiefdoms, and social stratification. Long-distance contacts may have been established, as in the case of Indigenous Australian "highways."
 

And what are those cages made out of? You can pile rocks on top of each other but you don't have metal or masonry to stop big animals getting out. Mud walls work, I suppose, but that would not allow viewing.

OK, what if
- G pets upgrades to G menagerie at Hunting
- G Menagerie upgrades to Zoo.
- Small animal enclosures can be built from Hunting (benefit doubles at trade)
- All other enclosures with trade
- Science bonus later in game

- Except in city with Place where stuff happens earlier. IE Canine Domestication.

- Carnival is a national wonder
- Gets a subset of display animals
- benefits nation wide
 
@Dancing Hoskuld

And what are those cages made out of? You can pile rocks on top of each other but you don't have metal or masonry to stop big animals getting out. Mud walls work, I suppose, but that would not allow viewing.

I recall reading about some old zoos using pits to keep animals in. Ones that were too steep and deep for the animals to get out of but still could allow people to see them, toss in food or climb down into to clean up the poo.
 
A whole bunch of units are getting the wrong art. They were right in v19 and I have not changed them. :(

This might be the problem then, i just looked at the dds file for the panther and this is what it looked like??
 
I'm wondering if the spawn rates genrally are jsut a tad too high again. I guess more animals have been added, so it's possible thast individual rates need to be dropped slightly. Games I am testing quickly accrue thousands of animals (game wide)
 
I'm wondering if the spawn rates genrally are jsut a tad too high again. I guess more animals have been added, so it's possible thast individual rates need to be dropped slightly. Games I am testing quickly accrue thousands of animals (game wide)

And yet I have had to give up on two games, v20, because I was not seeing any animals.:crazyeye:

Edit I do drop the probability on similar animals when I add new ones.
 
I think spawn rates are fine in my most recent game. The animals did a number on my Wanderers, but once I got Scouts (and trackers) and sent them in pairs things got manageable. Getting them up to forest/hills combat 2 usually made them nigh invincible.
 
I have added the first version of subdued animal actions to the SVN.
Example is butchering of subdued bear (no icons or text yet).
You need a mission in MissionInfo and then you tag an outcome list to it in the unit info.

@DH: I have also added several tags that you need to create the unit in the next city instead of at the unit position and to control butchering results depending on friendly territory or city.
 
Back
Top Bottom