UnofficialCrusaderPatch / UnofficialCrusaderPatch2

Unofficial balancing patch installer for Stronghold Crusader 1
MIT License
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Rabbits for dinner #1033

Open digger112344 opened 1 year ago

digger112344 commented 1 year ago

It would be great if rabbits could be hunted as deers for meat to the granary, so it will make meat much more usable and valuable resourse

gynt commented 1 year ago

Duplicate of https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch/issues/168#issuecomment-453264415 https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch/issues/374#issuecomment-493620700 https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch/issues/376#issuecomment-493712843

But I will not close this issue because this is the only issue that only mentions rabbits :) so this is a good tracker issue.

gynt commented 1 year ago

It would be helpful as if you could think along on how this feature should be implemented.

If a hunter unit is looking for a next target to shoot down, should it first look for deer or first look for bunnies? In other words, what if there is both a bunny and a deer on the map, which one should it shoot down? Deer flock around in groups across the map, I am not sure if bunnies do the same. How much meat should be returned for a bunny?

Panbutt commented 1 year ago

I agree with the idea with hunting bunnies - rabbits reproduce so fast that sometimes they can straight up conquer areas of the map if you don't manually kill them with army units lol. I think hunters should prioritize deer but target rabbits if certain conditions are met -

The balance thought is that rabbits provide small amounts of food quickly whereas deer provide large amounts of food slowly.

Is it also possible to let deer respawn/reproduce akin to rabbits? IIRC rabbits are the only ones that can 'respawn'. It'd make hunters way more valuable and an actual tangible source of food. Obviously deer shouldn't respawn as fast as rabbits but yeah.

gynt commented 1 year ago

Nice contribution! Are your suggestions about single player or skirmish mode?

GRhin commented 1 year ago

I think the deer population conditions should be revisited. Is less than 6 deer near keep, but 100 near enemy keep (so cant hunt them) valid to switch? if not, you will hunt all deer you can access, while leaving rabbits around. Similarly rabbit population being very high but near enemy or too far away to be practical to hunt will render hunters useless even when there is sufficient deer nearby. remedying these problems would be make the idea work, and i like that you considered balance options between rabbits and deer, however I think it would make the adjustment prohibitively complicated. Might i suggest a simpler alternative? Have a switch in each hunters post (similar to fletcher can switch from bows to xbows). This allows the player to decide whether to go for rabbits or deer depending on the situation. If the populations are too low the player can sleep the building until they recover. This way we are asking the player to set their own conditions instead of asking a programmer to do it for everyone. Should theoretically be simpler to implement and would allow the player more freedom to set their economy how they wish. Especially when if you have different food production rates between rabbits and deer (i would hate to not notice they switched to rabbits and run out of food because i didnt account for it)

On Tue, Oct 3, 2023 at 12:07 AM gynt @.***> wrote:

Nice contribution! Are your suggestions about single player or skirmish mode?

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Panbutt commented 1 year ago

Having a switch between deer and rabbit is a fantastic idea, idk how that thought didn't even cross my mind lol. Yeah, giving players more control over hunting priorities is better overall from both a gameplay and coding standpoint.

Heroesflorian commented 1 year ago

Some more things to keep in mind:

Panbutt commented 1 year ago

Some more things to keep in mind:

  • Killed rabbits despawn faster than deer, and even shot deer sometimes despawn before the hunter reaches them, so a hunter hunting rabbits would rather shoot and collect them one-by-one rather than shoot multiple and try to gather what already has despawned afterwards.
  • Rabbits multiply like rabbits, but better: Even one "source rabbit" can breed up to a full group of around 32 again, and rather quickly so.
  • Repopulation of deer in SHC, especially skirmish, usually doesn't work that well, or at all, potentially making other adjustments necessary to avoid rabbits from becoming strictly better deer due to their rapid-respawning nature. For SH1, deer can repopulaty albeit more slowly and with some growing-up stages and only if a group's leading deer is still alive; when extinct, new deer spawn at a predetermined, fixed place on the map; this clearly doesn't happen for SHC skirmish though.
  • How will the AI switch between rabbits and deer?

For killed rabbits, I mentioned using the hunting dog. They move faster than the hunter so I wonder if it could go like this; -Hunter kills rabbit -Dog rushes to rabbit corpse to 'gather' it -Dog runs back to Hunter, rinse and repeat until a number is met (around 5-6 rabbits?)

In all my time playing SHC I've never seen the deer repopulate. It might've been disabled for multiplayer/skirmish if it's there in singleplayer. Might be worth considering using the rabbit repopulation code but just slowing it down considerably.

For the AI, that's tough. I get the feeling in vanilla SHC hunting mechanics were a bit of an afterthought to the devs as there's nothing in the AI lord (afaik) that controls granary meat amount or amount of hunting posts. I'm unsure how to go about that.