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Messages - JEB Davis

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1
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.

2
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.

3
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.

4
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)

5
Suggestions / Re: Reduce vision at night
« on: September 25, 2018, 06:48:34 AM »
Indeed.
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 ;)

6
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.

7
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?

8
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") ?

9
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.

10
Stories / Re: Paikku and the Robber's Cave (comic style adventure)
« on: September 02, 2018, 09:46:23 PM »
Nicely done!

11
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.

12
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?

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

14
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.

Especially...

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

Then...

"F1" for the encyclopedia.

15
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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