Opened 8 years ago
Last modified 4 years ago
#3783 new defect
behaviour of violent/aggressive animals
Reported by: | mimo | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
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:3 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
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.