Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.
No idea if this would be efficient or not, but it’s a thought.
Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.
No idea if this would be efficient or not, but it’s a thought.[/quote]
support, but maybe a slightly higher chance. its weird when packs of wolves follow around my car for hours. i wouldnt think they would be that dedicated with all the squirrels running around.
Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.
No idea if this would be efficient or not, but it’s a thought.[/quote]
Good idea. Better solution is to add a new variable “boredness”, increment it every time we don’t move. When it’s above a certain value, decrement hostility and reset boredness whilst setting the next decrement for hostility for a higher value. If the mob is still hostile and stuck around, it’ll keep doing that until no longer hostile or even domestic!