Wildlife

Androrc the Orc

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Wildlife v. 1

This mod adds a spawn system for animals, as well as a wolf unit which takes advantage of that system.

With this system, based on the code Firaxis did for Civilization IV animals, animals can spawn on their native terrains and features: the wolf which is included in this mod can spawn in forests and (unfeatured) tundra and snow. Animals do not spawn in tiles already owned by a player.

A new game define value, "UNOWNED_TILES_PER_GAME_ANIMAL", controls the quantity of animals spawned: a higher value means less animals spawned, while a lower one means more animals spawned. The lowest value that "UNOWNED_TILES_PER_GAME_ANIMAL" should be set to is 1.

Credits to Kwadjh for the wolf unit graphics and icon.

You can find this mod component for download both in the Steam workshop and here in the Civfanatics database.

Download







 
Very nice, this will give more flavour to the early age of mankind.

Now we need more animal skins!
 
This is great! Does it work in multiplayer per chance? If not, is there a way to make it?
 
I read somewhere that you can add content directly to the game files to get them to work in multiplayer but I'm not sure. So there is no way to trick it to work in multiplayer? That's a shame.
 
I downloaded the drake and switched out your wolf for it - now, i have dragons roaming the wild!

Nice! You can actually have both at the same time if you want. You only need to make the White Drake's PrereqTech be TECH_FUTURE_TECH, it's ObsoleteTech be TECH_AGRICULTURE, add this field to it's entry:

Code:
<Animal>1</Animal>

And then add Unit_TerrainNatives or Unit_FeatureNatives entries for it.
 
Do wolves behave in the same way as Barbs (entering borders, pillaging, fortifying) or are they truly wild?
 
im trying to get "prereq era" to work but im having troubles understanding what i need to do with my codes...

I think different animals in some ways could symbolize different "ages" (and units) regardless of a tech (same with buildings) - and if a policy can be "enabled" by era, why not a unit or building...

well, other than my inability to get it right.


So, in theory, this animal spawn system could also be used for "monsters" or "zombies", i think you started something good here.
 
Great mod I do miss the animals from IV lol
The only problem I found is when my settler/worker gets caught by a wolf the settler/worker just disappears. Doesn't happen every time, I tested (just left a bunch of settlers/workers laying around lol) and found that it happens every time in one game and not at all in another. Its like a gamble with each game, will they disappear this time? I don't know what controls this but it was the only mod I ran. anyone else see this?
Other then that I love this mod. any chance of making bears? or chickens? maybe a different animal per era or something? Thanks
 
The only problem I found is when my settler/worker gets caught by a wolf the settler/worker just disappears.
Other then that I love this mod. any chance of making bears? maybe a different animal per era or something? Thanks

I haven't tried the mod yet, but maybe you can interpret it as your settler or worker being eaten? ;)
I also hope for more wildlife and animals in the future. :) More variety makes for an even better game. :goodjob:
 
Hi all, I used Wildlife as a template, and here are 3 small mods.

Steam Workshop links:
Dragons and Wolves of the Olden Times (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94469327
Dragons of the Olden Days (lite) (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94468192
Dragon Colossus (lite) (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94467671

Files posted as RAR.

Androrc, could you take a look at http://steamcommunity.com/sharedfiles/filedetails/?id=94469327 and see why the battle special effects are messed up when the human player attacks a dragon or wolf?
I tried deleting the extra double line in the dragon fxsxml file, I then split the textures and gr2 files in 2 group for each dragon unit; nothing changed.
 

Attachments

  • Dragons and Wolves of the Olden Times (G-K) (v 1).rar
    1.4 MB · Views: 137
  • Dragon Colossus (lite) (G-K) (v 1).rar
    812.9 KB · Views: 79
  • Dragons of the Olden Days (lite) (G-K) (v 1).rar
    813.2 KB · Views: 101
Hi all, I used Wildlife as a template, and here are 3 small mods.

Steam Workshop links:
Dragons and Wolves of the Olden Times (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94469327
Dragons of the Olden Days (lite) (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94468192
Dragon Colossus (lite) (G&K)
http://steamcommunity.com/sharedfiles/filedetails/?id=94467671

Files posted as RAR.

Androrc, could you take a look at http://steamcommunity.com/sharedfiles/filedetails/?id=94469327 and see why the battle special effects are messed up when the human player attacks a dragon or wolf?
I tried deleting the extra double line in the dragon fxsxml file, I then split the textures and gr2 files in 2 group for each dragon unit; nothing changed.

Hey, I'm glad that you're using Wildlife for your mods!

Unfortunately, I'm not skilled with graphics, so I can't help much in regards to this.

I saw that you need a dragon icon; Kwadjh has made one that fits well with the white drake, which you can find here (it's the second icon in the collection):

http://forums.civfanatics.com/downloads.php?do=file&id=18590
 
Androrc, thank you very much for the link, this is exactly what I need :)
And kudos for having written the mod, this is something top notch.
 
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