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Rabbits for dinner #1033
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Duplicate of But I will not close this issue because this is the only issue that only mentions rabbits :) so this is a good tracker issue. |
It would be helpful as if you could think along on how this feature should be implemented. If a hunter unit is looking for a next target to shoot down, should it first look for deer or first look for bunnies? In other words, what if there is both a bunny and a deer on the map, which one should it shoot down? Deer flock around in groups across the map, I am not sure if bunnies do the same. How much meat should be returned for a bunny? |
I agree with the idea with hunting bunnies - rabbits reproduce so fast that sometimes they can straight up conquer areas of the map if you don't manually kill them with army units lol. I think hunters should prioritize deer but target rabbits if certain conditions are met -
The balance thought is that rabbits provide small amounts of food quickly whereas deer provide large amounts of food slowly. Is it also possible to let deer respawn/reproduce akin to rabbits? IIRC rabbits are the only ones that can 'respawn'. It'd make hunters way more valuable and an actual tangible source of food. Obviously deer shouldn't respawn as fast as rabbits but yeah. |
Nice contribution! Are your suggestions about single player or skirmish mode? |
I think the deer population conditions should be revisited.
Is less than 6 deer near keep, but 100 near enemy keep (so cant hunt them)
valid to switch? if not, you will hunt all deer you can access, while
leaving rabbits around.
Similarly rabbit population being very high but near enemy or too far away
to be practical to hunt will render hunters useless even when there is
sufficient deer nearby.
remedying these problems would be make the idea work, and i like that you
considered balance options between rabbits and deer, however I think it
would make the adjustment prohibitively complicated.
Might i suggest a simpler alternative? Have a switch in each hunters post
(similar to fletcher can switch from bows to xbows). This allows the player
to decide whether to go for rabbits or deer depending on the situation. If
the populations are too low the player can sleep the building until they
recover.
This way we are asking the player to set their own conditions instead of
asking a programmer to do it for everyone. Should theoretically be simpler
to implement and would allow the player more freedom to set their economy
how they wish. Especially when if you have different food production rates
between rabbits and deer (i would hate to not notice they switched to
rabbits and run out of food because i didnt account for it)
…On Tue, Oct 3, 2023 at 12:07 AM gynt ***@***.***> wrote:
Nice contribution! Are your suggestions about single player or skirmish
mode?
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Having a switch between deer and rabbit is a fantastic idea, idk how that thought didn't even cross my mind lol. Yeah, giving players more control over hunting priorities is better overall from both a gameplay and coding standpoint. |
Some more things to keep in mind:
|
For killed rabbits, I mentioned using the hunting dog. They move faster than the hunter so I wonder if it could go like this; In all my time playing SHC I've never seen the deer repopulate. It might've been disabled for multiplayer/skirmish if it's there in singleplayer. Might be worth considering using the rabbit repopulation code but just slowing it down considerably. For the AI, that's tough. I get the feeling in vanilla SHC hunting mechanics were a bit of an afterthought to the devs as there's nothing in the AI lord (afaik) that controls granary meat amount or amount of hunting posts. I'm unsure how to go about that. |
It would be great if rabbits could be hunted as deers for meat to the granary, so it will make meat much more usable and valuable resourse
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