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RimWorld => Mods => Unfinished => Topic started by: erdrik on July 14, 2014, 01:05:53 AM

Title: Hunter Animals Mod [A5] Info Update - 7.15.14
Post by: erdrik on July 14, 2014, 01:05:53 AM
So my first step into DLL modding has been getting a new carnivore animal to spawn, hunt, and eat other animals.(and yes, even humans)

So far it is a success, though it still needs plenty of tweeking.
At this moment I don't feel the mod is ready for release.
But I will post this to prep for a future release, and to let you guys drop opinions on the info so far:
EDIT: Also as a place to leave a to-do list. :P

So far the mod adds:
-new animal:
    Wulf
        Health -              70
        Walk speed -       1.15
        Melee damage -    15

-JobGiver Class:
    JobGiver_HuntAnimals
        When Urgently Hungry will seek out a corpse and butcher it on the spot.
        Corpse can not be another Wulf, unless Starving.
        Corpse must be 'Flesh'.(no mechinoids)
        Corpse must be within X squares.
        If no corpses are within X squares the Wulf will hunt the closest living animal.
        Prey must be within Y squares.
        Prey must be 'Flesh'.(no mechinoids)
        Prey can not be another Wulf, even if Starving.
        Prey may be Humanoid.
        Attack and Butcher positions are reserved so the Wulves will not stack on the same square.

-JobGiver Class:
    JobGiver_RangedDefense
        When Health is >= 65% will seek out and attack targets. (meant to be territory defense)
        Targets must be withing X squares.
        Targets can not be incapacitated.
        Targets can not be another Wulf.
        When Health is < 65% will evade nearby Enemies.
        Wulves do not count as Enemies.
        If the Enemy is an Animal, it must be within X squares.
        If the Enemy is a Human or Mechanoid, it must be within Y squares.
        If the Enemy is a Human or Mechanoid, it must be in 'Line of Sight'.
        Each Evade Destination is reserved so the Wulves will not stack on the same square.

Plans:
-Implement a 'disengage attack' if enemies in JobGiver_RangedDefense get too far away, or too low on health. -Targets below 45% health are ignored. Needs testing
-Implement 'Flee when Attacked' mentality in other animals. -Muffalos now flee when attacked.
-Fleeing from humans will depend on if they are armed.
-Better evasion from an enemy when fleeing.(currently they just wander at sprinting movespeed) - second pass on fleeing away rather than fast wander
-Implement pack mentality. - framework in place. Herd's/Pack's Alpha is generated and recognized
-Expose variables. -9 expose variables, 6 used
-Whatever else I can think of.

Changes 7.14.14-
-Targets below 45% health are ignored when defending territory. Needs testing
-Muffalos now flee when attacked.
-First pass on fleeing away rather than fast wander
-9 exposed variables, 6 used
    JobGiver_RangedDefense
        territoryRange - unused
        personalSpaceRange - max range to check for encroaching enemies
        fleeFromThreatRange - max range to check for enemies to flee from
        fleeFromArmedThreatRange - max range to check for armed enemies to flee from
        evasionRange - unused
        fleeToDistance - max range to flee to when fleeing
        shouldEvade - should evade? or flee

    JobGiver_HuntAnimals
        huntForCorpseRange - max range to check for corpses
        huntForAnimalRange - max range to check for prey
   
Changes 7.15.14-
-Second pass on fleeing away rather than fast wander
-New Map Generation Step to support spawning Herd/Pack Animals
-New ThinkNode for Herd/Pack Animals
Title: Re: Hunter Animals Mod [A5]
Post by: BetaSpectre on July 14, 2014, 01:17:17 AM
Is the melee damage a little much if its faster than most humans? Another issue may be the fact when a person starts their guns suck. either the health should be lower to like 50-25 or I'll be seeing an empty map pretty soon I'd think.

Still It'd be interesting to see these guys roaming about.
Title: Re: Hunter Animals Mod [A5]
Post by: erdrik on July 14, 2014, 01:44:39 AM
Yea. I probably still need to do some balancing.
I forgot I had them currently balanced against a stronger set of Muffalos.  :-[

Ill edit the opening post to reflect how I would balance them against vanilla animals.

EDIT:
Also, as mentions in my plans, they are going to mostly flee from armed humans.
Title: Re: Hunter Animals Mod [A5] Info Update - 7.15.14
Post by: Avis on August 15, 2014, 01:36:28 AM
This looks like it will be a good mod to have. I always thought it was strange how muffalo just stood there and got shot.