Dogs Kill Prisoners
Moderator: NBJeff
Dogs Kill Prisoners
Hello everbody, finaly alpha 14 released and problems start the coming.So my prisoners are fighting each other and my k-9 kill them by its bites. Do you have this issue ?
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Re: Dogs Kill Prisoners
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Last edited by acegamer08 on Wed Jul 30, 2014 12:39 am, edited 1 time in total.
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Re: Dogs Kill Prisoners
I dont have this issue, didnt encounter a death by dog, but I like the idea that dogs can kill prisoners.Can also happen accidently in real life as well...Its fine for dogs killing prisoners but they dont alwways do that.Sometimes
Re: Dogs Kill Prisoners
Haven't had a chance to play yet but can the handler stop the dog from killing when they go unconscious?
Re: Dogs Kill Prisoners
snarst wrote:Haven't had a chance to play yet but can the handler stop the dog from killing when they go unconscious? :shock:
Realistically speaking, sometimes dogs (even well trained ones) lose control or accidentally hit a vital spot. The occasional death-by-dog seems appropriate to me, though the number of deaths as compared to the number of incidents involving dogs should probably be low, which might require some work---does anyone know what the numbers look like right now?
xander
Re: Dogs Kill Prisoners
i saw it the first time one of my dogs actually chased down a prisoner.. the dog was the first one to the prisoner to engage then once the other guards arrived and knocked the prisoner unconscious the dog did not disengage. and instead killed the prisoner. also right after this the dog had taken a good amount of damage itself and went to the medical ward, the docs patched the pooch up but then i could not get the dog off the bed.. so i deleted the bed.. the dog went to another bed.. so i deleted ALL the beds in the medical ward.. then the dog just stood around in the medical ward and would not leave.. ultimately i had to fire the dog. to fix the bug. shortly after that his handler (who was in the kennel) left as well.
Re: Dogs Kill Prisoners
arwan wrote:i saw it the first time one of my dogs actually chased down a prisoner.. the dog was the first one to the prisoner to engage then once the other guards arrived and knocked the prisoner unconscious the dog did not disengage. and instead killed the prisoner. also right after this the dog had taken a good amount of damage itself and went to the medical ward, the docs patched the pooch up but then i could not get the dog off the bed.. so i deleted the bed.. the dog went to another bed.. so i deleted ALL the beds in the medical ward.. then the dog just stood around in the medical ward and would not leave.. ultimately i had to fire the dog. to fix the bug. shortly after that his handler (who was in the kennel) left as well.
Well I guess I'm lucky since my dogs are actually disengaging.
Re: Dogs Kill Prisoners
If the dogs are set to do between X and Y damage when running down a prisoner and either guards or other dogs do Z more damage then the total may be more than the prisoner can take? Goes right past unconscious to dead too fast for the dog to notice and stop in time?
Just a thought.
Just a thought.
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Re: Dogs Kill Prisoners
arwan wrote:i saw it the first time one of my dogs actually chased down a prisoner.. the dog was the first one to the prisoner to engage then once the other guards arrived and knocked the prisoner unconscious the dog did not disengage. and instead killed the prisoner. also right after this the dog had taken a good amount of damage itself and went to the medical ward, the docs patched the pooch up but then i could not get the dog off the bed.. so i deleted the bed.. the dog went to another bed.. so i deleted ALL the beds in the medical ward.. then the dog just stood around in the medical ward and would not leave.. ultimately i had to fire the dog. to fix the bug. shortly after that his handler (who was in the kennel) left as well.
That's an absolutely hilarious chain of bugs
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Re: Dogs Kill Prisoners
xander wrote:snarst wrote:Haven't had a chance to play yet but can the handler stop the dog from killing when they go unconscious?
Realistically speaking, sometimes dogs (even well trained ones) lose control or accidentally hit a vital spot. The occasional death-by-dog seems appropriate to me, though the number of deaths as compared to the number of incidents involving dogs should probably be low, which might require some work---does anyone know what the numbers look like right now?
xander
Very high, i built a prison designed just for escapes, and so far, i have not gotten a single death. (like 100 escapes already)
Re: Dogs Kill Prisoners
I stopped a riot in the canteen by spawning around 15 dogs & handlers in there.
No death by dog.
No death by dog.
Re: Dogs Kill Prisoners
vulgarman wrote:I stopped a riot in the canteen by spawning around 15 dogs & handlers in there.
Because this seems obviously wrong to me, I am going to once again suggest that staff should not *poof* into existence, but should arrive on the truck like any other supply. And maybe they should arrive at 8 in the morning, too. ;)
xander
Re: Dogs Kill Prisoners
berke1100 wrote:Hello everbody, finaly alpha 14 released and problems start the coming.So my prisoners are fighting each other and my k-9 kill them by its bites. Do you have this issue ?
yes they do
Joe
oh its nice too be back
Re: Dogs Kill Prisoners
xander wrote:vulgarman wrote:I stopped a riot in the canteen by spawning around 15 dogs & handlers in there.
Because this seems obviously wrong to me, I am going to once again suggest that staff should not *poof* into existence, but should arrive on the truck like any other supply. And maybe they should arrive at 8 in the morning, too.
xander
I'm going to suggest that your suggestion be postponed until the beta, and that magical staff is a checkbox in the options.
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Re: Dogs Kill Prisoners
vulgarman wrote:xander wrote:vulgarman wrote:I stopped a riot in the canteen by spawning around 15 dogs & handlers in there.
Because this seems obviously wrong to me, I am going to once again suggest that staff should not *poof* into existence, but should arrive on the truck like any other supply. And maybe they should arrive at 8 in the morning, too.
xander
I'm going to suggest that your suggestion be postponed until the beta, and that magical staff is a checkbox in the options.
No.
"Magical Staff" Should be fixed in or before Alpha 16.
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