Animals (Again).

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

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The Hunter
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Animals (Again).

Postby The Hunter » Thu Apr 01, 2004 3:24 pm

The animal numbers and agressiveness seem quite balanced now. (Great job on that).

But the problem is, I've had a char searching for wood to build himself a shield for quite some time now. But every location he arrives, he get attacked by an animal as soon as he arrives. I'd hate to loose him as he's in his mid 20's already.
Some other chars of mine have the same problem, they get attacked by animals again and again. They do have a wooden shield and are heading to a known iron deposit (Not knowing about the hematite thing) to get themselves an iron shield, but I doubt they'll all make it...
Now, needing at least a wooden shield is great. (makes wood a valuable commodity and provides cheap labour by newspawns) but as said. There's so many boars (and worse, bears) around in the Dutch locations that an iron shield is needed to ensure survival. Travelkling without one is like russian roullette where 3 of the 6 chambers are loaded...

Yeah, I know, the Aki island is worse (or so I've read), but without (more)steel weapons the bears cannot be kept under control. and salt still hasn't been dicovered AFAIK.

(Just wanted to get this off my mind.. By the way, 2 chars are travelling to the same iron location where i happen to have 1 char already. No avoiding that unless I'd break the CR to make sure my chars would not meet). :oops:
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trage
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Postby trage » Thu Apr 01, 2004 3:44 pm

I don't think that would be a CR breach unless you made them work together. Since they all have their own goals I don't think it would be a cr breach. Unless did youy use the infromation from that one character to find out there was iron there or did you find out IC by someone who told you?
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Postby The Hunter » Thu Apr 01, 2004 3:49 pm

I know what a CR breach is, and this isnt one... The PD might ask what's going on, but even that chance is remote. And ofcourse they know where the place is, found out ingame. (One of them is following someone else tho).

Anyway. This post is about animals. More specificly, those on the Dutch island. Damn bears. :evil:
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"Our enemies are resourceful and innovative".

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They never stop thinking about new ways to harm our country and people"

"and neither do we"

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trage
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Postby trage » Thu Apr 01, 2004 4:22 pm

I know, but you were asking about the CR breach. I was just trying to be helpful, and I know you know what a CR breach is, but I wouldn't know about the Dutch animals because I play on English server. :(
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Postby Meh » Thu Apr 01, 2004 4:40 pm

It is time to tweak animals a little bit again. We did have a turn that ran over an hour yesterday but most of them have been last. So there is not a hurry like previouslly. The resource dept can decide what needs to be done.

It is very imporatnt to bring this up about non-English areas. Most of the English areas are not challaging and even Aki has surviable areas. It is a matter of population and tech level to keep things balanced.

At this point I do not see any point in aiding Pok, Cantr, Shring-Sri, and K islands in any way. The populations and tech are high enough to deal with it.

I agree with RK that remote places should be dangerous.

It is just the level of danger that we don't agree on.

I belive a good rule of thumb would be to limit animal sizes so that on average they would attack at most once a day per location. That is still dangerous but not unsurvivable.
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boomhaeur
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Postby boomhaeur » Thu Apr 01, 2004 5:17 pm

Yeah - I just lost a char to animals as well... he was exploring the new island, which I know was designed to be inhospitable - but this was extreme.

He would literally arrive in locations where there were 20+ of each animal and at least 4 or 5 species would be dangerous.

I think that island's population of animals needs to be torn back a bit - the places this char saw would take armies of people to get the population under control. I mean literally you would need 30 or 40 people with Iron Shields and Sabres in order to make a place even remotely hospitable.

He only survived as long as he did by running - never seemed to get attacked on the road - but he got badly injured when he stopped for wood to make a bow. SO He started running again - he arrived in a location one turn and I was 5 min late logging in for a turn change and he was already dead. Attacked by a wolf and finished off by a Hawk (of all the freakin things in the world).


ETA: The amount of animal traffic on that island is probably just chewing through resources too... there's almost no one there so that level of movement is just wasted Processor time. Maybe finding a way to have animal movement vary by people in proximity. ie. Have animals move regularly when there are people in the same location or nearby - but if it's an isolated area with no one in it only move those animals once per day....
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Postby Meh » Thu Apr 01, 2004 5:23 pm

That island was cut back quite a bit after your untimely demise I think.

But with the current population of the island it may be back to it's previous level already.
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Postby Meh » Thu Apr 01, 2004 8:40 pm

After looking at is more closely. The only non-English area that might have some issues would be Oorc. And I am not certain of the situation there. (wheter they are ther by spawn or by boat, if by boat they can get back on it).

All other non-English places (and most English places as well) have safer land areas that character can run to.

But as for those bears. They do not exist everywhere.

But let resources know about any situation becuase the thing changes on it's own. If your on Pok, Cantr, K or Shring-Sri I wouldn't bother mentioning it. Aki could go in any direction and is a matter of opinion.
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Postby rklenseth » Thu Apr 01, 2004 8:46 pm

That is because the humans killed them all off.
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The Hunter
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Postby The Hunter » Thu Apr 01, 2004 11:26 pm

Yeah, but on the dutch island killing them off is quite difficult... We just had made a start producing steel when the bellows thing was implemented. Even in the populated areas we're having problems keeping the dangerous animals under control. :cry:

Never heard of Oorc tho. :?
Life is fun. Play naked with Psycho-Pixie.



"Our enemies are resourceful and innovative".

"and so are we..."

They never stop thinking about new ways to harm our country and people"

"and neither do we"

~G.W Bush
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Postby Meh » Fri Apr 02, 2004 1:20 am

Send the specific place names to the resource department where there are issues.
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boomhaeur
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Postby boomhaeur » Fri Apr 02, 2004 5:07 am

"That island was cut back quite a bit after your untimely demise I think. "

Fockers! Reincarnate me now!

:)
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Postby AoM » Fri Apr 02, 2004 8:04 pm

Is there any set up for animal attacking animal? Shouldn't a population of wolves affect a population of sheep in the same area? Would it be possible to have certain aggressive animals have a attack priority, so that they could consider easier prey than humans as suitable targets for attack?

People would still have to worry about animals, especially if they don't want all the sheep to get killed off by wolves and have to kiss their wool supply goodbye.

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Postby Meh » Fri Apr 02, 2004 8:21 pm

This has not been implemented yet.
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nitefyre
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Postby nitefyre » Fri Apr 02, 2004 8:25 pm

Meh wrote:This has not been implemented yet.


Resolved. :lol:

Wouldn't that put more strain on the server, and your eyes?

"You see a horse chase a racoon."

"You see a racoon attack a horse."

"You see a horse kill a racoon."

Would we get the kill's stuff from it, in form of a carcass?

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