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Re: Having a hard time finding animals. I prefer active hunting as well, since any lack of game I find can easily be made up for by fishing  ;D

My strategy is to set up a chain of hunting camps on hills and mountains throughout my region, with an effort to keep them all within half a day's walk of one another if the terrain allows for it. I spend my day from the later part of Small Hours to Noon in one area, and if I haven't spotted anything by then, I move to the next closest camp and start again the next morning. This takes me, on average, one to three days before I will spot something good.

For trapping, I've personally had the most success around water sources that are larger than 1 tile on the wilderness (overland) map. Find the water source, observe it for a bit to see if anything goes near it on the wilderness map, and set up a trap line along the most frequently traveled areas. For rivers, I would stick mostly to fording areas and leave the rapids for your fishing nets

January 15, 2018, 04:46:24 AM
Re: Ability to sit. The way I see it, it could work like wading/swimming. When you enter a wading hex, you wade, in deeper water, you swim. No input needed if you have the toggle set for that.

I'd see sitting the same way. you put you character on a bench and they sit.

As for modeling, you'd need 4 sitting positions. Knees up to the right/left and knees down to the right/left. Modeling this would not be hard, adding them to the tile sheet may be an issue if it has limits on size.

For programming, it's a new stance. This might be the tricky one, I don't know how much would be involved there.

All in all, it's a little thing - nice visually and handy on occasion. If there's a choice to be made (timewise) I'd rather have Textilecraft and Tailoring skills added, but these are already on the development list and sitting was not - and this is the place for suggestions, is it not?  ;)
   - Shane

Edit: I'm an idiot - you'd only need two - facing left and facing right. Knees up when facing left, knees down for right. Your character looks left for SW, W, NW and N while looking right for NE, E, SE and S.

Be better if the furniture got turned 90 degrees, though. The way you sleep on a bed looks downright bad for your back.  :o

January 30, 2018, 01:04:15 PM
Re: Probably the stupidest thing I’ve done in game. The stupidest thing I have done was walk some amount of kilometers from my homestead only to freeze to death in the snow, as I forgot to wear the clothes that I had in my inventory.

Often times I will skip skinning my kills depending on how willing I am to sit down in one area for two weeks to turn it into leather. And also often the meat I take I cook and immediately trade for furs if there is nothing else of value I could want. There will always be next time to get that bear skin (and now skulls!) (:

February 18, 2018, 05:20:53 AM
triple kill aww yea first guy (lowest) was killed with a few javelin shots and dog bites. the secound guy above right was killed with a javeline toss to the eye. he died instantly and the third was knocked out with a javelin hit to the abdomine, he was finished off by the dogs. one of my most epic battles and only a few minor injuries to me and the dogs.
April 06, 2018, 10:58:12 PM
Wind I think adding wind effects to the simulation would be a great benefit to the game.  This would add to the depth of the world in several ways.

We could have blizzards where high winds would cause low visibility and rapid heat loss, creating deadly conditions.  Weatherlore could help a survivor predict an incoming storm, prompting them to take shelter or at least seek a heavily wooded area.

Stalking prey downwind would be extra challenging because smells drifts toward them.  This might necessitate careful planning of a hunting expedition or the use of a ritual to mask a character's scent.

Strong and especially gusty wind conditions could cause projectiles to veer off course, especially long range shots.  Blowdown could cause trees to uproot and fall.

On the other end dead calm conditions might cause sound to travel extra far, I'm thinking of Sami's whistling arrow shot from the recent video.

Clearly this would be a large effort as it would change many existing systems.

May 18, 2018, 05:26:41 AM
Re: Vagabonds I never kill them. They are non-threatening to me.

Its not like they are walking around with bags of gold coins. Im not going to kill a man just to steal his woodaxe.

if they look friendly ill greet them and have a chat about the places we have been and things we have seen.

If they look a bit intimidating and I don't yet have decent weapons to defend myself with ill just back off quietly into the bush. 

June 10, 2018, 01:00:34 PM
A very skilled sage I always suspected...

Now I need to hunt around the other villages looking for Erkka.

June 13, 2018, 01:59:42 AM
Re: A very skilled sage You've got the wrong Sami but the right profession. I think the real one is Sartolainen or Reemilainen, i.e. in the east rather than the west.

Others have found Erkkas, but I've failed to find one. The nearby Sami I have is a tribesman, so it's not the right one either.

June 13, 2018, 02:45:14 PM
Re: A very skilled sage
You've got the wrong Sami but the right profession. I think the real one is Sartolainen or Reemilainen, i.e. in the east rather than the west.

Others have found Erkkas, but I've failed to find one. The nearby Sami I have is a tribesman, so it's not the right one either.

Thanks PALU, for granting me that fair profession :)
Kiesseläinen, that's what I am.

I've also heard people finding Erkka, but I think there's only Erkkiis in the game.

June 13, 2018, 09:57:18 PM
Re: unusual plants Herb lore is trained by trying to identify plants that aren't 100% identified, so keep trying and the skill will eventually increase (it's hard to get it to 100%, because you tend to run out of plants to train on... but when you know everything about every plant there's no practical reason to increase the skill). There's some kind of timeout for identification attempts, but attempts can be made many times per day, although the maximum number of actual increases per day is 3 as for all skills.

I've never seen any seeds spoil (nor have I seen turnips spoil, even after sitting for years as bait in traps).

June 27, 2018, 10:45:52 AM