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Messages - PALU

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Building more houses would make sense only if that also draws/spawns new villagers. Currently village populations slowly dwindle as villagers succumb to predators, Njerps, and hostile wells, in addition to being hired by PCs to hunt robbers.
Thus, I think a dynamic population dynamic needs to be added before/in conjunction with village expansion.

I don't bother with bows and arrows anymore, I just throw rocks at everything, including njerps
That might work until the Njerp has a bow...

Suggestions / Re: Finding my arrows
« on: October 13, 2020, 02:26:16 PM »
I'm used to imagine Njerpez are hunting for slaves.
Killing your would be slaves makes for a very poor success rate...

Suggestions / Re: Finding my arrows
« on: October 13, 2020, 10:46:34 AM »
Fighting Njerp warriors are likely to make you both rich AND dead, unless you quit while on top, and even then a chance encounter will probably be the end if nothing else has claimed you before that.

What motivated the Njerps?
- Insane xenophobic hatred towards everyone not of their culture.
- Greed&sloth: Why work for a pittance when you can rob your neighbors?
- In fact, as the only true humans, it's both their right and duty to rob and kill the neighbors.
- Might makes right. If I can take it from you it makes it my right to take it.

or any of the other excuses peoples make up to commit genocide and get rich in the process, or just generally murder and plunder.

Suggestions / Re: Location, Location, Location
« on: October 11, 2020, 10:58:53 PM »
It seems setting a lot of traps in a short time can lower your standing with the spirits (training trap setting by setting and releasing traps), but I don't think it matters where the traps are set. In fact, trap fences are effective because the traps are in a limited area (connected by fences).

Suggestions / Re: Finding my arrows
« on: October 11, 2020, 06:37:23 PM »
It does work for me, changing both the inventory and image on the ground. I've got no idea why it won't work for you.

I've made my arrows yellow-orange, leaving the tip and tail with their original color. I've also recolored my javelin. It's a color that tends to be visible even when behind trees, although it matches some mushrooms.

Suggestions / Re: Torch Holder
« on: October 10, 2020, 11:12:59 PM »
Which is how I understood Ara D's proposed implementation.

After thinking about it a bit further, I'd suggest having the option to start it when the light fades, so you won't burn it wastefully for 4 hours in order to have some light for the last hour of a 5 hour crafting session (and be able to cancel the order should the crafting go faster than expected).

Suggestions / Re: Torch Holder
« on: October 10, 2020, 12:17:05 AM »
I think Ara's proposal is a good one. Fill the holder with "charges" that are automatically replaced until they run out or the PC extinguish it (or removes the spare charges, leaving the active one).

I'd have the check for usage ability to be done when lighting it originally, and then make the implicit assumption that the same character is replacing the spent ones. That leaves room for some minor abuse and some minor odd situations (the PC goes climbing a tree and breaks both arms which it's burning, for instance), but I think it's worth that to have a simple system that doesn't tax the player with boring and annoying busywork.

Gameplay questions / Re: How to make new items appear in settlements?
« on: October 10, 2020, 12:05:37 AM »
Traders do carry masterworks items, but yes, they're not that common.

Items are gradually replaced over time, but I don't know if there are replacement timers, or if a random set of items are removed and a random set of items are added (in which case an item might disappear the next cycle, or it might take decades).
Items are definitely placed in at least two groups, as seeds and agricultural produce follow the natural yearly cycle, while the manufactured items don't. Item replacement is slow enough that you can mark villages that have desirable items, work to get the means to buy them, and have a good chance to actually find the items still remaining in the village. Thus, if game calendar time is the important factor, traveling wide (in particular to Driik) will get stuff a lot faster than waiting for goods replacement. Foreign traders are good in that groups travel through and then disappear, so each new group will have a new set of goods, although their item selection is limited to what can be called "weapons" and armor. Don't expect to find carving axes in their inventory, but ordinary axes (primarily for felling trees) are somehow sufficiently much weapons for them to be carried (at least that's my reasoning for why their selection is the way it is). Foreign traders also carry jewelry (high value per unit of weight).

Suggestions / Re: Torch Holder
« on: October 09, 2020, 09:19:48 AM »
The problem there is the short life time of torches. You barely have time to set them before they go out.

I think a better option would be something that burns for longer (and with less smoke, although that's not modeled), akin to candles or oil lamps, but I don't know what was in use during the period.

Yes, but there's still the problem of the coastal fisher/farmers mostly being subsistence based, and thus lacking the surplus to buy much from the outside, although material for nets would probably be a priority if they can't produce it themselves.

Given that Sami has implemented limited demand in villages, I don't think you'd be able to sell huge amounts to the nearest village.

However, I'd imagine the UrW NPCs to be mostly self sufficient with ropes, as they're mostly subsistence farmers (those that are farming: reindeer herders probably traded even less). It seemed from the article that the main uses of traded rope were ship related, and UrW doesn't yet have any NPC boats, let alone ships.

As in Erkka? ;)

And yes, I'd like more things to do with trees.

Yes, this sacrifice should result in the silver (not sliver) item being damaged each time, and eventually destroyed.

Bug reports / Re: [3.62] Village items in player cottage
« on: October 07, 2020, 10:11:44 AM »
If a player building is placed too close to a village villagers may consider it part of the village. If a starting scenario building is placed too close I'd say it's a bug.

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