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Messages - PALU

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1
General Discussion / Re: How to survive (maybe) wolves
« on: January 22, 2019, 09:30:15 AM »
While I haven't done much wolf fighting (and several cases have been fatal), I agree with the logic. Look out and move to a position where you at least have your back free, and ideally have cover to the sides as well, so they can attack only from the visual cone.
Two other important aspects to fighting in general is to wear as much armor as you can while keeping the encumbrance at the minimum to lower the rate of fatigue gain (two contradictory goal, of course, so a balance must be struck).

My best advice regarding fighting wolf packs, though, is: don't, unless you're forced to (or actively want to take chances).

2
Bug reports / Re: All forest reindeer are does, no stags
« on: January 19, 2019, 05:25:32 PM »
As far as I understand, the discussion is about reindeer and wild boars (i.e. sows), nor elks. Both genders of elks are definitely present (my character sees one of each in the distance most every day, as I haven't bothered to try to hunt them, and both of them have stayed in their respective general area for months).

3
Gameplay questions / Re: I can't do anything with plant type turnips.
« on: January 18, 2019, 09:28:54 AM »
You can't prepare the soil if the ground is frozen, so I assume Brygun meant "unfrozen" soil.

4
Modding / Re: "You don't skin people!" - But I want to!
« on: January 07, 2019, 07:28:52 PM »
As Brygun said, cannibalism as a significant food source doesn't seem to have been common. The two main ritual uses seem to have been to eat (parts of) deceased relatives to retain/absorb their souls for preservation, and to ritually consume especially brave/skilled enemies to gain their power. It can also be noted that some cultures have cleaned the bones of their flesh as a kind of cleansing in preparation of performing funeral rites with the bones, but without actually eating the flesh. I don't believe I've heard of using human skin leather culturally either (it's not uncommon in fiction to have villains that make leather out of their victims' hides, and there may have been historical people who have done it, but not as part of a culture, as far as I know.

In addition to the above, there's also superstitious cannibalism, like certain parts of the current day world where people with albinism are murdered or mutilated to get body parts for ritual/magic uses (and I think this includes consumption, but I'm not sure).

5
Bug reports / Re: construction time
« on: December 30, 2018, 11:26:27 AM »
Most tasks make a success roll to determine how long it takes to perform it, and the roll is made based on skill and the tools used (including their quality). This means that you'd have to perform the same task many times for each set of tools to get some kind of average (and you'd have to discard the save and restore a backup between the test runs to block skill increases from affecting the results).

Taking tool changes into consideration when resuming paused jobs would open the field for player abuse by pausing tasks that got a bad roll and pause/resume it until you get a good result.

6
General Discussion / Re: Base for Rules System
« on: December 28, 2018, 06:49:16 PM »
I believe it has been mentioned in the past that the UrW rules are based on Hârn, although I have no direct knowledge myself.

7
Gameplay questions / Re: Can i buy healing herbs and seeds somewhere?
« on: December 23, 2018, 10:19:18 PM »
The Driik territory is to the SW to S (no SE), which means it ought to be both Western and Southern, so I expect that to be the case.

8
Suggestions / Re: Allow humans to recognize baited traps
« on: December 22, 2018, 10:58:54 PM »
No, I DO think about tactical traps, which is why I proposed a way to separate tactical from hunting traps, rather than request all traps to be human detectable.

Humans detect trap lines, and those keep hostile animals out (unless you get unlucky enough to get a wolf killed by a trap so the rest of the pack can pass). Trap mine fields for tactical purposes would be kept unbaited with my proposal, and you would naturally run the risk of non hostiles getting caught in those (same as with modern day mine fields), as there's no such thing as secret messages that are not visible to hostiles (and robbers and njerps aren't "hostile" until they aggro anyway).

The animals I've seen raiding cellars have been too small for the pit/bear traps, and the smaller traps are too weak to harm humans (at least njerps, which is what I've tested them on), so the only thing happening from humans stumbling into smaller traps is that the get triggered harmlessly (requiring you to reset them, of course).

9
General Discussion / Re: The story behind some human bones
« on: December 22, 2018, 10:38:43 PM »
I bring Njerps and robbers up to the overland map, drop them there, and then collect the bones when the environment has cleaned them. The bones are then deposited onto a rock in the rapids (where it can't be reached by dogs). My grisly trophy pile is getting fairly large...
I originally tried to mark the border of my territory with the bones, but then the dog ate them...

10
General Discussion / Re: The story behind some human bones
« on: December 22, 2018, 01:32:22 PM »
It might be a wounded adventurer quest generation where the adventurer didn't make it. If that's the case there should be a quest item around. Since bones come in lots of 4, a single glutton bone is somewhat odd, and indicates someone either brought it there or somehow used up the other 3 bones.

And yes, carcasses left to themselves leave bones behind. Elks and other animals that drown due to weak ice decay into a stack of bones over time.

11
Suggestions / Re: Allow humans to recognize baited traps
« on: December 22, 2018, 10:47:11 AM »
1) Its hard but not unheard of get a Nerjpez in a pit trap

2) I make traps by my homestead doors or on a shelter's narrow approaches for them to avoid, or at least make a loud noise when they trip them
What is the point you're trying to get through? I fail to understand it.

I know humans can occasionally get caught in traps, and the suggestion is to provide a means to avoid that from happening if you want to avoid it. If you want it to happen it should still be possible, of course.

12
Suggestions / Re: Allow humans to recognize baited traps
« on: December 21, 2018, 11:17:08 AM »
And what bait do you use for Njerps? Axes? It would make sense only edibles are considered bait when it comes to detection. I don't believe Njerps take edibles at all.

13
Suggestions / Re: New command [FLOTATION:###]
« on: December 21, 2018, 11:14:21 AM »
The reason the carrying capacity of craft is extremely high is that the game doesn't yet allow you to tow timber, so it's a way to allow you to move timber without making a silly number of trips. I expect the carrying capacity to be adjusted when timber can be towed.

14
Gameplay questions / Re: Herbal Blends
« on: December 21, 2018, 11:09:48 AM »
Apart from eating one accidentally (with no harm resulting) I have yet to use them. I keep one for treating bleeding wounds, but haven't yet gotten one. It's claimed to be possible to create a beverage from it, but I don't know why I'd want to use it for that.

I believe they're all the same, and if they're not, I don't think anyone has figured out how to differentiate them, let alone how they differ. I think the name is generated from a small set of words, and I've seen that ones with the same name don't stack.

15
Gameplay questions / Re: Can i buy healing herbs and seeds somewhere?
« on: December 20, 2018, 11:20:40 PM »
Funny thing about those quests is that they often seem to be for herbs that are not in season yet.
Why do you think they're running out ;) ?

There are bugged cases of this quest (reported in the bug section), but much of the time the young leaves can be picked, even though the plants are not yet ripe for harvesting.

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