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Re: Ulrik Kaumonoaidi 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.

September 06, 2017, 12:17:04 PM
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Re: Ulrik Kaumonoaidi 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.

September 06, 2017, 12:27:45 PM
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Feed the Njerpez Foundation needs your donations! 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.

September 07, 2017, 09:04:04 AM
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Don't Go to Stumpmire So, you whipper-snappers think you've worked sixteen winters, and know all the rituals, and heard all me stories, and think you're ready to head out alone, eh? 'Alf you kids will starve in two weeks and the other 'alf o' ye will drown in a damn puddle, come the wet ice! But jist a rare few of ye might end up wishin' ye died natural-like, if'n you think THIS is just another story.

Must a been nigh sixty winters past, when I was greener than you lads, some o' the men that was comin' and goin' tradin' back then took to talkin' about how they was gettin' heaps o' treasure fer workin' up north in Stumpmire. Always somethin' about a new settler, with piles o' loot, givin' it away if'n you was willin' to come to 'is 'ouse 'n chop his trees fer 'im. He'd even feed ye, and give ye an axe, and let ye keep it, if'n you promised to come back. Well, after a while o' this, the men that 'ad left town jist stopped comin' back from Stumpmire, and the ones that was still in town took to stayin' there more permanent-like. Wouldn't say why, they was all quiet about it, and we let them be, seein' as now we was the only place they would trade the pay they was still holdin' onto.

After a couple weeks o' that, the new settler came to see us. He was near seven foot I'd say, and looked like he carried a lot o' weight on his bones, but 'adn't eaten in a few days. Was wonderin' why no one was comin' up to 'is place, still 'ad work needed doin' and still 'ad plenty of goods to pay. The men that 'ad been workin' for 'im before kinda looked down, gave back their axes, and made excuses why'n they couldn' go back with 'im. He got real mad, and offered up a sword fer the man that would go with 'im.

Well, my old cousin Jaqqa visiting from the next town over 'appenned to need himself a sword, and thought he might go with back to Stumpmire. Old Jaqqa was always slow on the uptake, like most of you kids these days... The men that 'ad worked for the settler all sat down to talkin' real hushed like once he and Jaqqa left, and got their things together, and followed after 'em. Yours truly figgered followin' the men who left would be the best way to see what was really goin' on, but now I figger it's best not findin' out some things too direct.

Stumpmire's just north, goes on for miles. Felt like hours walkin' it, but I was bein' careful o' makin' too much noise, and lettin' on to the men that they was bein' followed in turn. They finally got close up enough to the settler's buildsite that I could see it from where I was hidin', but then I heard Jaqqa screamin'. Not no regular screamin' like when you babies see squirrel guts, but real screamin'. I ain't never heard anything like it before or since, and then it just stopped real sudden.

The men was runnin' up to the house then, and I started hearin' shoutin' and noises like a big fight was startin', but then those stopped too. I got as close as I could, hidin' in the trees that was left, and what I saw was worse than all Jaqqa's screamin'. 'Is eyes was put out, and 'is legs was broke, and 'is 'ead was smashed open, and 'is arms was still twitchin'. The new settler 'ad killed the men who followed 'im too, and was cuttin' em up fer meat with 'is back to me. I cracked a twig backin' away and he turned right around and looked at me with these hollow eyes, and what he did was smile. Smile, and hold up a cut of meat from one of the men, and set it on the ground, and when I ran away like anyone with 'alf a brain woulda done, I 'eard 'im recitin' our ritual for sacrificin' an animal, like those men was sheep.

And that's why whatever you boys do on yer way to some bear's belly, don't you go trustin' strangers, and don't you go to Stumpmire.

September 27, 2017, 04:25:51 PM
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Re: Few questions about trapping and a couple of misc questions I have one piece of information to add to PALU's excellent active hunting advice: only hunt in pine/open mire. The increased visibility of potential prey is good zoomed out, but once you're on the ground endurance hunting, it's downright overpowered. Your prey will have difficulty getting completely out of sight range, and the large number of odd shaped water features are as useful as fences for coralling a fleeing animal.
September 29, 2017, 03:05:02 AM
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Re: Bridge Building Plotinus you're my hero
September 29, 2017, 03:44:45 AM
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Re: Bridge Building Here's my successful door-bridge, shorter than expected once I scouted a new spot, and a view of the map. Hard to see, but I am in the southeastern corner of the visible area, and the bridge is built at the more southerly shelter nearby. This bridge goes over the only water crossing between my cabin and the cave I'm going to fix up as a hunting lodge in Kaumo. Should be about four days trip each way, though I know for a fact it's only three by boat. The important thing is that I don't need my cow to carry a punt now, and the several weeks of changing seasons when I couldn't use it anyway won't prevent me from quickly traveling between my homesteads.



September 30, 2017, 10:59:42 AM
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Re: Blocking Weapons and Assorted Combat Discussion Combat is my favorite part of this game, it's a very unique system and a lot of fun to mess around with. I start most characters on There Be Robbers!, so I frequently do a 3-6 on 1 fight with minimal clothing and a less than ideal weapon set. The key is to make sure your blind spots are blocked by trees, and always try counter-strikes to the legs with your weapon's blunt damage (if your weapon skill is better than your dodge, which for the purpose of this, it is). This will make sure you're still dishing out damage to the people trying to surround you, while you continue targeting whoever is the worst injured until they're unconscious and out of the fight. It's always better to counter-strike over dodge if at all possible, just target arms or legs to interrupt their attacks and limit their attack rate. The  most powerful thing in the whole combat system is Looking at your opponent and seeing where he actually has, or does not have, armor. Bandits rarely if ever have anything more than the odd piece of leather clothing or a ratty overcoat, so they're actually not too tough if you target on them correctly. However, the occasional Njerp will have ~40 pounds of decent armor and be extremely difficult to attack.

My attack combo, for the combat style of close to even (and quite high) spears and axes, and as much armor as I can find:

Open with as many javelins thrown as possible, targeting the body for random wounds and occasional instakills; sometimes you'll get 'em all off, sometimes you'll be caught with one held. Wait for them to be one or two tiles away, DROP your javelin if you still have it, and wield whatever you have the highest skill with. They should have moved next to you without attacking while you wielded, but you may have to immediately counter-strike, and you may have to wait a turn. Whatever you do, don't just move into the adjacent tile and give them a free hit. Your javelins should have weakened a few points of the first target if there are multiple enemies, so give him a primary attack attribute (most damage from the weapon) to the legs. Should put him on the ground immediately, and once he's there, attack his arms every time he tries to wield a weapon, and go for head shots and a quick knockout when his hands are empty.

His undamaged buddies should have rolled up by now, so turn to adjust if you have to, and wail on the first guy with all your might. Counter-strike to their arms and legs as needed to disarm/knock them down, but otherwise target the second (overall) enemy's head or body and try to get him out of it as quickly as possible. Finish up the third with the same legs/arms/head you gave the first guy, the others should just be milling around nearby swapping weapons and tiring themselves out until they get a clear route to run towards you. Your armor should be pretty beat up by now, so if there are more than three, you should start to expect increasingly severe injuries, and potential death, from now on.

However, you followed my combo, and aren't too fatigued, and you have enough armor to equip a small army, so you battle on, courage unwavering. It is time to be as defensive as possible. Attack arms, counter body for occasional severe damage and arm/leg shots, start dodging when you feel a particular target might have the upper hand on you. Keep them fumbling for their weapons, and pick at their ability to fight effectively. First three enemies you killed as fast as possible, as few individual attacks as possible, and everyone after that you kill with a thousand cuts while trying to avoid the same fate.

Edge damage is best for limbs and poorly armored torsos, as it can do quite severe damage to these targets (the infamous Nearly Severed knee is quite possible on a first strike with just a hand axe and results in instant unconsciousness). Point is excellent for piercing torso armor, and can cause occasional decent bleeding, but is much less likely to render a limb inoperable than edge. Blunt is best of all against armor, so it's your damage of choice when counter attacking. It rarely causes the kind of severe injuries the others do, but a quick knockdown/disarm on one bandit out of two or three of them midattack saves you a turn of double or triple hits later while he stands back up, or changes weapons.

October 04, 2017, 04:06:45 AM
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Re: Anachronistic swords I didn't really want to say anything cause it seems quite an old elephant in the room, but this is part of avoiding swords as weapons for me... Halberds forever, heavy two-handed weapon using spear skill with better edge than point damage. Like 10 or 12 pounds, excellent attack bonus, somewhat poor defense bonus, and only available from foreign traders (maybe equipped by very rare and powerful Njerps). Alternatively to the halberd, a war hammer or great-club, any kind of large, traumatic, bludgeoning instrument. I like keeping bastard swords, they seem plausible as longer, Frankish-import Viking swords; very exotic weapons for the area indeed, but certainly not unrealistic for the (Viking) foreign traders to have. What else would they spend all of OUR furs on?

Edit: Addressed by OP, so I'll say that I only think they should be rare among Njerps due to their likely-quite-high value, and potential overall increase in the opponent's combat ability.

October 06, 2017, 03:39:54 AM
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Re: More Signs of Robber's Camps in Overland Maps I think as a reward they should make you an honorarary citizen of the village, and able to perform any task (other than theft) that they would normally be angry about, such as cutting down their trees and harvesting their herbs/produce.
October 12, 2017, 01:11:36 AM
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anything