UnReal World forums

Development => Development News => Topic started by: Sami on October 04, 2017, 02:21:40 PM

Title: Wounded or starving dogs refusing to attack on command
Post by: Sami on October 04, 2017, 02:21:40 PM
Let's announce just one small but significant upcoming addition....

 - added: wounded or starving dogs may refuse to attack on command

        If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend
        their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always
        run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs
        more safe and better fed from now on.


This is an upcoming feature, not functional in the current version 3.40.
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: makute on October 06, 2017, 04:13:25 PM
I've been out of the loop lately, and coming in after a long time and seeing all these tidbits about the next update is really exciting!

You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry? :D
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: codyo on October 11, 2017, 07:02:48 PM
I've been out of the loop lately, and coming in after a long time and seeing all these tidbits about the next update is really exciting!

You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry? :D

No animal husbandry yet unfortunately. That is wild animals only. I will be looking into the possibility to see if it can be modded in though after the release.
From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: caius on October 11, 2017, 08:18:00 PM
Let's announce just one small but significant upcoming addition....

 - added: wounded or starving dogs may refuse to attack on command

        If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend
        their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always
        run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs
        more safe and better fed from now on.


Did this comment contribute to this addition?  ;)  https://www.unrealworld.fi/forums/index.php?topic=134.0 (https://www.unrealworld.fi/forums/index.php?topic=134.0)
  • Neglecting Dogs
    Dogs are a huge help/advantage for hunting large game, and a player can treat them very poorly for their huge help.  I recommend some tweaks to augment their obvious advantages so that the player needs to balance the cost/benefit of keeping a pack of dogs...

I like the addition!
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: phoenixshenanigans on October 13, 2017, 12:41:26 AM
That seems like a really, really good idea. Huge thumps up from here. Having a bunch of dogs basicly makes you overpowered against single targets, but now it comes at a cost of resources. Great idea!
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: Mati256 on October 13, 2017, 01:29:01 AM
This looks like a great improvement! Now, It's not nice to ask and ask, but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?  ;D ;D
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: koteko on October 13, 2017, 09:47:34 AM
It makes a lot a sense. Excellent!
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: codyo on October 14, 2017, 12:15:14 AM
I hope we would get a way to treat other characters soon.
Title: Re: Wounded or starving dogs refusing to attack on command
Post by: Sami on October 22, 2017, 11:00:14 AM
@makute :
Quote
You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry

and

@codyo :
Quote
From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.

How far it is depends on the level of desired detail. Having domestic animals give birth and their young ones to grow isn't that tricky to do anymore now that we've got it for wild animals. However, with the many player tactics of hoarding dozens of animals huge farms would soon arise. Characters who would live a full year could sit still and be secured with all of their easily "re-generating" animals. I'd like to make having domestic animals far more laborous than it currently is, having to feed them, having them to get sick every now and them - sometimes lethally, not being able to drag a pack of cows with you across the whole map everytime you want, and so on. This sort of improvements feel more important than a sloppy and quick animal husbandry. But it's coming up eventually, we're now more certain of it than ever before ;)

@caius :
Quote
Did this comment contribute to this addition?  ;)  https://www.unrealworld.fi/forums/index.php?topic=134.0

With all the stuff bubbling around it's hard to say what contributes to which  ::) but making dogs less of a war dogs has been on my mind for a loooong time.

@Mati256 :

Quote
but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?

Mmm..that is a long awaited functionality but like said many times before it's made so that dogs (and all the pets) usually heal faster on their own than what would happen if low or mediocre physician skills were applied. So these pet healing thingies currently play for character's advantage in a sense.