Animal Travels?

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

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Gunny1723
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Animal Travels?

Postby Gunny1723 » Tue Mar 09, 2004 4:06 pm

The Animals are traveling WAY to much...that should be decreased...but animal reporduction has slowed way to much......
rklenseth
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Postby rklenseth » Tue Mar 09, 2004 4:08 pm

Well, you guys complained that there were too many animals and stuff. So now the animals are less. You can't have it both ways. :wink:
Ash
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Postby Ash » Tue Mar 09, 2004 5:01 pm

Well personally as annoying as it may have been when movement time for the animals was about i actually liked the way the animals were reproducing, like the rates and that, i thought it added another 'edge' to the game. But i am sure the majority would think the otherway. Bu i definately liked it better when the people were outnumbered by every type of animal.

And why do all animals attack? I have seen deers attack, sheep, all animals that usually wouldn't..
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Meh
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Postby Meh » Tue Mar 09, 2004 6:05 pm

A male deer is called a buck. The antlers are just not for decoration.

A male sheep is called a ram.

The should attack in my opnion but very rarely but if there is alot of them you are more likely to see a mean one.

So all deers are not bambi and all sheep are not wool balls jumping over a fence to put you to sleep.

As for travelling I did like the idea that someone had where occassionally an enitre type would just get up and leave.

As for reproduction. It is difficult to balance. If they grow quick enough in front of your eyes then hordes of them will be massing in abondoned areas. And we have had more of a problem with their being too many in the game as a whole for turn change. The total number of animals does increase each turn even with the amount you are currently removing. This does not mean that the supply is limitless. You can overhunt the region which specific types move.
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berserk9779
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Postby berserk9779 » Tue Mar 09, 2004 6:49 pm

talking about movement. I noticed that animals actually travel now, when i had the impression that they just teleported from a town to an other.
Am i right?
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Surly
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Postby Surly » Tue Mar 09, 2004 7:01 pm

Well, you guys complained that there were too many animals and stuff. So now the animals are less. You can't have it both ways.


No! More animals, less aggression. And less movement. Maybe they could all move once per day? Like an end of day report...
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Meh
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Postby Meh » Tue Mar 09, 2004 7:18 pm

We could just put meat, bones, wool, and fur as resources. :P
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Postby Meh » Tue Mar 09, 2004 7:21 pm

berserk9779 wrote:talking about movement. I noticed that animals actually travel now, when i had the impression that they just teleported from a town to an other.
Am i right?


Yes. You can just notice it more now. Before it did not take to many days before they overwehlemed the system. Now that they have been going for weeks, the trails are full of them.
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boomhaeur
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Postby boomhaeur » Tue Mar 09, 2004 7:49 pm

"And we have had more of a problem with their being too many in the game as a whole for turn change."

Have you thought about staggering the animal movements/reproduction throughout the day so not every animal type moves/reproduces at the same time? You could break them into 4 groups and that would allow for two movements and two reproduction cycles per group during a given day. or take it one step further and have 8 groups - there's not much reason in having the animals reproduce or move more often than that
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Postby Meh » Tue Mar 09, 2004 8:04 pm

We discussed alot of things it is just a matter of impleteing it.

I was thinking along the lines of doing round the clock movement but only one group per second.

That sounds like more movement but it is roughly 3/8 less at current levels even lower when there was more groups running around.

That way there could move, breed, and attack all day and not interfere with the server or cause turn lag.

From a user point of view they would be less active ...but and this is the part I like... less predictable.

At the present size they would be 66% less of a load on the server.

The total number of animals and groups would be unlimited and the abandoned areas would be just thick with them.

Actually I'd like to see people travel and projects work the same way. It should just go though everyone constantly and move them along since the last time they were updated.

But this is just my opnion not a plan.
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nitefyre
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Postby nitefyre » Tue Mar 09, 2004 8:26 pm

Sounds good...but I still think it'd be better if the animals travelled in herds, but moved much less oft.

edit, now that i read the forum, lol, whatever boomhauer said.
Last edited by nitefyre on Tue Mar 09, 2004 11:11 pm, edited 1 time in total.
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new.vogue.nightmare
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Postby new.vogue.nightmare » Tue Mar 09, 2004 10:13 pm

What is it with boomhaeur and having lots of good ideas? :lol:
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Tue Mar 09, 2004 10:55 pm

new.vogue.nightmare wrote:What is it with boomhaeur and having lots of good ideas? :lol:


he must be eatin his weeties lately is all :lol:
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boomhaeur
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Postby boomhaeur » Wed Mar 10, 2004 2:41 am

Just natural genius is all :wink: :lol:


Seriously though... for a living I design & plan (& occasioanlly develop) processes and interfaces for web sites and web-based applications... so I get a kick out of thinking about this stuff :)
rklenseth
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Postby rklenseth » Wed Mar 10, 2004 3:25 am

boomhaeur wrote:Just natural genius is all :wink: :lol:


Seriously though... for a living I design & plan (& occasioanlly develop) processes and interfaces for web sites and web-based applications... so I get a kick out of thinking about this stuff :)


You should think about filling out a staff application for Cantr to work in the programming department. Not sure if they are recruiting currently but you never know.

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