Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - JP_Finn

Pages: [1] 2 3 ... 8
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 / 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.

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

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

When tanning Superior skins, if the quality drops, within one task, it seems to always drop 2 levels to Decent.
As working on Fine skins, it doesn't ever seem to drop to Harsh; which leads me to believe the 2 level drop could be a bug.

(Fine broad knife, Hideworking 82)

Gameplay questions / 3.71 and Njerpez
« on: June 07, 2022, 05:28:02 AM »
Am I only one that doesn’t come across any wandering Njerpez since going to 3.71?
I get multiple Njerpez camps on the map, but have not come across *any* patrols, scouts, hunters wearing red garb. Not singles with or without dogs, no groups.

Camps are harder to deal with than 3.63 warrior’s w/ occasional dog.

General Discussion / Sacrilege!
« on: June 07, 2022, 04:48:20 AM »
My Reemi sword&bow character was working on getting some trade goods for salt and essentials. Found red wearing traders' camp.
They wanted my dog and I got some weapons and worn clothes and armor.
Amongst the piles of clothing, one item brought fury to Lauri's mind.

It's war, the red traders must die.

Started a new toon in a spring, rolled surprisingly high stats and weight. Chose very easy and pumped Axe to 98% from get go.
Harvested 2 bears and 3 reindeer by end of Swidden. Went to shop for some nets and got robber quest.. ick. Sure, whatever, I'll do it.

Lost 3 of 5 party members, hired them all from close to robbers and far from my planned cabin#1.
Took an arrow in the leg. 3 of the 1st seen robbers received broadheads. 2&3 died from thorax hits. And last (#6) robber swung bastard sword in the character's face. From fallen, 2 remaining companions knocked him around and dog tore out his neck.

Asking the grievously wounded companion how he's doing after the battle: "Been worse"  ::)

Suggestions / Agriculture—Harvest key-jockey relief
« on: May 24, 2022, 05:20:47 AM »
Harvesting and picking up stacks (more than 1 item) is excessive with keyboard jockeying. Alt-A+h, direction, *space, semicolon, direction, enter.  Just to get 2 nettles.

*add an extra enter, escape and/or y in case there’s anything else on the tile; animal, companion, rock, branch: all add extra complications.

Add option to enable .ini setting to auto pickup harvested items.

Add Agriculture—Gather that does Harvest and pickup both

Change Harvest to also pickup the plants. And then IF some reason wanted, e.g. thresh on the spot, manually drop the plants.

Personally I think Gather would be best, doesn’t take anything away from those who like to thresh on the spot and eases jockeying for those that like to do threshing at homestead before going to sleep. Seconded by .ini setting.

Also related, when gathering lakereeds, punt nor raft can move to the tile with the harvested plants: it’d be appreciated the plants would be automatically placed on the watercraft, as long as the carrying capacity can any exceeded. In case of capacity would be exceeded, then throw a prompt that “the load for punt/raft is too much to carry”

Now happened twice on this character. First time lost a punt. Not sure if other items went missing. 2nd time now; lost a raft and a silver sun necklace. Everything else was floating on Wilderness map.

Checking and setting nets late, ready to drop tired. Zoom out. Find the character “wading” in the wilderness view without the watercraft. Trying to zoom in, game prompted “you can’t zoom out while wading”

I’ll email save game tomorrow, getting late now(pacific time).

Guides and tutorials / MOVED: Urw100b
« on: July 01, 2021, 09:11:10 PM »

Suggestions / Fence as drying rack
« on: February 19, 2021, 08:02:21 PM »
For a nomadic hunter, or any fisherman, it'd be appreciated if we could use fence section as a drying rack. We can already use outside of a shelter for it, but I feel it'd be thematically appropriate to allow drying on fences as well. Faster to set up and avoids unnecessary Shelter icon pop up on the Wilderness map. I personally refuse building shelters to shore section on water tiles as it looks messy on Wilderness map.

Pros: additional option for drying, even by water line, no messy shelters shown on Wilderness map over water.
Cons: none that I can think of, there'd be no need to have to dry only on a Fence section.

Bug reports / Severely wounded dogs, not eating.
« on: February 16, 2021, 09:30:20 PM »
When a dog gets wounded so it cannot stand, it stops eating.
Grievous, deep, wounds themselves do not stop dogs from eating, but losing ability to stand, stops them from eating.

They'll give 'happy look', but won't eat, even the food on the same tile: fresh, cooked and unspoiled, spoiled, bones. Nothing. When looked they'll show "Looks hungry".
They also won't bark in hunger, when unable to stand and hungry. As soon as they're able to stand, they'll beeline to closest edible item and devour it.

I finally found a FT to offer a fine habergeon. But he can't accept the furs, that he asked as payment. Mixture of Decent-Fine, Summer-Winter furs. See attached.

(If the Traders' carry limit isn't something to be adjusted, maybe the traders could utilize communal trading for their group, similar to villages'; and to split the furs carried amongst them rather than all act individually)

Pages: [1] 2 3 ... 8