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Messages - PALU

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646
General Discussion / Re: Advanced Adventures problem
« on: February 25, 2020, 01:28:36 PM »
I cant proceed with advanced adventures because my bow skill is already 100 >:( Not sure how i feel about that.
Is there any way to skip forward from archery challenge.
If I remember correctly, you can proceed by successfully meeting the requirements for increasing the skill (which wouldn't actually increase it further, as it's a the maximum, but would trigger the completion of the task). Expect 500 or so attempts, and don't be surprised if it takes 1000 or more, though.

647
Gameplay questions / Re: Various questions from a new player
« on: February 25, 2020, 08:45:32 AM »
- You can't craft fine clothing, because clothing is crafted using the Common skill which has a fixed skill rating that's not sufficient to produce fine result.
- I have to correct marginoferror regarding javelins: You can indeed craft fine ones, but to do that you have to buy fine staves for your input material, as you can't make better than decent ones yourself, because the starting material is for staves is always decent, and the result quality can't exceed that.
- I'd expect the protective value of leather to follow that of the corresponding hide (apart from the cold protection, of course), but haven't got any data to back that up.

When crafting, input material can either influence the quality of the output, or explicitly be exempted from doing that, causing the result to instead be based on the other input materials (and other factors, such as tool impact, skill, penalties, etc). You'd have to look at each recipe to determine which input affects the result.

648
Suggestions / Re: Boatmen and fishermen
« on: February 23, 2020, 11:32:06 PM »
I like the idea.

The problem I see is that it requires some work on the part of the NPC AI:
- They need to "own" craft and know how to use them (beware: robbers and Njerps would be able to steal yours!).
- They need to know how to fight while on a craft (drop paddle to use a bow, pick it up to move again, move towards/away from the target, possibly using a shield for protection, and NOT jump into the water to try to close the distance swimming...

649
Hm, maybe it's time for some dog armor :P Thanks for the answers. Can armor be modded for dogs?
Given that modders have failed to find a way to mod containers for animals, I doubt it. Also, I'm rather sure they didn't use armor on dogs in Iron Age Finland.

650
Gameplay questions / Re: Various questions from a new player
« on: February 22, 2020, 10:16:39 PM »
I just had the same sort of thing happen, an apparently lone wolf came to my cabin and attacked my two dogs.  I poked my head out the door to see what all the noise was about, then grabbed a javelin and chucked it at wolfie.  I got him and he ran out onto the ice about 8 tiles before falling through and expiring.  I got a fire going, stripped off, went prone and crawled out to him, and as expected i fell through a few times.  I even ended up with a harsh skin too!  I think because my dogs got a couple of bites in before I appeared.

However!  I didn't strip off everything - I kept a javelin and handaxe on me as I understand they help you climb back onto the ice after falling through.  I remember reading that somewhere, but I can't remember where. 
Yes, I believe Sami said that. I'd suggest the best tools would be a couple of knives, as they're light weight and the closest approximation of the tools people use nowadays in case of falling through.

651
I've never tried it, typically having a single dog. Dogs have the definite advantage that they don't fire at the other party members in their backs, but at the same time the disadvantage of not having much in the way of armor. Thus, I'd expect it to work with a sufficiently large pack, but also that you'd have a significant turn over, and deplete the world of dogs to buy.
Also note that the number of locations you can attack a character from is limited, so a pack of dogs will definitely get in your character's way (and no, you CAN'T shoot over their heads).

652
Gameplay questions / Re: Traps setup
« on: February 22, 2020, 12:35:01 PM »
I misunderstood the "can I make something for humans" as being actively targeting them, yes, but I also provided the answer for getting them to detect and avoid traps (trap arrays and traps being part of trap fences).

I didn't answer the distance question as I don't know the answer...

653
Gameplay questions / Re: Various questions from a new player
« on: February 22, 2020, 12:31:11 PM »
Questions first:
Wet clothes do not exist. If you get into cold water you warm up faster with your clothes than without them, and I assume the fire effect is combined with the clothing effect to warm you up.

I don't think clumsy hands (or other parts) due to cold affects crafting.

Dogs on ice are in circumstantial danger. If you use a craft to get out on the water (smashing ice to go forward), the dog is in no danger, nor is it swimming in ice cold water while traveling by craft.
While you are on land the "normal" animal rules seem to apply. Normal traveling along the shore with the dog falling through occasionally is probably not dangerous, but traveling around a single tile lake is, because the dog tried to move towards you, which means further out on the ice. I've lost a dog due to this.

Fighting Njerps and robber while on a craft and they're in water occasionally leads to them going unconscious and dying, with no bleeding accounting for the death. I think it's cold rather than drowning.
The concept of cold as such probably applies only to the PC, but the combination of cold and water applies to NPCs as well (the villagers keep drowning in the village "well" bug has mostly been fixed, but not entirely, I believe).

What would I do?
- Best option: Go a short distance to the homestead to pick up a punt, return, and smash the ice to get to the carcass.
- Usual option: I don't think I wouldn't risk it with a wolf, but usually do with an elk (it sounds like a wolf is light enough that you're guaranteed to fall through): Prepare a fire on the shore. drop all carried equipment and then lie down. Crawl out on the ice (UrW takes position, and weight into consideration, and skis also allow you to move on thinner ice safely, although I assume it doesn't combine with prone), and retreat if it sounds like it's going to break. When reaching the carcass, pull it towards the character, crawl backwards, pull, crawl,... until reaching the shore (with the carcass still lying on the ice). Rest, as the fatigue tends to be very high (I've had cases where I had to retreat, rest up, and then continue to pull the rest of the way). Skin only when fully rested.

654
Gameplay questions / Re: Traps setup
« on: February 22, 2020, 12:09:16 PM »
I think hirelings can't get caught in your traps, similar to how your animals can't.

Other NPCs can, however. I've had a moronic NPC visitor around the homestead who first cut down a tree that was part of a trap array, and then proceeded to get caught in the trap that was no longer part of a trap array, and thus no longer visible to humans. The bugger insisted on everything being fine during the month or so he was stuck there due to injuries.
I've also found a dead trader in an isolated bear trap.

As indicated above, humans are able to detect trap fences and trap arrays, and thus avoid them, or systematically dismantle them (I've had the latter happen with a Njerp). Also note that humans have no problem climbing trap fences (although I wouldn't bet on hirelings following you over them: I haven't tried).

If you want to trap humans the traps should be isolated from each other and from trees, so you'd have to build a mine field of traps. It can be noted that traps seem to be less effective against critters who are actively attacking you, with Njerps only getting minor injuries and possibly being slowed down a little, and a wolf triggering a bear trap and then kept coming at my character (getting injured, but not stopped).

655
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 21, 2020, 02:45:41 PM »
i've seen robbers with both the "adventurer" and "woodsman" icons, and i've also seen real adventures/woodsmen with those icons
Interesting. I've never encountered "woodsman" robbers, so I've been wary only of "adventurers". Sounds like it's time to be more careful when looking for "lost in the forest cover" quest giving woodsmen, then.

656
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 21, 2020, 10:42:29 AM »
The icon for robbers on the overland map has been the same as the one for adventurers for as long as I've played, though I haven't confirmed that it is still the same with the latest version. In the past I've had multiple cases of approaching "adventurers" on the overland map only to run into a robber band.
At the zoomed in level robbers look the same as adventurers from the corresponding tribe (I'm using Jaredonians pack: they may all look the same otherwise).

As mentioned, I've certainly seen confirmed robbers on the overland map, with the same group seen multiple times (under the assumption that an "adventurer" seen in the same area as a confirmed robber band actually is that band: I've never bothered to approach then again), but never ones I've been quested to deal with (which doesn't rule out that it can happen).

657
Development News / Re: Tracks covered and decayed by snowfall and rain
« on: February 20, 2020, 09:04:58 AM »
One thing to look out for, though: The "animal lost in forest cover" quest is painful enough as it is (or, rather, too painful), and if care isn't taken to ensure the tracks are refreshed during the time the character is fruitlessly searching through the other parts of the search area, the tracks may well be gone by the time the PC stumbles upon the right world tile (and happens to see the correct part of that tile).

Another tedious quest that may be become even worse is the robber one, where you typically find the footprints, but don't actually see the robbers themselves.

Note that I definitely like the idea of track decay itself, so it's a matter of looking out for side effects that can be foreseen.

658
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 19, 2020, 06:40:51 PM »
In another thread for the wounded adventurer quest someone mentioned walking the tree line looking for tracks, seems to work for this quest for me, they seem to take up residence just inside the woods, or maybe it's just my luck
Just your luck... They can be found in open terrain as well. Walking through every tile in the search area would work, but it takes an eternity for the player.

659
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 19, 2020, 09:16:24 AM »
Labtop 215's advice is of little use, as the robbers you're looking for in robber quests rarely or never are visible on the overland map. I believe I've only found robbers on the overland map while doing a quest search once, and that turned out to be ANOTHER group of robbers (at that time there was a bug that spawned too many robber groups), that, to add insult to injury, had the same tribe association as the ones I was supposed to look for: the only indication something was off was that there was the wrong number of them (one too many, I think).

660
Note that your character wasn't kicked in the eye because the opponent aimed for them, but because that's where the kick landed. The opponent probably aimed for the head, and the zone within the head happened to be the eyes.

When it comes to falling unconscious and waking up again, very little, or no time seems to pass in the situations I've seen, but it's not unusual to never wake up again (which means you have to roll a new character).
Hm, actually, my current character made a desperate starving attack against a Njerp, received a very bad wound, went unconscious, and woke up, with the Njerp nowhere to be seen, which is the only time I've encountered being spared (not counting robber beatings). As my character had nothing of value, the Njerp didn't take anything.

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