Subdued Animals in C2C discussions

DH:

Did you put in a special effects on the huts, the Indigo one now has "smoke" thats what i wanted to use before??

I did nothing.

OK i figured out what is going on with the different kinds of huts, it all depends on the "resource" it working from, ie: (top) see comments, bottom (see comments), pretty kool:cool:
 
Captured a Sealion at sea. It in then turns in to a Ball Python.

Once it reaches the nearest coastal city you can't do anything with it but heal it or delete it.

Something missing here? I do not have Song of the Sea yet either.

See Screen shot.

JosEPh
 
Captured a Sealion at sea. It in then turns in to a Ball Python.

Once it reaches the nearest coastal city you can't do anything with it but heal it or delete it.

Something missing here? I do not have Song of the Sea yet either.

See Screen shot.

JosEPh

Dang mutagens in the water! lol... you're lucky you didn't end up with a Teenage Mutant Ninja Turtle!:lol:
 
At least I couda got a shell worker out of it then! :p

Now I got a Ball python that thinks it's a Sea lion and is so confused it just sits around the house all day! Lazy bum!
:lol:

JosEPh ;)
 
Would it be at all possible to make it so that sea animals don't attack ships? It's just so silly to see a sea lion or cod "attacking" a war galley. They wouldn't even be able to get on deck. They should really just be defend-only units.

Sharks could maybe still attack canoes, and giant squids (although it's obviously a more mythological thing) could attack all the way up to modern ships, but...like I said, seeing a beluga barreling towards my siege quinqueremes is just...unnervingly silly.

The land animals are trying to hunt units for food. Sea animals wouldn't even know there was anything edible on that ship...
 
@wolfen,
It's just the "vehicle" used to subdue or butcher with the possibility of vessel damage (wear and tear from the smaller "fish" to substantial damage from the larger). Don't fret over it as DH is still tweaking it. He's a good modder that will try to make it work right.

JosEPh :)
 
Would it be at all possible to make it so that sea animals don't attack ships? It's just so silly to see a sea lion or cod "attacking" a war galley. They wouldn't even be able to get on deck. They should really just be defend-only units.

Sharks could maybe still attack canoes, and giant squids (although it's obviously a more mythological thing) could attack all the way up to modern ships, but...like I said, seeing a beluga barreling towards my siege quinqueremes is just...unnervingly silly.

The land animals are trying to hunt units for food. Sea animals wouldn't even know there was anything edible on that ship...

I'll put in an option to turn off sea creatures and greatly increase the chance of ships being lost at sea for no apparent reason. Much more realistic but not as much fun.
 
I'll put in an option to turn off sea creatures and greatly increase the chance of ships being lost at sea for no apparent reason. Much more realistic but not as much fun.

Well, I like sea animals. Just not the fact that they sacrificially torpedo themselves into the hulls of my ships. I do like that chance of being lost at sea, though. I've always missed that from civ 3.

Just make sure it only applies to wooden ships trying to cross ocean terrain, okay? In fact, I'd love to see an option where all ships can enter ocean tiles from the start, but at the huge risk of like a fifty percent chance of sinking per turn.
 
@wolfy,

Just to let you know, the things you're suggesting/wanting have been cussed and discussed over at least the last 5 versions or longer. DH has changed it several times and I can tell you he's "holding back from letting loose". Can also tell you he was "biting his tongue" in his last response to keep civil.

Just remember ask 1st but don't demand 1st okay? ;)

JosEPh :)
 
Any ship crossing a methane ice resource should have a good chance of sinking without trace. Since every now and then they let loose gas making the column of water above them less dense which means that ships can't float on them. iirc the last ship lost in this way was in the 1960's and was a modern warship.

All sinking of ships is currently handled via events this means that if you spam lots of ships and you can cross oceans from the earliest times you will in the earliest times. Since you only get a maximum of one event per turn you only loose a maximum of one ship in ocean a turn.
 
Would it be possible to show each building a subdued animal can build, along with the other orders, even if the player doesn't have the tech/other prereq yet? I find I am constantly checking the Civopedia to see which animals do what, especially in terms of whether I should use an animal now or wait to use it for a better building later - for example, only some snakes can be used to build the Snake Charmer, but there is currently no way to know which before Animism without checking the Civopedia. It would save a lot of Civopedia-checking and allow for better long-term planning if all building options were displayed, with those not possible grayed out of course (with the missing tech/pre-req displayed on mouse-over).
 
Would it be possible to show each building a subdued animal can build, along with the other orders, even if the player doesn't have the tech/other prereq yet? I find I am constantly checking the Civopedia to see which animals do what, especially in terms of whether I should use an animal now or wait to use it for a better building later - for example, only some snakes can be used to build the Snake Charmer, but there is currently no way to know which before Animism without checking the Civopedia. It would save a lot of Civopedia-checking and allow for better long-term planning if all building options were displayed, with those not possible grayed out of course (with the missing tech/pre-req displayed on mouse-over).

Not possible as far as I can see. I would like it also because I can never remember which bears can build a hunting lodge. I think that may be what the help or strategy text is supposed to do - I always wondered what they were for, now I will just have to figure out how to do/use it. ;)

BTW all snakes can build the Snake Charmer. It is just the Ball Python that can't build the Snake Pit because they aren't poisonous. I could change it so that all snakes can build the Snake Pit it would not be game breaking.

Edit It is the Help text - but to display it you have to click on the unit it isn't displayed if you just hover over it.
 
BTW all snakes can build the Snake Charmer. It is just the Ball Python that can't build the Snake Pit because they aren't poisonous. I could change it so that all snakes can build the Snake Pit it would not be game breaking.
No... please don't. It'd be irrational to have non-poisonous snakes offering poison.

I may need a bit of assistance with making 'variants' of the Snake Pit eventually as well when I'm ready to work on the Poison side of the Combat Mod as each KIND of poison would differ as well. Different snakes should offer differing poisons.
 
Different snakes should offer differing poisons.

I doubt that we need to go that deep in the details. Even now people dont uderstand why some snakes gives poisons and other not.

If some poisons will be more powerful than others than it will be metter of random not strategy that your army have better poison than others
 
Not possible as far as I can see. I would like it also because I can never remember which bears can build a hunting lodge. I think that may be what the help or strategy text is supposed to do - I always wondered what they were for, now I will just have to figure out how to do/use it. ;)

BTW all snakes can build the Snake Charmer. It is just the Ball Python that can't build the Snake Pit because they aren't poisonous. I could change it so that all snakes can build the Snake Pit it would not be game breaking.

Edit It is the Help text - but to display it you have to click on the unit it isn't displayed if you just hover over it.

Even just clicking on the unit would be a great improvement. I can help with writing the help text for this, if you like.

No problem about the Ball Python - it makes sense that non-poisonous snakes can't give poison. :)
 
I doubt that we need to go that deep in the details. Even now people dont uderstand why some snakes gives poisons and other not.

If some poisons will be more powerful than others than it will be metter of random not strategy that your army have better poison than others

  1. This would be a part of the Combat Mod as a game option. If you feel we are already too far into micro, you'll be able to play without it.
  2. I'm not saying poisons would be better or worse than each other. Rather I'd do all I could to keep them in balance against each other. Repeated poisonings would make the effects worse but in a basic sense, each should be equivalent, yet different.
  3. To some extent it already is random whether you get poison abilities or not.
  4. It would add flavor and differentiation between starting locations.
  5. I'll be looking to create more poison sources for more varieties.
  6. Real world research will drive the design process.
 
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