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XML investigation

I am sorry, I have not had a decent amount of sleep in days so I may not be making sense. Many of the Great People are just like the Judge in that they have the names in the XML rather than KEY_TXT entries. Looks like someone went through and changed them to all KEY_TXT entries. They did not used to be.
 
Onwards with the UnitInfos.xml file!

Here are the files with the fixes above. A few clarifications:


Raw text inside Text tags
UNIT_JUDGE's UniqueNames were changed into TXT_KEY_... and put into NamesGreatPersons_CIV4GameText.xml.

NamesGreatPersons_CIV4GameText.xml was merged with the CIV4GameTextInfos_GreatPeople.xml that I had forgotten last time. All non-english translations are removed from the file.

<Civilopedia>, <Strategy>
I added the _PEDIA and _STRATEGY but haven't filled them in the Gametext files.

<UnitAIType>
I put the same UnitAIs and DefaultUnitAI for UNIT_JUDGE that were in UNIT_LAWYER.

<iFlavor>
I replaced the "10" by "1".

<iBaseDiscover>
I haven't added a <iBaseDiscover> for the GREAT_SPY (don't know if you implicitely included it in the Great People that should have 100,000).

<SpecialCargo>, <DomainCargo>, <iCargo>
Haven't changed anything here as it's WIP, except adding a DOMAIN_LAND for UNIT_IRONCLAD (which looked very odd since it had a SpecialCargo defined).

<iHotKeyPriority>
Replaced the 100 by 0 (in fact removed the tag altogether since it's always 0 or absent).

<iNumHealSupport>
Removed it for Great Scientist, let it as is for Fusion Carrier.

Culture-related national units
Put them in CulturalUnits_CIV4UnitInfos.xml

Tags that are never used (or only with a default value)
Removed them all except bRBombardForceAbility (not 100% sure 0 is default value)

View attachment UnitInfos review.7z
 
Now looking into Animals_CIV4UnitInfos.xml:


<Special>

UNIT_AFRICANGREY and UNIT_RAVEN have <Special>SPECIALUNIT_PEOPLE</Special>


<SubCombatTypes><SubCombatType>

UNIT_WOLVERINE has two UNITCOMBAT_GROUP but no UNITCOMBAT_QUALITY


<Strategy>

UNIT_REDFOX has TXT_KEY_UNIT_REDFOX_STRATEGY (while every other animal has a generic TXT_KEY_UNIT_SEA_ANIMAL_STRATEGY or TXT_KEY_UNIT_ANIMAL_STRATEGY, except the special locust with TXT_KEY_UNIT_LOCUST_STRATEGY)


<bNoDefensiveBonus>

All animals have 1 (meaning that no animal has any terrain bonus), is this intended?


<bCanMoveImpassable>, <bFlatMovementCost>, <bIgnoreTerrainCost>

The following units have 1 for these tags:
UNIT_EAGLE
UNIT_HAAST_EAGLE
UNIT_HARPYEAGLE
UNIT_HAWK
UNIT_SEAEAGLE

I assume it's to simulate their flight, but why do the following ones not have 1 too?

Spoiler :

(birds of prey)
UNIT_BARNOWL
UNIT_BARREDOWL
UNIT_HORNEDOWL
UNIT_VULTURE
UNIT_SECRETARYBIRD
UNIT_CROW
UNIT_RAVEN

(other birds)
UNIT_MACAW
UNIT_PIGEON
UNIT_AFRICANGREY
UNIT_BOOBY
UNIT_DUCK
UNIT_FLAMINGO
UNIT_GULL
UNIT_KOOKABURRA
UNIT_PARROT
UNIT_RAZORBILL
UNIT_TERN
UNIT_TOUCAN
UNIT_LOON
UNIT_PHEASANT
UNIT_OXPECKER



<UnitAIType>

UNIT_RAVEN is missing its UNITAI_ANIMAL.


<iAdvancedStartCost>, <iMinAreaSize>

UNIT_HUMPBACK_WHALE has respectively 100 and 20 there while every other animal has -1.


<bNoRevealMap>

UNIT_BEAVER has 1 there while every other animal has 0.


<TerrainImpassableTypes><TerrainType>

It's more a question of gameplay than a bug, but some units are probably missing some terrain defined here (such as the arctic fox able to move everywhere); I can detail that in a separate post if you want.


<iCityDefense>

For some reason UNIT_AFRICAN, GREYUNIT_PARROT and UNIT_RAVEN have -80 here (while every other animal has 0).


<FormationType>

UNIT_HUMPBACK_WHALE has FORMATION_TYPE_MACHINE there instead of FORMATION_TYPE_ANIMAL.


<TerrainImpassables><TerrainImpassable><TerrainType>

I don't understand the difference between those and <TerrainImpassableTypes><TerrainType>.
In any case, UNIT_AFRICANELEPHANT has its impassable terrains there instead of in <TerrainImpassableTypes><TerrainType> like every others.

I've also found out that it's the case for the following animals that are not in this file, if you're interested:
UNIT_PYGMYHIPPO
UNIT_CUSCUS
UNIT_NUMBAT
UNIT_OPOSSUM
UNIT_POSSUM
UNIT_WOMBAT
UNIT_ARMADILLO
UNIT_BABIRUSA
UNIT_GLYPTO
UNIT_GROUNDSLOTH
UNIT_TREESLOTH
UNIT_LIZARD



Tags that are never used (or only with a default value)

Many, many tags here...

Spoiler :

<UniqueNames>
<Special>
<Capture>
<Invisible>
<SeeInvisible>
<bFood>
<bNoBadGoodies>
<bOnlyDefensive>
<bNoCapture>
<bQuickCombat>
<bRivalTerritory>
<bMilitaryHappiness>
<bMilitarySupport>
<bMilitaryProduction>
<bSpy>
<bSabotage>
<bDestroy>
<bStealPlans>
<bInvestigate>
<bCounterSpy>
<bFound>
<bGoldenAge>
<bInvisible>
<bIgnoreBuildingDefense>
<bCanMoveAllTerrain>
<bNukeImmune>
<bPrereqBonuses>
<bPrereqReligion>
<bMechanized>
<bSuicide>
<bHiddenNationality>
<bAlwaysHostile>
<bWorkerTrade>
<bMilitaryTrade>
<HolyCity>
<ReligionType>
<StateReligion>
<PrereqReligion>
<PrereqCorporation>
<PrereqBuilding>
<PrereqTech>
<PrereqTech>
<BonusType>
<iAIWeight>
<iHurryCostModifier>
<iAdvancedStartCostIncrease>
<iAirRange>
<iAirUnitCap>
<iDropRange>
<iNukeRange>
<iWorkRate>
<iBaseDiscover>
<iDiscoverMultiplier>
<iBaseHurry>
<iHurryMultiplier>
<iBaseTrade>
<iTradeMultiplier>
<iGreatWorkCulture>
<iEspionagePoints>
<FeatureImpassables>
<TerrainPassableTechs>
<FeaturePassableTechs><FeaturePassableTech><FeatureType>
<FeaturePassableTechs><FeaturePassableTech><PassableTech>
<iAirCombat>
<iAirCombatLimit>
<iChanceFirstStrikes>
<iInterceptionProbability>
<iEvasionProbability>
<iCollateralDamage>
<iCollateralDamageLimit>
<iCollateralDamageMaxUnits>
<iCityAttack>
<iAnimalCombat>
<iHillsAttack>
<iHillsDefense>
<iBombRate>
<iBombardRate>
<SpecialCargo>
<DomainCargo>
<iCargo>
<iConscription>
<iCultureGarrison>
<iExtraCost>
<HotKey>
<bAltDown>
<bShiftDown>
<bCtrlDown>
<iHotKeyPriority>
<LeaderPromotion>
<iLeaderExperience>
<bRenderBelowWater>
<bInquisitor>
<MaxStartEra>
<ForceObsoleteTech>
<bStateReligion>
<PrereqGameOption>
<NotGameOption>
<PrereqOrCivics>
<PrereqBuildingClasses>
<ForceObsoleteUnitClasses>
<iOrderPriority>
<iDCMBombRange>
<iDCMBombAccuracy>
<bDCMAirBomb1>
<bDCMAirBomb2>
<bDCMAirBomb3>
<bDCMAirBomb4>
<bDCMAirBomb5>
<bDCMFighterEngage>
 
Now looking into Animals_CIV4UnitInfos.xml:


<bCanMoveImpassable>, <bFlatMovementCost>, <bIgnoreTerrainCost>

The following units have 1 for these tags:
UNIT_EAGLE
UNIT_HAAST_EAGLE
UNIT_HARPYEAGLE
UNIT_HAWK
UNIT_SEAEAGLE

I assume it's to simulate their flight, but why do the following ones not have 1 too?

Spoiler :

(birds of prey)
UNIT_BARNOWL
UNIT_BARREDOWL
UNIT_HORNEDOWL
UNIT_VULTURE
UNIT_SECRETARYBIRD
UNIT_CROW
UNIT_RAVEN

(other birds)
UNIT_MACAW
UNIT_PIGEON
UNIT_AFRICANGREY
UNIT_BOOBY
UNIT_DUCK
UNIT_FLAMINGO
UNIT_GULL
UNIT_KOOKABURRA
UNIT_PARROT
UNIT_RAZORBILL
UNIT_TERN
UNIT_TOUCAN
UNIT_LOON
UNIT_PHEASANT
UNIT_OXPECKER

My guess is the eagles can fly over mountains. The other birds can not.
 
Animals are wild animals and are barbarians. Much of the stuff in the XML is based on that.

<Special>

Fixed.

At one stage we were looking as units being able to carry other units in particular animals. This maybe from there but it should have been on the subdued animal anyway.


<SubCombatTypes><SubCombatType>

UNIT_WOLVERINE has two UNITCOMBAT_GROUP but no UNITCOMBAT_QUALITY

TB?

<Strategy>

Fixed.

<bNoDefensiveBonus>

Probably the default from BtS animals. It probably has never been looked at.

<bCanMoveImpassable>, <bFlatMovementCost>, <bIgnoreTerrainCost>

Hang over from when I had set up all the existing birds to have the move abilities I wanted. This was made incorrect when TB did his changes to how flight works. This and the terrainpassibles needs to be re looked at for birds.

<UnitAIType>

UNIT_RAVEN is missing its UNITAI_ANIMAL.

Probably not a problem since it has the default unit AI set correctly.

<iAdvancedStartCost>, <iMinAreaSize>

UNIT_HUMPBACK_WHALE has respectively 100 and 20 there while every other animal has -1.

No idea. It is what came with the animal.

Advanced cost is meaningless because you can't build wild animals. - removed

<bNoRevealMap>

Fixed.

<TerrainImpassableTypes><TerrainType>

These do need to be looked at again.

<iCityDefense>

For some reason UNIT_AFRICAN, GREYUNIT_PARROT and UNIT_RAVEN have -80 here (while every other animal has 0).

Probably copied from the subdued animal. I have fixed

Thinking on it the city defense of all the animals should probably be copied as the barbarians currently use wild animals to defend their cities.

<FormationType>

UNIT_HUMPBACK_WHALE has FORMATION_TYPE_MACHINE there instead of FORMATION_TYPE_ANIMAL.

Fixed.

<TerrainImpassables><TerrainImpassable><TerrainType>

TB made some new tags because it made it easier for the code. I am not totally convinced it gives us the same abilities as we had but I have not tried.

I've also found out that it's the case for the following animals that are not in this file, if you're interested:
UNIT_PYGMYHIPPO
UNIT_CUSCUS
UNIT_NUMBAT
UNIT_OPOSSUM
UNIT_POSSUM
UNIT_WOMBAT
UNIT_ARMADILLO
UNIT_BABIRUSA
UNIT_GLYPTO
UNIT_GROUNDSLOTH
UNIT_TREESLOTH
UNIT_LIZARD

They should be by now. Except lizard which has not yet been merged.
 
<TerrainImpassables><TerrainImpassable><TerrainType>

TB made some new tags because it made it easier for the code. I am not totally convinced it gives us the same abilities as we had but I have not tried.


I don't know if they have different effects, but it seems odd that only one animal uses them (well, more now that the other animals are in), especially that Africanelephant uses one and Elephant another...

<SubCombatTypes><SubCombatType>

UNIT_WOLVERINE has two UNITCOMBAT_GROUP but no UNITCOMBAT_QUALITY

Quite sure the first one is intended to be a UNITCOMBAT_QUALITY instead.

Still in the SubcombatTypes, the following animals have no UNITCOMBAT_HEALS_AS_ANIMALS:

UNIT_TREESLOTH
UNIT_AFRICAN_PENGUIN
UNIT_BARNOWL
UNIT_BARREDOWL
UNIT_BOOBY
UNIT_GALAPAGOS_PENGUIN
UNIT_HARPYEAGLE
UNIT_RAZORBILL
UNIT_SEAEAGLE
 
<SubCombatTypes><SubCombatType>

UNIT_WOLVERINE has two UNITCOMBAT_GROUP but no UNITCOMBAT_QUALITY
Obviously something went wrong there. Quality should probably be UNITCOMBAT_QUALITY_ELITE and Group: UNITCOMBAT_GROUP_SOLO.
 
Now looking into the subdued animal files while going forward on the Dangerous Hunting modmod...


<Special>

The following units have SPECIALUNIT_PEOPLE there:

Spoiler :
UNIT_SUBDUED_CAIMAN
UNIT_SUBDUED_GATOR
UNIT_SUBDUED_GATOR_ASIAN
UNIT_SUBDUED_GHARIAL
UNIT_SUBDUED_NILECROC
UNIT_SUBDUED_RIVER_CROC_LARGE
UNIT_SUBDUED_RIVER_CROC_SMALL
UNIT_SUBDUED_LIZARD
UNIT_SUBDUED_TAPIR
UNIT_SUBDUED_BRAZILIAN_TAPIR
UNIT_SUBDUED_MALAYAN_TAPIR
UNIT_SUBDUED_MOUNTAIN_TAPIR
UNIT_BEASTMASTER
UNIT_FEMALE_BEASTMASTER
UNIT_SUBDUED_AARDVARK
UNIT_SUBDUED_ANTEATER
UNIT_SUBDUED_AFRICANGREY
UNIT_SUBDUED_AFRICAN_PENGUIN
UNIT_SUBDUED_ARCTICFOX
UNIT_SUBDUED_BABIRUSA
UNIT_SUBDUED_BADGER
UNIT_SUBDUED_BALLPYTHON
UNIT_SUBDUED_BARBARYAPE
UNIT_SUBDUED_BARNOWL
UNIT_SUBDUED_BARREDOWL
UNIT_SUBDUED_ASIANBEAR
UNIT_SUBDUED_BEAR
UNIT_SUBDUED_BLACKBEAR
UNIT_SUBDUED_CAVEBEAR
UNIT_SUBDUED_GRIZZLY
UNIT_SUBDUED_PANDA_BEAR
UNIT_SUBDUED_POLARBEAR
UNIT_SUBDUED_REDPANDA
UNIT_SUBDUED_SLOTHBEAR
UNIT_SUBDUED_SPECTACLEDBEAR
UNIT_SUBDUED_SUNBEAR
UNIT_SUBDUED_BEAVER
UNIT_SUBDUED_BENGALTIGER
UNIT_SUBDUED_BISON
UNIT_SUBDUED_BOAR
UNIT_SUBDUED_PIG_NEW
UNIT_SUBDUED_WARTHOG
UNIT_SUBDUED_BONGO
UNIT_SUBDUED_BOOBY
UNIT_SUBDUED_BUFFALO
UNIT_SUBDUED_CAMEL
UNIT_SUBDUED_CAPUCHIN
UNIT_SUBDUED_CAPYBARA
UNIT_SUBDUED_CARIBOU
UNIT_SUBDUED_CASSOWARY
UNIT_SUBDUED_CAVE_LION
UNIT_SUBDUED_CHEETAH
UNIT_SUBDUED_CHIMPANZEE
UNIT_SUBDUED_COBRA
UNIT_SUBDUED_COD
UNIT_SUBDUED_COW
UNIT_SUBDUED_CROW
UNIT_SUBDUED_CUSCUS
UNIT_SUBDUED_DARTFROG
UNIT_SUBDUED_DESERT_TORTOISE
UNIT_SUBDUED_DHOLE
UNIT_SUBDUED_DINGO
UNIT_SUBDUED_DIREWOLF
UNIT_SUBDUED_DONKEY
UNIT_SUBDUED_DUCK
UNIT_SUBDUED_EAGLE
UNIT_SUBDUED_AFRICANELEPHANT
UNIT_SUBDUED_ELEPHANT
UNIT_SUBDUED_EMU
UNIT_SUBDUED_EWOLF
UNIT_SUBDUED_FENNECFOX
UNIT_SUBDUED_FLAMINGO
UNIT_SUBDUED_GALAPAGOS_PENGUIN
UNIT_SUBDUED_GALAPOGOS_TORTOISE
UNIT_SUBDUED_GAZELLE
UNIT_SUBDUED_GEMSBOK
UNIT_SUBDUED_GERENUK
UNIT_SUBDUED_GELADA
UNIT_SUBDUED_GIRAFFE
UNIT_SUBDUED_GLYPTO
UNIT_SUBDUED_GORILLA
UNIT_SUBDUED_GULL
UNIT_SUBDUED_HAAST_EAGLE
UNIT_SUBDUED_HARPYEAGLE
UNIT_SUBDUED_HAWK
UNIT_SUBDUED_HIPPO
UNIT_SUBDUED_PYGMYHIPPO
UNIT_SUBDUED_HORNEDOWL
UNIT_SUBDUED_HORSE
UNIT_SUBDUED_HYENA
UNIT_SUBDUED_IBEX
UNIT_SUBDUED_IGUANA
UNIT_SUBDUED_IMPALA
UNIT_SUBDUED_JAGUAR
UNIT_SUBDUED_KANGAROO_GREY
UNIT_SUBDUED_KANGAROO_RED
UNIT_SUBDUED_KOALA
UNIT_SUBDUED_KOMODO_DRAGON
UNIT_SUBDUED_KOOKABURRA
UNIT_SUBDUED_LEMUR
UNIT_SUBDUED_LLAMA
UNIT_SUBDUED_LION
UNIT_SUBDUED_LION_PACK
UNIT_SUBDUED_LOON
UNIT_SUBDUED_LYNX
UNIT_SUBDUED_MACAW
UNIT_SUBDUED_MANEDWOLF
UNIT_SUBDUED_MANDRILL
UNIT_SUBDUED_MOA
UNIT_SUBDUED_MOOSE
UNIT_SUBDUED_MONITOR
UNIT_SUBDUED_MOUFLON
UNIT_SUBDUED_MUSKOX
UNIT_SUBDUED_NUMBAT
UNIT_SUBDUED_OKAPI
UNIT_SUBDUED_OPOSSUM
UNIT_SUBDUED_ORANGUTAN
UNIT_SUBDUED_OSTRICH
UNIT_SUBDUED_OXPECKER
UNIT_SUBDUED_PANTHER
UNIT_SUBDUED_PARROT
UNIT_SUBDUED_PEACOCK
UNIT_SUBDUED_PENGUIN
UNIT_SUBDUED_PHEASANT
UNIT_SUBDUED_PLATYPUS
UNIT_SUBDUED_PIGEON
UNIT_SUBDUED_POSSUM
UNIT_SUBDUED_PROCOPTODON
UNIT_SUBDUED_PUFFADDER
UNIT_SUBDUED_QUOLL
UNIT_SUBDUED_RACCOON
UNIT_SUBDUED_RATEL
UNIT_SUBDUED_RAVEN
UNIT_SUBDUED_RAZORBILL
UNIT_SUBDUED_REDFOX
UNIT_SUBDUED_WOLF
UNIT_SUBDUED_RHEA
UNIT_SUBDUED_ROCKHOPPER
UNIT_SUBDUED_SAIGA
UNIT_SUBDUED_SEAEAGLE
UNIT_SUBDUED_SEALION_LAND
UNIT_SUBDUED_SECRETARYBIRD
UNIT_SUBDUED_SIBERIANTIGER
UNIT_SUBDUED_SKUNK
UNIT_SUBDUED_SNOWLEOPARD
UNIT_SUBDUED_STAG_DEER
UNIT_SUBDUED_TASMANIANDEVIL
UNIT_SUBDUED_TERN
UNIT_SUBDUED_THYLACINE
UNIT_SUBDUED_TOUCAN
UNIT_SUBDUED_TREESLOTH
UNIT_SUBDUED_TURKEY
UNIT_SUBDUED_VIPER
UNIT_SUBDUED_VULTURE
UNIT_SUBDUED_WALLABY
UNIT_SUBDUED_WALLAROO
UNIT_SUBDUED_WALRUS
UNIT_SUBDUED_WILDEBEEST
UNIT_SUBDUED_WOLVERINE
UNIT_SUBDUED_WOMBAT


while the following have NONE or nothing:
Spoiler :
UNIT_SUBDUED_MAMMOTH
UNIT_SUBDUED_SABRETOOTH
UNIT_SUBDUED_ZEBRA
UNIT_SUBDUED_SALTWATER_CROCL
UNIT_SUBDUED_SALTWATER_CROCS
UNIT_SUBDUED_ELASMOTHERIUM
UNIT_SUBDUED_BLACK_RHINO
UNIT_SUBDUED_INDIAN_RHINO
UNIT_SUBDUED_JAVA_RHINO
UNIT_SUBDUED_WHITE_RHINO
UNIT_SUBDUED_ARMADILLO
UNIT_SUBDUED_BELUGA
UNIT_SUBDUED_CRAB
UNIT_SUBDUED_DOLPHIN
UNIT_SUBDUED_DUGONG
UNIT_SUBDUED_GIANT_SQUID
UNIT_SUBDUED_GREATWHITE
UNIT_SUBDUED_GROUNDSLOTH
UNIT_SUBDUED_HAMMERHEAD
UNIT_SUBDUED_HUMPBACK_WHALE
UNIT_SUBDUED_MACKEREL
UNIT_SUBDUED_MANTA
UNIT_SUBDUED_MARLIN
UNIT_SUBDUED_MINKIE_WHALE
UNIT_SUBDUED_NARWHAL
UNIT_SUBDUED_ORCA
UNIT_SUBDUED_RAY
UNIT_SUBDUED_REEF_SHARK
UNIT_SUBDUED_SEALION_SEA
UNIT_SUBDUED_SEAOTTER
UNIT_SUBDUED_SEATURTLE
UNIT_SUBDUED_JUNGLE_TARANTULA
UNIT_SUBDUED_DESERT_TARANTULA
UNIT_SUBDUED_TUNA
UNIT_SUBDUED_WHALESHARK



<Civilopedia>

Filling doesn't seem consistent:

The following animals have TXT_KEY_UNIT_ANIMAL_STRATEGY here:
UNITCLASS_SUBDUED_ZEBRA
UNITCLASS_SUBDUED_NUMBAT

The following animals have TXT_KEY_CONCEPT_SUBDUED_ANIMALS_PEDIA here:
Spoiler :
UNIT_SUBDUED_BISON
UNIT_SUBDUED_WARTHOG
UNIT_SUBDUED_BONGO
UNIT_SUBDUED_BUFFALO
UNIT_SUBDUED_CAMEL
UNIT_SUBDUED_CARIBOU
UNIT_SUBDUED_CASSOWARY
UNIT_SUBDUED_CAVE_LION
UNIT_SUBDUED_CHEETAH
UNIT_SUBDUED_COBRA
UNIT_SUBDUED_COW
UNIT_SUBDUED_DONKEY
UNIT_SUBDUED_DUCK
UNIT_SUBDUED_EAGLE
UNIT_SUBDUED_ELEPHANT
UNIT_SUBDUED_EMU
UNIT_SUBDUED_GEMSBOK
UNIT_SUBDUED_GIRAFFE
UNIT_SUBDUED_GORILLA
UNIT_SUBDUED_HAWK
UNIT_SUBDUED_HIPPO
UNIT_SUBDUED_HORSE
UNIT_SUBDUED_HYENA
UNIT_SUBDUED_IBEX
UNIT_SUBDUED_IGUANA
UNIT_SUBDUED_JAGUAR
UNIT_SUBDUED_KOMODO_DRAGON
UNIT_SUBDUED_LION
UNIT_SUBDUED_LION_PACK
UNIT_SUBDUED_MANDRILL
UNIT_SUBDUED_MOA
UNIT_SUBDUED_MOOSE
UNIT_SUBDUED_MUSKOX
UNIT_SUBDUED_OKAPI
UNIT_SUBDUED_ORANGUTAN
UNIT_SUBDUED_OSTRICH
UNIT_SUBDUED_PANTHER
UNIT_SUBDUED_PENGUIN
UNIT_SUBDUED_RHEA
UNIT_SUBDUED_SIBERIANTIGER
UNIT_SUBDUED_STAG_DEER
UNIT_SUBDUED_VULTURE


The following animals have TXT_KEY_UNIT_whatever_PEDIA here:
Spoiler :
UNIT_SUBDUED_CAIMAN
UNIT_SUBDUED_GATOR
UNIT_SUBDUED_GATOR_ASIAN
UNIT_SUBDUED_NILECROC
UNIT_SUBDUED_RIVER_CROC_LARGE
UNIT_SUBDUED_RIVER_CROC_SMALL
UNIT_SUBDUED_LIZARD
UNIT_SUBDUED_ELASMOTHERIUM
UNIT_SUBDUED_BLACK_RHINO
UNIT_SUBDUED_INDIAN_RHINO
UNIT_SUBDUED_JAVA_RHINO
UNIT_SUBDUED_WHITE_RHINO
UNIT_SUBDUED_TAPIR
UNIT_SUBDUED_BRAZILIAN_TAPIR
UNIT_SUBDUED_MALAYAN_TAPIR
UNIT_SUBDUED_MOUNTAIN_TAPIR
UNIT_SUBDUED_ANTEATER
UNIT_SUBDUED_AFRICANGREY
UNIT_SUBDUED_AFRICAN_PENGUIN
UNIT_SUBDUED_ARCTICFOX
UNIT_SUBDUED_BABIRUSA
UNIT_SUBDUED_BALLPYTHON
UNIT_SUBDUED_BARBARYAPE
UNIT_SUBDUED_BARNOWL
UNIT_SUBDUED_BARREDOWL
UNIT_SUBDUED_ARMADILLO
UNIT_SUBDUED_ASIANBEAR
UNIT_SUBDUED_BEAR
UNIT_SUBDUED_BLACKBEAR
UNIT_SUBDUED_CAVEBEAR
UNIT_SUBDUED_GRIZZLY
UNIT_SUBDUED_PANDA_BEAR
UNIT_SUBDUED_POLARBEAR
UNIT_SUBDUED_REDPANDA
UNIT_SUBDUED_SLOTHBEAR
UNIT_SUBDUED_SPECTACLEDBEAR
UNIT_SUBDUED_SUNBEAR
UNIT_SUBDUED_BOAR
UNIT_SUBDUED_PIG_NEW
UNIT_SUBDUED_BOOBY
UNIT_SUBDUED_CAPUCHIN
UNIT_SUBDUED_CAPYBARA
UNIT_SUBDUED_CHIMPANZEE
UNIT_SUBDUED_CROW
UNIT_SUBDUED_CUSCUS
UNIT_SUBDUED_DARTFROG
UNIT_SUBDUED_DESERT_TORTOISE
UNIT_SUBDUED_DHOLE
UNIT_SUBDUED_DINGO
UNIT_SUBDUED_DIREWOLF
UNIT_SUBDUED_AFRICANELEPHANT
UNIT_SUBDUED_EWOLF
UNIT_SUBDUED_FENNECFOX
UNIT_SUBDUED_FLAMINGO
UNIT_SUBDUED_GALAPAGOS_PENGUIN
UNIT_SUBDUED_GALAPOGOS_TORTOISE
UNIT_SUBDUED_GAZELLE
UNIT_SUBDUED_GERENUK
UNIT_SUBDUED_GELADA
UNIT_SUBDUED_GLYPTO
UNIT_SUBDUED_GROUNDSLOTH
UNIT_SUBDUED_GULL
UNIT_SUBDUED_HAAST_EAGLE
UNIT_SUBDUED_HARPYEAGLE
UNIT_SUBDUED_PYGMYHIPPO
UNIT_SUBDUED_HORNEDOWL
UNIT_SUBDUED_IMPALA
UNIT_SUBDUED_KANGAROO_GREY
UNIT_SUBDUED_KANGAROO_RED
UNIT_SUBDUED_KOALA
UNIT_SUBDUED_KOOKABURRA
UNIT_SUBDUED_LEMUR
UNIT_SUBDUED_LLAMA
UNIT_SUBDUED_LOON
UNIT_SUBDUED_LYNX
UNIT_SUBDUED_MACAW
UNIT_SUBDUED_MANEDWOLF
UNIT_SUBDUED_MONITOR
UNIT_SUBDUED_MOUFLON
UNIT_SUBDUED_OPOSSUM
UNIT_SUBDUED_OXPECKER
UNIT_SUBDUED_PARROT
UNIT_SUBDUED_PEACOCK
UNIT_SUBDUED_PHEASANT
UNIT_SUBDUED_PLATYPUS
UNIT_SUBDUED_PIGEON
UNIT_SUBDUED_POSSUM
UNIT_SUBDUED_PROCOPTODON
UNIT_SUBDUED_PUFFADDER
UNIT_SUBDUED_QUOLL
UNIT_SUBDUED_RACCOON
UNIT_SUBDUED_RATEL
UNIT_SUBDUED_RAVEN
UNIT_SUBDUED_RAZORBILL
UNIT_SUBDUED_REDFOX
UNIT_SUBDUED_WOLF
UNIT_SUBDUED_ROCKHOPPER
UNIT_SUBDUED_SAIGA
UNIT_SUBDUED_SEAEAGLE
UNIT_SUBDUED_SEALION_LAND
UNIT_SUBDUED_SECRETARYBIRD
UNIT_SUBDUED_SKUNK
UNIT_SUBDUED_SNOWLEOPARD
UNIT_SUBDUED_JUNGLE_TARANTULA
UNIT_SUBDUED_DESERT_TARANTULA
UNIT_SUBDUED_TASMANIANDEVIL
UNIT_SUBDUED_TERN
UNIT_SUBDUED_THYLACINE
UNIT_SUBDUED_TOUCAN
UNIT_SUBDUED_TREESLOTH
UNIT_SUBDUED_TURKEY
UNIT_SUBDUED_VIPER
UNIT_SUBDUED_WALLABY
UNIT_SUBDUED_WALLAROO
UNIT_SUBDUED_WALRUS
UNIT_SUBDUED_WILDEBEEST
UNIT_SUBDUED_WOLVERINE
UNIT_SUBDUED_WOMBAT
UNIT_SUBDUED_GIANT_SQUID
UNIT_SUBDUED_MACKEREL
UNIT_SUBDUED_MARLIN
UNIT_SUBDUED_SEALION_SEA
UNIT_SUBDUED_SEAOTTER
UNIT_TALESOF_SEALION_SEA


The following sea units have TXT_KEY_CONCEPT_SUBDUED_ANIMALS_PEDIA instead of TXT_KEY_CONCEPT_SUBDUED_SEA_ANIMALS_PEDIA:

Spoiler :
UNIT_SUBDUED_SALTWATER_CROCL
UNIT_SUBDUED_SALTWATER_CROCS
UNIT_SUBDUED_COD
UNIT_SUBDUED_CRAB
UNIT_SUBDUED_GIANT_SQUID
UNIT_SUBDUED_MACKEREL
UNIT_SUBDUED_MARLIN




<Strategy>

UNIT_SUBDUED_HYENA has TXT_KEY_UNIT_ANIMAL_SUBDUED_STRATEGY (instead of TXT_KEY_UNIT_SUBDUED_ANIMAL_STRATEGY).

The following animals have TXT_KEY_UNIT_ANIMAL_STRATEGY here (instead of TXT_KEY_UNIT_SUBDUED_ANIMAL_STRATEGY):

Spoiler :
UNIT_SUBDUED_ZEBRA
UNIT_SUBDUED_NUMBAT
UNIT_SUBDUED_CAIMAN
UNIT_SUBDUED_NILECROC
UNIT_SUBDUED_RIVER_CROC_SMALL
UNIT_SUBDUED_LIZARD
UNIT_SUBDUED_TAPIR
UNIT_SUBDUED_BRAZILIAN_TAPIR
UNIT_SUBDUED_MALAYAN_TAPIR
UNIT_SUBDUED_MOUNTAIN_TAPIR
UNIT_SUBDUED_ANTEATER
UNIT_SUBDUED_AFRICANGREY
UNIT_SUBDUED_AFRICAN_PENGUIN
UNIT_SUBDUED_ARCTICFOX
UNIT_SUBDUED_BABIRUSA
UNIT_SUBDUED_BARBARYAPE
UNIT_SUBDUED_BARNOWL
UNIT_SUBDUED_BARREDOWL
UNIT_SUBDUED_ARMADILLO
UNIT_SUBDUED_BOOBY
UNIT_SUBDUED_CAPUCHIN
UNIT_SUBDUED_CAPYBARA
UNIT_SUBDUED_CROW
UNIT_SUBDUED_CUSCUS
UNIT_SUBDUED_DARTFROG
UNIT_SUBDUED_DHOLE
UNIT_SUBDUED_DINGO
UNIT_SUBDUED_AFRICANELEPHANT
UNIT_SUBDUED_EWOLF
UNIT_SUBDUED_FENNECFOX
UNIT_SUBDUED_GALAPAGOS_PENGUIN
UNIT_SUBDUED_GAZELLE
UNIT_SUBDUED_GERENUK
UNIT_SUBDUED_GELADA
UNIT_SUBDUED_GLYPTO
UNIT_SUBDUED_GROUNDSLOTH
UNIT_SUBDUED_GULL
UNIT_SUBDUED_HARPYEAGLE
UNIT_SUBDUED_PYGMYHIPPO
UNIT_SUBDUED_IMPALA
UNIT_SUBDUED_KOOKABURRA
UNIT_SUBDUED_LEMUR
UNIT_SUBDUED_LLAMA
UNIT_SUBDUED_MACAW
UNIT_SUBDUED_MANEDWOLF
UNIT_SUBDUED_MOUFLON
UNIT_SUBDUED_OPOSSUM
UNIT_SUBDUED_OXPECKER
UNIT_SUBDUED_PARROT
UNIT_SUBDUED_PLATYPUS
UNIT_SUBDUED_POSSUM
UNIT_SUBDUED_PROCOPTODON
UNIT_SUBDUED_QUOLL
UNIT_SUBDUED_RACCOON
UNIT_SUBDUED_RATEL
UNIT_SUBDUED_RAVEN
UNIT_SUBDUED_RAZORBILL
UNIT_SUBDUED_REDFOX
UNIT_SUBDUED_SAIGA
UNIT_SUBDUED_SEAEAGLE
UNIT_SUBDUED_SEALION_LAND
UNIT_SUBDUED_SECRETARYBIRD
UNIT_SUBDUED_SKUNK
UNIT_SUBDUED_JUNGLE_TARANTULA
UNIT_SUBDUED_DESERT_TARANTULA
UNIT_SUBDUED_TERN
UNIT_SUBDUED_THYLACINE
UNIT_SUBDUED_TOUCAN
UNIT_SUBDUED_TREESLOTH
UNIT_SUBDUED_VIPER
UNIT_SUBDUED_WALRUS
UNIT_SUBDUED_WILDEBEEST
UNIT_SUBDUED_WOLVERINE
UNIT_SUBDUED_WOMBAT


Every sea animal/tale has a non-strategy entry here (such as TXT_KEY_UNIT_SUBDUED_COD).



<Help>

UNIT_SUBDUED_WOMBAT has TXT_KEY_UNIT_WOMBAT_HELP (I assume instead of TXT_KEY_UNIT_SUBDUED_WOMBAT_HELP)

UNIT_SUBDUED_NUMBAT has nothing here.


<bOnlyDefensive>

UNIT_SUBDUED_SECRETARYBIRD has 0 here.


<bMilitaryProduction>

UNIT_SUBDUED_BEAR has 1 here.


<bNoDefensiveBonus>

The following units have 0 or nothing here:
UNIT_SUBDUED_GIANT_SQUID
UNIT_SUBDUED_HUMPBACK_WHALE
UNIT_TALESOF_GIANT_SQUID
UNIT_TALESOF_HUMPBACK_WHALE


<iAdvancedStartCost>, <iMinAreaSize>

The following units have 100 and 20 here (instead of -1):
UNIT_SUBDUED_HUMPBACK_WHALE
UNIT_TALESOF_HUMPBACK_WHALE


<bNoRevealMap>
The following units have 0 here (while the others have 1):
Spoiler :
UNIT_SUBDUED_CAIMAN
UNIT_SUBDUED_BRAZILIAN_TAPIR
UNIT_SUBDUED_MALAYAN_TAPIR
UNIT_SUBDUED_MOUNTAIN_TAPIR
UNIT_SUBDUED_BABIRUSA
UNIT_SUBDUED_REDPANDA
UNIT_SUBDUED_CUSCUS
UNIT_SUBDUED_AFRICANELEPHANT
UNIT_SUBDUED_EWOLF
UNIT_SUBDUED_FENNECFOX
UNIT_SUBDUED_GLYPTO
UNIT_SUBDUED_PYGMYHIPPO
UNIT_SUBDUED_MANEDWOLF
UNIT_SUBDUED_OPOSSUM
UNIT_SUBDUED_POSSUM
UNIT_SUBDUED_THYLACINE
UNIT_SUBDUED_TREESLOTH
UNIT_SUBDUED_WOMBAT



<iCityDefense>

The following units have 0 or nothing here (while the others have -80):
Spoiler :
UNIT_SUBDUED_NUMBAT
UNIT_SUBDUED_CAIMAN
UNIT_SUBDUED_BRAZILIAN_TAPIR
UNIT_SUBDUED_MALAYAN_TAPIR
UNIT_SUBDUED_MOUNTAIN_TAPIR
UNIT_SUBDUED_BABIRUSA
UNIT_SUBDUED_CUSCUS
UNIT_SUBDUED_AFRICANELEPHANT
UNIT_SUBDUED_EWOLF
UNIT_SUBDUED_FENNECFOX
UNIT_SUBDUED_GLYPTO
UNIT_SUBDUED_PYGMYHIPPO
UNIT_SUBDUED_MANEDWOLF
UNIT_SUBDUED_OPOSSUM
UNIT_SUBDUED_POSSUM
UNIT_SUBDUED_SECRETARYBIRD
UNIT_SUBDUED_THYLACINE
UNIT_SUBDUED_TREESLOTH
UNIT_SUBDUED_WOMBAT
UNIT_TALESOF_GIANT_SQUID



<iAsset>, <iPower>

UNIT_SUBDUED_SABRETOOTH has 1 here.


<KillOutcomes>

UNIT_SUBDUED_MARLIN has <iChance>8</iChance> for <OutcomeType>OUTCOME_SUBDUE</OutcomeType> (instead of 10 for the others)

UNIT_TALESOF_SEALION_SEA has a <OutcomeType>OUTCOME_HUNTING_KILL</OutcomeType> (unlike other tales)

UNIT_TASMANIANDEVIL has a two <iHappinessTimer>5</iHappinessTimer> in <MissionType>MISSION_RECORD_TALE_ORAL</MissionType>



Attached is a file merging all subdued animals entries with the above fixes (except all the TXT_KEY tags which I don't know what to make of), "cleaned" of unused tags and sorted by names (land/sea/tales separated); I was going to use it as basis for the Dangerous Hunting modmod, but if it can save you some time, here it is. It has to be put it in XML/Units though, otherwise some animals defined only in the Alt_timeline folders (giraffe, etc.) give some errors.

View attachment SubduedAnimals_CIV4UnitInfos.7z
 
Now looking into the subdued animal files while going forward on the Dangerous Hunting modmod...

Was this done on the files I uploaded yesterday? I did a number of minor fixes as I was going through changing the subdue behaviour.

<Special>

The following units have SPECIALUNIT_PEOPLE there:

They needed this so that they could be loaded into certain ships. It is no longer needed with the changes I made yesterday.


<Civilopedia>, <Strategy>, <Help>

Filling doesn't seem consistent:[/QUOTE]

They are not consistent. They are all after thoughts and changed as animals were added.

The current idea is

The pedia should point to exactly the same place as the non subdued unit pedia. They should both point to the same text describing the unit.

The strategy should be either TXT_KEY_UNIT_ANIMAL_STRATEGY or for sea critters TXT_KEY_UNIT_SEA_ANIMAL_STRATEGY

The help is very much a work in progress and should list the main buildings that that particular subdued animal can build in a city.

<bOnlyDefensive>

UNIT_SUBDUED_SECRETARYBIRD has 0 here.

Needs fixing

<bMilitaryProduction>

UNIT_SUBDUED_BEAR has 1 here.

You can't build them so it wont affect anything but should be fixed.

<bNoDefensiveBonus>

The following units have 0 or nothing here:
UNIT_SUBDUED_GIANT_SQUID
UNIT_SUBDUED_HUMPBACK_WHALE
UNIT_TALESOF_GIANT_SQUID
UNIT_TALESOF_HUMPBACK_WHALE

Should be fixed.

<iAdvancedStartCost>, <iMinAreaSize>

The following units have 100 and 20 here (instead of -1):
UNIT_SUBDUED_HUMPBACK_WHALE
UNIT_TALESOF_HUMPBACK_WHALE

Inherited from the normal unit. Whatever we did there needs doing here.

<bNoRevealMap>
The following units have 0 here (while the others have 1):
Should be fixed.


<iCityDefense>

The following units have 0 or nothing here (while the others have -80):
Should be fixed

<iAsset>, <iPower>

UNIT_SUBDUED_SABRETOOTH has 1 here.

I set all the others to 0 in an attempt to get the AI to use them for buildings. I am not sure it worked. Either way the asset and power values of all subdued and tamed animals needs to be examined.


<KillOutcomes>

UNIT_SUBDUED_MARLIN has <iChance>8</iChance> for <OutcomeType>OUTCOME_SUBDUE</OutcomeType> (instead of 10 for the others)

Crab and other small fish should also have 8 not 10 as there should be a 2 chance of placing a resource.

UNIT_TALESOF_SEALION_SEA has a <OutcomeType>OUTCOME_HUNTING_KILL</OutcomeType> (unlike other tales)

This is a problem unit as it is both a sea and land based. It should be like the other sea critters and it's land equivalent should be like other animals that may place a bonus.

UNIT_TASMANIANDEVIL has a two <iHappinessTimer>5</iHappinessTimer> in <MissionType>MISSION_RECORD_TALE_ORAL</MissionType>

Needs to be fixed

Attached is a file merging all subdued animals entries with the above fixes (except all the TXT_KEY tags which I don't know what to make of), "cleaned" of unused tags and sorted by names (land/sea/tales separated); I was going to use it as basis for the Dangerous Hunting modmod, but if it can save you some time, here it is. It has to be put it in XML/Units though, otherwise some animals defined only in the Alt_timeline folders (giraffe, etc.) give some errors.

Unfortunately because you sorted it, it will be next to useless, unless it was done on the latest SVN version as I wont be able to merge the two. :(
 
Crab and other small fish should also have 8 not 10 as there should be a 2 chance of placing a resource.

It's the subdued animal so I don't think there should be a chance of placing the resource. At least there isn't any other subdued animal that can place a resource when killed so I think it's a residue from a copy/paste.

This is a problem unit as it is both a sea and land based. It should be like the other sea critters and it's land equivalent should be like other animals that may place a bonus.

There's also a UNIT_SUBDUED_SEALION_SEA (that can be killed alright), but the tale shouldn't provide bonuses when killed, should it?


Unfortunately because you sorted it, it will be next to useless, unless it was done on the latest SVN version as I wont be able to merge the two. :(

If you mean after you split the KillOutcomes between OUTCOME_SUBDUE_TRANSPORT and OUTCOME_SUBDUE_TELEPORT, then yes, it's in ;) (but if you prefer I can "unsort" it, it'll take less than two minutes)
 
It's the subdued animal so I don't think there should be a chance of placing the resource. At least there isn't any other subdued animal that can place a resource when killed so I think it's a residue from a copy/paste.



There's also a UNIT_SUBDUED_SEALION_SEA (that can be killed alright), but the tale shouldn't provide bonuses when killed, should it?




If you mean after you split the KillOutcomes between OUTCOME_SUBDUE_TRANSPORT and OUTCOME_SUBDUE_TELEPORT, then yes, it's in ;) (but if you prefer I can "unsort" it, it'll take less than two minutes)

I thought I got rid of all the bonus placements on subdued animals, subdued sea critters and their tales in my last update. Must have missed that.

If you could put it back in the order it was it will make my "quality control" check much easier.

I still have a number of units to merge in, including the sabretooth and zebra units. This means that sorting the animals and subdued animals would probably best be done after that.

Also can you do a bulk change of XML changing
Code:
				<Outcome>
					<OutcomeType>OUTCOME_SUBDUE_TRANSPORT</OutcomeType>
					<iChance>10</iChance>
					<UnitType>[B][COLOR="Red"]UNIT_SUBDUED_animal[/COLOR][/B]</UnitType>
					<bUnitToCity>
						<Constant>0</Constant>
					</bUnitToCity>
				</Outcome>
				<Outcome>
					<OutcomeType>OUTCOME_SUBDUE_TELEPORT</OutcomeType>
					<iChance>10</iChance>
					<UnitType>[B][COLOR="Red"]UNIT_SUBDUED_animal[/COLOR][/B]</UnitType>
					<bUnitToCity>
						<Constant>1</Constant>
					</bUnitToCity>
				</Outcome>
to
Code:
				<Outcome>
					<OutcomeType>OUTCOME_SUBDUE</OutcomeType>
					<iChance>10</iChance>
					<UnitType>[B][COLOR="Red"]UNIT_SUBDUED_animal[/COLOR][/B]</UnitType>
					<bUnitToCity>
						<Constant>	
						<Has>
							<GOMType>GOM_TECH</GOMType>
							<ID>TECH_SEDENTARY_LIFESTYLE</ID>
						</Has>
						</Constant>
					</bUnitToCity>
				</Outcome>

or will I need to go through and do it all by hand?:D
 
I thought I got rid of all the bonus placements on subdued animals, subdued sea critters and their tales in my last update. Must have missed that.

If you could put it back in the order it was it will make my "quality control" check much easier.

Just so you know, I've included the subdued animals that were in other files, here's the order I included them (before the main file):

Alt_Timelines\MegaFauna\Mammoths
UNITCLASS_SUBDUED_MAMMOTH

Alt_Timelines\MegaFauna\Sabretooth
UNITCLASS_SUBDUED_SABRETOOTH

Modules\Alt_Timelines\MegaFauna\Zebra
UNITCLASS_SUBDUED_ZEBRA

Animals\Ecological_Animals\Reptiles\Crocodiles
UNITCLASS_SUBDUED_CAIMAN
UNITCLASS_SUBDUED_GATOR
UNITCLASS_SUBDUED_GATOR_ASIAN
UNITCLASS_SUBDUED_GHARIAL
UNITCLASS_SUBDUED_NILECROC
UNITCLASS_SUBDUED_RIVER_CROC_LARGE
UNITCLASS_SUBDUED_RIVER_CROC_SMALL
UNITCLASS_SUBDUED_SALTWATER_CROCL
UNITCLASS_SUBDUED_SALTWATER_CROCS
UNITCLASS_TALESOF_SALTWATER_CROCL
UNITCLASS_TALESOF_SALTWATER_CROCS

Animals\Ecological_Animals\Reptiles\Lizards
UNITCLASS_SUBDUED_LIZARD

Animals\Ecological_Animals\Rhinoceros
UNITCLASS_SUBDUED_ELASMOTHERIUM
UNITCLASS_SUBDUED_BLACK_RHINO
UNITCLASS_SUBDUED_INDIAN_RHINO
UNITCLASS_SUBDUED_JAVA_RHINO
UNITCLASS_SUBDUED_WHITE_RHINO

Animals\Ecological_Animals\Tapir
UNITCLASS_SUBDUED_TAPIR
UNITCLASS_SUBDUED_BRAZILIAN_TAPIR
UNITCLASS_SUBDUED_MALAYAN_TAPIR
UNITCLASS_SUBDUED_MOUNTAIN_TAPIR

DancingHoskuld\Subdue_Animals\
(everything else)


Note that I haven't touched the beastmasters, bard, entertainer and various dependecies, there are only the original UNIT_SUBDUED_* in this file (well, in the file I'm going to upload shortly...).


Also can you do a bulk change of XML changing

or will I need to go through and do it all by hand?:D

Arr, with all the trouble I went to correctly set those annoying tags in my tool :p I'll look into it.
 
Still in the SubcombatTypes, the following animals have no UNITCOMBAT_HEALS_AS_ANIMALS:

UNIT_TREESLOTH
UNIT_AFRICAN_PENGUIN
UNIT_BARNOWL
UNIT_BARREDOWL
UNIT_BOOBY
UNIT_GALAPAGOS_PENGUIN
UNIT_HARPYEAGLE
UNIT_RAZORBILL
UNIT_SEAEAGLE
You would be right to add the heals as animals - those I think were added after my sweeping adjustments that added heals as ccs.
 
Just so you know, I've included the subdued animals that were in other files, here's the order I included them (before the main file):

Alt_Timelines\MegaFauna\Mammoths
UNITCLASS_SUBDUED_MAMMOTH

I am in the process of moving most into core. Your moving them means that I will not be able to easily finish my work on them :mischief:.

The Subdued Mammoth and Subdued Zebra however need a bit more care as they and their wild counterparts should only be in game if the optional mod allowing their mega fauna riders are in game. In fact it is just easier if both are just in their respective optional mod folder.

And here's the file (also with the HEALS_AS_ANIMALS)

View attachment 394161

It will take hours to do a "quality control" on your changes because you merged all those extra ones in. The easiest thing I could do would be to merge them into my version first and then do the compare with your version. Or I could just not check the quality at all and hope all my changes have been included. ie I have copied them onto the SVN and you used the latest SVN.
 
It will take hours to do a "quality control" on your changes because you merged all those extra ones in. The easiest thing I could do would be to merge them into my version first and then do the compare with your version. Or I could just not check the quality at all and hope all my changes have been included. ie I have copied them onto the SVN and you used the latest SVN.

You can easily remove them, as said above they are at the beginning of the file (delete everything up to the subdued aardvark to get only what was in the main subdued animal file). Anyway if using this version takes more time than it saves, just ignore it, I provided it in case it could help ;)
 
Don't worry, I won't take offense if you'd rather do the fixes yourself (or even if you prefer letting them in because they aren't very important issues) ;) I'm trying to help with some things that I'm able to do so that you or other C2C modders can spend less time on them, but if it ultimately takes more time proofreading it than doing it, it's not helping.


The Subdued Mammoth and Subdued Zebra however need a bit more care as they and their wild counterparts should only be in game if the optional mod allowing their mega fauna riders are in game. In fact it is just easier if both are just in their respective optional mod folder.

Oh, OK, I thought wild Mammoths and Zebras were supposed to be in the game even if the alt timelines were deactivated and that only trained units would be optional (like bears for example).
 
A few other ones:

UNIT_SUBDUED_DESERT_TARANTULA and UNIT_SUBDUED_JUNGLE_TARANTULA are the only units that aren't allowed to build a BUILDING_ANIMAL_TOTEM, don't know if that's intended.

UNIT_SUBDUED_DESERT_TARANTULA, UNIT_SUBDUED_JUNGLE_TARANTULA and UNIT_POSSUM have a UNITCOMBAT_SUBDUED_WILD instead of UNITCOMBAT_SUBDUED
 
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