Subdued Animals in C2C discussions

There wasn't. We added it about a year back, so we could perform spawns in the DLL (performance) while still giving good control to the modder (declaratively now rather than algorithmically via Python as was needed before)

Not quite right as all spawns have always been done in the dll and never in python. We just replaced the default one with one that we could control via XML.

@Baradar67 there are two global variables in A_New_Dawn_GlobalDefines.XML which are used to adjust the general level of spawns. I have tried to get most individual animal spawns to be balanced in the SpawnInfos file. The global variables are used as percentage adjustments. The variables are ANIMAL_SPAWN_MODIFIER and SEA_ANIMAL_SPAWN_MODIFIER.
 
OK, what I a going to do to increase the abundance of animals in the southern hemisphere and yet try and keep close to the biome idea.

1) Since we can't control resource placement by hemisphere only latitude. I will increase the rate of kangaroo resources slightly.

2) In the Northern Hemisphere Kangaroo resources will spawn Deer, Bison and the correct Antelope for those biomes. As will the Deer and Bison. This is on top of the normal biome spawns.

3) In the Southern Hemisphere Kangaroo, Deer and Bison will spawn antelope and kangaroo (incl. wallabies).

4) Predator species will spawn on Kangaroo as well as the other's. After all there were bear, dog and cat like predators in Australia.
 
Thank you!

JosEPh :)
 
In my actual game, 2 area nearly never spawn any animal :
- South East. In a Earth Map, it would be souther than Australia. Lot of ice and tundra.
- Europe. In my actual game, Europe is a big jungle, and civ near it have nearly no myth buildings.

Other continent are OK
 
In my actual game, 2 area nearly never spawn any animal :
- South East. In a Earth Map, it would be souther than Australia. Lot of ice and tundra.
- Europe. In my actual game, Europe is a big jungle, and civ near it have nearly no myth buildings.

Other continent are OK

Sounds more like a Map issue than a spawn issue. Although DH did just recently make changes to help the southern hemisphere spawns. Maybe the Map you are using needs an Update from the Map makers?

JosEPh
 
I dont know, maybe...
I thought more about a "there are no animal spawning in these hemispheres, lattitude, longitudes and terrain", because before it was in my cultural area, some platypus was in 2-3 tiles.
 
Hey HD, you said you wanted the animal to have the ability to become a resource (on the map) when you subdue it. I was wondering, could you make it work like the Great Farmer and walk it to where you want it, then have it set up there?
How you said made it sound like it would set up right where you killed it, and I think it would be cooler (Awesome-er) if you could move it around to a spot with no resource and tell it to set up there. Soo, was just wondering which way you were thinking of doing it?
 
@Dancing Hoskuld

Here is a Procoptodon, which is a giant prehistoric kangaroo. While it did exist along side humans it went extinct. Thus this should stop spawning around the time the other prehistoric animals do. You might also want to make a special building for this like you did for the other prehistoric megafauna.

Enjoy! :goodjob:

It doesn't have to be that way! We can avoid the extinction events if we just adopt Environmentalism (and/or Vegetarianism) early enough in prehistory...:crazyeye:
 
Hey HD, you said you wanted the animal to have the ability to become a resource (on the map) when you subdue it. I was wondering, could you make it work like the Great Farmer and walk it to where you want it, then have it set up there?
How you said made it sound like it would set up right where you killed it, and I think it would be cooler (Awesome-er) if you could move it around to a spot with no resource and tell it to set up there. Soo, was just wondering which way you were thinking of doing it?

When you kill an animal instead it may become a resource on the map. This ha always been part of Subdue Animals.;)

The current way the Great Farmer is programmed means you can't have any other unit doing that sort of thing. I am looking at a solution but it is not high on the list.

It doesn't have to be that way! We can avoid the extinction events if we just adopt Environmentalism (and/or Vegetarianism) early enough in prehistory...:crazyeye:

Only if people also limit their numbers otherwise you will have to get rid of all the animals since they compete for the food people will need to eat.:mischief:
 
Only if people also limit their numbers otherwise you will have to get rid of all the animals since they compete for the food people will need to eat.:mischief:

I was kidding obviously, but the more Procoptodon there are, the more Procoptodon available for me to eat, without ruining their viability as a species (I was only kidding about vegetarianism). And they've got plenty of meat on them! I get to vary my diet, and they get to not be extinct - classic win-win I would've thought.

And that's far enough off-topic for me...
 
When you kill an animal instead it may become a resource on the map. This ha always been part of Subdue Animals.

I know this has been in there, but from my experience with SA, it's only happened once since Subdued Animals was made part of the mod. Bad Luck? Most likely, but maybe the Chance of it becoming a resource is too low? Surely I'd have seen it more than once don't you think?

JosEPh
 
I know this has been in there, but from my experience with SA, it's only happened once since Subdued Animals was made part of the mod. Bad Luck? Most likely, but maybe the Chance of it becoming a resource is too low? Surely I'd have seen it more than once don't you think?

JosEPh

It used to happen more frequently but people requested that it not place a resource next to an existing one of that type, ie deer next to deer. I can't change it anyway now since it is in the dll not the Python. I see it happen about 4-5 times a game. ;)
 
Wow, well, I have never seen it happen, but then again I haven't been looking for it to happen.

Hmm, someone really needs to make a Lion resource graphic for on map :p
 
It used to happen more frequently but people requested that it not place a resource next to an existing one of that type, ie deer next to deer. I can't change it anyway now since it is in the dll not the Python. I see it happen about 4-5 times a game. ;)

:p Lucky Stiff!

JosEPh ;)
 
Wow, well, I have never seen it happen, but then again I haven't been looking for it to happen.

Hmm, someone really needs to make a Lion resource graphic for on map :p

There are a number of graphics for carnivore resources, but how would we use them in game? They would not work well as resources but may work as improvements or features which we implement as lairs I suppose.
 
Agreed SO!

There are a number of graphics for carnivore resources, but how would we use them in game? They would not work well as resources but may work as improvements or features which we implement as lairs I suppose.
You might recall I'd suggested a while back that ALL animal resources be converted to features that could drift until worked. But yeah, now that we have multiple features available, I can see such carnivore 'resources' as being implemented in this manner and being something you'd want to try to eliminate from inside borders.
 
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