growing number of animals

General out-of-character discussion among players of Cantr II.

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Peter
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Postby Peter » Mon Apr 24, 2006 10:33 am

What about characters not hunting animals will they be attacked by animals? I have atleast one character that has not been attacked ever and he does not hunt either.
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Chris Johnson
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Postby Chris Johnson » Mon Apr 24, 2006 11:01 am

That is just a coincidence. Every animal of a particular type has a equal chance of attack. Any character in the vicinity has an equal chance of being attacked . Previous hunting or behaviour has no impact on the likelihood of being attacked.
Peter
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Postby Peter » Mon Apr 24, 2006 1:08 pm

Then I'm interested in how the system really works. Because This character has been travelling and saw more than 100 animals, and never 1 other character. He spawned accidentally just before a boat with characters left.

Everytime he meets an animal, he is the only one to be attacked. When an attack takes place it should be him. How often should attacks take place, say with 30 animals in one town?
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Chris Johnson
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Postby Chris Johnson » Mon Apr 24, 2006 1:29 pm

It depends on the animal - differnt types of animals have different chances of attacking

As explained inthe wiki

Wiki entry for aggressiveness wrote:Aggressiveness determines how likely an animal is to attack.

A random percentage is drawn from a normal distribution with a mean of "Aggressiveness / 10" and a standard deviation of +/- 0.3% This is then divided by 4 and if it exceeds a random value drawn from a uniform 0 to 100 scale then the animal attacks.


The above formula is calculated for all animals with an agressiveness above zero once every 2 Cantr hours

Please use the Wiki to look up animal agressiveness figures - They are the same for all animals of the same type
wietse
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Postby wietse » Mon Apr 24, 2006 4:52 pm

I probably suggested this before but here we go again.

What a feel is wrong about the current hunting system is that you wound a lot of different animals.

I think you should simply kill an animal or dont catch it at all. When you get better at hunting you'r chance to kill one increases. This way the state of animals doesnt have to be kept track of and it increases the playeblity of the game. In real life (ow, i hate that argument) You do not do 30 damage to a deer. If you wound it you will catch it very very likely or you dont wound it at all.

As to the animal growth, the growth rate is probably not the problem when I hear complains of too few animals. Its that there should be an upper limmit to the number of animals, or maybe there should be a way to evade them (by not hunting them?). If it takes 10 people armed with crossbows and firing every day to keep the animal rate in check, then undeveloped areas will not really develop, unless the animal attack rates is very low.

A lot of people will want to attack animals everyday, but cant because they dont login everyday. If hunting was a normal project, the only difference that the result was more variable then a normal project and dependend on the number of animals you could set it to repeat.
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T-shirt
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Postby T-shirt » Mon Apr 24, 2006 5:51 pm

If people have limitation on the amount of gatherers, animals may very well have a limitation on the amount of 'grazers' and have the surplus walk away/die from hunger (with free animal resources to gather)/vanish in thin air.
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Chris Johnson
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Postby Chris Johnson » Mon Apr 24, 2006 5:57 pm

T-shirt wrote:If people have limitation on the amount of gatherers, animals may very well have a limitation on the amount of 'grazers' and have the surplus walk away/die from hunger (with free animal resources to gather)/vanish in thin air.


At this stage we are looking at 1) increasing chance of migration and 2) decreasing chance of mating in areas with high animal populations . RD will have input in determining threshold levels by animal type
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Black Canyon
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Postby Black Canyon » Mon Apr 24, 2006 7:17 pm

Chris Johnson wrote:At this stage we are looking at 1) increasing chance of migration and 2) decreasing chance of mating in areas with high animal populations . RD will have input in determining threshold levels by animal type


Mating...... in cantr? :shock:

Now doesn't that open a can of worms? :wink:
AngelSpice
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Postby AngelSpice » Mon Apr 24, 2006 10:51 pm

Worms in cantr? If so, I want to use them of fishing projects to markedly increase the daily catch rate.
Talapus
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Postby Talapus » Tue Apr 25, 2006 1:01 am

AngelSpice wrote:I want to use them of fishing projects to markedly increase the daily catch rate.


Have you not checked the fishing rates recently? The rates are five times what they used to be :D . Perhaps it is from the invasion of those invisible worms into Cantr.
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Hellzon
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Postby Hellzon » Tue Apr 25, 2006 7:04 am

Talapus wrote:Have you not checked the fishing rates recently? The rates are five times what they used to be :D . Perhaps it is from the invasion of those invisible worms into Cantr.

If that's true, allow me to do a threadjack and tip my hat to management. That was needed. :D

/Hellzon - needs to buy a hat first
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Peter
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Postby Peter » Tue Apr 25, 2006 11:02 am

"Aggressiveness determines how likely an animal is to attack.

A random percentage is drawn from a normal distribution with a mean of "Aggressiveness / 10" and a standard deviation of +/- 0.3% This is then divided by 4 and if it exceeds a random value drawn from a uniform 0 to 100 scale then the animal attacks.

Animals with an aggressiveness of zero never attack."

Quote from the Wikki...


What does this mean? The value is somewhere between 9.7 and 10.3 this will be devided by 4. This new value is being compared with a random number between 1-100. If the new value to be tested exceeds the random number, the animal will attack and if the new value is lower then the animal will not attck.

Is this right or do I need a new english course?
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Sho
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Postby Sho » Fri Apr 28, 2006 9:09 pm

A normal distribution is a bell curve. In this case it means that the random percentage will be drawn from a bell curve such that 95% of the time, the number will be between 9.4 and 10.6.

The rest of it is correct.
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N-Aldwitch
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Postby N-Aldwitch » Sat Apr 29, 2006 8:34 am

So does population have any effect on the likelihood of an attack?
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SekoETC
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Postby SekoETC » Sat Apr 29, 2006 12:33 pm

Dude!! >.< The check is done on each animal separately, therefor when there are several, the combination "none attacks" is getting less likely.

In the case of three animals, there are the following attack patterns, N meaning no attack and A meaning attack.

NNN <---None attacks
ANN
NAN
NNA
AAN
NAA
ANA
AAA

2^3 = 8 chances and one of them means no violence. Now lets say each animal has a 1% chance of attacking. So the chance of not attacking is 99%. But when there are several animals, the chance of none attacking is (1-hostily) ^the amount of animals. In our case, 0,99^3 ~= 0,97.
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