Subdued Animals in C2C discussions

I have AI somewhere for normal workers with Combat strength, and I'm pretty sure I could do the same thing for settlers. However, actual Combat workers will probably require their own UNITAI, which would be beyond my capabilities for now. Also, they would distract from more pressing concerns, so I have them on hold for now, until we get Multi-Maps.

Its all the side things that would be important to consider such as the basic ai assumption that a unit with strength doesn't need any other units accompanying it. Have these issues been worked on at all?
 
Its all the side things that would be important to consider such as the basic ai assumption that a unit with strength doesn't need any other units accompanying it. Have these issues been worked on at all?

No, but for the band of homo sapiens they don't matter, since you only have 1, very transiently, at the start of the game.
 
No, but for the band of homo sapiens they don't matter, since you only have 1, very transiently, at the start of the game.

And, even though the units have strength, they should still generally have an escort, as they have very little strength.
 
@Dancing Hoskuld

Here is a Red Fox. They live basically in the entire Northern Hemisphere (North America, Europe and Asia). They should have similar buildings as wolves. Enjoy! :goodjob:

I have seen only three in my lifetime around here, but the last one i saw was like 30 years ago:( . . .
 
Like rabbits they are an introduced pest over here. I have seen many.

That's because they are a non-native species. And technically the Dingo is not a native species either but was brought there by early Humans. Before that there were Thylacines filling the wolf niche. The last one died out in the 1930's.

Zoo Tycoon 2 actually made a model for it in their Extinct Animals expansion however the models are all encoded so I cannot convert them like I can the other models. The only way I could get one for us is if I find a good custom content one.

BTW I have a Procoptodon which actually lived during the time early humans were in Australia. I have so many animals to do its hard to pick.

tumblr_m8rx047O371qg2yj3o1_500.jpg

(Thylacoleo hunting a mob of Procoptodon)
 
No, but for the band of homo sapiens they don't matter, since you only have 1, very transiently, at the start of the game.

Right but I'm actually suggesting to give all levels of settler some strength (improving with better versions as well.) I've often thought that would be a good move for C2C.



@Hydro: Are Dingos in the game? Or are you trying to keep the non-native Australian species out of the loop?
 
Right but I'm actually suggesting to give all levels of settler some strength (improving with better versions as well.) I've often thought that would be a good move for C2C.



@Hydro: Are Dingos in the game? Or are you trying to keep the non-native Australian species out of the loop?

Pretty sure that any settler with combat strength will stop being escorted by the AI, so this is not a good idea for anything but the initial band unless you plan to do some AI work also.
 
Pretty sure that any settler with combat strength will stop being escorted by the AI, so this is not a good idea for anything but the initial band unless you plan to do some AI work also.

This escort issue is one of our main problems with handling ls612's Combat Workers as well. So yeah, I would like to get the escort AI to consider the nature of the unit rather than the strength.
 
This escort issue is one of our main problems with handling ls612's Combat Workers as well. So yeah, I would like to get the escort AI to consider the nature of the unit rather than the strength.

But then wouldn't you be making a double negative? If adding str to worker (1 neg) then AI not understanding (2 negative).:confused:
 
Where did negative numbers come into the picture? I'm suggesting giving positive str values to Settlers...

And the point is made and known that to do so and retain the ability for the ai to continue to escort settlers and workers, a change must be made in its evaluation prerequisites to escorting.
 
Where did negative numbers come into the picture? I'm suggesting giving positive str values to Settlers...

And the point is made and known that to do so and retain the ability for the ai to continue to escort settlers and workers, a change must be made in its evaluation prerequisites to escorting.

I didnt mean negative #'s per say, just saying it something MORE to contend with is all.

Besides, i gave Koshling a savedgame with my workers always improving, then re-building and improving, etc etc already, and walking straight into the barbarian animals/units already, dont know if he had tie yet to look at it, probably not??? As this is not a priority.:rolleyes:

Giving str to works can be dont i have done it before 4 years ago (using a tank, colony type settler), but it does come at an extra cost )per say), as you mentioned and me, the AI/barbarians must understand what the heck is a combat worker is. . . or am i on the wrong way of thinking here. . .
 
Well... we've just gotta address all the AI issues it represents to really allow it is all. A medium priority issue.

OK then i'll take your word for it . . .;)
 
Well... we've just gotta address all the AI issues it represents to really allow it is all. A medium priority issue.

Yeah, I'm putting all of these Combat settlers/workers on the back burner so we have less distractions from Multi-Maps. It would be nice, but the Galactic Era will be nicer. ;)
 
Back
Top Bottom