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Animal Reproduction Rates
Posted: Sat Aug 22, 2009 5:30 pm
by Chris
Has anyone noticed anything strange about animal reproduction rates? In most populated places, animal reproduction seems to have ground to a halt.
Is there some global limit on total number of animals in Cantr? If so, maybe there needs to be some refinement in the algorithm. If there are hundreds of unpopulated towns, and their animal numbers count against a global limit, then the populated towns get screwed. A global limit may be necessary to keep CPU load down, but there has to be a better way to implement it.
Posted: Sat Aug 22, 2009 5:47 pm
by Arenti
I have noticed that some towns hardly have animals only 1 or 2 from each type and they do not hunt... I also noticed in one town about 30 animals left in one day...
Posted: Sat Aug 22, 2009 8:50 pm
by Piscator
The animal system is under revision and there are plans for a refined version.
Posted: Sun Aug 23, 2009 2:52 pm
by Doug R.
The current animals system is partly broken. Some types of animals are not reproducing because the process runs out of memory. It has been this way since the server crash. Additionally, the tool that I would use to manage these populations manually hasn't been reconfigured since the crash to work under the new server settings. I'm pretty much stuck. Not much I can do about it until these issues get fixed.
Posted: Sun Aug 23, 2009 4:17 pm
by Arenti
Can you say when this might be fixed?
Posted: Sun Aug 23, 2009 5:59 pm
by Elros
Arenti wrote:Can you say when this might be fixed?
I can not speak for him, but I am pretty sure he has not set date he can give. Rest assured the ProgD is focusing a lot of disscussion on this right now, in fact it has been disscussed a good bit in the last few days. They will get it fixed as soon as they work out the bugs.
Posted: Sun Aug 23, 2009 6:31 pm
by Arenti
Ok thank you very much.

Posted: Mon Aug 24, 2009 1:19 pm
by Doug R.
Elros is unintentionally misleading you. The programming and resource departments are discussing a NEW animal system. This has absolutely nothing to do at all with what's malfunctioning in the current system, and will not be implemented for years, if ever.
Fixing the current problems is entirely out of my hands. I have no programming ability. I cannot place a estimated fix date on it. It's likely some species will go extinct because of this. When my population management tool gets fixed, I'll rectify what I can.
Posted: Mon Aug 24, 2009 1:48 pm
by Caesar
So for now all the animals just don't feel like mating.
Posted: Mon Aug 24, 2009 2:38 pm
by Elros
Doug R. wrote:Elros is unintentionally misleading you.
Oops, I am sorry. Guess I will leave the ProgD questions to the ProgD for now on.

Posted: Mon Aug 24, 2009 4:32 pm
by Doug R.
Caesar wrote:So for now all the animals just don't feel like mating.
Just some.
Posted: Mon Aug 24, 2009 4:36 pm
by Caesar
Doug R. wrote:Caesar wrote:So for now all the animals just don't feel like mating.
Just some.
*Sighs.*
Well.. It's their loss...
Posted: Tue Aug 25, 2009 3:59 pm
by chase02
Doug R. wrote:will not be implemented for years, if ever.
Eek. I feel sorry for the towns that rely on hunting to survive. It would be interesting to see the effect this has on populations, groups needing to up and move for food (although, without resource depletion the effect can't be as epic as it sounds).

Posted: Wed Aug 26, 2009 2:51 pm
by tiddy ogg
There have been far too many animals around in the last year or so. There was a time when food was a useful trade good, but then the animal population grew enormously, even in inhospitable regions and killed off that business model.
Posted: Wed Aug 26, 2009 3:16 pm
by Doug R.
Damned if you do and damned if you don't.