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Messages - JP_Finn

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Gameplay questions / Re: 3.71 and Njerpez
« on: July 24, 2022, 09:35:32 AM »
1 in seen random encounter.
3 wandering unseen to character’s location. (Was a refreshing surprise)

6, 7, 9, and 9 in four camps.

In 3.63, it was close to 2 / week wandering Njerpez (dog or solo)

I do miss the unseen “you encounter something, you think it’s a Njerpez warrior”

General Discussion / Re: What's Going On In Your Unreal World?
« on: July 22, 2022, 10:31:58 PM »
Finished building sauna at homestead. Next summer, after planting: either a barn or remote hunting cabin to complement the three locations with kotas.
Cleared Njerpez camp #4. 2 small Kota. Only yield 16 ragged reindeer hides for another 4x4 
3 Log buildings. Might take them down and rebuild to my own. Other camps have their cabins up. (Checking if camps stop spawning, so far looks like no effect. 5 spawned camps, 4 cleared and standing)

On homeward journey, traded most of the loot for winter lynx, -Arctic fox, -wolf and -beaver hides. And another dog and a big one too.

General Discussion / Re: Sacrilege!
« on: July 22, 2022, 07:44:19 PM »
Camp 4 cleared (also counted towards Warfare task), 9 Njerpez killed, lost 1 of 2 dogs  :'(
Took few weeks, got wounded to 12% on the initial kiting, killed 3 Njerpez on that run.
Other 6 and dog died on 2nd run, just receiving 5% and 3% wounds.

Got another camp on the map. Then it might be time to start whittling at their villages.
Broke ~dozen fine arrows and 2 fine broadheads.
Below the weapons looted (also 9lbs habergeon and 11lbs lamellar hauberk, couple iron helms, shovel)

Bug reports / Re: Two bugs with Textilecrafting
« on: July 22, 2022, 07:40:10 AM »
Another issues :
Extracting Fiber from already extracted fibers takes 15 bundles and gives out 1 bundle.
(Noticed with misclick/fat fingers)
Should only allow fiber extraction from “dried & retted”

Bug reports / Zooming in, inserted on thin ice
« on: July 18, 2022, 01:23:19 AM »
During freezing of lakes, character zooming in, facing water (lake, river, sea) gets often inserted on thin ice.
Zooming in to similar location during open water will insert the character on land.
This during period when Wilderness map travel over waterways is blocked.

see attached

General Discussion / Re: Rattle of death
« on: July 17, 2022, 02:15:14 AM »
They’re handy prompts. I’ve also utilized predator treed squirrels to walk to the aggroing predator, and then whack them on the noggin. Then get the squirrel in a tree. Usually a fox, but at least once got a glutton like that.

Which reminds me to write a suggestion to amend weasel, pine-marten… lynx, bear (maybe others I forget about) behavior to climb in to trees to escape and to go to try to kill roosting birds and get squirrels.
Also mangled birds should still yield feathers, even if the skin itself is useless.

General Discussion / Re: Rattle of death
« on: July 16, 2022, 06:27:59 PM »
When birds kill another bird or a hare, character hears a thud. That must over-ride the rattle of death prompt.

My characters tend to head towards bears and gluttons. Lynxes if properly equipped. And generally stay back from wolves. (Make some traps for them instead)

General Discussion / Rattle of death
« on: July 15, 2022, 11:46:08 PM »
Got to say, learnt something new today. There's rattle of death, although there's no rattlesnakes in the North.

And the hare got away.

Also, Rattle of Death would be amazing name for a (death/black) metal band.

Gameplay questions / Re: 3.71 and Njerpez
« on: July 14, 2022, 11:38:12 PM »
Three Njerpez wandered to a trap line, and bumped in to a lone trapper Njerpez too.
Not very frequent.
And map spawned camps 4&5, about 8 months after looting first 3 camps.

Guides and tutorials / Re: Carrying Penatly and fatigue tested
« on: July 14, 2022, 11:28:49 PM »
Nice work!

Encumbrance also has very noticeable effect on tasks like felling trees.
2% penalty and felling a large tree fatigues the character to 20-30% range. Same character, encumbrance at 30%: can’t fell a tree without rest. 

Bug reports / MOVED: Windows install problems
« on: July 09, 2022, 09:16:06 PM »

General Discussion / Re: Windows install problems
« on: July 09, 2022, 09:15:35 PM »
There are 2/3 sources of Deadly poison:
non-blanched black ear mushrooms. Sand mushrooms. Snakes.
Snakes are possibly deadly, not always.
Plants with “remove toxins” help, shaman/sage treatments can cure even sand mushroom poisoning. But that doesn’t work for your hermit.

I’ll move this thread to General as Night’s editors is a mod and WINe is 3rd party.

General Discussion / Pushing bed time
« on: July 07, 2022, 08:21:43 AM »
You know how some days you’re feeling exhausted or ready to drop by late afternoon. But then, you don’t want to wake up around small hours either. So you decide to split a trunk in to boards. With handaxe, while checking out the shorty trap fence.

To be woken up by “noises” aka Njerpez shooting arrows at your dog. Fark. Unleash doggo, wield fine longbow and send him some fine broad heads.
Damn. He knocked the dog unconscious with his woodsman’s axe. Send more arrows.
He killed the dog. FaaAARK. BUT GOT him unconscious too. Run over, swing broadsword at his skull. Dead a-hole.

Crud. Skin and butcher the dog. Loot Njerps’ goods. Sure, need to go find another dog. Tan hide in the morning, set the cuts to dry and leave some for trapping and fishing bait. Not too bad. Sucks to lose a pup though. Go to sleep.

Odd noises. Poop. Go the check the trap fence mere 36’ (12m or 6 tiles). Unconscious Njerp in the trap pit. Huh. Well, guess it pays to have trap pits between trees, without fences in the middle. Swing the sword. Near decapitation. Start to reset trap. Another Njerp pops in the view. Exchange few blows, slash his arm; not so easy for him to swing his bastard sword. Then get his hip twice. And slash his face. He passes out. Swing at his neck and cut deep to kill him too.

Step back to hide close by a spruce. Ready the bow and fine broadhead. Wait for several moments.

Seems like there isn’t a 4th invader.

Go back to sleep in the shelter.

Summary: lost a dog trying to push bedtime to late evening—night. Got interrupted by wandering Njerps. Went to sleep, to wake up to another Njerp falling into a trap pit. Killed 3rd when resetting the trap.  Glad that there are roving Njerps and not just camps in 3.71

General Discussion / Re: Question: A Mod for Making Cord
« on: July 06, 2022, 09:28:53 PM »
When drying or smoking fish or meat now; you’ll need 1ft or 30cm tying equipment for each 2 cuts of meat or 2 whole fish. Once the curing is complete, you get the tying equipment back (after the 16 or 24 days) and can re-use it anyway you like.
Gone are the days of processing meat in batches of 19 cuts to maximize the use of cordage.

Spruce withes are good for making rafts, bear traps and fences. You can also use them to get a spring start character get meat drying early in the game.
Yarn is needed for arrows and some clothing pieces, loop snares, bow strings and fishing rod/line.
Actual cord is now maybe the least used tying equipment (or rope, if one prefers their animals running amok)

Suggestions / Re: Regarding Villagers/Village AI
« on: July 04, 2022, 06:22:24 AM »
I only agreed with you. You summarized “villagers clean the pen”
I’d add that to include dead friendly and hostile actors (animal or human)

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