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Re: Length command issue This is I think resolved in OP.

[Tag] location in recipe was in wrong position.

April 23, 2020, 09:02:48 PM
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Re: Breaking ice with raft No, it wouldn’t work. You’d end up paddling multiple rafts on your tile. (Took a punt to old man, on island) and game doesn’t allow character moving on watercraft without wielding a paddle or sesta.
April 24, 2020, 05:07:02 PM
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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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Re: Field dress/quarter big game Would be a reasonable addition, and working on this would also turn focus to maybe adding organs and blood too. We'll consider.
Heavy carcasses, big elks and such, would probably still remain a burden to transport as field dressing on average reduces the living weight by 30% or so.

April 28, 2020, 03:53:21 PM
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Hill, cliffs and mountains Currently it seems that higher elevation features: mountains, hills and cliffs, only have trees grow on the edges, not atop or on way up.

Please add some small /slow growth birches and pines on them.

Adjust cliffs and mountains  to occasionally have a sheer rock face, to steep to be climbed.

May 07, 2020, 08:07:51 AM
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Lika's Story Hello friends.  I've recently started playing this game again, after putting it down for a few years.  I think I've become enraptured with the folklore and even the developers themselves I've developed a keen interest in.  There is something very fascinating about the eccentricity of them, as well as the lifestyle of those you control within the game.

Anyway, I will preface this story by saying I am not a writer, nor an artist of the traditional variety at least.  You'll have to forgive me as I intend to supplement this story with some (crude) traditional drawings and proverbial speech of my own.

Lika is an escaped slave, most of you know of course this means they have very little to begin with.  My interpretation is that they were forced to build for their captors, thus their high skills in that region.



Hungry and alone, far into the west he went with only a stone knife to get him by.

And they will be starting far in the east, near the Njerpeziläis.



The Story:

Many years ago, a great event sparked great divide.  The Kaumolaiset engaged in a skirmish with the Njerpeziläis and it lit off an unending cultural war.  The Reemiläinen were therefore targeted for reasons of being similar enough to their Kaumolaiset neighbors.  It's disputed among elders why the reasons for this hatred is on-going, but the general consensus is that revenge outlives the trees and therefore, we will never see an end even when we cannot remember the beginning.

Lika's parents are but a distant memory, and his original name is long forgotten.  Only in his dreams does he experience his heritage, as the spirits whisper to him throughout the nights he is most hungry.  He can now speak two languages and understands his enemy is not so different from himself.  Grueling winters of building and working against his will has hardened his physical body, but more so his spirit.  Those in red have given Lika a new thought on revenge and future prosperity, and that in the end, everyone is reclaimed by nature.

One early midwinter Lika was involved in maintaining an outward camp, watched over by but one lowly Njerpeziläis warrior.  Seeing his opportunity to escape, he pushed the man over and ran as fast as he could, the sound of swearing and swaying chainmail behind him almost as loud as his heartbeats.  With arrows flying past him and the spirits of his ancestors pushing him forward, he managed to lose his captor in the trees and escaped without harm.

The gentle thicket swayed around him quietly, the distant noise of curse and footsteps long subsided.  Freedom.  It was at this moment, Lika knew what he must do.  Head west, to the Driikiläiset.  The traders.  He remembers them as the most difficult for his captors to attack.


Hungry and alone he will go, for many days.

To be continued...

May 08, 2020, 10:25:12 AM
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Re: Lika's Story Using a crude javelin in a last ditch effort to get food, Lika managed to catch a Pike, of all things.  When you are starving, food can be akin to that of a religious experience.  Anyone who has experienced such troubles knows an event like this can bring you to tears.  Cosmically, Lika must acknowledge that this fish was given to him by the spirits themselves, as he had such a limited chance of survival without it.



Also, here's a picture of Lika I tried to draw, keyword is tried.  If he looks dark, foreboding, and edgy, that's not really my intention.  It still turned out that way.


May 11, 2020, 01:44:55 AM
1
Re: Improvements to fire mechanics, changes to smoking mechanics
Couple questions.. Like; What?    and Are? and You thinking?  ???  (Intended as humor)

Seriously though, will prepare times be modified? Being home for 16 days straight, to tend the kitchen is way to familiar :D :D

No changes to preparation times. You don't have to stay home, just warm up the fireplace on daily basis and mind your business the rest of the day.
Or heat up the room to greater extent every other day and you're good to go as well.

To answer the first questions I guess I was thinking the smoking process has been too easy and gamey for all too long.  :D

May 19, 2020, 08:08:13 PM
1
Does BAC reduce realism? I was reading through the wiki and my concerns that the mod would unbalance the game and make it less grounded in history seem justified. One dude in the forest couldn't mine iron ore and make steel surely, you'd need a village full of people to do that.

Some of the stuff sounds cool and relevant (bone fish-hooks etc) but I'm worried it'll just become cheesy and unrealistic if there's a slew of unbalanced piecemeal additions.

Any thoughts?

May 20, 2020, 09:12:28 AM
1