Subdued Animals in C2C discussions

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.

Does the AI make use of them sucesfully with the current code?
 
Is there a way to make a code or a tag that would:

1. Depending on the size of the map, have less or more animals, ie: more animals on smaller maps and way less on bigger maps?

2. Also Depending on how many civs there are in a game, without the Barb Civ or Barb World figured in?

3. Also would it be possible to have both if yes is to one or the other above?
 
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.

I already have a butcher button somewhere.
 
Is there a way to make a code or a tag that would:

1. Depending on the size of the map, have less or more animals, ie: more animals on smaller maps and way less on bigger maps?

2. Also Depending on how many civs there are in a game, without the Barb Civ or Barb World figured in?

3. Also would it be possible to have both if yes is to one or the other above?

Anything is possible ;) Why would you want more animals on smaller maps? Do you mean higher animal density, not more overall? (still why though?)
 
Anything is possible ;) Why would you want more animals on smaller maps? Do you mean higher animal density, not more overall? (still why though?)

I think he is saying that on small maps there ratio of wilderness to civilized lands is small whereas on big maps there is a lot more room for animals to spawn.
 
I think he is saying that on small maps there ratio of wilderness to civilized lands is small whereas on big maps there is a lot more room for animals to spawn.
Increase the spawn contribution from the global settings and decrease the one from the local settings and you get that effect.
You can also use the density limits.
 
@AIAndy the butcher button is Art/Interface/butcher.dds in my FPK.

Increase the spawn contribution from the global settings and decrease the one from the local settings and you get that effect.
You can also use the density limits.

Yes but can we do it automatically by map size?
 
DH,
Is there a hidden stack limit on # of SAs on 1 tile?

JosEPh
 
@AIAndy the butcher button is Art/Interface/butcher.dds in my FPK.



Yes but can we do it automatically by map size?

We **could** but I'm not sure it's the right thing to do. Think about uncolinised islands - they already tend to get to very-tile-occupied-by-animals in many cases. We'd risk worsening that situation.

I would suggest instead we either across-the-board, or as a new tag on the spawn XML, provide a scaling factor depent on the proportion of the landmass the spawn is happening on (or ocean its in) which is neutral territory. That would be very easy for the spawn code to calculate, and the result would be a boost to spawns on the remianing parts of otherwise highly occupied landmasses.

The scaling we apply to that factor (to the % of the area that is owned that is) could either be a constant, or could be specified in XML, so that we could have some spawns respond to it but not others (e.g - not Neanderthals!)
 
We **could** but I'm not sure it's the right thing to do. Think about uncolinised islands - they already tend to get to very-tile-occupied-by-animals in many cases. We'd risk worsening that situation.

I would suggest instead we either across-the-board, or as a new tag on the spawn XML, provide a scaling factor depent on the proportion of the landmass the spawn is happening on (or ocean its in) which is neutral territory. That would be very easy for the spawn code to calculate, and the result would be a boost to spawns on the remianing parts of otherwise highly occupied landmasses.

The scaling we apply to that factor (to the % of the area that is owned that is) could either be a constant, or could be specified in XML, so that we could have some spawns respond to it but not others (e.g - not Neanderthals!)

Actually that sounds even better, what to you'll think:confused:
 
Would it be wise/fun/interesting/unbalanced/possible if adding a place resource option with enough subdued animals of the same type, say 10 in the same stack, if on a legitimate plot for said resource when using the new and improved Outcome System?

Cheers
 
Kill outcomes are now displayed in the mouseover (assuming the currently selected unit does the kill).
Action outcomes are displayed in the action tooltip.
 
As I said in my previous post to you on this.


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).

Great thank you so much!!!!!!!
As I said before, this is the sole flaw of the mod, everything else rules beyond comprehension!!!
 
This is why i want LESS animals on bigger maps, see pic 1, I just got tech Tribalism, pic2, and i have already everything i can get for animals so far(pic 3), and i still have all these left over and now i have to delete ALL the rest of the animals.
 
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