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Re: Winter hides

Daylength, and thus knowledge of the season of the year, is vital to many animals. A number of biological and behavioral changes are dependent on this knowledge. Together with temperature changes, photoperiod provokes changes in the color of fur and feathers, migration, entry into hibernation, sexual behaviour, and even the resizing of sexual organs.

At the moment, temperature doesn't affect Drying or animals' winter pelts. While IMO temperature really should play bigger part. As should sweating then going out/away from in below freezing temperatures.

I believe wet clothing and firewood et cetera are in dev plans. Should go with temperatures too. i.e. plunging in summer lake with clothes on, then working on fields or tree cutting, should keep character going on longer. And wet clothes in winter, well, not going so long.

April 25, 2020, 03:25:45 AM
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Re: Njerpez War Camps It’d seem that in 3.52-3.62 Njerp camps spawn right outside cultural region, near to characters active area. IIRC, 2.7 or something; the Njerp camps could’ve spawned anywhere. I recall bumping into some just looking for game in “backwoods tiles” (sort of mixture between spruce mire 2/3-3/4 and heathland 1/4-1/3 in current version.
April 25, 2020, 05:40:26 AM
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Another playable (non-)culture We have vagabond hunters&adventurers, we have Forester cabins and settlements.

My suggestion is: Forester (non-culture) for player characters.

Preferably no bonus or malus. IF anything, give the few attributes a minor positive nudge up. Long days working: endurance, agility. Maybe Will.

No introduction as Seppo Kaumolainen, Aslak from Owl-tribe, Inga Driikiläinen.
Just “Matti” (if anything, have game randomize father’s name: Matti Teponpoika  :-[ ) <<horrid joke to Finnish folks.

April 25, 2020, 06:57:44 AM
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Dock/wharf/pier Suggestion to streamline watercraft traffic, embark/disembark on *known* shore.

Enable Building(menu) of Pier.
Cost ~ something like:
6-9 planks (walk platform)
4-6 slender trunks (horizontal posts)
6 stakes (vertical supports, or additional 1-2 slender trunks)
12x 2ft tying equipment.
3x6h-8h task, pausable. Require character to stand in adjacent to shore, then adjacent in water, and then one deeper in the water (main North/East/South/West facing only)
Require a blade, preferably hand axe, for notching and fitting the supports.


The effect of having a pier built at shoreline would enable character to embark and disembark  without zooming in/out. (Like we could do in 2.xyz) I.e. access waterway—land on wilderness map.

Possible issues: watercraft in local map, not available in wilderness. Items carried in watercraft might be problematic in wilderness map on landing. ; and ,/g works, P(ush) doesn’t.
Loading watercraft might have some hiccups with zoomed in—wilderness transitions.

As added realism, the pier could get torn up/damaged when ice thaws in spring. Horizontal posts snapped/destroyed, stakes and planks drifted away. 95% damage change for river, 100% for rapids, as ice chunks from upstream will come down in force.

This’d be inline with water hazard of rapids dev.plans, as character would need to have visited and presumably be familiar with the shore section to take on the task of building one.

Rod fishing from the “dock of the bay” during warm summer evenings should award the character at least 200 feel good points  ;D

April 25, 2020, 07:55:31 AM
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Re: Dock/wharf/pier @Brygun, pontoon piers if not pulled up on shore before freeze up, will be ripped by thawing ice in the spring. Unless you can justify rebar reinforced concrete in late dark early medieval.

@Privateer, still doesn’t enable wilderness watercraft disembarkation. And if water counts as ‘support structure’ for door building, well; that’s a bug/exploit.

April 26, 2020, 02:14:06 AM
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Tilegfx for peeled trees and seasonal graphic changes for deciduous trees. Suggestion to add tilegfx for bark peeled trees.
Game keeps record of peeled trees, as you can’t peel same tree twice. So referencing that status should be straight forward.

April 28, 2020, 06:06:26 AM
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Re: Some cooking and modding improvements?
Pot as the second item: The logical reason would be that you bring the pot and then add items to it. The game play reason would be all the times you (or at least I) carefully select the ingredients, only to find that I'd forgotten to fetch the pot, and so has to go through the whole process again.
Exactly this. I usually have pot or 2 by fireplace in the cabin. Go fetch ingredients from cellar. Start cooking stew/soup, only to find the pot is on the characters feet.
So if the ground (like Agriculture works, not necessarily all 9 nearby tiles) check for pot is a coding headache; ask for it 2nd, immediately after the fire/heated fireplace check on the recipes.

April 28, 2020, 10:04:18 PM
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Re: Hearing range? Ara, maybe I should’ve used “squeal” instead of screech to avoid confusion. It’s not the hunter to make noise. But the soon to be dead prey.
April 30, 2020, 05:41:08 PM
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Re: Adding marriage - poll about how you find its priority Is it still an issue, if people play female player character who wishes to marry a strapping tribesman from nearby, or faraway, village?

Anyway, marriage already was in game in mid ‘00
It was pretty expensive to woo someone. I recall silver jewelry, and some fine hides, then a fine knife. Not sure where the goods went, I’m pretty sure the goods didn’t stay/come with them. Almost like backwards dowry.

@Roheline, the NPC were really chatty in the past. They got converted to more Finn-like communique though. Most of the NPC response lines when translated to Finnish is what you’d hear in Finland, today. “Mustn’t grumble” “ei voi valittaa” (alternate direct translation “can not complain”)
Finnish folks unless talking with immediate family, don’t do ‘small-talk’. It’s short, to-the-point-of-being-blunt/frank”.
No one uses similar phrase to “let me be frank with you:...” in Finland. It’s the default setting.

May 02, 2020, 09:20:52 AM
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Re: What's Going On In Your Unreal World? Antti went out to look for birds, hares, maybe even a ermine or pine-marten. Something else to put variety to the smoked wildboar, smoked elk and smoked bear.

Out of nowhere bumped into elk doe. Maybe 22-26meters away. Quickly grabbing a pointed arrow instead the blunt held ready, the doe turned to run. Not the best angle or range, but Antti thought to give it a try, it wasn't quartering away but closer to broadside. Lead the shot and relax the forearm muscles, hit the doe in spine and it tumbled over lifeless from shock on the nervous system.  :o 

May 03, 2020, 12:06:58 AM
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anything