Opened 13 years ago

Closed 13 years ago

#971 closed defect (fixed)

Sheep run away too fast for villagers to try to kill them

Reported by: Aritra Chakraborty Owned by:
Priority: Should Have Milestone: Alpha 8
Component: Core engine Keywords: simple
Cc: Patch:

Description

Sheep reared for food run away to fast for villagers trying to kill them for food . (they should run at least at a speed less than wild animals ).

Change History (7)

comment:1 by Erik Johansson, 13 years ago

Sheep shouldn't run away at all, not sure whether the relevant part of UnitAI.js is implemented/implemented according to the Design Document. ( http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Fauna ) Sheep use the behaviour "passive" which should mean that they don't run away. Looking at the XML for both sheep (and goats which currently seems to be what you can build from a corral rather than sheep as far as I can tell, but that's a pretty pointless nitpick as both use the same template to give them their behaviour) and chicken I can't really see why chicken don't run away. They do use the "parent="template_unit_fauna_hunt_passive" though they should be using "template_unit_fauna_herd_passive" according to: http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Fauna%3A_Herd

That's probably what makes the difference, though I can't tell from the hunt/herd templates why that would make a difference as they seem identical in this case :-/

comment:2 by Jonathan Waller, 13 years ago

Chicken don't run because everything kills them in one hit. Giving them more health means they do run.

in reply to:  2 comment:3 by Erik Johansson, 13 years ago

Replying to quantumstate:

Chicken don't run because everything kills them in one hit. Giving them more health means they do run.

Ah, that makes sense :) So the issue is with the way "passive" is implemented and nothing else then :)

comment:4 by historic_bruno, 13 years ago

The DD only specifies flee behavior when approached, not when attacked, we need to clarify this. There's currently no distinction in UnitAI between herd passive and hunt passive behavior, which is the real problem. My belief is that passive hunt animals (deer, rabbit, etc.) should flee when attacked, as they are wild, but passive herd animals (goats, sheep, chickens) should not, since they are domesticated. Or we can make passive herd animals flee much more slowly. Goats and sheep also use the default unit max HP of 100 - on the order of human units!

comment:5 by ben, 13 years ago

(In [10325]) Changes chicken parent template to herd instead of hunt per DD (no behavior change). See #971.

comment:6 by michael, 13 years ago

If sheep and goats didn't run away, then the 100 Health is not a problem, since they have pretty much no armour. This leaves us room to give units an attack bonus against animals later as part of economic technology upgrades so that they can kill animals in one hit.

comment:7 by ben, 13 years ago

Resolution: fixed
Status: newclosed

(In [10333]) Adds new NaturalBehaviour "domestic" to UnitAI, useful for tame animals who should never flee an attacker. Fixes #971. Renames herd_passive template to herd_domestic.

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