Domestication of Animals
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- Pie
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- Pie
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by modify, what do you mean? it could mean for me to change it using somthing that is above my words when ime typing a reply(hence th font color, and size) or chang it using words. if you mean words, then i cant chang it, for my signitchur is bad spelling and grammer.
you know what? ile just cange my ending sentence every so often.
________________________________________________________
PIE!its whats for dinner
you know what? ile just cange my ending sentence every so often.
________________________________________________________
PIE!its whats for dinner
- Pie
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- Arlequin
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Up.
My tailor would really love to access to wool, so it would be nice if there was a way to import some sheep. Maybe this would be a simpler approach to how to code it:
Cage item
- All cages made of iron and able to hold only certain useful animals. They have a lock, too. I'll use sheeps for the examples.
Capturing animals
- With the cage unlocked, you use it in a 'Capture animal (sheep)' project. It uses the hunting skill.
- When finished, one animal of that kind disappears from the location. If for then there aren't any, the project fails.
- The cage becomes loaded with that kind of animal. Now it works like a tamagotchi item.
- It's weight will be increased. You can't carry around two sheeps (well, you shouldn't).
Keeping animals
- 'Feed animal (vegetables)' project, automatic, you don't need the key to do it. It will accept a fixed amount of many foods of that kind. A good farmer will use a scythe and gather wheat and such to keep all his animals well fed.
- A cage with no feed project for more than one week becomes empty.
Farming resources
- 'Farm for wool/milk' project, requires the cage key. You need to stop the feeding, so usually you would keep several cages and farm each one during one or two days.
Sacrifice
- Domesticated animals can't be freed, they would just die. You can only sacrifice them for their meat, leather and else. You need the key, of course.
Aging and reproduction
- Animals will die after 10 cantr years.
- A full cage will check its location for other full and empty cages each five cantr days. If there is another cage of its kind, and an empty cage, there will be a 20% chance that the empty cage will be loaded with a new animal.[/b]
My tailor would really love to access to wool, so it would be nice if there was a way to import some sheep. Maybe this would be a simpler approach to how to code it:
Cage item
- All cages made of iron and able to hold only certain useful animals. They have a lock, too. I'll use sheeps for the examples.
Capturing animals
- With the cage unlocked, you use it in a 'Capture animal (sheep)' project. It uses the hunting skill.
- When finished, one animal of that kind disappears from the location. If for then there aren't any, the project fails.
- The cage becomes loaded with that kind of animal. Now it works like a tamagotchi item.
- It's weight will be increased. You can't carry around two sheeps (well, you shouldn't).
Keeping animals
- 'Feed animal (vegetables)' project, automatic, you don't need the key to do it. It will accept a fixed amount of many foods of that kind. A good farmer will use a scythe and gather wheat and such to keep all his animals well fed.
- A cage with no feed project for more than one week becomes empty.
Farming resources
- 'Farm for wool/milk' project, requires the cage key. You need to stop the feeding, so usually you would keep several cages and farm each one during one or two days.
Sacrifice
- Domesticated animals can't be freed, they would just die. You can only sacrifice them for their meat, leather and else. You need the key, of course.
Aging and reproduction
- Animals will die after 10 cantr years.
- A full cage will check its location for other full and empty cages each five cantr days. If there is another cage of its kind, and an empty cage, there will be a 20% chance that the empty cage will be loaded with a new animal.[/b]
-
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Ok Arlequin, i have some mixed ideas on your suggestion. Supposing caging is harder than hunting you would about catch one species every ten tries, so if there are 3 species in town i'd catch about 3 in ten tries, kind of easy. Does it only apply to 'tame' animals like cows, horses and rabbits or to all animals?
If i know my caged beast will die in 10 years i will farm for a while then give it to someone maybe or kill it. If it's the only way to get wool i wouldn't unless i know i have enough. Caged animals maybe shouldn't reproduce, the animals on location already do. If you built your second cage catch another.
If i cage a cow i'd imagine it's not in a cage but tied to a rope. Can i go travelling with it? If so can i take more cows? The thingy created when an animal is caged doesn't necessarily have to be an object you carry (cantrians can't carry a cow..), an animal has free will, it shouldn't behave like an object. But if it behaves like a char, which springs to my mind first you could drag it into a building which you will subsequently treat as a farm. Then i suppose machines in the building wouldn't interfere but maybe it's a smithy... and then other days it's a farm, i feel that is ugly.
Why can't animals be freed? And if they can't then if the caged animal thingy is in inventory there is no need for a key.
If i know my caged beast will die in 10 years i will farm for a while then give it to someone maybe or kill it. If it's the only way to get wool i wouldn't unless i know i have enough. Caged animals maybe shouldn't reproduce, the animals on location already do. If you built your second cage catch another.
If i cage a cow i'd imagine it's not in a cage but tied to a rope. Can i go travelling with it? If so can i take more cows? The thingy created when an animal is caged doesn't necessarily have to be an object you carry (cantrians can't carry a cow..), an animal has free will, it shouldn't behave like an object. But if it behaves like a char, which springs to my mind first you could drag it into a building which you will subsequently treat as a farm. Then i suppose machines in the building wouldn't interfere but maybe it's a smithy... and then other days it's a farm, i feel that is ugly.
Why can't animals be freed? And if they can't then if the caged animal thingy is in inventory there is no need for a key.
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Names
If they did add tamable animals mainly farm animals you could make pastures that way they have food and you could make genders where animals could breed but the mothers would be useless until the offspring became old enough to handle themselves. You could also give them names like Nightshade and Blazer and Blackberry,that way you could tell them apart you could make carts if you had 2-or-4 horses you could pull like an old fashion Taxi-cab. or you could tame wolves and make sleds and have sled dog teams. when your trying to tame an animal the animal could possibly fight back or if an animal is not used or rode for a long time it could escape.
- Jos Elkink
- Founder Emeritus
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To be sure - without reading all of the above - in the ProgD we have some ideas on how to implement this - but will definitely read some more on the forums before doing anything ... Just mean to say: domestication, or at least changes close to that, will definitely be implemented, but it takes time and it'll be the kind of feature programmers really like to experiment and play around with ... We could go for some very easy solution working for all animals types the same etc., but it would totally spoil the fun for us ... Animals is now this one huge area in Cantr where there is little going on and where there are virtually endless possibilities to improve on them ...
- Elros
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Gladiator Games/ assassination pets
Just got an idea, Gladiator games, get a prisoner, lions, and sit back and enjoy the game while 20 lions play with their food.
Of course, free entry for the jews and the christians lol
Also if poison gets implemented, tame snakes and spiders (poisonous ones) and send them to poison a high ranking. a chance of them for the pets
Of course, free entry for the jews and the christians lol
Also if poison gets implemented, tame snakes and spiders (poisonous ones) and send them to poison a high ranking. a chance of them for the pets
- buddyhall
- Posts: 331
- Joined: Tue Feb 27, 2007 7:17 pm
- Location: Steelcity Canada
re
this is an idea i've been thinking about for awhile just not sure of how i wanted to suggest it's implementation if i come up with anything i'l post it but good idea
"Great spirits have often encountered violent opposition from weak minds." einstein
- buddyhall
- Posts: 331
- Joined: Tue Feb 27, 2007 7:17 pm
- Location: Steelcity Canada
When the hell are they going to do it then!!
Great idea too bad for the wait
Some wood and whatever they eat bam lets do it cows is easy get them into the Barn or whatever!!!!!
Some wood and whatever they eat bam lets do it cows is easy get them into the Barn or whatever!!!!!
"Great spirits have often encountered violent opposition from weak minds." einstein
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