I found some interesting looking units, hunters/trappers what ever . . .
I think both of those are already models on the Hunter line in C2C. I have had a long day though, so I might be mistaken.
I found some interesting looking units, hunters/trappers what ever . . .
I have frogs, and even butterflies, but I thought they would be too small to be worth posting.
We may need a plague of frogs event.
Can you add a star in the top right, to the following promotion icon. StrategyOnly has asked me to add some stuff for the heroes and I think I can do it better than it is now but need a new button.
Speaking of subduing animals and the Hunter Line; Hydro or DH, is Poison Tips supposed to give Recon line the poison promotion but not the Hunter line? Would think it's either both or none considering their occupation.
Have any of you guys ever played Dwarf Fortress? They (he? she) have (has?) a very interesting way of using animals. Most animals are large and take up space in the world, but some are too small to be used as units, but are rater just in the tile description. Things like spiders, rats, snakes, insects.
The reason I'm bringing this up is that maybe we don't need to depict every animal as a unit in the game world. Maybe we can have some of the bigger ones wandering around, such as bears, elephants, rhinos and such. But also, Animal Units can appear just as text in the tile. The on mouse over may inform that the Jungle tile contains an assortment of birds/snakes/toads/insects, for instance, or that a Forest tile might contain deer/fox/wolf/bear (animals might wary over time, and some animals might be found in multiple tiles), and a unit idling in the tile might suffer attacks from one or more of the units, using the normal battle process. Some units might have the option of intentionally seeking battle against these units, such as scouts/hunters. After such a battle it might end up taking some of them as trophies (subdued animals) to be used as myths or special buildings, using the Outcome system as usual. These trophies can be represented by units, as now, or as promotions that can be removed in cities to convert them into buildings. Tiles within cultural borders might still contain animals in this way, though the chances might be lower. Proximity to cities/improvements might also lower these chances, as will numbers of units (the more units in a stack, the less the chance of being attacked by an animal). Hunters may hunt animals within the borders using this system.
For instance, lets say that during a certain turn the on-mouse-over information might say that a Jungle contains snakes and birds. A player wants a Hunter to seek battle with these animals to get a trophy (subdued animal). Thus, he places the hunter in the tile, and an option light up called "Hunt". In this example let's say that it doubles the chances of a battle taking place. The player presses Hunt, since he wants a fight, and the computer determines whether or not the hunter finds an animal based on chance. It might be 20% base chance of getting a fight, but since the Hunt button was pushed, it becomes 40%. If the computer determines a fight is taking place, it then determines which animal group to fight against (bird), and lastly which specific animal within that group (macaw) that could be found in the tile. Thus, a Macaw is placed on the Hunters tile, and a battle takes place as normal, with the outcome system used as normal. If the Macaw kills the Hunter, it disappears "back into its tile".
This system might reduce some of the clutter of the game world, it might reduce lag by not having to track hundreds of Animal units (or maybe thousands in gigantic maps?) and moving them around every turn (what animals a tile might contain might only be known if a unit stands on the tile, meaning the computer needs only determine this for these tiles and not for every tile), and it might feel more realistic (once it becomes balanced). The civipedia might have a list of the animals every tile can contain. Of course, this makes the terrain more unpredictable and dangerous for lone units. The AI might also get some bonuses on regards to this system, I don't know. I just got the idea now. Thought I'd share it with the community.
You have some interesting ideas here. I don't know if I like the idea of invisible animals jumping out of no where to kill my workers, but the rest sounds intriguing. I especially would get behind this if it reduce system requirements. I don't like playing on anything smaller than huge, but the game always gets bogged down as I progress and I never finish a game because turns just start taking too long.
@Dancing Hoskuld
What are you "spawning zones" for animals? Is it ...
Europe/Asia = Northern Hemisphere Old World
Africa = Southern Hemisphere Old World
Americas = Northern Hemisphere New World
Australia = Southern Hemisphere New World
Because In a recent game I felt I was at least in "Australia" with the kinds of animals that spawned, but then I would get some odd animals that did not fit Australia such as Jaguars and Wolves (It would be nice if I could find a Dingo or Thylacinus model).
Perhaps resources like Bison should be limited to the northern hemisphere. It would also be nice if there was a Kangaroo resource.
@DH
Is Spartacus different than the rest when fighting subdue animals or something, i have now fought over 40 battles and NO slaves??
You don't get slaves from any animals. Animals are subdued based on the unit combat class hunter or other and promotions only.