Barely hitting the animals
Posted: Fri Dec 10, 2004 3:05 am
Wuds Sud Jalahido Sover that only does 0-2 percent damage to animals as when i first started i would do up to 30% damage. could we get this fixed if its a bug.
A forum for discussion about the PBBRPG Cantr II
https://forum.cantr.org:443/
The Sociologist wrote:I've been watching the two pigeons in Zhift Forest for almost two years now. They coo at each other but never do the deed. Same with racoons. But lions now - get them down to two, and a day or so later they're at three, then four. I really don't know who set the ecological parameters for the game but Biology 101 would surely help.![]()
rklenseth wrote:If it takes half the night to do anything then you need to get a new connection. And my suggestion for your character is that if he can't hunt very well then he should try to find what he is good at and do that.
The Industriallist wrote:You could be right. But I strongly suspect that your lion hordes are immigrants. Somewhere in the wastes are tens or dozens of lions breeding, and their offspring wander down the roads. Pigeons, on the other hand, are massacred everywhere, by everyone, at every convenient opportunity, so there isn't a motherload or nest to be found.
The Industriallist wrote:Sociologist...you do realize you are not meant to be able to survive all alone, poorly equipped, in a trackless waste full of aggressive animals? Most of the known regions of cantr, however, just aren't like that. If you leave the fold as a weak and unprotected spawnling you're lion food, and rightly so. Beating back the lions will need a concerted, armed effort.
rklenseth wrote:Also, I'll look into the whole animal reproduction thing. It is my understanding that the fewer animals at a location the less of a chance that more will spawn.
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But there is a trade off to upping spawn rates and that is more dangerous animals will spawn just as quickly and could overwhelm some civilizations that are on the border of civilization and the wilderness. And those dangerous animals will totally dominate in the wilderness.
mortaine wrote:I said it before, and your comment just reinforces my opinion: the animals have the upper hand in this game. They're going to win. Can I join their side?
mortaine wrote:rklenseth wrote:Also, I'll look into the whole animal reproduction thing. It is my understanding that the fewer animals at a location the less of a chance that more will spawn.
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But there is a trade off to upping spawn rates and that is more dangerous animals will spawn just as quickly and could overwhelm some civilizations that are on the border of civilization and the wilderness. And those dangerous animals will totally dominate in the wilderness.
Um, yes. This is why even the most basic Life program, left to run for more than its initialization phase, will tend to show no greater than a 5% (or fewer) predator population among prey animals.
What are the lions eating, besides cantrians? If there are 10 deer and 10 lions, the lions starve-- QUICKLY, because 1 deer feeds 10 lions for about a day, and 10 deer (then 9... then 8...) cannot reproduce fast enough to lose 1 a day. Well, maybe in the current system, but not in any actual biological system.
Predator/prey populations also fluctuate in relation to each other. If there's a large deer population one year, the wolf population increases the next. Because there are more wolves, the deer population decreases that year. Because there are fewer deer, the wolf population decreases the next year. And so forth. Populations eventually "stabilize" into a very small fluctuation from one year to the next, but the prey in a stable population will always outnumber the predators.
The above logic "more population=more spawning" is a classic example of how Cantr doesn't function terribly well, and the logic is massively flawed. Biology isn't a binary system; you can't have it either on or off, and simple algebraic logic simply does not work.
Many of my characters spawned in barely-settled areas. This idea may work for civilized areas, where there's enough weaponry to go around, but in the boonies, the wild animals are slaughtering the people.
What's more, it shouldn't be too hard to program in a system that takes this into account. Unless the programming department is completely ignoring the accomplishments of the past, in which case they might not know about the Life program, which is the basis for nearly all life/biology simulator programs.
Oh, and what's up with the vicious sheep, deer, and cows? Herd animals do not generally get vicious and aggressive unless there's some huge pressure on them (and then only in very limited, individual moments-- like when the herd is directly threatened). [For that matter, predator animals don't really get aggressive unless there's a huge pressure, but in Cantr, the pressure is obviously the fact that there are 2 pigeons and 12 lions, and the lions are hungry...]
I said it before, and your comment just reinforces my opinion: the animals have the upper hand in this game. They're going to win. Can I join their side?
You're not right about inherent stability, though. Outside a certain area the system rapidly self-destructs in some manner.
: The animals do not remotely have the advantage. Drojf isn't much bothered by the animals. Krif isn't much bothered. Last I heard, Seatown doesn't have problems at all. The Quill area has no problems that I've seen.
But that is not a bad thing. You just need to reallize that you aren't supposed to win, are going to die if you stay in fact, and make a getaway. IRL it took concentrated, externally supported effort to civilize and secure many parts of the world. Mesopotamian nobles hunted lions to protect their people, not just because they liked being nearly killed on a regular basis...
Also, it's often believed IC (and it may be true) that animals attack more often when attacked. So if you don't want the cows to raid you, leave them alone. That seems awfully logical to me...
mortaine wrote:You're not right about inherent stability, though. Outside a certain area the system rapidly self-destructs in some manner.
Er, that would be the "external pressure" I mentioned. Certainly, if you take animals away from their habitat, the balance will be thrown all to hell.
Ate they losing? That would be impressively bad for people with nearby access to wood, healing food, and advanced neighbors.mortaine wrote:: The animals do not remotely have the advantage. Drojf isn't much bothered by the animals. Krif isn't much bothered. Last I heard, Seatown doesn't have problems at all. The Quill area has no problems that I've seen.
I believe it's Seatown Gardens that is being attacked by aggressive cows.
mortaine wrote:But that is not a bad thing. You just need to reallize that you aren't supposed to win, are going to die if you stay in fact, and make a getaway. IRL it took concentrated, externally supported effort to civilize and secure many parts of the world. Mesopotamian nobles hunted lions to protect their people, not just because they liked being nearly killed on a regular basis...
So, what you're saying is that small, newer population areas are just supposed to die? And this isn't a problem? In some cases, the area was settled, then a bunch of people died suddenly, and now it's a ghost town with a few survivors and newspawns trying to rebuild. But the wild animals populate faster than the newspawns.... it's something of a problem, you could say.
And yes, you might say "but that's how it's supposed to be!" but consider this: it would take a newspawn in that area too long to farm enough food to last them the journey to someplace safer. So, basically, they're screwed. The hunger system, combined with the number of animals and lack of resources means that entire towns will die and never have had a chance.
I don't really play games, even simulator games, to start out with no chance of long-term survival, you know? And from what I understand, this is was originally a role-playing game.
mortaine wrote:Also, it's often believed IC (and it may be true) that animals attack more often when attacked. So if you don't want the cows to raid you, leave them alone. That seems awfully logical to me...
I've seen no evidence that this is true. While I'm sure that animals may be programmed to attack when hunted, I've also seen that herd animals also attack when not hunted.
The Industriallist wrote:The area was originally settled, you say. When people die there's a sudden windfall of resources and equipment. Including food, usually. Now, if a newspawn can't get any supplies, no one is willing to help them, and the population is too small and under-equipped to hold off the animals then yess, they should die. But it's difficult to create a situation where you initially had no chance...maybe (almost) no chance if you try (or are forced) to go solo, certainly. But not no chance.
As for farming...do you acrually mean that you can't survive for two days? Because pretty much every food I've seen you collect over 15 days of food in two days. So collect enough for the next road and run. You heal and rest on the road (well, you're supposed to heal I think, and I'm pretty sure you rest) so when you get to the next area if you're short on food you can grab some more and keep running. Eventually you can hope to hit somewhere with less animals, or more people.
Now, if you keep talking about a low-population foreign language region (you don't specify...) then that is a problem. It may be that the spawn rate makes those regions very nearly hopeless. And the fact that they may have gotten even nastier animals. And can't make any weapons better than a fishing spear without killing some now that bows have changed. But that is really a specific issue of those areas because for outside reasons they are underpopulated.