Subdued Animals in C2C discussions

Generalizing poisonous animals would not be suitable for the plans for poisons to take place here eventually... the more specific the better for those. But I do sometimes feel the same about generalizing some of our creatures a bit more... ah well. As he says... it IS C2C's guiding principle to be individually specific.
 
Generalizing poisonous animals would not be suitable for the plans for poisons to take place here eventually... the more specific the better for those. But I do sometimes feel the same about generalizing some of our creatures a bit more... ah well. As he says... it IS C2C's guiding principle to be individually specific.

If this can be done without taking up too much of the oh so precious RAM then I'm all good for it. I'm new to posting in these forums but been lurking for a long time. I've only played up to v33. I haven't read every single post ever made in the C2C forums. I'm perhaps missing some stuff. If there are some things in the future that require differentiation of Black bear vs brown bear vs grizzly bear vs just plain normal bear then go for it. In my most recent game I tamed bears like mad. My entire civilization was focused on bears. I captured, killed, and tamed more bears than all other critters combined. In all of that the only difference I could find was that grizzly bears also allowed Hunter Mastery, which other bears did not.

Now I'm not a hunter, but I have done a fair share of hunting with my dad, who was. My dad has never once in his life killed a bear. When building my various units, buildings, and myths; once it was done I couldn't tell what kind of bear I used to build that thing. Killing a bear is a major accomplishment for any hunter and I think that is one of the corner positions on the man card (never got a man card, not man enough). So I think all bears should be the same and all of them allow for the hunter mastery.

Disclaimer: This issue is not important to me at all. I just want to help out where I can. I think anything that makes C2C more enjoyable for the general public is a good thing. If that happens through expanding animals or streamlining animals, it is still good. I'm much more interested in what happens in religions.
 
Yea, I was thinking that some of the subdued animals should be necessary for cultures.

We already have some subdued animals influencing religions and I have ideas for taking it even further.

That would be interesting.

I also think perhaps we should make some sort of optional setting where no animal based resources appear on the map at start. And then have a higher rate of animals make resources on the map at death. Note that we would have to make extra spawning code since many species only spawn from their resource.

This would mean in the long run the resources would appear in appropriate places on the globe because the animals are.
 
That would be interesting.

I also think perhaps we should make some sort of optional setting where no animal based resources appear on the map at start. And then have a higher rate of animals make resources on the map at death. Note that we would have to make extra spawning code since many species only spawn from their resource.

This would mean in the long run the resources would appear in appropriate places on the globe because the animals are.

Ultimately I was hoping to eventually see a system where, rather than on the animals death (which seems fairly counterintuitive anyhow) the animals would be capable of enacting missions to sacrifice themselves to add their own resource (or even improvement) to the map and would do so if they had say, been alive for so long, then found just the right type of territory that was far enough away from any other of the same resource. From there then the plot would spawn more of them.

Something along those lines.
 
Ultimately I was hoping to eventually see a system where, rather than on the animals death (which seems fairly counterintuitive anyhow) the animals would be capable of enacting missions to sacrifice themselves to add their own resource (or even improvement) to the map and would do so if they had say, been alive for so long, then found just the right type of territory that was far enough away from any other of the same resource. From there then the plot would spawn more of them.

Something along those lines.

It is not actually on animal deaths that the animal plants the resource it is that when the hunter kills the animal they discover that there are lots there and forget to send the food and hammers back while confirming this. There is a distance from similar resources requirement for it to happen.

Subdued animals have missions to place themselves on the map as resources and sometimes the improvement as well. The chance of success and the type of success is based on your tech levels. It does require the correct terrains with a few more terrains also opening up with tech level but never as good as the Great Farmer. No distance from similar resource requirement here as it is your decision.

We can't currently spawn inside cultural borders.

However we probably do need a Bear Preserve or Lion Park style improvement for all of the animals. In addition to the current enclosures in cities.
 
I don't know. :dunno: In their code its says ...

Code:
<iMoves>1</iMoves>

Doesn't that mean they can move?

EDIT: Oh wait I think I found it ...

Code:
<bAnimal>1</bAnimal>

I will see if that fixes it.

Yeah that did it, thx
 
It was because animals cannot enter claimed territory I think. So even though they were your units they could not move.

Correct. Only WILD animals should have bAnimal set to 1.
 
I noticed that some Subdued Animals have UNITAI_ANIMAL as DefaultUnitAI. This is wrong they must have UNITAI_SUBDUED_ANIMAL as DefaultUnitAI.
 
I noticed that some Subdued Animals have UNITAI_ANIMAL as DefaultUnitAI. This is wrong they must have UNITAI_SUBDUED_ANIMAL as DefaultUnitAI.

Has this been fixed yet?

Also is the spawn rate of the Wombat higher for some reason, i am getting ALOT of these over other more desirable animals lately??
 
Has this been fixed yet?

Also is the spawn rate of the Wombat higher for some reason, i am getting ALOT of these over other more desirable animals lately??

well on the SVN it said alberts2 fixed them. I after seeing that fixed my Glyptodon and Babirusa that I added last night (which was also fixed last night).

As for the Wombat spawn rate, I don't think its any higher than the others. Note that if your in the Australia region you will get a lot of Marsupials.
 
Hi. Is it a bug to have an animal on almost every jungle/forest tile on the continent? i basically cannot move my units without having to attack something. There are barely any "free" tiles on the land map that don't have any animals on them. Don't get me wrong, i'm not complaining about the culture bonuses and such, but it's getting really tedious to manage everything that my 2-3 hunters capture every turn lol.
 
Hi. Is it a bug to have an animal on almost every jungle/forest tile on the continent? i basically cannot move my units without having to attack something. There are barely any "free" tiles on the land map that don't have any animals on them. Don't get me wrong, i'm not complaining about the culture bonuses and such, but it's getting really tedious to manage everything that my 2-3 hunters capture every turn lol.

What game speed did you choose? The slower the game speed the more animals as it takes you longer to clear the Fog of undiscovered land. Animals spawn in these areas that a unit can not see with it's visibility range. As you explore more area and have more units "eyes" out looking the spawn will decrease. Other factors also play into clearing the Fog obviously, like maps size and # of Civs in game.

JosEPh
 
What game speed did you choose? The slower the game speed the more animals as it takes you longer to clear the Fog of undiscovered land. Animals spawn in these areas that a unit can not see with it's visibility range. As you explore more area and have more units "eyes" out looking the spawn will decrease. Other factors also play into clearing the Fog obviously, like maps size and # of Civs in game.

JosEPh

Not true for animals or neanderthals - they can both spawn in places you can see and outside cultural borders ie no fog of war. It is true for other barbarian units.

Similarly, even though I protested, animals and neanderthals can spawn in the first 10 turns while barbarians can't.
 
So some good news. SaibotLieh reminded me how to fix strechy parts of animals.

SaibotLieh said:
Hydromancerx said:
SaibotLieh said:
Did you already try to remove the NiSkinPartition from the NiSkinData?

Ah so that's what it was called. I kept trying to remember the name of Skin Partition. Where do I find that again?
It will be in the NiSkinInstance of the units mesh.

NiSkinInstance -> NiSkinData -> NiSkinPartition

Just and only delete the NiSkinPartition, then it should work.

So I am trying this and will fix both the Manned Wolf and Glyptodon that were removed plus the Malayan Tapir and Babirusa that were reported to have problems.

if anyone else finds stretchy skin on animals please let me know.
 
What game speed did you choose? The slower the game speed the more animals as it takes you longer to clear the Fog of undiscovered land. Animals spawn in these areas that a unit can not see with it's visibility range. As you explore more area and have more units "eyes" out looking the spawn will decrease. Other factors also play into clearing the Fog obviously, like maps size and # of Civs in game.

JosEPh

I'm playing on Epic, largest map (i.e. even larger than gigantic), 5 civs in total. I still believe it's exaggerated to barely have any empty spaces to move in jungle/forest tiles without having to attack some animal. Because of that there were also very few barbarians spawned (like 3-4 units on a whole continent). Also, the few grassland/hill tiles that had no forests/jungles/similar stuff - didn't really have the same spawn rate on wild animals (i.e. a lot of them were empty upon unveiling the fog of war). I strongly believe it's linked somehow to these terrain layers :confused:
 
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