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Messages - LoLotov

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61
Gameplay questions / Re: building a shelter
« on: September 25, 2017, 09:43:19 PM »
I had major troubles with walls being built in the incorrect spot when I first started building things, clicking 4 would build at 7 three in four times, and clicking 2 would build at 1 maybe half the time. It only occurred with building walls, all of my other direction selection was fine. It wasted a ton of time, cause you wouldn't know if it were right or not until it was built enough for a silhouette, an hour or so of work. Solved it by just building walls from the other directions, and now it doesn't happen anymore when I forget and use the formerly bad directions. I still always pause every wall after an hour to check they're placed right.

62
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: September 21, 2017, 07:00:23 AM »
Calling you frequent visitor reminds me I wanted to ask something: does anyone know if random-encounter NPCs (robbers included) are linked to villages? I found an adventurer an entire fully zoomed out screen from the nearest village, and I knew his name somehow. I'd met another random adventurer weeks before and somewhat close by and learned his name, but this guy's inventory was also almost the same as one I'd seen in town in the last few days...

63
Gameplay questions / Re: Does the quality of the skis effect usage?
« on: September 15, 2017, 09:41:45 AM »
I wonder if the easiest fix would be to reclassify the ski item so that it works similarly to punts and rafts. You drop them on deep-enough snow covered ground, are told you can only move with a ski stick equipped (ala a paddle), and then move on them without the actual ski item being factored into your equipment weight. The only thing would be making sure there wasn't a bug where your dropped items on the skis would be moved weightlessly like on a boat, destacking a single item so conditionally might be tough.

There's probably already a better fix in the works that keeps the apply feature, but this seems like fairly low intensity coding. Could be harder to do but more realistic if the skiing skill effects the speed of stamina build-up.

64
Gameplay questions / Re: Does the quality of the skis effect usage?
« on: September 14, 2017, 04:29:37 AM »
I'm not sure about your particular situation with modding, but as it is in the current vanilla version, skis are basically unusable other than short distances (due to the weight of carrying the items lowering your stamina faster than the increased speed can have effect). This is slated to be tweaked in the next update if I recall correctly.

65
General Discussion / Feed the Njerpez Foundation needs your donations!
« on: September 07, 2017, 09:04:04 AM »
tl;dr New challenge, deliver one full bag of grain to the interior of a building in EVERY Njerp village in your world without killing anyone inside their territory (maiming pursuers is acceptable). Bonus points: return all your Njerpez scimitars, that their owners' families might find peace in war.

Now folks, I know what you're thinking, it's exactly what I was thinking when I first heard of the FNF and all the great work they're doing out there in southeast Finland. LoLotov, the Njerps are the enemy! Why should we feed the enemy? Well, there are a couple big reasons I'll tell you folks about. First off, for the pure humanity of it! It seems like the Njerp children put up less and less of a fight and get more and more skeletal each time we massacre their villages. There just isn't enough food in Njerpland to keep the children in fighting shape! But our economy is being hit too! Even the trophy scouts seem to be getting smaller and smaller, and that's having a direct effect on the livelihoods of all you tribals out there, whether you want to admit it or not. Most of our iron comes from slaying Njerps, and if they're too weak to carry it, we ourselves will run out! And in case you needed more reason, the spirits themselves command that you help! I was minding my own business the other day, running an augury on some kuikka entrails, you know... the usual... and I saw the signs plain as day. The spirits want YOU to bring your excess food to a local Feed the Njerpez Foundation drop-off box! They offer convenient locations at any Njerpez village, and swift service is guaranteed! Just be sure to bring any other valuables you don't need anymore too, the FNF always needs funding folks! Folks, I hate doing these long-winded speeches, you know that about me, but this is an issue that's very close to my heart, and I hope you'll find it closer to yours too now that you know what the great folks at FNF stand for. We can keep the Njerpez around a little longer if we all just work together, so open your hearts, open your rucksacks, and let's feed those Njerps, folks!

[Applause sign turns on]

Character restrictions: Custom, Driik, ONE attribute reroll, use a skill raise on Ritual.

66
Stories / Re: Ulrik Kaumonoaidi
« on: September 06, 2017, 12:27:45 PM »
There was a brief period of the traditional rifling through the corpse for valuables, and the world kept shimmering with Noaidi's grace, and then she disappeared, and the world collapsed into it's usual ugly, sulking self. There were inexplicable thoughts weaseling their way through Ulrik's brain.

Why did I drive all the way to Julmaneva? Out in the boonies, and I barely knew that girl, AND she left the party without saying where she was going... How long have I been in the bathroom? When did I eat those mushrooms? HOLY SHIT is that blood? This party is off the hook actually. OH SHIT it is blood, I killed a guy I guess. I'll take him back to Karkukolkka and figure out what to do. That is what a logical person would do. You are not tripping Ulrik, you are in control.

He picked up the Njerp's body and lurched out of the mire under the weight as paranoia coursed through him. The KRP was going to find him, and he had to dispose of the evidence. His cabin loomed in the distance, and he rushed inside. He pushed the body into the fire, piled his entire collection of firewood on top, and lit the flame. He put another pot of that soup on. Now to wait til morning, and the next update, so that he could finish pulverizing the half-charred bones of his grisly prey.

67
Stories / Re: Ulrik Kaumonoaidi
« on: September 06, 2017, 12:17:04 PM »
He yelled at the dogs to eat their breakfast and protect the cows, like they didn't do for poor Uhkeapovinen, who died in fear and pain. He began stripping his clothes and throwing them about the settlement, excited to feel at one with his universe again. He grabbed his bundle of javelins, his battle axe, one of the remaining mushrooms, and set off towards the great open mire a few kilometers to the west.

As he travelled, he felt the dreams come over him. His mind was visiting his Noaidi, and she was visiting the earth, shifting and shimmering and joyously using her time in the World, and they both came to the mire. He removed the last of his clothing, and began walking in an ever widening triangle centered on where he had first entered. And then it happened. In his total lack of attention to his surroundings, he had found someone else that was visiting the mire.

It was one of the Njerpez, a race Ulrik generally considered as decent quarry, but lacking in certain refinements of culture. They disregarded and mocked the mushrooms of Noaidi for one thing, which at the current time anyway, was the only thing. The world bounced, and the stunted trees quivered and danced with the shock of each jump. The red-clad man shouted an unprintable word and began firing arrows at our quite naked hero, which is a rather rude thing to do before you have inquired as to why your target is naked. Always one to answer rudeness in kind, he let off a stream of javelins the likes of which that poor Njerp (no more than half Ulrik's weight it would come to pass, a genuinely malnourished fellow) would not see again anytime soon.

68
Stories / Ulrik Kaumonoaidi
« on: September 06, 2017, 12:02:00 PM »
Ulrik was something like 6'4", just a damn monster, even by modern standards. He had always felt like his skills and abilities had come Very Easily to him, but who's complaining? He was strong, tireless, nimble, and blessed with keen senses. He learned just about all he tried at the pace of those who ended up specializing in those skills. But he never saw any need to limit himself.

He liked setting trap lines and fishing and wild plants and throwing sharp bits of wood at people, animals, trees, rocks and anything else that took his fancy, but what he liked most of all were the red and white-spotted mushrooms his grandfather had taught him were given to the people of the Unreal World by the great spirit of time and space, Noaidi. He would pick them whenever he saw them, and more often than not, eat them on the spot, regardless of what else he had planned for that day. So far, this hadn't caused many problems, besides a few sidelong glances from local maidens when he would come trading and, swooning with the effort of controlling his body, force stale, hallucinogenic fungi upon them as gifts.

One day however, our mighty hero made a fateful discovery while deciding whether or not it was worth the trouble to kill a rather smallish bear he had come across. Red and white-spotted mushrooms as far as the eye could see, mostly in bunches of three, some with as many as five. Determining that the bear was the least of his worries now, he picked thirty individual mushrooms, and made a very seriously implanted mental note of the location. He wandered home, but what is a young Kaumo Renaissance man to do with so many mushrooms?

Obviously he would make a mushroom soup, it was only logical; for that way, he would be able to visit his love Noaidi in an excitingly different way, and perhaps find her favors more invigorating than usual. This was indeed to be the case. He starved himself for a day, allowed the soup to simmer by the fire overnight, and guzzled every drop before ever stepping out of the house. Once he did step out though, he was struck by how many times he had been at this very spot, eating these very mycological spiritual-gateways. It was time for a change.

69
General Discussion / Re: Wild Animals in Villages
« on: September 06, 2017, 11:35:13 AM »
I want to be able to like this more times. Can't trust those vagabonds.

70
Gameplay questions / Re: Easiest way to trap njerps?
« on: September 05, 2017, 11:27:35 AM »
Thanks PALU, that bit about traps ceasing to be visible when they aren't part of a line is perfect, as is minefield idea. I'm going to sneak out into their fields at night and place random spike pits and bear traps. Break everyone in towns legs, so I can bash them with rocks.

My Life With the Njerpez: A Story of Loss and Redemption All skills garbage except trapping, sneak, and clubs. Going to hide during the day, bleed them dry one at a time all night. Or just die first attempt at making a trap near a town, OR get bored with the character before I even get there...

71
Gameplay questions / Re: Easiest way to trap njerps?
« on: September 05, 2017, 06:53:28 AM »
That was the exact kind of funneling mechanism I was thinking of, but it didn't occur to me to set the traps in a line. They can just jump fences, a wall of fire works better for controlling movement, just not permanently. The few times I've been to Njerpland, I used trees and big fires to block my flanks.

Does anyone know if you can burn down buildings?

72
Gameplay questions / Easiest way to trap njerps?
« on: September 04, 2017, 11:57:50 PM »
I'm about to start running a character that will live in Njerp territory fulltime as a guerilla, so what would be the best way to setup a series of traps for them? I'm also unsure which trap is best on people, I assume spike pit, but they take too long to setup for the strategic reactiveness I want on this character.

I'm most interested in:
  • Defending a small base area against aggressors and passersby
  • Passive attrition against town populations, whittling down multiple locations over time without risking assaults
  • Luring in characters seen on the overworld map, rather than going to them

73
General Discussion / Re: Large animals wandering out onto ice and dying
« on: September 04, 2017, 05:27:57 AM »
I've never been lucky enough to be there to see it happen, but scavenging along the edges of just-frozen-enough-to-walk-on lakes and rivers can be a good (if unreliable) food source when you start in winter. The cold temperature preserves the corpse, the only difference age will make is how many cuts of meat had the chance to be eaten by wild animals before you perform your butchery.

74
Gameplay questions / Re: Short Questions/Quick Answers
« on: September 03, 2017, 08:50:02 PM »
Hunters and woodsmen are almost always willing to trade, and usually have pretty generic but useful trade goods. Most others won't normally trade unless they have a lot of gear. Press the L key and click on individual villagers to see what their job description is and their complete inventory. Works for foreign traders especially well too, just use the look function to find the one with the item you want rather than go through chat dialogue with each and every one of them.

75
General Discussion / Re: Culture Poll
« on: September 02, 2017, 01:12:06 PM »
I picked Kaumo and Driik thinking everyone loves Kaumo, but Driik will be underground cause they suck, and I end up the most basic dude ever.

Sword and board I guess, but also in general they start fairly wealthy tool-wise, which makes a garbage character more useable faster than a good character with a rough knife and nothing else but clothing.

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