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Messages - JEB Davis

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Gameplay questions / Re: Stay!... Hey, that's on you!
« on: October 14, 2018, 12:34:33 AM »
Sounds like some folks don't want companions, they want slaves  ;)
I like them having some "free will".

Try deconstructing the door on your cabin, and when your companion is inside, construct a wall in the door's place. You might get lucky and trap him.

For multiplayer, game should be changed. Time should go on when we stand and not doing anything. When we stand on a hill in wilderness, we should see animal or NPC is moving even if we don't move.
If you keep pressing keypad-5 (or period) the game behaves how you want it to.
If time passed without any key presses it wouldn't be a turn-based roguelike anymore.

General Discussion / Re: Take it or leave it - Forest Reindeer Meat
« on: September 30, 2018, 05:22:37 AM »
Since I tend to play wanderers, I just kill one large animal and skin & butcher it. While the hide is tanning I try to take roasted meat to a nearby village for trading if there is one. Then I'm on my merry way again with one more fur, hoping to find foreign traders after I've got a few.

Yes, the skills of my character tend to determine what type of life they live. I rarely try trapping large game unless it's a settled-down character.

I guess if I was in the situation you mention with several deer killed, I would try to process them all if I had a smoke house or could dry the meat. If not, then I would only partially butcher some of the carcasses and use them as bait in deadfall traps. This can help trap wolves, which are my bane.

Suggestions / Re: Spell Giving Quests
« on: September 28, 2018, 02:59:49 AM »
I like the new spell system better than the old one, including the rarity of spells discussed in this thread.

If every 16-year old character learned the number of spells as in the old system, then every 16-year old character would know more spells than the shamans do, at least that's how I see it.

A bit of "realism" has been added with the new system and it's cool.

Cheers to Sami.  8)

Suggestions / Re: Reduce vision at night
« on: September 25, 2018, 06:48:34 AM »
In the dead of winter, fires, torches, and shelter will be some of your best friends!
You may decide simply not to venture out at night so you don't stumble into a pack of wolves ;)

Gameplay questions / Re: Which skill affects trap creation quality?
« on: September 17, 2018, 03:01:34 AM »
Fox quality quality creation is affected by trap skill.
But loop snare by crafting.

I have high trapping skill and low carpentry. So I make fine Fox traps and decent Loop snares.

using perfect boards works better then using poor boards, hence, it take smore then just trapping skill
Of course, better input -> better output.  My reply was aimed at helping the questioner be able to answer other questions for him/herself by pointing out that game-files contain answers. As your reply was also helpful.

Solved'n'fixed bug reports / Re: Game crashes extremely frequently
« on: September 17, 2018, 02:51:58 AM »
I've never had the game crash in many years. It could be anti-virus or other software running in background, or possibly a graphics card issue?

Is the game the only software that crashes on your computer?

Have you tried changing game settings in-game?

How about editing urw_ini.txt and changing more of the options?

Mod Releases / Re: URW sufficiency mod
« on: September 15, 2018, 12:07:22 PM »
Hey man im a bit lost, charcoal isn't popping up on any of the skills. help please
I'm not using this mod, but I use other mods so my suggestion may not be good.
Are you looking in the stock game skills, or looking in the Make menu "shift-+" (or "shift-M") ?

Gameplay questions / Re: Which skill affects trap creation quality?
« on: September 15, 2018, 11:55:55 AM »
The answer is in the diy_glossary file, it lists the fox trap & loop snare recipes.
These recipes show which skill is used to create those traps.

Stories / Re: Paikku and the Robber's Cave (comic style adventure)
« on: September 02, 2018, 09:46:23 PM »
Nicely done!

Suggestions / Re: Rare random dead bodies
« on: September 02, 2018, 09:32:12 PM »
There could be a quest... "My husband has not returned from hunting for 7 days, last I heard he was heading in the direction of Wolf Falls in the north-east..."  When you find the hunter, he is already dead.  Not dissimilar to the "Wounded Adventurer" quest.

I've thought for a while that it would be cool to occasionally find abandoned camps/settlements.  Some of the starting scenarios allow you to do this but it would also be neat for it to originate organically during play.
And you would get a reward for bringing back the body for her. This would be a good quest to introduce along with a new item, either a travois drawn by an animal or a smaller one or sled (in snow) pulled by the character.

Gameplay questions / Re: Sown plants disappearing after save
« on: August 25, 2018, 03:04:50 PM »
Do you think we might see something in the story section from you, Jakob?

Mod Releases / Re: Finally We have Fish cuts !!
« on: August 19, 2018, 08:13:23 PM »

Gameplay questions / Re: this game in unplayable and i'm triggered
« on: August 01, 2018, 03:03:39 AM »
Has anyone mentioned there is in-game help?
While playing...

Hit "ESC" for several options that are helpful.


Hit "?" for a comprehensive list of how to do stuff. Page down & up for 3 screens of info.


"F1" for the encyclopedia.

Modding / Re: How to spawn an animal?
« on: July 08, 2018, 05:56:15 PM »
I'm no modding expert, but after following the old & new forums for years I've never heard of anyone successfully spawning one.

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