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Messages - LoLotov

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General Discussion / Re: What's Going On In Your Unreal World?
« on: March 14, 2018, 05:31:13 AM »

Pulled off a victorious There be Robbers! start for the first time this version, quite happy to be bathed in riches, and on my own little island no less.

Gameplay questions / Female Dogs
« on: February 24, 2018, 11:33:51 AM »
I haven't had the chance to play the new version much, nice getting into it again. However, in the first village I found with dogs, they had a female available for what seemed fairly cheap, and I immediately traded to get her for the novelty value of not role playing which gender which dog was. Has anyone seen any differences in combat skills? Will she inherently weigh as much as a small dog or a medium dog, and are there listed big and small females?

Suggestions / Re: AI Response to Killing Villagers
« on: December 06, 2017, 04:34:16 PM »
I'd be happy just to see NPCs with dogs in general; good flavor and adds a little extra challenge to trying to sneak up on someone/murder them.

Gameplay questions / Re: Psychic enemies
« on: December 04, 2017, 09:18:04 AM »
Just a suggestion, you may have tried it, but it helps to not put your bets on your initial stealth attacks at all when it comes to villages. I tend to use my stealth to scout the entire perimeter of each village without zooming out or attracting attention in order to find the fastest route to a safe building to make a stand in. Those buildings are ones that are one tile wide and multiple tiles long, allowing you to first check the interior of the building for hostiles and then back up to the far wall from the door so that you never fight more than one enemy at a time (beyond those who were unconscious and wake up in a poor mood).

Your opening stealth attacks should target legs to reduce the nearest opponents' mobility; it 100% IS who lands a critical first, so make sure it's you. Don't panic if it's not, maintain discipline, pass turn when needed to keep fatigue at 12 or below. As for armor, don't forget that you can have a cuirass and a hauberk at the same time, as well as a cloak and an overcoat, but otherwise there isn't much to be gained beyond wearing your best four of those items and covering your exposed targets with the specific apparel made for them. Invest in a good spectacled helm, will reduce headshots to only being effective on your eyes.

Just for camaraderie, my last character I did this with had been around since the bridgebuilding thread and was never once seriously wounded anywhere but the eyes until he died, including the deathblow to his already thoroughly and repeatedly mangled left one. Its about the journey, not the destination. I feel like an ass for saying something so trite to someone with your experience, but I truly love this game, even with its occasional foolishness.

Gameplay questions / Re: Village Dogs
« on: November 21, 2017, 01:04:13 AM »
You could try feeding them, but the hides might be more valuable than their company if they waste your food and stay hostile.

Gameplay questions / Re: Village Dogs
« on: November 20, 2017, 04:46:21 AM »
Had a similar issue with some suddenly ownerless pigs recently, so don't just walk up and try to leash them. The first hog I tried was friendly and allowed itself to be named. No big deal. The second I tried to leash right after immediately became hostile, and gave me a few bruises before I got it back in the pen and out of my personal space. Tried the third the next day with the same result, so I let em all starve for a couple weeks and came back for them later when they had forgotten all about their old masters. Dogs will surely need the same treatment to keep them from going hostile.

General Discussion / Re: Urw. Population
« on: November 09, 2017, 11:52:17 PM »
Death 2/3 through village five, feels bad. But here's some good data, and there are probably about 20-25 villages to distribute this among.
  • 11
  • 15
  • 13, no data on specifics
  • 20 total, 1 child, 3 Housewives, 2 Women, 2 Maidens, 1 Craftsman, 1 Tribesman, 10 warriors
  • 9 kills before my death, 3 warriors left, at least one other villager for ~13 population

72 in five villages, average village population of 14.4. Multiply by 22.5 (median of 20 and 25 total villages), projected total population of 324 throughout Njerpland. This probably holds up pretty well for the Njerpez, but is not representative of other cultures, as they do not have the extra population of warriors.

Gameplay questions / Re: Short Questions/Quick Answers
« on: November 09, 2017, 11:02:40 PM »
Thanks, I honestly kind of like it as a no-fix! Fits the fairly common role-play of being incredibly aggressive to Njerps, but peaceful to everyone else, and gives the illusion of events unfolding that are beyond your control. It's only happened to villages that were cut off from the other villages, so it almost makes sense that they would abandon them/be at a disadvantage with their slaves (who are seemingly imaginary otherwise). If it were to be fixed, it would be interesting to populate Njerp towns with a small number of Vagabond NPCs that do not become hostile [or claim ownership of the goods].

Gameplay questions / Re: Short Questions/Quick Answers
« on: November 09, 2017, 10:26:55 PM »
So I've finally lasted long enough in a Njerp conquest to have now had this happen twice: Villages near the edge of the Njerpez cultural area converting to Vagabond villages when a larger, nearby village is eliminated. They were marked on the map as Njerpez villages, and had the full little town graphic, but once the slaughtered town converts in name to Vagabond village, they did as well. Visiting them reveals a bizarre field of many boulders, no cleared trees, and a single kota, as well as a small family of Vagabonds. The first one had a large 3x3 interor kota and kept the town graphic for its six residents, but the second was just a single open tile kota, and appeared on the overworld map as just the kota. It's also marked as one of My Settlements on the F6 map, but has four resident NPCs, including a sage. In neither village were the NPCs particularly poor in their personal inventories, but there are no trade goods.

Is this a bug, or are you able to Liberate the People? Cause I'm reading the situation as they are slaves who took my example and rose up against their oppressors.

General Discussion / Re: Driik
« on: November 09, 2017, 09:08:53 PM »
The Foreign Traders are the foreigners of which they speak (they are representative of Vikings, who were actively trading throughout the area for centuries). Furs are most valuable to them, with extra value to the small pelts that are more decorative than useful, because they would trade them with the Britons and Franks who had long since depleted their fur bearing animals, and receive high quality steel and other raw materials in exchange. Driik are considered the big traders because their lands represent the entrypoint from Scandinavia into Finland. I do like your mention of pirates, a) boat using NPCs at all and b) potentially hostile foreign traders, those guys are very well equipped and run pretty big groups.

Gameplay questions / Re: Short Questions/Quick Answers
« on: November 09, 2017, 06:50:29 AM »
I see them frequently in north western Kaumo and through the river country between there and Kiesse, though I've never tried to hunt one. I imagine it will require a punt to hunt one actively, but they're probably as easy to trap as any other bird, and that's much more likely to keep the skin in decent enough shape to use than several arrows or a javelin in the gut.

General Discussion / Re: Urw. Population
« on: November 08, 2017, 11:25:57 PM »
Just as a preliminary example from the first two villages destroyed in Njerp territory, the population was distributed as follows:
  • 11 total villagers, distributed as 2 kids, 5 women,* 2 craftsmen, 2 warriors
  • 15 total villagers, distributed as 1 kid, 4 women,* 3 craftsmen, 1 peasant, 6 warriors
  • Outside of villages but within cultural territory thus far, 3 robbers, 1 woodsman

So 26 population between 2 villages, probably a pretty high total population for the region, cause neither of these settlements were particularly large or wealthy. How would people with more experience in the western regions compare the population density of Driik areas with this?

*Of varying types, data tracking will be improved in future

General Discussion / Re: What's Going On In Your Unreal World?
« on: November 08, 2017, 11:14:47 PM »

Deep in Njerpez territory, beginning of spring, out of healing herbs because I use them a lot. The left eye was stabbed by my own javelin wielded by a child approximately five days before this injury to the right eye, inflicted by a desperate woodsman's hunting knife. Sure wish I'd bought a spectacle helm before I left for the boonies...

Also this is the same character from my badger story, he has yet to be seriously injured anywhere but his eyes, and he's killed exactly 30 Njerps in the last week of in-game time. I'm tracking my data as a kind of census to help establish the range, details thus far in the population thread.

Development News / Re: "Spirit of the forest, I presume"
« on: November 08, 2017, 09:27:19 PM »
Are these new functions going to take the ritual skill into account? Just want to know for my future characters, cause I always try to get along with the spirits, but at the current time am able to do so without any skill at ritual.

General Discussion / Re: Borders of Unreal World
« on: November 07, 2017, 11:10:50 PM »
For story purposes, let's say that the Unreal World is an enclosed spiritual realm, a loop of infinite time within a defined area of space (the space where the spirits are able to express their power to maintain the loop). The humans within are able to humbly live their lives in this distant, infinitely recurring past, and the spirits' energies are kept strong by their worship.

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