dilophosaur
Prince
- Joined
- Dec 9, 2013
- Messages
- 527
Hendrix wrote some scripts to allow Blender work on .bfb model files in Extinct Animals official expansion pack for ZT2. If you wanna make sth with it, I'll try to get the link.
The problem is that these things have changed a lot over time and there are over 500 animals to change each time one of these changes happens.9692
- Recosting for the remainder of buildings in the Religions module.
EDIT: @Dancing Hoskuld : I just took a look at your myths and stories. It's a very interesting structure you have going on there, one that I now understand a bit more having looked at the xml directly. I decided that I'm not going to touch the costing on those because there are a LOT of special extenuating circumstances to them.
However, that said, there are some myths and stories in the core that may be best adapted back into your main module there. Myth of the Bear is one that stands out. And then there are some experimentals that I'm not sure if they align with the methodology on the rest of them or not.
You might want to review the costs to compare them to the charts but they seemed somewhat appropriate. The Stories are overcosted by a bit based on the era, or undercost if they are national wonders perhaps. Anyhow, it's all kinda hovering in the rightish range it seems. Basing that on a proxy tech of the most expensive required buildings since we don't have actual tech prereqs for them (I assume this is to help keep the tech tree help hovers from getting overwhelming.)
I am assuming you mean place them as bonuses on the map as they can already all place herd buildings in the city. I do have a graphic for a goat herd somewhere but not a rattite one.Imho, streamlining the herds seems more important than the stories at this point. There are many herds and carnival related buildings you can't get the animals for.
The ability to build a well stocked menagerie of herds and bear cages etc would help out the AI more than the player due to build cost/times. The AI can't hunt well but it can build faster.
Missing animals are for herds:
Deer,
Goat,
Kangaroo,
Poultry (any),
Ratite (any),
Sheep,
Zebra.
With the exception of spider and platypus these are already available in the game. Some are restricted by latitude eg the early (classical era) versions of the fish pen buildings.And for carnival and other buildings
Eagle / Hawk
Spider
Crocodile (or other nasty gnarly)
beaver / platypus
A nighttime animal
Fish for fish pens
Sea creatures for the aquaria and labs.
The kangaroo would cover the boxing kangaroo and the marsupial cage and any bird can build a featherworker.
My suggestion for streamlining purposes would be for all animals to have a myth, but not story and stories. (There are sooo many stories, enough to get +3000 education in every city easy)
Keep story and stories for taxonomy animals, like bears, canines, cats and marsupials, fish, aquatic mammals. You can build these in a city, or use subdued animals.
Have a myth for these animal types as we do now as well, and use this myth as the culture requirement. It's a more manageable number.
Then have the tamer units work according to these myths. Bovine gets you cows, bison and buffalo. Equine gets you horses and donkeys etc. this would make access to animals easier for everyone, especially the AI.
Finally, clear up the list. Hippos as of now have no use, and we can build like 7 different bears.
As always, this is my brainstorm / wishlist. I am already very grateful for the amount of work and free time you spend in this game for our enjoyment.
As far as I know it still does via the Amphibian Pond.Dart Frog Must give poison again! Depending upon snakes only just does not cut it.
At some point poison will take on deeper dimension. Dart frogs and snakes won't be all. BTW, even now you can also, if lucky enough, potentially get a mushroom type building or two that can provide for the poison prereqs.Dart Frog Must give poison again! Depending upon snakes only just does not cut it.
Dart frogs and snakes won't be all. BTW, even now you can also, if lucky enough, potentially get a mushroom type building or two that can provide for the poison prereqs.
1. Way too late in the game, andAs far as I know it still does via the Amphibian Pond.
Yeah currently. I have a few plans in the works that would ease up on that infrequency but not to the point of overwhelming access.Just not enough "...if lucky enough, potentially get..." in the game to be of any real usage.
Not to my knowledge. I think DH also found and corrected a problem that was making the Amphibian Enclosure impossible to get or something.Unless it's been changed so that only 1 Empire can have poison, like the bear riders etc.. I sure Hope Not.
I think DH also found and corrected a problem that was making the Amphibian Enclosure impossible to get or something.
It should. Does it still? Have we confirmed that?It provides poison.
That overhaul is a project to come when I've got us prepped to really go into equipment promotions. This has become one of those top of the mountain type projects that has proven to require a tremendous and unexpected volume of other tasks to prepare us for it. It really is amazing how much. The current building audit project is a big part of that too. I had to do that to setup a huge restructuring to the supply building setup soon to ensue. That needs to happen before equipment.IMHO, the entire promotion section could use an overhaul; clean up a few things you'd never ever take and streamline and nerf some incredibly strong ones.
Not a top priority though, it works and is flavorful.