Dancing Hoskuld
Deity
I did nothing.
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.
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
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 refuse to have my battles ships constantly lost at sea.....![]()
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.
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).
No... please don't. It'd be irrational to have non-poisonous snakes offering poison.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.
Different snakes should offer differing poisons.
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.
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
I can help with writing the help text for this, if you like.