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Author Topic: animal companions  (Read 648 times)

Arbinire

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animal companions
« on: September 28, 2013, 07:49:16 pm »

Did a search on this board for the suggestion but didnt look too hard (go past the first page) so sorry if it's addressed, but since it'd fit the theme of the next update...Animal companions.  Since we're getting mount horses, pack animals, and raising livestock, seems to make sense to have hunting/war animals with our adventurers in lieu of normal companions, for that crossbow backing super-ranger dwarf in all of us.
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kontako

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Re: animal companions
« Reply #1 on: September 29, 2013, 03:07:36 am »

How would the adventurer learn to train these animals? In dwarf mode, the dwarves run away from the animals unless they're caged... how would our adventures capture these animals let alone have the knowledge to train that specific animal? A civ which has the specific knowledge to train a certain animal may offer these animals for sale in their market place, whats to say these animals won't just run back to their original owner, as they were trained by them... . I'm sure we could just work around that by transferring the ownership and what not, but eh...  ::)
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"Confederacy of Businesses"?! By Armok's Blood! These Communist animals are CAPITALISTS!
"This town ain't big enough for the two of us, turkey"
*gobbles menacingly*

weenog

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Re: animal companions
« Reply #2 on: September 29, 2013, 03:13:23 am »

Throw food at the animal.  If it doesn't submit, throw bigger food, harder.  If that doesn't work, throw rocks.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

Arbinire

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Re: animal companions
« Reply #3 on: September 29, 2013, 09:32:10 am »

How would the adventurer learn to train these animals? In dwarf mode, the dwarves run away from the animals unless they're caged... how would our adventures capture these animals let alone have the knowledge to train that specific animal? A civ which has the specific knowledge to train a certain animal may offer these animals for sale in their market place, whats to say these animals won't just run back to their original owner, as they were trained by them... . I'm sure we could just work around that by transferring the ownership and what not, but eh...  ::)

Well, since war-trained and hunting-trained animals now are considered work animals and not pets(unless you give a pet itself such training) in fort mode, at least ones you buy initially on embark, dont think the running back to the original owner thing will be much of a problem.  I might be off-base in my assumption though since my knowledge of scripting is beginner level, but I imagine that getting working animal companions wont be too much different than what's already coming with the next update:

"Mounts

    Can buy them as with livestock, handled as with livestock
    Combat move/speed split
    Movement speeds, turning and inertia
    Combat effects (velocity addition, body part selection, trampling)"

"Raising livestock

    Farms associated to entity population sprawl
    Ability to buy a livestock animal and lead it around
    Keep track of your animals as with hunted animals so they are not easily and permanently lost
    Ability to build fences (more than one fence tile per tree used, as opposed to wall)
    Ability to perform decisive attacks on unsuspecting or heavily injured opponent (a cow being slaughtered, for instance)
    Tracking livestock breeding/pregnancy information
    Grazing and drinking for livestock
    Eggs, chickens and associated objects"



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