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Messages - Privateer

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646
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 14, 2017, 07:23:12 AM »
Where debuffs from sweating start and how big are they? Are there any debuffs for cold temperature except being woken up during sleep and frostbites in more extreme cases?

There are no debuffs from heat (except fire), Cold does have some level of debuffs, numbness, frostbite (injury), shaking etc.

647
Suggestions / Re: Animals eat garden
« on: August 13, 2017, 08:26:42 PM »
snip..
 i wonder if tying a dog to the fence would keep them out?

 If you fence the area, letting dog(s) run deter/protect from creatures.

648
Although I see why it may feel pointless to work the game to "get rich quick",

Please don't misinterpret my reply, This is a valid method to get a leg up as well as a valid role playing philosophy.
 

649
Snip..  I don't have a single clue how to do something like make rocks worth more. :'(

Spoiler: show
.Rock. [effort:1] [phys:arms,one-armed]      *COMMON*      /30/
{Rock} '+to polish' [remove]
[NAME:Valuable rock]
[PRICE:1]


 8)

650
Gameplay questions / Re: Traps - what am i doing wrong?
« on: August 08, 2017, 03:16:45 AM »
Just a tip;
You may want to invest in some fencing.
Here's some images of some trap lines I use
(from some game stories i've done)




651
Gameplay questions / Re: Transparece, building village?
« on: August 07, 2017, 06:07:25 PM »
 I think the short answer is: no and no
~~~~~~~~~~~~~~~~~~~~~~~~

Tracks now tell age and direction to help "guess" movement, however tracks do sometimes end up behind trees and you have to search for the
"next" track.

If you "take over" a settlement/village or the like; you could repopulate the empty town using NPCs who are lost in the woods (quest).
They will however then claim the town as theirs and you'll have to kill them again ;)

652
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: August 07, 2017, 06:00:36 PM »
I'm intrigued by the sheep shearing in this mod. Looking at the code it seems you don't actually need a sheep to get the Greasy wool, am I right?

 Though I've not look at the code you are probably correct, NPC adjacency is not supported at this time.
http://z3.invisionfree.com/UrW_forum/index.php?showtopic=7401&hl=

653
Gameplay questions / Re: Shaman won't heal me
« on: August 06, 2017, 10:17:51 PM »
snip..
 The bandits also stole all my clothes, and i'm butt naked. It's summertime now, so that's not a problem, but i would like to get some clothes eventually. Any tips about that?

 i gave them some low quality boards.

 If you can make boards you should have little issue trading for furs or leather to make cloths or even cloths themselves where available.

654
Gameplay questions / Re: Shaman won't heal me
« on: August 06, 2017, 07:10:23 PM »
Without knowing the injury it's hard to guess,
Time and deeds as you've shown will improve your reputation with the villagers.
IF the injury CAN be treated by a shaman you could just go to a different village's shaman.

655
Gameplay questions / Re: Need help with a certain character build
« on: August 05, 2017, 12:05:29 AM »
 I think (imo) unless you are roleplaying some ideology, random roll or selected the game, especially the early game is about survival.
#1 Essentials, food, shelter, water.
A) Food is an ongoing theme and stress injector. Though I've not done it recently, it used to take a very long time to starve to death. The game will
frequently.. and more frequently "Alert" you to build anxiety and adrenaline.
  Food collection early on, depending on season and herbology, berries are the only 100% safe plant to harvest (assuming you can't identify some plant or grass). Meat is the primary survival food as well as for long term security.
a) Fish are locatable, close by, in almost every area (body of water large/deep enough to fish). You are allowed to fish with many items; rock, stone, staff. javelin, club, fishing pole, net, trident. Only fishing pole and net target more than one fish at a time. Fishing provides a possible means to security.
b) Traps, A few versions/years back placing a trap would "cause the start of NPC activities" in usually inactive areas of the world (areas where you are not). This could be exploited to the point that placing a large deadfall trap on a one square tile in a river for example, would "Cause" and animal to spawn on that spot. This used to make trapping very simple as you can guess. Sami has since made AI changes, spawn rule changes, and tied much of a traps success on your trapping skill. Small deadfall traps are great for areas around you where you see small mammals and birds, if you can bait them your chances "may" be improved. Loop snares require resources but can be effective for catching small mammals and birds and are easily moved. Large deadfall, pit/spike pit and fence require more effort/resources but can have huge upside. Placement as mentioned before does require a bit more thought/planning. Trapping provides a possible means to security.
c)Active hunting is when you actually pursue an npc. Rocks are great tools for hunting squirels and slow birds when you find them. Ranged attacks and chase are valid prospects but can be difficult early on. Chasing large game is difficult to succeed without a plan. Large marsh areas are a good opportunity to chase one to to weakness. Using rivers, lakes, seas or other deep water you can limit the animals ability to escape and swim to weakness. Active hunting provides a difficult means to security, especially early on.

Once you are secure you can get into better stuff
With a knife and an axe you can survive anything!

656
Off-topic / Happy Birthday JEB Davis!
« on: August 04, 2017, 07:24:56 AM »


 Hope you have a great day @JEB Davis !

657
Not bugs / Re: Portraits won't show.
« on: July 29, 2017, 08:56:24 PM »
is the file 200x200 png?

658
Not bugs / Re: Snow showing on open water tiles
« on: July 27, 2017, 12:29:06 AM »
 What a beautifully deadly scene

659
Gameplay questions / Re: Does fur spoil?
« on: July 26, 2017, 01:48:39 AM »
In which version were the summer and winter furs introduced? I've made my observation in version 3.32.

Rev next past 3.40

660
General Discussion / Re: Killed Companions
« on: July 21, 2017, 05:03:59 PM »
If you leave the body in the town, outside, someone will dispose of the body.
If you hire someone and they die on your job, there will be some harsh feelings for about 3~6 months. Which seems reasonable.
onyl rest and time heal wounds for NPCs (dogs, villagers etc).

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anything