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Re: Njeperz, who are they and why? - Red is a commonly used "danger" and "enemy" color. There definitely shouldn't be any Communist association, given that this is a much much later "invention".
- The Njerps are loosely based on various slavic peoples east/southeast of Finland. The game needs an enemy to spice things up, and the choices would basically have been people from the east or people from the west. The choice fell on the eastern ones, with the traders coming from Scandinavia (despite their Gothic, rather than Scandinavian, sounding names).
- The UrW time frame is loosely during the 800-1200 era.
- The peoples of UrW are the peoples of Finland, not merely the Saami: those are represented by the norther tribes. The UrW map is sort of a map of Finland, with the southern coastline matching the coastline in the south, the western and northern shorelines corresponds to the western coastline (the northern waters does not represent the arctic sea), while the land connection to Scandinavia is absent. You could also consider it a map projection artifact, with the land bridge connecting to the "eastern" side of the map.

March 27, 2019, 05:46:39 PM
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Re: Wits for wandering NPCs and companions - the future version focus I agree with Mati256. If you're aiming for a family eventually, this ought to provide some foundation building blocks. If not, this is a worthwhile addition in itself.
April 21, 2019, 06:52:22 PM
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Re: Can't finish the ritual-quest! I believe you use the "general sacrifice" ritual while standing on the ant nest (or possibly next to it), and then select the silver item from the list of things presented as the object to sacrifice. I.e. you use the same ritual as you do to appease the spirits of the forest and the ones of the water normally.
April 22, 2019, 02:44:42 PM
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Re: Exploit - overloaded traders Hm, that may cause a problem, since jewelry is expensive and hides are heavy (and heavier than armor and weapons as well, value wise). To buy some of the more expensive things I've had to resort to moving up to the trader, cow of burden in tow, offload a sizable part of the cow's inventory onto my character, rooting it in place, and then trade a large pile of (piles of) hides for a couple of trinkets. Unless care is taken, there's a risk traders won't be able to sell their expensive stuff because they can't carry the payment in the only currency they accept, perhaps with the exception of superior hides, but you don't get those that often even with top skill and tools.
May 08, 2019, 11:49:06 PM
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Re: NPC hunters gone wild Sounds like a nice piece of ownership logic.
May 24, 2019, 12:12:38 AM
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Re: Meaning of [roast], [boil] and [bake] tags? The UrW nutrition model is a bit simplistic, so nutrients are neither gained nor lost by (poor) processing, but some (drying and smoking in particular) concentrate those nutrients in a smaller package, allowing characters to eat more nutrients before the belly gets full.
Water, naturally, doesn't contain any nutrients at all, and so is merely a filler. However, some foods need to be processed in various ways, and all kinds of processing are not available to all foods (you can't roast grain, for instance).

May 25, 2019, 12:29:45 AM
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Re: Rye and Barley are not good crop? I use the Njerpezit Cooking mod to get some variation and "better" cooking options, in particular the pot prepared food that combine multiple ingredients to fill a pot completely, allowing you to cook less often. Combining items also means you can get some high nutrient food (meat) together with lower quality ones to end up with a good total amount. The Goulash also used a limited amount of flour, which means you don't have to grid flour as often (and, as a result, don't have to use as much flour in total). The mod also contains a number of nicer bread options. If I remember correctly, the flatbread one simply uses more ingredients, resulting in more bread per baking session.

Unfortunately, the UrW nutrition model means using ingredients such as mushrooms and berries are loss activities. I'm not sure if you're going to starve to death trying to live only on berries (and they'll go out of season eventually anyway), but you sure get gradually hungrier and hungrier even with a constantly full belly because of the low nutrient concentration (an occasional addition of the meat from e.g. a bird can keep you going, though).

May 27, 2019, 08:54:34 PM
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Re: Bark stuff, birch-bark stuff @Prae: Introduction of iron working would probably do nothing to help you getting a starting axe, as you'd probably need a fair bit of infrastructure in place (probably requiring an axe to make) to prepare the stage for iron working, so it would probably be a mid/late game activity, not a starting game one.
June 03, 2019, 10:40:57 AM
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Re: Rye and Barley are not good crop? Something has "picked" barley/rye for me in the past, and since you can't do it yourself even accidentally, I suspect it's been done by birds, but it's been nothing like badgers eating most of other crops.

I keep animals away by a fence (with a few bear traps in gaps to actually trap big ones), with a complete line of fox pawboard traps inside of it (I enter/leave the area by zooming in/out). I'm not sure animals have ever gotten themselves caught in the inner traps, quite possibly because a fence with traps inside aren't considered pathable to animals. I do catch large animals in the bear traps, though, even with the pawboards inside of them.

June 05, 2019, 12:40:49 AM
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Re: Craft question A broad knife is the preferred tool for hide working, and so this tool provides a greater benefit than other knives of the same quality. I'd expect the difference to be approximately one quality level, so a Masterworks knife of a different kind being about equal to a Fine broad knife.
You can experiment by having both a Masterworks "other" knife and a Fine broad knife in your inventory when skinning a carcass, observe the text to see which one the game selects, drop and pick the knives up such that they end up in the reverse order in your inventory, and then observe which one is selected for another skinning task. If the same knife is selected in both tasks that's the "better" one, and different ones are used they're equally good.

If I remember correctly, a Fine broad knife is sufficient to be able to make Superior hides, while a Fine knife of other types fails the equipment test. However, I may remember incorrectly and that's for Decent knives, but anyway, a Broad knife can be of one quality level lower than other types to allow for the same best result.

Thus, I'd expect a Masterworks broad knife to add an extra bonus to your success roll over a Fine one, which matters a fair bit when the chances are so low.

June 15, 2019, 03:38:42 PM
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