Subdued Animals in C2C discussions

Units

Warcats
Type: Feline
Req Tech: Military Training
Req Building: Big Cat Trainer AND Barracks

Can you point to a unit that requires more than one building so i have an example to work from?

Edit also is there a button for the building? And what is the relationship between these units and the Trained animal units? And do you want me to put the guy/girl with a whip in the animations.
 
And do you want me to put the guy/girl with a whip in the animations.

As Honorary Consul from the Cat People, I'd beg you not to. (However the Balseraph blood in me hopes you do!) :D
 
Can you point to a unit that requires more than one building so i have an example to work from?

Edit also is there a button for the building? And what is the relationship between these units and the Trained animal units? And do you want me to put the guy/girl with a whip in the animations.

1. The Highwayman in Vokarya's mod requires both a Horse Trainer AND a Highwayman's Hiodeout.

2. Here is the icon/button for the Big Cat Trainer.

3. I think it should just be the Cat which would be specifically the panther. And then a larger scaled Panther for the Feline Superior unit.
 
3. I think it should just be the Cat which would be specifically the panther. And then a larger scaled Panther for the Feline Superior unit.

For the "Felis Superior", something like the illustration in the AD&D Monster Manual for the "Rakshasa" might be in order. It shows a tiger, standing on his hind legs, wearing a Victorian-style smoking-jacket, and lighting his pipe...:lol:
 
For the "Felis Superior", something like the illustration in the AD&D Monster Manual for the "Rakshasa" might be in order. It shows a tiger, standing on his hind legs, wearing a Victorian-style smoking-jacket, and lighting his pipe...:lol:

For what its worth... I love this idea! Maybe apply it to a more futuristic version still. Canine and Felis Sapien? Geneticists just couldn't resist!
 
Felis Sapien is basiclly what Felis Superior is. They are uplifted cats. However less anthropomorphic. Being bipedal doesn't make you sapient.

Dolphins may well be in many ways more intelligent than humans. So what differentiates us? Opposable thumbs. Our bipedal nature is a serious benefit as well which enables tool usage as a primary strength. Such a creature would certainly not have lost its ability to sprint on all fours but would certainly benefit from being semi-bipedal.
 
Felis Sapien is basiclly what Felis Superior is. They are uplifted cats. However less anthropomorphic. Being bipedal doesn't make you sapient.

That's what I thought, which was what puzzled me about your 'Dire Panther' remark, as if they had evolved into killing machines nothing more.

While you do not have to take rooms above 221B Baker Street to be sapient, it is an amusing conceit that also has much 'scope for imagination'.

F everyone's I, the word is 'sapiens' ie. in the singular, btw.
 
Ha! I once witnessed a debate over "sapien" vs "sentient". I swear it was even more insane than creationist vs evolutionist debates.

Seriously its just a word. Geesh. :rolleyes:

I should make up a new word "saeptelligent". ;)

I'm talking about the Latin word. Our species is called "homo sapiens", not "homo sapien" with "sapiens" being the plural. 'Sapiens', not 'sapien', is Latin for 'wise'... ("Sapientes" is the Latin plural. If I was insisting on that being used, even in taxonomy, that really would be pedantic :D).
 
Wow, I thought they were broken because I have never seen one. So yes the spawn rate may be a high.
It has bad XML. There are only FeatureTerrainTypes defined but no FeatureType:
Code:
<FeatureTerrainTypes>
	<TerrainType>TERRAIN_ROCKY</TerrainType>
	<TerrainType>TERRAIN_SCRUB</TerrainType>
	<TerrainType>TERRAIN_GRASS</TerrainType>
	<TerrainType>TERRAIN_PLAINS</TerrainType>
</FeatureTerrainTypes>
That used to never be valid but I changed a part of the code to make it possible to have SpawnCondition as only condition. That means having neither FeatureTypes nor TerrainTypes nor BonusTypes nor peaks defined is now considered always valid. So puff adders can now spawn anywhere (that the rest of their condition is valid for).
 
We have duplicates of all sorts of TXT. We should go through and remove those that are old or duplicate versions.

I agree, this is just one of the duplicate stuff that is causing errors, like in alot of the modules folders, ie: example

There is a normal archer folder (standard CIV4) then when someone else places a module and just names it archer (also) it does get things messed up.:crazyeye:
 
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