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Author Topic: more realistic pets?  (Read 2649 times)

nenjin

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Re: more realistic pets?
« Reply #15 on: January 28, 2010, 02:38:48 pm »

The behavior of unconscious/dropped items on switches and door is already super annoying. Without prioritizing utilities for labor, pets napping in awkward places could be more devastating than cat splosion.

But I do agree that adding sleep cycles to animals would cut down on a couple things. Namely-

-some FPS loss.
-death rate of your silk spiders (damn you kitties!)
-death rate among some pets

I don't think it would impact birth rates. There's no mechanics behind mating right now I believe, other than an [if speciesmale=>0 and speciesfemale = >0, then birth].

And I really hope we never have to deal with feeding, ever. I like micro, sure, but there are way too many pets to want to deal with it. And unless you're murdering kittens and puppies regularly, that would get out of hand quickly and drain your resources. Not to mention all the extra number crunching that would probably create.
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Fanghorn

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Re: more realistic pets?
« Reply #16 on: January 28, 2010, 04:51:24 pm »

Quote from: nenjin
And I really hope we never have to deal with feeding, ever. I like micro, sure, but there are way too many pets to want to deal with it. And unless you're murdering kittens and puppies regularly, that would get out of hand quickly and drain your resources. Not to mention all the extra number crunching that would probably create.

Farming is overproductive, fishing/hunting too if you use more than one dwarf there. You have too many pets? butcher them and you get even more food. If it comes to micro there should be some way to avoid that like the troughs mentioned earlier. If pets rely on manual feeding that would be a good way to keep you busy or the pet population in limits. But if pets would be able to feed themselves (out of your food stocks) that would be another good opportunity to see your dwarves perish. Pets shouldnt possible die from the wrong diet but might become weak or crippled (like loosing teeth/fur or getting sick).

Im for equality, so a sleep-cicle for pets would be great and later on some more use for pets would be great like mounts that can be used for hauling or powering treadmills, scouting flying pets with critical ambush detection, carp fighting dolphins? ...)
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h3lblad3

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Re: more realistic pets?
« Reply #17 on: January 28, 2010, 05:28:45 pm »

Maybe make it so pets gnaw away like vermin, then? :P
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nenjin

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Re: more realistic pets?
« Reply #18 on: January 28, 2010, 05:43:16 pm »

I dunno. I guess I just prefer pets at the maintenance level they have now, i.e. caging births and culling herds. Mostly I find that butchering the excess clogs up my workflow for leather and (better) meat.

Although more jobs for work hungry dwarfs is never a bad thing.
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When we are no longer able to change a situation, we are challenged to change ourselves.
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Axecleaver

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Re: more realistic pets?
« Reply #19 on: December 08, 2010, 09:48:47 pm »

What if pets would have attributes, skills and even different qualities of materials they give after butchering. Being able to breed them to get better hunting/war-creatures with interesting skills (for example flying scorpion mounts that are able to spit acid) could be awesome. This could all go along with the implemention of eggs, dwarven maturity (general maturity process) and mounts...

I'm all for the expansion of pets and creatures. In particular, I'd love to see more creatures that are tamable via Animal Trainers. And that includes tamable Megabeasts beyond the average, ordinary Dragon. (Though, I don't much care for the whole Dungeon Master noble requirement. I'd prefer what is possible to be based purely on skill and abilities.)

I also hope to see pet breeding expanded upon. I was hoping to see something reminiscent of Final Fantasy Tactics or even Legend of Mana. That is, getting two pets together for breeding and occasionally being able to find a monster egg in the wilderness (and the possibility of purchase from caravans). It'd be nice to have some traits of the parents passed on to offspring. Perhaps we could see a bit of diversity via stats in tame versions and perhaps offspring born tame would be a different color from wild?

And, yeah, I'd like to see more diversity in quality of animal products, too.

Edit: I forgot to add some things.

Q: Are their plans to improve the current breeding system? Consider how breeding is described in the Meat Industry section of the wiki:
Quote
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female. No contact between a male and female is needed - pregnacy can and will occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. (This is often referred to as "breeding by spores".) Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level. A female can get pregnant again immediately after giving birth. The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.

I see significant room for improvement here. I'm thinking that it would be more realistic if, for every male creature on the map, the game first tests if there are any females of the same species/caste which are not pregnant. If that tests true, then it checks if a female is within close proximity. If not, the male might try to approach, comparing the priority of mating with a list of priorities, such as a nearby food target or smashing nearby buildings. (Perhaps this is oversimplistic and not terribly realistic, but it's much better than the current system.)

But then, much futher complexity and realism could be added by a crude simulation of the female estrus cycle. (That is, only in heat certain times of the year. Also, the female will not be in heat until a long time after birthing progeny, giving the mother time to care for the young.) Further complexity could be added for certain species where the male tends to stick around the female afterwards to simulate dual parenting roles. But I wonder if that added complexity would be considered beyond the scope of DF...

Finally, I'm wondering about the health of pets and captured animals. Say you spent a lot on an animal from a caravan and it's the only female, but it got injured somehow. (Perhaps as a result of an attack or a fall.) Or maybe you managed to capture a rare creature for your zoo level (Megaproject) or finally caught a dragon to tame, but it became injured in the process. What to do?

How about adding a veternarian skill? (I'm thinking some of the doctor skills would cross across to care for animals). After doctor was added, I'm thinking veternarian should not be difficult.
« Last Edit: December 08, 2010, 10:30:39 pm by bsperan »
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Pilsu

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Re: more realistic pets?
« Reply #20 on: December 09, 2010, 03:16:49 pm »

How about adding a veternarian skill? (I'm thinking some of the doctor skills would cross across to care for animals). After doctor was added, I'm thinking veternarian should not be difficult.

That's what animal caretakers are. At least in theory, whether it actually works is another question. Could use some testing really, just give tigermen and dogs as pets to someone and see what happens when they're mauled.
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vadia

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Re: more realistic pets?
« Reply #21 on: December 14, 2010, 08:31:44 pm »

this seems to be similar to how my post seems to be developing http://www.bay12forums.com/smf/index.php?topic=72939.0;topicseen

They should be mereged
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BlazingDav

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Re: more realistic pets?
« Reply #22 on: December 16, 2010, 09:58:21 am »

I would demand that animals gain tags to enable them to choose preferred areas to sleep (e.g. cats pick warm places that are quiet or sleep on their owner's bed)
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Thundercraft

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Re: more realistic pets?
« Reply #23 on: February 16, 2011, 01:49:29 am »

How can I start a breeding program for captured giant desert scorpions? Do I have to mod the RAWs for this? If so, what do I need to add?
You'd have to change the GDS' [PET_EXOTIC] tag to [PET]. Or you'd need to get a dungeon master, but they're broken for now.

Well the reason I ask, is because they don't have a [Child] descriptor, like all the other breedable animals. Is that not a requirement, or... what?
Oh. You would need to add:
   [CHILD:1]
   [GENERAL_CHILD_NAME:giant desert scorpion hatchling:giant desert scorpion hatchlings]
   [CHILDNAME:giant desert scorpion hatchling:giant desert scorpion hatchlings]

I didn't realize they didn't have those.

What's the deal with exotic pets such as the GDS? I've noticed in the raws that a lot of them lack the CHILD, GENERAL_CHILD_NAME, and CHILDNAME tokens. Was this an oversight, or was it intentional?

I just don't see the point of having so many exotic pets without the ability to breed in captivity. Are they all sterile, or what? Seems to take a lot of the fun out of raising exotic pets! I realize that the Dungeon Master is still broken. But still...

I supposed that's one reason why much of the attention for the next release is focused on the new animals, because many of them will be domestic (and, hence, breedable in captivity).

PS: Scorpion hatchlings are actually called "Scorplings", I kid you not! (See: Wikipedia > Scorpion > Birth & development)
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