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The Issue of Animals

Discussion in 'Civ4 - Fall from Heaven' started by Fafnir13, Mar 31, 2009.

  1. Jabie

    Jabie Wanted in Monte Carlo...

    Joined:
    Dec 16, 2003
    Messages:
    1,024
    Location:
    Southampton, UK
    I agree with the calls to make sure that animal spawning occurs throughout the game. I also think that Nature's Revolt ought to reward you in some fashion - perhaps with a free animal for my menagerie... Give me or the AI a decent incentive to cast this ritual.
     
  2. JonathanStrange

    JonathanStrange PrinceWithA1000Enemies

    Joined:
    Dec 25, 2005
    Messages:
    1,306
    Location:
    TThe Dreaming
    There should be some sort of "Animal Island" that you might travel to in search of a legendary giant ape or a half griffin/ half horse creature.
     
  3. Thunder_Gr

    Thunder_Gr Emperor

    Joined:
    Dec 8, 2008
    Messages:
    1,362
    Location:
    Universe
    :lol: It could be something like "treasure hunt"...The only problem is, you have to make a specific mapscript for it, and some coding for the spawning :)
     
  4. Fafnir13

    Fafnir13 King

    Joined:
    May 15, 2008
    Messages:
    919
    Location:
    Shoreline, WA
    That reminds me. Has anyone seen any barbs turn into tigers or gorillas? I think I've only seen bears, wolves, and lions when I cast the ritual.
     
  5. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,195
    Location:
    Kael's head
    I rarely see it built at all. Reading the code I see that it should make Tigers, but not Gorrillas
    Code:
    		if iProjectType == gc.getInfoTypeForString('PROJECT_NATURES_REVOLT'):
    			bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
    			py = PyPlayer(gc.getBARBARIAN_PLAYER())
    			iAxeman = gc.getInfoTypeForString('UNITCLASS_AXEMAN')
    			iBear = gc.getInfoTypeForString('UNIT_BEAR')
    			iHeroicDefense = gc.getInfoTypeForString('PROMOTION_HEROIC_DEFENSE')
    			iHeroicDefense2 = gc.getInfoTypeForString('PROMOTION_HEROIC_DEFENSE2')
    			iHeroicStrength = gc.getInfoTypeForString('PROMOTION_HEROIC_STRENGTH')
    			iHeroicStrength2 = gc.getInfoTypeForString('PROMOTION_HEROIC_STRENGTH2')
    			iHunter = gc.getInfoTypeForString('UNITCLASS_HUNTER')
    			iLion = gc.getInfoTypeForString('UNIT_LION')
    			iScout = gc.getInfoTypeForString('UNITCLASS_SCOUT')
    			iTiger = gc.getInfoTypeForString('UNIT_TIGER')
    			iWarrior = gc.getInfoTypeForString('UNITCLASS_WARRIOR')
    			iWolf = gc.getInfoTypeForString('UNIT_WOLF')
    			iWorker = gc.getInfoTypeForString('UNITCLASS_WORKER')
    			for pUnit in py.getUnitList():
    				bValid = False
    				if pUnit.getUnitClassType() == iWorker:
    					iNewUnit = iWolf
    					bValid = True
    				if pUnit.getUnitClassType() == iScout:
    					iNewUnit = iLion
    					bValid = True
    				if pUnit.getUnitClassType() == iWarrior:
    					iNewUnit = iLion
    					bValid = True
    				if pUnit.getUnitClassType() == iHunter:
    					iNewUnit = iTiger
    					bValid = True
    				if pUnit.getUnitClassType() == iAxeman:
    					iNewUnit = iBear
    					bValid = True
    				if bValid:
    					newUnit = bPlayer.initUnit(iNewUnit, pUnit.getX(), pUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
    					newUnit = bPlayer.initUnit(iNewUnit, pUnit.getX(), pUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
    					newUnit = bPlayer.initUnit(iNewUnit, pUnit.getX(), pUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
    					pUnit.kill(True, PlayerTypes.NO_PLAYER)
    			for iLoopPlayer in range(gc.getMAX_PLAYERS()):
    				pLoopPlayer = gc.getPlayer(iLoopPlayer)
    				if pLoopPlayer.isAlive():
    					py = PyPlayer(iLoopPlayer)
    					for pUnit in py.getUnitList():
    						if pUnit.isAnimal():
    							pUnit.setHasPromotion(iHeroicDefense, True)
    							pUnit.setHasPromotion(iHeroicDefense2, True)
    							pUnit.setHasPromotion(iHeroicStrength, True)
    							pUnit.setHasPromotion(iHeroicStrength2, True)
    
     
  6. reveler

    reveler Chieftain

    Joined:
    Dec 29, 2007
    Messages:
    56
    Why not make dens for all animals and make them invisible, read no razing of dens.
     
  7. Corlis

    Corlis Warlord

    Joined:
    May 20, 2008
    Messages:
    200
    Location:
    Ontario, Canada
    I remember reading that there was a setting in the XML somewhere that determined at what point the animals stopped spawning; does anyone remember where that variable is?
     
  8. Fafnir13

    Fafnir13 King

    Joined:
    May 15, 2008
    Messages:
    919
    Location:
    Shoreline, WA
    I believe it's based on a number of cities set by the number of players.
    Basically, animals stop spawning once everyone builds a city or two.
     
  9. Jabie

    Jabie Wanted in Monte Carlo...

    Joined:
    Dec 16, 2003
    Messages:
    1,024
    Location:
    Southampton, UK
    Does Animal Spawning prevent / reduce Barb spawning or are the two events independent?
     
  10. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,943
    Location:
    Seyda Neen, Vvardenfell
    as soon as barbs start spawning, animals no longer do. this happens as soon as everyone has built a second city iirc.
     
  11. Lone Wolf

    Lone Wolf Deity

    Joined:
    Dec 4, 2006
    Messages:
    9,896
    I do think that due to many more possible things you can do with animals in FfH, they need a longer lifespan.
     

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