Subdued Animals in C2C discussions

Doing that will allow us to put back the real slave/serf revolts and allow animal and other spawns to happen inside borders giving you what you say you want.:mischief:

Well do YOU DH see this as a 'good" thing or a bad one? No sense to change something that the main author isn't willing to accept, this is YOUR area of expertise now.
 
Well do YOU DH see this as a 'good" thing or a bad one? No sense to change something that the main author isn't willing to accept, this is YOUR area of expertise now.

Changing the way The Great Wall works, even just having it go obsolete, is a big change. It should be tried out at least.
 
TBH, I don't really want to look into that right NOW but it's cool we're willing to explore some options there. I think there should be a distinguishing between animals and other barbs in all of this too. Anyhow, when I'm more ready to take a look into that aspect of the game we can get back to this discussion. Leaves us some time to mull it over more in the back of our heads how we'd want it all to end up too.
 
TBH, I don't really want to look into that right NOW but it's cool we're willing to explore some options there. I think there should be a distinguishing between animals and other barbs in all of this too. Anyhow, when I'm more ready to take a look into that aspect of the game we can get back to this discussion. Leaves us some time to mull it over more in the back of our heads how we'd want it all to end up too.

I don't think there is a need to distinguish barbarians if we go with what I suggested.
 
TBH, I don't really want to look into that right NOW but it's cool we're willing to explore some options there. I think there should be a distinguishing between animals and other barbs in all of this too. Anyhow, when I'm more ready to take a look into that aspect of the game we can get back to this discussion. Leaves us some time to mull it over more in the back of our heads how we'd want it all to end up too.

I will have to agree with this statement.
 
I don't think there is a need to distinguish barbarians if we go with what I suggested.

Well... I'd like to see some animals act like our criminal units do now, head in and just sit there in cities causing problems that are tough to eliminate, otherwise not the type to attack any other units. They wouldn't be able to do so if they are simply bound to the one space they spawn in. Some animals, it makes sense, like deer.

EDIT: Actually, I can think of a way to establish an overall rule that all barbs, animals included, would act as you suggest, staying put in their own tile, while some, due to the new promo and unit tags I put in (but haven't used yet) could still move about. But I still want to address their ai first to make many of those not attack.
 
Well... I'd like to see some animals act like our criminal units do now, head in and just sit there in cities causing problems that are tough to eliminate, otherwise not the type to attack any other units. They wouldn't be able to do so if they are simply bound to the one space they spawn in. Some animals, it makes sense, like deer.

EDIT: Actually, I can think of a way to establish an overall rule that all barbs, animals included, would act as you suggest, staying put in their own tile, while some, due to the new promo and unit tags I put in (but haven't used yet) could still move about. But I still want to address their ai first to make many of those not attack.

No that is not what I was suggesting - that is the current case. As is the expulsion of barbarian units that happens at the end of every turn. I was suggesting that the barbarian units can move into a plots of the nation that has the Great Wall only if they are already in a plot of that nation; and that the expulsion only occur on the turn that the Great Wall is built.
 
Yeah, that could be done. Not too hard I think. Since we're on the subject, do YOU feel the Great Wall should obsolete at some point? Think of when we start getting barbarian aliens into the picture huh?
 
Yeah, that could be done. Not too hard I think. Since we're on the subject, do YOU feel the Great Wall should obsolete at some point? Think of when we start getting barbarian aliens into the picture huh?

More like Space Pirates. Aliens will be very rare at at the end of the tree like it has been discussed.
 
Yeah, that could be done. Not too hard I think. Since we're on the subject, do YOU feel the Great Wall should obsolete at some point? Think of when we start getting barbarian aliens into the picture huh?

Never mind aliens! I don't know how forward-thinking its builders were, but all I can say is, if they thought it would deter tourists, boy were they wrong!!! :crazyeye:

(And before the tourists came the merchants and missionaries - mostly by sea. And before them came the Yuen(?) Dynasty - the Mongols - and it didn't slow them down much. We are now back to roughly AD1000)
 
Never mind aliens! I don't know how forward-thinking its builders were, but all I can say is, if they thought it would deter tourists, boy were they wrong!!! :crazyeye:

(And before the tourists came the merchants and missionaries - mostly by sea. And before them came the Yuen(?) Dynasty - the Mongols - and it didn't slow them down much. We are now back to roughly AD1000)

Rabbits!
Spoiler :
(Note to non Australians this is based on a TV commercial making fun of the Father-Son relationship and the assumption that Australians can make up a tall story about anything.)
 
[offtopic] I dont see another thread for your other projects, so i am writing here, sorry.

What happens to say: zzExperimental if i activate it and some of the others as well, will they work? if not what needs changing for help wise?? See attached??
 
There should only be bare bones stuff in Sevo_FacesofGod mod. I added a preview but when I tried to remove it it destroyed save games. zzExperimental contains my modmods. Unhealthiness is my version of Disease:Malaria which requires some change to terrain unhealthiness before I will let it out and no one wants to let me reduce terrain/terrain feature unhealthiness. The rest are standard C2C and are active. So to summerise most of the folders are in standard C2C
Sevo-FacesofGod contains preview code. Activating it will probably mean that the AI will put sleeper cells in your cities but they wont do much.

Unhealthiness contains my version of Disease: Malaria it works but in a different way to all other diseases. In needs some modern control mechanisms, an obsolete tech and changes to terrain/terrain feature unhealthiness. Last time I discussed this people were against the reductions in unhealthiness from terrain/terrain features I wanted.

zzExperimental contains my modmods

Extra Diplomacy this also has the bug I am waiting for AIAndy to look at- I can set up missions but as soon as I add the Event (trigger, event or code) the mission stops appearing for the unit. Activating this one may cause errors as I have not updated it. It may also only hold bare bones necessary to not break save games.​

The rest are all part of standard C2C
 
Unhealthiness contains my version of Disease: Malaria it works but in a different way to all other diseases. In needs some modern control mechanisms, an obsolete tech and changes to terrain/terrain feature unhealthiness. Last time I discussed this people were against the reductions in unhealthiness from terrain/terrain features I wanted.

The old old misplaced idea that Jungles are unhealthy. Of course it was a cheap and dirty trick to add :yuck: to terrain/terrain features because there was not enough :yuck: for the bored player to overcome. And C2C still gives :yuck: from jungle tiles. Of course we still cling to the unproven and ridiculous idea that it was so unhealthy in ancient times that everybody died off before they reached 30. :shake:

JosEPh
 
The old old misplaced idea that Jungles are unhealthy. Of course it was a cheap and dirty trick to add :yuck: to terrain/terrain features because there was not enough :yuck: for the bored player to overcome. And C2C still gives :yuck: from jungle tiles. Of course we still cling to the unproven and ridiculous idea that it was so unhealthy in ancient times that everybody died off before they reached 30. :shake:

JosEPh

I know sad isn't it:crazyeye:.
 
The old old misplaced idea that Jungles are unhealthy. Of course it was a cheap and dirty trick to add :yuck: to terrain/terrain features because there was not enough :yuck: for the bored player to overcome. And C2C still gives :yuck: from jungle tiles. Of course we still cling to the unproven and ridiculous idea that it was so unhealthy in ancient times that everybody died off before they reached 30. :shake:

JosEPh

It's not the jungle that makes unhealthiness so much as so many of the creatures that live in the jungle being poisonous and harbringers of horrible diseases. I'd be very frightened even today to live near a jungle! Unhealth is simply mortality rate.

And I've never heard anyone challenge the evidence that showed the avg human lifespan of early man to be somewhere around 30... the slightest wound could bring mortality, childbirth killed more women than old age and there were few ways to address easily caught serious diseases so how could the prehistoric mortality rate have NOT been so low? Simply looking at the animal kingdom shows us just how few actually reach it to maturity and how fewer still make it to a gray old age in the wild. I doubt humans would've been much different!
 
You and others just like you are placing personal conjecture and speculation into an area you have no real knowledge about and then proposing it to be true based on your speculations. Both to Jungles and ancient human lifespans. Way too many ancient manuscripts that paint a different picture and tell a different history. Way too many peoples that have lived in Jungles and flourished and lived to be of old age.

JosEPh
 
The main point is that along with two other animals on the planet humans have and need grandparents for the survival of the species. This alone suggests that the short life span idea is not the full story. If you count infant mortality then, at times, the average life span was about 20 but if you survived until you were 5 then you were likely to see 60 or more. Heck even the Bible says 70!
 
Well I think the fossil record is always going to be incomplete. However with modern humans you at least have a better chance than other species. Mainly because its not nearly as long ago as say dinosaurs and the fact that humans perform ritualized burial which in some cases like mummification can preserve the bodies. For instance infant skeletons are one of the hardest types to find. Yet we know that there was a high infant mortality rate due to various tribal cultures that still exist today. And really it was not so long ago that the western world had the same high infant mortality rate due to lack of medical knowledge. Though I am sure if people looked back 200 years from now that would think our modern medicine was just as barbaric as we look at medicine from 200 years ago.
 
You and others just like you are placing personal conjecture and speculation into an area you have no real knowledge about and then proposing it to be true based on your speculations. Both to Jungles and ancient human lifespans. Way too many ancient manuscripts that paint a different picture and tell a different history. Way too many peoples that have lived in Jungles and flourished and lived to be of old age.

JosEPh

DH is right, if you don't count infant mortality you are absolutely correct, but if you do the numbers go waaay down.
 
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