See likes

See likes given/taken


Your posts liked by others

Pages: 1 2 3 [4] 5 6 ... 37
Post info No. of Likes
Re: Obviously this has been suggested before but... Multiplayer would completely wreck the game due to all the sacrifices of single player functionality that would have to be done on the altar of multi player.
If you want a multi player shooter that sort of looks like UrW, go ahead and make one, but don't destroy UrW in the process.

Turn based works poorly with multi player, although it can work for strategic level PBEMs (e.g. Dominions, but there the battles have been sacrificed on the multi player altar, so you're suffering from stupid battle decisions and overall lousy battle control).

September 19, 2017, 10:24:29 AM
1
Re: Homeland Robbers (Spoiler) "Forest Robber" should mean their "tribe" is vagabond (rather than one of the neighboring "real" tribes). It's very useful to keep track of what kind of robbers you're looking for, as it's not at all uncommon in this version for multiple robber gangs to be present in the same area, so if you've e.g. found a group of Kuikka Tribe robbers you know that's not the ones you're looking for (a bug in the current version causes too many robber gangs to spawn, especially if you decline to take up such quests).

The only way to find robbers that I know of is to search each and every tile in the rather large target area, and they're very rarely visible on the overland map. I think they tend to have a shelter in their "home" tile, though.
The way I go about looking for robbers is to pass back and forth over the target area like weaving a tapestry, one line at a time. I enter each tile, look forward, turn 180 degrees, look backwards, exit out, turn 180 degrees, walk one tile, zoom in, ... This takes something like 2-5 days to cover the area (stopping when it gets dark: I tend to use markers to indicate where I stopped), but it's still possible to miss the robbers. When looking for the robbers I typically use the beggar tactic, i.e. my character isn't equipped with my top gear, but rather junk I'm prepared to surrender to the robbers if they catch me. When I've found them (robbed or escaped) I typically mark the location, round up a bunch of companions, and return to participate in a sorry spectacle of death, friendly fire, and companions that refuse to help while their companions are fighting for their lives (some of this fixed in the next version).

If you're unlucky the robbers are in spruce infested forest, in which case you probably need luck to find them. In other terrain the visibility is good enough that you probably have to be unlucky to miss them (provided you're moving slightly to see past big obstacles).

September 20, 2017, 09:02:13 AM
2
Re: "Hear a thud" I believe most of the time it's caused by birds of prey attacking animals (possibly birds exclusively: I'm not sure). I don't know if it can happen due to other predator attacks.

I'm fairly sure Njerps don't go thud in the night, but I have caught them felling trees (in one case I believe he used an axe stolen from my homestead...).

September 26, 2017, 06:32:41 PM
1
Re: Few questions about trapping and a couple of misc questions As far as I've found, processed meat (cooked/dried/smoked) cannot be used as bait. You can feed it to dogs as long as it's not spoiled, though.
Spoiled raw meat is a very poor bait, but may work (scavengers ear spoiled meat left on the ground, but the "fishiness" factor of traps may repel stronger than the rather weak attraction factor of spoiled meat. Fresh meet is good for carnivores, though, and fresh fish work with bears (berries SHOULD work with bears as well, but I haven't tried that).

If you don't have turnips you can buy them from settlements, but that may be against your game principles.

Non carnivorous birds are quite attracted to berries, and hares go for turnips and various other kinds of roots.

With a trap fence you don't really need bait, although it probably helps. Personally I make a trap fence around a single tile lake and have 3 traps on each side (pit traps without stakes or bear traps).

Cows ought to be available from the same kind of villages as pigs and sheep, I think. Driik territory is the goto place for anything that's not culture specific, but cows are by no means restricted to the Driik. Reindeer herders tend not to have any animals apart from reindeer and dogs, though.

I've stopped sending my precious dogs after animals after losing one to a reindeer. Instead, I endurance hunt them by walking after them, following their tracks until they're exhausted. I sometimes lose them, especially if they get into an area with other tracks (including a lot of its own older tracks). Chasing them into a bend of a river or lake can be very effective, though, as you can often walk back and forth to get the panicked animal run itself into exhaustion as it runs back and forth.

You can get farming going from 0%. The first year you may not get much more than your seeds back for low yield plants, but turnips will still provide a surplus, and cereals work as well. This is, of course, provided you don't get large parts of your harvest eaten by animals...
The second year ought to give you a reasonable harvest. However, all of this is dependent on how much you plant. Preparing soil occasionally improves the skill, but very occasionally, while planting is fairly effective.  There are more and less exploity tricks to speed the rate at which the agriculture improves...

September 28, 2017, 02:37:23 PM
1
Re: Few questions about trapping and a couple of misc questions Not yet. They won't breed in the next update either, but cows give milk except during the winter.

I generally skin and butcher animals where I kill them, and then use my character and my dog to haul the results back. However, it may take two or up to four trips (my last character was very small, with a very limited carrying capacity).
I tend not to hunt too far away, though.

September 28, 2017, 06:38:25 PM
1
Re: Few questions about trapping and a couple of misc questions Regarding a "stable":
I build my stables as windowless (so you don't see them moving while crafting, which can decrease the FPS consideraby otherwise) buildings with a 3*3 interior size area to house a cow and a sheep (for mod wool), and I think a floor/ceiling is a good idea as animals don't leave tracks on floors, so the animals will not contribute to "item" clutter. Outside the door I build an "airlock" of a fence on each side of the door and a door (flanked by fences) outside of that so I can open one door, go through, close it, and then open the next one without the animals escaping. In the cases where animals get to share the space with the stable door I can just open it again, push them inside, and close the door, without risking their escape. The only trouble I've had is with companions who apparently have poles sticking out of their arses, as they keep opening doors without closing them afterwards, thus releasing the animals.

September 30, 2017, 12:30:33 PM
3
Re: Few questions about trapping and a couple of misc questions The failure to add pit traps due to it being marshy is not a great setback: just use bear traps instead. I haven't seen any difference in how they operate from a practical point of view anyway.

When it comes to burning for fields, I make mine 9*9 (you can harvest 3 lines by walking along the middle one, so that makes three sweeps at harvest time), and I place branches on every tile in every second tile (usually prepared during winter, at which times the trees are removed as well). I then set fire to all branch piles in a line, and by the time the last one is lit the first one has usually expired, so I go back and prepare the soil. I then do the same for the second line of branches (on the third line), and by that time it's usually time to call it a day. Once all the lines have been taken care of, I place branches on the unprepared lines and repeat the process. By not burning more than I can process in a day (or the next one, if I'm unlucky with the RNG so preparation takes unusually long), I make sure I don't waste burned tiles due to interruptions such as having caught an elk in a trap (which takes about two days to take care of).

October 02, 2017, 09:51:23 AM
2
Re: [Edited] Collection of spelling/grammar/punctuation issues Slight deviation from the purpose of the thread, but related to the previous post.
While it's true a rope *can* be used for smoking/drying, it's a gross waste of resources as I assume ropes are consumed in the same way as cords are (I've never tried). Thus, if modifying the description, I'd probably do it along the following lines:
"tying equipment, like a cord, which you can make yourself. A rope would work as well, but it is not recommended as the tying equipment is destroyed by the process.".

October 02, 2017, 10:03:43 AM
1
Re: Disease, pests, and the joy of cats I think there was another kind of rat (black?) in the area before the brown rat invaded and took over that niche. Regardless, there are smaller rodents (mice, voles, etc.) that can make cause serious damage to your food stores even if rats are not introduced.

I agree cats probably have no role in the northern tribes as those don't have any agriculture (although that doesn't stop those villages from having farmers...).

I'm not sure I agree with the thought that cats would have a role in fighting disease, but they certainly ought to have one in fighting vermin munching through your food stores.

As a trade off, a cat at your homestead might mean small traps near it are less likely to catch anything, as the cat(s) scare them away (and the blood thirsty critters may also kill or mutilate creatures that actually are trapped).

October 03, 2017, 10:12:48 AM
3
Re: Arrow disappears I'm completely sure I've killed e.g. birds with an arrow and collected only the bird from where it fell (straight down), with no arrow (whole or broken) to be found even when searching, so something is bound to be there.
However, I'll keep my eyes open with my next character (who'll be created with the next UrW version). After all, tracking down oddities is a lot easier when they're reproducible, or at least logged.

October 22, 2017, 11:36:14 AM
1