Subdued Animals in C2C discussions

What was the "modular loading bug"?

I am testing a Toucan and it seems to load ok. I will post it soon. I am currently turning it to be the right size, however it take loading and reloading to get right.

Adding a new module folder will occasionally cause a MAF, due to AIAndy's caching code. I know this because I was trying to debug something else with Koshling when this first happened, and he said to tell AIAndy about it.
 
All you have to do is delete the cache file after any xml addition or adjustment and it should load fine, creating a new cache file in the process. I ran across this last weekend and it cause a huge headache with me thinking I had a much bigger problem than I did... spent hours wasted looking for a bug that didn't exist.
 
All you have to do is delete the cache file after any xml addition or adjustment and it should load fine, creating a new cache file in the process. I ran across this last weekend and it cause a huge headache with me thinking I had a much bigger problem than I did... spent hours wasted looking for a bug that didn't exist.

I do delete the cache files but it still does not always work. For me it almost never works.
 
@Dancing Hoskuld

This is weird the new Toucan I made shows up with the name Macaw. I checked the tags but I cannot see why it would be. Likewise I cannot seem to chnage the size of the scale to be the same size as the Macaw (it currently is a bit too small). Here are the files. You probably have to redo stuff anywho so the important files are the button and graphics.

Also the range of the Toucan would be in Central and South America in Jungles.
 
@SaibotLieh

No matter what I do I can't seem to get the Platypus to work. As you an see in the picture it goes crazy in game but in NIFSlope it looks fine. What's going on?

attachment.php
 
All you have to do is delete the cache file after any xml addition or adjustment and it should load fine, creating a new cache file in the process. I ran across this last weekend and it cause a huge headache with me thinking I had a much bigger problem than I did... spent hours wasted looking for a bug that didn't exist.
If the time stamp on the XML file changes, then it should recognize that and not use the old cache files.
So if a specific change you did did not trigger a cache recalculation, then there might be a bug in there or the time stamp was not properly changed.

Nonetheless adding a module folder should not cause any MAF in the caching code because it has no memory of the folders except for the checksum of timestamps and unless there is an MAF bug in the code that calculates that checksum, I don't see how this could MAF as the cache writing is only done after everything has been read and module folders don't matter any more.
Of course it is possible that some of the modular reading code got damaged at some point when I wrote the cache code (as I tried different things).

But the important thing at that point is to debug through the modular loading and see at what point it actually runs into that MAF.
 
@SaibotLieh

No matter what I do I can't seem to get the Platypus to work. As you an see in the picture it goes crazy in game but in NIFSlope it looks fine. What's going on?

attachment.php
Since the unit is a no shader version, try removing the NiSkinPartition (node number 12, child of the NiSkinData). I think the unit should work then.
 
Just a though...
We have 5 myth about legendary beast (unicorn, mermaid, dragon, kraken and phoenix). Some can be add later (Minotaur, tengu...) but it's not the point
The idea is, with some transhuman tech (Arificial Life?) to be able to create them. Unicorn as an animal/health care unit, dragon as a animal with lot of collateral dmg, kraken as a animal anti-boat, phoenix as a freaky good animal-copter, mermaid as a diplomat unit...
So, the early game with help the late game
 
Even in the future, a bird make of fire and able to revive can be dangerous...
A 100 foot-kraken is always dangerous
A mermaid would start with Bard I and Bard II is just a good anti-revo unit (you want to revolt when you have mermaid?)
Dragon are just like flame-thrower, but better
Yes, unicorn would just be for fun, I admit it... But maybe like mermaid, it can be an utilitary unit and not a fighting unit.

In lot of SF movie, some animal-like ET are still very dangerous, because because evolution gift them with a good armor again laser/bullet/anything but the only weakness found only 10 minutes before the end of the movie
 
Well here is finally the Platypus! Now the Australian region gets another iconic animal. :D Enjoy!


While reading this, I had an idea:
I think right know the unit-spawn system is linked to coordinates on the map, isn't it?
This way the australiens may start at north america and will never see a kangaroo for example.
So would it be possible to link the spawning of animals to the native culture of the civilizations near by?
 
While reading this, I had an idea:
I think right know the unit-spawn system is linked to coordinates on the map, isn't it?
This way the australiens may start at north america and will never see a kangaroo for example.
So would it be possible to link the spawning of animals to the native culture of the civilizations near by?

If people are playing on Earth like maps with culturally linked starts then maybe. Although in my last three games the Aboriginies were right next to my Egyptian nation. On random maps or ones where everyone starts in the old world then it would not. But it is something to keep in mind as we tinker with stuff.
 
Even in the future, a bird make of fire and able to revive can be dangerous...
A 100 foot-kraken is always dangerous
A mermaid would start with Bard I and Bard II is just a good anti-revo unit (you want to revolt when you have mermaid?)
Dragon are just like flame-thrower, but better
Yes, unicorn would just be for fun, I admit it... But maybe like mermaid, it can be an utilitary unit and not a fighting unit.

In lot of SF movie, some animal-like ET are still very dangerous, because because evolution gift them with a good armor again laser/bullet/anything but the only weakness found only 10 minutes before the end of the movie

Unlike most movies where they can appear out of nowhere you also must think on how these creatures would actually live. Why would a bird made of fire be made? It would be difficult to control and you could make a robotic version much easier and not have to feed it. Could you imagine the amount of food it would need to produce enough heat to make fire? And even if it had some sort of buring oil, that could not be very helpful for flight.

A dragon might look cool but it has similar problems, you would have to either breed them or grow them. And even after you made then what you are just going to go out and have them get killed? Any animal would have some sort of instincts to resist. And even if you had mind control then you are better off making a robot instead or even an organic robot.

In short I think trying to fit mythological fantasy creatures into the future is short sighted. There are much cooler species that could be made that are not as awkward and clunky as the stereotypical mythological creatures. Ones actually made for battle and not made to tell a fairytale.

Not to mention future evolution of species that could naturally occur overtime or on other human colonized planets.
 
While reading this, I had an idea:
I think right know the unit-spawn system is linked to coordinates on the map, isn't it?
This way the australiens may start at north america and will never see a kangaroo for example.
So would it be possible to link the spawning of animals to the native culture of the civilizations near by?

The culturally linked starts game option should already offer that solution for the most part, theoretically at least.
 
I don't get why animals are linked to certain parts of the map anyway. They should be linked to certain types of terrain
 
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