See likes

See likes given/taken


Your posts liked by others

Pages: [1]
Post info No. of Likes
Re: Limping and animal size tracking information Very interesting, I always thought that tracking is somewhat weak at its current state. Its very useful, but still kinda weak, so more info its gives - the better. You know, it might be worthwhile to consider some kind of auto-follow option for good trackers. Say, a tracker with over 50% would have an option to auto follow tracks till the prey comes in sight. But then again, this might be a bit too much, just a thought.

P.S. Its been a while for me, glad to see you guys are still at it. At least some things are stable in this world and you can depend on those crazy Finns to keep on with the development no matter what ;)

December 13, 2019, 03:11:25 AM
2
Re: Limping and animal size tracking information My bad Sami. You are right, no more flooding.
December 13, 2019, 07:06:46 PM
1
Another title? Hey Erkka and Sami. I know what you'll say (probably), but for some reason I cant get this outta my head. You guys have amassed huge volume of knowledge about iron age Scandinavia and you have a few decades of experience in game development. Yet, you have only one title. Dont get me wrong, its not a bad thing, but it just seems like you could (hell no, you SHOULD) do more with that knowledge. For example, take the ancient trade route from varangians to greeks. Its a such under-explored territory and with such amazing potential. No need for any orcs, goblins or any other nonsense - life at that time was very diverse and this route covered places from northern Europe all the way to very south of it. Just imagine setting up a caravan in Scandinavia and traveling all that way.... Or even being a helping hand on that caravan. If anyone out have the knowledge and the determination to make something as grand as this happen - it'll be you guys. With modern crowd funding platforms you can not only fund the development, but make some decent bucks if your work will be (and we all know it will be) just as good as URW is.
January 03, 2020, 06:54:13 AM
3
Underrail - simply wow.... Hey there fellow wood crawlers. About a week ago I stumbled across this gem of a game called Underrail and to be honest, I am simply blows away. I normally would reserve my judgement till I finish the title or at least get about half way through, but after reading up about the title I am under strong impression that it'll take me months to do so and then I might forget to share this little gem with you guys. So far, I think this Underrail is what a true Fallout 3 should've been, so if you liked original FO1 and 2, give it a go. I think you'd be very pleasantly surprised :)
January 26, 2020, 01:18:35 AM
1
Re: Underrail - simply wow.... Dont know about you, but when Fallout 1 came out and I got greedy hands on it, I think started over 5 or 6 times till I got the char I liked and another 3 or 4 times before I actually finished the game :) Its part of the fun. Nowadays, we can read up on the topic before starting the game, but I still tend not to do it unless I am completely swamped with game's mechanics, like in Divinity 2. Now that game is truly overbuild beyond my willingness to invest time to try and figure it out, wiki or no wiki.
January 30, 2020, 09:55:20 PM
1
Re: Improvements to fire mechanics, changes to smoking mechanics I always found the mechanics of smoking meats in the game are bit odd to say the least, but since its been like this for a very long time, I guess I got used to this and never mentioned it. But now... Lets be honest here - if we want to do anything even remotely resembling proper smoking - this will not do. I guess the game is trying to simulate cold smoking, but as far as I know this method will not work with raw meat. In fact, it will not work so badly that if you'd try it, its almost certainly will lead to mid-level food poisoning at best and the brave food experimentator will need proper medical assistance. Sami, since you are taking a second look at this, maybe it would be a worthwhile effort to add a proper smoker building? Cold smoking does not need lots of heat, but it needs constant smoke source - aside from taste, it serves as natural anti-bacterial preserver. Fire source is not needed as such, as long as there are at least some embers under some moist wood shavings - its perfectly fine. So the smoke house can use a special fireplace with much longer burning fires (literally for days) that give almost no heat and cant be used for cooking or heating up.

I know its quite a step and probably would need quite a bit of work, but maybe its something to concider since this will give yet another long-ish term goal to look for.

Another thing I keep hoping for is cheese. We got milk, we got salt, rennet we can get from any cow's or deer's corpse, so the next very logical thing to have is cheese. Of course milk spoilage will need to be added, but come on man! Cheese is a very staple of the olden days. Its not that hard to make (just time consuming), the ingredients are right there, so why not have it?

May 20, 2020, 08:50:47 AM
2
Re: Improvements to fire mechanics, changes to smoking mechanics
There's also option to use smoking teepee, instead of parachute, I'd reckon cavemen and folks since could've used animals hides.


Stuff like this is exactly what we need (IMHO of course). Nothing complicated, historically accurate and definitely flavour adding. Just gotta make sure there is room for cheese. Gotta have, just GOTTA HAVE smoked cheese man!

May 20, 2020, 08:29:01 PM
2
Re: Improvements to fire mechanics, changes to smoking mechanics No man, if the food lasts for only a few days then its "hot smoking". While it would be a very fun addition, in practical terms it wouldnt add much into the game since we dont have a morale system that could be improved with tasty foods (unfortunately). We are talking about "cold smoking". It takes much longer and is more about preserving food and much less about adding flavours.
May 21, 2020, 09:29:05 PM
1