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https://ludeon.com/forums/index.php?topic=47098.0
Or if you don't wanna click the link:
"I am looking for a mod with a function where animals don't need to be near their master to attack distant targets. I am having trouble finding a mod that does that as I'm making a megaspider colony with the rimjobworld mod and I want the hive queen to be able to let her zerglings "search and destroy" distant targets without her being there. Assigning over 200 megaspiders to a single melee or range colonist would be quite tedious and it still doesn't get the best results with how animals currently function.
For example, if I have a ship crash and bunch of robots spawn from it, I have to create an area for the spiders to go to and wait for them to be attacked. And they will only attack one by one unless a bunch are hit by an AoE attack. This makes you lose a ton of DPS potential and ruins what a zerg rush is like as all of the megaspiders should attack on site instead of having to wait and only attack one by one if attacked at all. When it's night they go to sleep and ignore the enemies too which makes them useless. Why can't I have my animals guard the colonists properly?
Basically, this mod should function where we can have the option to change the animal AI to automatically detect and attack any hostile enemy near them and attack immedietely (maybe only when the animal is trained and the colonist is drafted) within a specified radius/line of sight the animal has. So all you would have to do is draft the colonist at your base, check the option to draft/send out animals, create the zone for the animals to go and the animals would automatically attack hostiles without their master there and without having to wait to be attacked first. This would make animals so much more viable and fix them as proper guard animals. It's like sending out trained attack dogs on a distant enemy and telling them to "sick them".
If anyone can make a mod like this, I will love you forever. I don't know if it will be super difficult to implement but considering a lot of other mods out there in my list of over 200 mods, I feel that this mod would be really easy to implement. I don't understand how this isn't in the vanilla game, unless it was done purposely for perhaps balance purposes. Either way, trained animals feel useless to me unless you're risking a pawn and in a game where you have extremely strong factions, sending out your pawn with the animals is pure suicide, especially late game."
@☾⎛sιтєʀ⎞☽: Is it ok with this behavior : Adding a new option in 'animal tab' named for example 'Aggressive Hunt mode' which when enabled make the animal to hunt (if good health) every ennemies on the map ? But i find this is a bit unballanced if you have an army of trained wolves for example, unless you have an idea of how to balance it? (timeout between each killed ennemies like actual 'manual hunt orders' ?)
I propose to add a 'safety threshold' where the animal automatically stops being in 'Aggressive Hunt mode' for his own safety if not downed before ( eg: 50% of his health)
The way animal AI is right now is bad. It's not entirely unbalanced because you need a lot of food to keep the animals fed plus you need to breed them. Animals have always been useless in this regard so it would be nice to have an option to be able to make them into battle animals.
You could make it so that only certain type of animals can be trained to attack on command, such as large predators like megaspiders, thrumbo / etc. Also it would be great if it could be megafauna, dinosauria, and geneticrim compatible.
So i'll be back in this discussion as soon as I'm done, to validate the general functioning of this feature before publicly updating the mod.
I would also LOVE it if highly-trained animals would respect guns and stay out of their humanlike owners' lines of fire. I lose a lot of animals because they run in to defend their masters while other colonists are still shooting at an attacker. (I find it necessary to disable "friendly fire" restrictions because of this, and deal with a lot of unnecessary gunshot wounds because of it.) Real-world dogs and other reasonably-intelligent creatures can be taught to stay back until given a specific command or wait for the noise of gunfire to stop before they jump in. They work with their ranged-weapon-toting partners, in other words. If the programming code makes it possible, I think "respect lines of fire" should come at the very top of the training regime, in the name of game balance. It's a really useful ability to have, so you pay for it with lots and lots of colonist time.
Speaking of paying for things--I really, really wish animal sale prices took the training of an individual animal into account. In the real world, you pay a much higher price for an animal that someone's put hours and hours into training, but in Rimworld, a dog who's been taught to rescue colonists and haul without prompting brings the same price as one who doesn't even come when called. It would make breeding animals for sale more viable as a way to support a colony. It's a feature that should probably go into a separate mod, but since "Hunt For Me" involves so much specialized training I thought I'd mention it.
Thanks for reviving this mod! I missed it.
Get rid of a siege in 30 seconds
Get rid of a siege in 30 seconds #2
Play to bugbuster with packs