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Messages - PALU

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1
Off-topic / Re: Trip to Finland
« on: June 24, 2018, 11:57:09 AM »
What about renting kayaks or a canoe? The disadvantage to that is that you have to return to the starting point to return them.
I know nothing about rental services in Finland, though, and they'd reasonably be located at places where they get customers...

2
Gameplay questions / Re: Short Questions/Quick Answers
« on: June 24, 2018, 11:47:52 AM »
Haven't had any problem with the animal following me in the quest I've made. I'd try to save the game and copy the save so you can experiment. Does the animal follow you up to the world map when you zoom out?
Have you tried putting it on a leash (I think it refused when I tried, but if it doesn't follow willingly...).

@princebunnyboy: I've got no info on this. I've settled based on terrain features, and so far haven't had any problem with lack of food in any of those places (small islands without a water craft is an issue, of course, but I've never aimed at making it hard deliberately). However, I have a cellar with dried/smoked food to tide me over,

3
General Discussion / Re: 4 robbers
« on: June 22, 2018, 08:59:38 PM »
Well, you DO have the option of surrendering, although I don't know what happens if you gets kicked out of your own homestead... I suspect you'd have to set up shop elsewhere until they leave, or try to sneak in, grab stuff, and hire a posse to eliminate them.

Robbers can spawn on islands as well... and it's a pain to have to use water craft to get back and forth, in particular when there's enough ice to block craft travel, but it's too thin to bear your weight.

4
Gameplay questions / Re: Where are animal populations the highest?
« on: June 20, 2018, 10:55:46 PM »
In real life animals seek out water to drink, so I've just applied the same logic here (and I think it was based on forum suggestions), although I don't know if it actually "works".

Another popular choice is to cut off a an isthmus or the passage between two lakes or rivers, with a trap fence. The drawback is that the animals can just bypass it over the ice during winter (but they ought to go into the traps most of the time).

5
Gameplay questions / Re: Where are animal populations the highest?
« on: June 20, 2018, 07:56:27 PM »
I've mostly made trap fences around single tile lakes, with 3 traps on each side. I also have a trap fence around my farm plots (with traps on each side).

My traps are placed reasonably close to my homestead, which I like to place by rapids (easy water access) just outside of the territory of the culture I want to associate with (partially because of the game courses, and partially because I like it).

I can't say much about game availability: it's never been an issue for any of my characters (surviving the beginning can be hard, but once that's taken care of I've never had any food problem).

6
Suggestions / Re: Animals aggro? Animals can become less scared
« on: June 20, 2018, 12:25:02 AM »
Most animals not accustomed to humans are fairly shy, so 50 meters is probably not too much.

I never plan to have my character fight enemies that aren't breathless, although things don't always go according to plan...

Real world bears (and other carnivores) normally avoid people, so often running away even when wounded is probably not a bad simulation.
Animals (excluding cats, which slaughter for the sheer joy of pain and misery) typically kill to eat with as little risk as possible. Humans are dangerous prey that aren't particularly good eating (far too bony).

I know a guy who's been chased by a bull elk twice when out jogging (probably not the same elk). Does that answer your question? ;)

Otherwise females with young are typically a larger danger. Getting in between a bear and her cub is really bad business, and I wouldn't like to get in between a reindeer and it's calf either.
I've seen elks and reindeer with young in the game. Bears and hares should be in there as well, but I haven't seen those.

Bandits don't attack you outright. They rob you, and attack if you resist, but if you hand over your things they'll let you go unharmed. Njerps are bat crazy, and sometimes attack, sometimes not. It feels like they've become more cowardly/gotten a small grain of self preservation in later versions, though.

7
I doubt there was much slavery in iron age Finland, as slavery implies a social structure both where some people are wealthy enough to have slaves, and there being labor to apply those slaves to.

Vikings crossed the thrall sea to Finland and the Baltic countries to catch thralls and secondary wives, but being the victims in not the same.

Regardless, the question was about marriage, not slavery, although I guess this can be considered an "other important features first" post for a feature that I doubt will be included.

Thanks for your input. I do agree that full scale slavery does not seem to be practice in Iron age Finland.

As for capturing female for spouse, I do have succesfully lock up the last of Nperz Maiden. If she died, the entire Nperz cultural would be elimanated from the map.  :'(


Well, a Njerpez maiden *should* accept your character's "marriage proposal" and then slit his throat as soon as he went asleep. Unfortunately, I think they're too insane to be that calculating.

8
Prefer slavery better than marriage feature. At least I can sell the slave if he/she does not perform well.  :P
I doubt there was much slavery in iron age Finland, as slavery implies a social structure both where some people are wealthy enough to have slaves, and there being labor to apply those slaves to.

Vikings crossed the thrall sea to Finland and the Baltic countries to catch thralls and secondary wives, but being the victims in not the same.

Regardless, the question was about marriage, not slavery, although I guess this can be considered an "other important features first" post for a feature that I doubt will be included.

9
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: June 18, 2018, 10:07:17 AM »
I've always chosen short hunting trip, as that's as close I can get to an honest "deal with robbers" choice. Thus, the differing costs are for the same task, but I guess hiring for labor and then sending them to war makes for cheaper hiring costs.

10
Suggestions / Re: Animals aggro? Animals can become less scared
« on: June 15, 2018, 08:46:08 PM »
It's possible to endurance hunt prey without a dog even if your character isn't particularly fast (I never use my dog for hunting after a reindeer killed the dog of a previous character). It's fairly hard, and you should be prepared to give up. Tracking is very important, as you often have to follow the tracks to keep up with it.
A very useful trick is to place yourself such that the animal runs back and forth along a river or lake edge until it tires.

See this thread for wolves... https://www.unrealworld.fi/forums/index.php?topic=1749.0

Wild boar and badgers often attack you when injured. Large predators do so as well. However, most animals avoid humans, with the exception of old weak bears that can get over their fears and start to hunt humans because they can't catch anything else. However, those man eaters are currently not in the game.

(So you're Best Regards? ;) I guess it's intended to be interpreted as Brazilian?)

11
Gameplay questions / Re: Yet another skills training thread
« on: June 15, 2018, 10:30:29 AM »
1. Yes. Expect (many?) dozens of items per skill point increase. Carpentry is very frustrating because it can only be increased through pointless grinding, as you very quickly reach the point where you've produced all the items you actually have any use for. Because of that I've modified the Buiodda's Crafts mod to use a lot of carpentry and wood crafting as skills for tasks (using carpentry as a detailed handiwork skill and wood crafting as a heavy one).

2. There is a skill increase indication showing you've successfully increased the skill, but it's still capped at 100, so it doesn't achieve anything. The only place where I think this matters is in one of the game courses, where it allows you to succeed in the task to increase the archery even if it was 100 beforehand (which is extremely unlikely).

12
Bug reports / Re: 3.50 villagers dying in wells (again)
« on: June 14, 2018, 01:28:52 PM »
Yes, it's not fixed. The incident rate might have been reduced, though.

I've got one set of clothes remaining in one of my nearby villages, and there's another in one further away (but still in Reemi territory). I've got a save from when one of the victims was found by my character, if that's of interest (the character was generated with 3.50 beta1).

13
Gameplay questions / Re: Rewards from broad beans
« on: June 14, 2018, 09:09:37 AM »
Yes, it's odd that the plant is lighter than the produce it can result in.  On the other hand, it makes it easier to bring the harvest home...

14
General Discussion / Re: A very skilled sage
« on: June 13, 2018, 02:45:14 PM »
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.

15
Bug reports / Re: [not a bug, my bad] Can't craft staves
« on: June 12, 2018, 11:36:29 PM »
FYI: AV = Anti Virus. Those programs have a tendency to "quarantine" files for more or less random reasons. Since you got it working (congratulations!), that wasn't the cause, though.

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