Opened 8 years ago

Last modified 4 years ago

#3783 new defect

behaviour of violent/aggressive animals

Reported by: mimo Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords:
Cc: Patch:

Description (last modified by Freagarach)

we have 4 categories: wild_violent (e.g. lion, tiger), wild_aggressive (e.g. crocodile, wolf), hunt_violent (none) and hunt_aggressive (e.g. bear, boar) currently, only hunt_aggressive have a non zero vision range (=10m) and may thus attack units inside this range. Futhermore, UnitAI has a different behaviour between aggressive and violent: violent animals always attack units within their vision range while aggressive animals only attack then when roaming, so a small fraction of the time.

This should be improved by adding a vision range to all these categories, and deciding if the different behaviour between violent and aggressive is wanted. If yes, the losRangeQuery should be reset each time the animal goes in ROAMING state to properly work.

Change History (4)

comment:1 by Lionkanzen, 8 years ago

Ok there is a explanation how works the wollves( and all aggressive wild animals) in AoK http://youtu.be/jgRyH7Ff5Wg

For me is a gameplay very interesting bringing the possibly the player vs environment. Even if the Ai difficult is high the animal Ai are more aggressive.

Last edited 8 years ago by Lionkanzen (previous) (diff)

comment:2 by mimo, 8 years ago

In 17754:

add a small vision range for aggressive/violent animals, refs #3783

comment:3 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

comment:4 by Freagarach, 4 years ago

Description: modified (diff)

Refs. #3919.

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