Dinosaurs Hunting fixes

Your Feature Request / Idea
Hunting Fixes and Adjustments

Hey there (Im gonna be doing a fair amount of these tonight, don't hate me! I just want to help the game grow and improve!)

So, these are some observations I've made during my last two playthroughs since the 1.4 Update and some suggestions on what could be done, we could discuss how to handle them if someone has better ideas.

First of all, i feel like the dino hunting is a bit too.. incessant. Don't get me wrong, It's still MILES better than just not being able to put mixed exhibits together for fear of struthiomimus genocide, but it needs some tweaking still. What I've noticed is that the Carnivores will often hunt when hitting about 70-75% hunger or so. Perhaps we could lower this down to maybe 50%, as microing all the dead animals when you have more than one or two mixed exhibits honestly becomes an immense chore. This can be partially mitigated currently by adding in one or two live feeders for the carnivore AI to have more chance to target the myriad of goats running about, but then you have a bunch of annoying goats running about and it sort of defeats the purpose of a mixed exhibit.

The second issue I've noticed is actually quite serious and i cant help but think It's some sort of bug. Very often after making a kill, a carnivore will completely ignore it, even if it is bellow the threshold it would decide to feed at. It almost seems like the hunting behavior is triggered by the hunger meter, but when the kill is made, there is an error or oversight in the AI and it does not feed fro mthe body, then proceeds to ignore it and later kills again. One way to fix this is to somehow force the carnivore to feed from the kill it just made in the code, until it's hunger is full, unless it's already at like... 95% or something, in the case of aggression fights with defensive animals like trikes etc.

Another useful tool to remedy these issues and elevate this behavior would be to have a sort of "food" value to each corpse, depending on the animal's weight, as designated in it's stats. Let's say a carnivore can make a kill and feed from it, but you can choose to leave the corpse there and if it gets hungry again soon after, it will prioritize the existing corpse, until it depletes or is otherwise removed. It may also choose to feed from this corpse more frequently, for this to be more useful. This can present some issues with corpses creating risk of disease, but since disease happens anyway even without this, you can either reduce or eliminate that side of corpses to enrich behavior and reduce tedium, or i guess just consider it an extra bit of difficulty to manage in mixed exhibits.
 
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Your Feature Request / Idea
Hunting Fixes and Adjustments

Hey there (Im gonna be doing a fair amount of these tonight, don't hate me! I just want to help the game grow and improve!)

So, these are some observations I've made during my last two playthroughs since the 1.4 Update and some suggestions on what could be done, we could discuss how to handle them if someone has better ideas.

First of all, i feel like the dino hunting is a bit too.. incessant. Don't get me wrong, It's still MILES better than just not being able to put mixed exhibits together for fear of struthiomimus genocide, but it needs some tweaking still. What I've noticed is that the Carnivores will often hunt when hitting about 70-75% hunger or so. Perhaps we could lower this down to maybe 50%, as microing all the dead animals when you have more than one or two mixed exhibits honestly becomes an immense chore. This can be partially mitigated currently by adding in one or two live feeders for the carnivore AI to have more chance to target the myriad of goats running about, but then you have a bunch of annoying goats running about and it sort of defeats the purpose of a mixed exhibit.

The second issue I've noticed is actually quite serious and i cant help but think It's some sort of bug. Very often after making a kill, a carnivore will completely ignore it, even if it is bellow the threshold it would decide to feed at. It almost seems like the hunting behavior is triggered by the hunger meter, but when the kill is made, there is an error or oversight in the AI and it does not feed fro mthe body, then proceeds to ignore it and later kills again. One way to fix this is to somehow force the carnivore to feed from the kill it just made in the code, until it's hunger is full, unless it's already at like... 95% or something, in the case of aggression fights with defensive animals like trikes etc.

Another useful tool to remedy these issues and elevate this behavior would be to have a sort of "food" value to each corpse, depending on the animal's weight, as designated in it's stats. Let's say a carnivore can make a kill and feed from it, but you can choose to leave the corpse there and if it gets hungry again soon after, it will prioritize the existing corpse, until it depletes or is otherwise removed. It may also choose to feed from this corpse more frequently, for this to be more useful. This can present some issues with corpses creating risk of disease, but since disease happens anyway even without this, you can either reduce or eliminate that side of corpses to enrich behavior and reduce tedium, or i guess just consider it an extra bit of difficulty to manage in mixed exhibits.

This is something I myself have spent a lot of time considering as well and while I agree that there is a need for a more robust hunting system I don't believe the hunger percentage is the real problem. From my perspective the game needs a probability of escape for each type of herbivore. As an outside observer it appears that the carnivores have a 100% success rate, anytime they decide to hunt they succeed. One thing that perplexes me is the population caps for carnivores, seems weird that carnivores would have any issue with being surrounded by meat.
 
Hm, well i sort of agree, but honestly, even with escape chances, the hunting would still be triggered quite often. I know you have multiple enclosures together, but for a large park where dinos start dying of old age and in-between the carnivores keep killing consistently every two minutes or so (coupled with the bug of them not eating and then refusing to acknowledge that corpse as a food sources afterwards) gets quite tedious. I think implementing the fixes to dinos ignoring kills and the expanded corpse feeding system would already remedy a lot of this though, even without lowering the percentage, but i could stand it being even 10% lower.

As for the population limit well, i dont know, that seems kind of believable. I mean, yes, it's all food, but the T-Rex and other carnivores would likely get stressed out if they were constantly surrounded by other animals.
 
I think that what you are proposing is correct, polishing a little more the theme of the hunting mode would give more realism to the game, which is what is really expected from JWE. I have nothing to add, you have said everything.
 
Thanks man! I believe the current system is a great step in the right direction, cant overstate that, but it just needs a biit more work to be great!
 
Also agree with that and I would that the scavenger behaviour should be enhanced: lots of animals are oportunistic scavengers and even the best appex predators wouldn't loss a chance of a free meal, specially considering how demanding the hunting is for their bodies (cheetahs, lions and other carnivores would indeed try to hunt but each failed attempt drains and weakens them so the most sick/old individuals will eventually starve to death if they don't manage to find a corpse).

I like specially the "food value" thing and I would add to this some kind of internal "mark" of said corpse that "ties" it to its hunter, so he/she always chooses to go back to it to eat until satisfyied or until the corpse finally degrades (which could also increase the disease possibility) AND forces him/her to protect it from other carnivores (something most carnivores also do) unless the scavenger is of a bigger type (which would force him/her to run away.
 
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