Hunting

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Kest
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Hunting

Post by Kest »

This might be interesting to eventually implement. Wildlife could drop rather heavy carcass item, which could be taken back to a butchery station to be processed into meat and hides.
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ayergo
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Post by ayergo »

I've spoke on this before, and it is something i would really, really, really love to have.

There are some intricacies which i will begin to lay out here. From the top of my head:

1) Effective AI for herbivores. Haven't managed to make this work yet. Possible that spawning is swapping out AI or something. Even then, it seems like they might be cornered easily. This needs some consideration.

2) Want to tie harvesting to skill levels, survival, etc. Requires clickable corpse and ideally some roll to make sure that you don't gut-shot the creature and ruin the pelt, meat, etc.

The other problem is that right now its only me working on this thing. Very slow going and my focus has to be on content everyone can enjoy. Very happy to accept a patch if someone can make this all work though.
There's a place I like to hide
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It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Kest
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Post by Kest »

ayergo wrote:2) Want to tie harvesting to skill levels, survival, etc. Requires clickable corpse and ideally some roll to make sure that you don't gut-shot the creature and ruin the pelt, meat, etc.
This should be made easier to code if you ignore the combat aspect, have the creature drop a perfectly usable carcass, and when the player brings it in for processing then you check how skilled he is at producing anything useful from it.
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ayergo
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Post by ayergo »

That is a good idea Kest. Would be awesome if could also include the roll for the kill shot to check general area. This also from Teric:
Hi ayergo,
I saw the post on your test forum about hunting and how you were having trouble with AI for prey creatures. I wrote this little script for my spawns on the OAS, perhaps it may be of use? It's a conversion of the 2nd ed. morale rules - if the creature sees a PC and fails its morale test it runs away..

File here
Usage: put the sjc_onperceive_moralecheck script in the creature's OnPerceive script slot. Add an int variable to the creature called SJC_MORALERATING. A value of 0 means the creature will always run. Higher numbers mean braver creatures.. I use 3 for any animal that might turn nasty (boars, bears), 7 for unintelligent predators, 10 or 11 for orcs etc, 13 for soldiers and about 15 for elite troops or berserkers.

Hope that may be of help, or inspire you to something better,
Regards,
Teric
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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ayergo
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Re: Hunting

Post by ayergo »

I've been thinking a lot about this and i may be able to incorporate it into the current static system thusly:

1) Add additional placeable (tracks, poop, something) that characters interact with.

2) If possess necessary skills/feats and make the die rolls, then it alerts of successful tracking and spawns the creature somewhere in the area (and despawns the placeable).

3) Animal will likely try and escape, despawns after some time indicating successful escape.

How does this sit with you all?
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
danielmn
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Re: Hunting

Post by danielmn »

That sounds nifty!
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