LGJ: Yes, dogs can be mounts. They are a seperate category, so they can be whatever we code them to be.
I don't think we should model lots of discrete breeds. That would be a mess. The quality scale would work fine; if someone killed all the good horses and dropped the quality by 30%, then it would take a long time to recover. If you traded for good horses, the quality level would quickly rise to that level. I think the quality scale can do whatever the breeds can, because the quality is basically a way to model and average lots of diffrent breeds.
The "Genetic Adaptability" variable could be a good addition to the crops and animals attributes. Sorry I didn't see it when you posted it earlier.
F_Smith: Yes, I see how you could do something like that if you were clever with the code. But I think we should keep things simple for the main game. Most people won't want to mess with a lot of detail. If we later manage to hide these animals so teh player doesn't have to interact with them, we could think about adding more complexity. But for now there is no reason to go overboard with the detail. We can use these four categories for now, and see about adding more stuff later.
I don't think we should model lots of discrete breeds. That would be a mess. The quality scale would work fine; if someone killed all the good horses and dropped the quality by 30%, then it would take a long time to recover. If you traded for good horses, the quality level would quickly rise to that level. I think the quality scale can do whatever the breeds can, because the quality is basically a way to model and average lots of diffrent breeds.
The "Genetic Adaptability" variable could be a good addition to the crops and animals attributes. Sorry I didn't see it when you posted it earlier.
F_Smith: Yes, I see how you could do something like that if you were clever with the code. But I think we should keep things simple for the main game. Most people won't want to mess with a lot of detail. If we later manage to hide these animals so teh player doesn't have to interact with them, we could think about adding more complexity. But for now there is no reason to go overboard with the detail. We can use these four categories for now, and see about adding more stuff later.
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