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Messages - JP_Finn

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901
I’ve had silver ring not wear down from sacrifices as well. But since 3.61 they’ve shown wear.
Necklaces have always worn considerably faster. (4 uses from necklace, 12+ from ring)

If you have a save of the non-wearing ring right after sacrifice; I guess Sami could see if it did cause wear and not show it, or not even consume part of the ring.

902
General Discussion / Re: Travelling adventurer: A new discovery?
« on: October 05, 2020, 06:29:08 AM »
I often avoid Adventurer types. (Robber chance)

But playing vagabond/traveler types, I’ve met Koivula, Sarto, Kuikka, Kaumo, Reemi and Driik adventurers away from their cultural areas.

(If you spot adventurer types on Wilderness map out of Freezing season, drop all your belongings and go say “hi” nothing to lose; if they’re robbers, there’s commentary to leave before getting beat up. And you can always go fetch your stuff and return if honest adventurer)

903
Gameplay questions / Re: How do I put on more Weight
« on: October 05, 2020, 06:21:54 AM »
What Galgana wrote. Distributed weight before hitting encumbrance penalty is likely (99.999% chance) the reason for “perceived higher carry weight”.

I like to pick Sartolainen as my character when I want to play armor wearing warrior. Easy to get 200lbs+ character. And not as boringly easy/OP as Kaumolaiset are.

904
Suggestions / Re: Location, Location, Location
« on: October 02, 2020, 06:40:42 PM »
As an alternative, I would feel like a characters could remember where their traps are.
Just like other fixed world structures: log buildings, shelters, etc are remembered and shown in the grayed out area of the screen; display set&found traps in the grayed out, memorized areas.
Only show them in set mode, don’t show them triggered, don’t show any animals on them. Until seen again.
“I remember setting a trap behind those spruces”

905
Suggestions / Re: Location, Location, Location
« on: October 02, 2020, 06:34:41 PM »
Issue with fixed re-entry in direction X: if the trap is on Zoom In area border, the fixed entry “distance X, direction Y” might force the character to enter on neighboring Wilderness Map area. That might not even be possible, depending how the ‘zoom in — zoom out’ is coded.
Entering the character toward center of the area, facing to closest trap might help.

But! That still wouldn’t help with the difficult of finding wide spread traps in heavy vegetation (e.g. spruce mire) areas. Might see one or two of Z amount of traps in that area. But looking for or... memorizing where the traps are would still work the best.

906
Suggestions / Re: Location, Location, Location
« on: October 02, 2020, 05:06:33 PM »
Like Palu, I don’t want to get dropped right next to a trap either.

There’s strong Pro like Tom says to ease new players into the game. But that’s also not helping new players on “paying attention” to their location, where their traps and belongings are.

907
Bug reports / Re: [3.63] Arrows drown in water?
« on: September 17, 2020, 07:27:53 PM »
I might’ve missed it above, but throwing anything in water at mire is treated as sacrifice.

Folklore even suggests of disposing of corpses, by dumping them into a mire.

908
General Discussion / Re: Which game update you are looking forward to?
« on: September 17, 2020, 07:18:53 PM »
I’m waiting for travois/sled/sleigh/cart/wagon update the most. Hopefully it’ll have inventory management for rucksack/stuff sack at the same time.

2nd on my wishlist would be advanced crafting: making all bows, smithing broad heads, reusing broken arrows. Rehafting axes, repairing armor. Smithing axe and spearheads, knife and sword blades. Preferably unlocked via quests and not easy or quick to get unlocked or produce.

3rd would be world generation rework: to include springs, brooks, streams, digging ditches, and the narrowing of roads to more realistic width.


909
General Discussion / Re: Third party programs?
« on: September 17, 2020, 07:09:51 PM »
Run a grep on the msglog.txt

‘grep’ should be in about every Linux distro our there.

910
Modding / Re: Fish traps?
« on: September 08, 2020, 07:50:41 PM »
Here's one example of stationary fish trap built on shallow water. The shape is a bit funny, though, or maybe that's just my imagination :D

http://www.avoinmuseo.fi/kivikaudenkyla/kohde7.shtml

Double throat fish trap. I.e. when you’re staking those plank strips/split slender trunks in the cold water (as thawing and moving ice will destroy traps left in water over winter), you’d want to utilize both sides of the fence too.

Edit: Please feel free to add to the crawfish / fish trap suggestion.

911
Suggestions / Re: Nefarious NPC
« on: September 08, 2020, 04:35:24 PM »
or maybe even take Njerp raiding party to a another cultural area... (how that quest would be given, well, nefarious folks might have their ways?)
Or Reemi/Kiesse/Kaumo group to raid/avenge Sarto/Driik area...?

912
Suggestions / Re: Hillforts and tribal protected areas
« on: September 08, 2020, 02:10:57 AM »
Yes please.
Should also include a watch tower / hunting tower. And a ladder to climb up and down. To the tower. *

The hill forts should be spawned on the edges of the cultural area (not extending the area like settlements and villages do)and only spawning on hills, cliffs or mountains.

*maybe allow building fixed ladders to caves, cabin roof access et cetera. Notched log type, not 2 beams and rungs.

913
Solved'n'fixed bug reports / Re: [3.63] Ghost-Spruces in the forest
« on: September 07, 2020, 08:04:57 PM »
I can’t see through the pine, that’s masking the 2 closest dogs. Is there a spruce sapling behind it?

914
Stories / Re: Diary of Mikka Kaumolainen, a slave no more
« on: September 07, 2020, 08:03:17 PM »
Nice writing, and if we wouldn’t practice English (or any other languages) how would we ever improve?

Hunt with ancestors Mikka.

915
General Discussion / Re: Creating map markers
« on: September 07, 2020, 07:46:39 PM »
You can add the marker in Zoomed In view: e.g. my character bumps into large game, I then hit F6 and add red marker with “drop”. Drop excess weight items, shoot and pursue the game. Regardless if I get a kill or not, I can easily travel to the dropped items on Wilderness map, zoom in and land right on the dropped items most of the time. Then I remove the old marker.
I use yellow markers for village interest items; armor, fine and masterwork tools, animals for sale and sage. (As villages are yellow squares)
Green for game sightings and certain plants (bear pipes, burdock, golden rod etc) that aren’t ready for harvesting yet)
Blue for rafts (since they now weight ... bit more... than 80lbs.

Pick a color scheme that works for you and you can find stuff at glance, even if you play multiple characters parallel.

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