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Messages - PALU

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1
Gameplay questions / Re: Healing others?
« on: Today at 02:44:42 PM »
Congratulations!

No concealed weapons! Very important! Or the water spirits just like to see those funny goose bumps...

The forest spirit spell is received from the spirit, if I remember correctly, so you may still have a chance. In my case it was a useless one, as it has to be performed on a terrain feature that's not present within a day's travel from my charcter's homestead.

2
Gameplay questions / Re: Healing others?
« on: Today at 09:59:27 AM »
The sacrifice ritual is one of those you start with. You usually sacrifice food with it, so you probably know it well, just not that that's the one referenced.

Check the description of the water spirit ritual carefully. It might say base rock, in which case it has to be one described as base rock when you look at it. If it doesn't say anything, it should be OK with any single tile rock (and UrW uses rectangles, not hexes ;) ).

The water spirit requires that you get the timing right, and I haven't gotten that ritual to work consistently. Also make sure any dogs (and other livestock) are kept sufficiently far away, as you're supposed to be alone.

The water spirit ritual can be performed without a quest once you've learned it, and I assume the forest spirit one can be as well, although I haven't tried. I don't know if these quests can be received again if they lapse, but you should be able to perform the rituals regardless.

3
Gameplay questions / Re: How to protect against ninja wolves?
« on: October 14, 2018, 11:18:32 AM »
I haven't had my leashed animals attacked (not counting dogs, as they aggro, and thus are active enemies) at the few occasions I've run into hostiles when hauling them. I avoid potentially hostile encounters when hauling animals (again, the dog is the exception), though.

I keep my cow and sheep inside a building tied to two trees. I've had several lynx running themselves into the ground outside, presumably trying to attack but failing to find a path. Bears can open doors, though, but I don't think wolves can.

4
Gameplay questions / Re: Stay!... Hey, that's on you!
« on: October 14, 2018, 11:07:54 AM »
I've tried using a zig-zagging trap lined path entry to keep critters from accidentally enter my homestead, but I gave up on that as the dog failed to follow me, so I'd have to fetch it. I don't know if you can fool companion path finding the same way.

5
Gameplay questions / Re: Defence bonus, disarming and blocking tactics
« on: October 13, 2018, 07:20:19 PM »
Well, blocking should work quite well if you've got someone else to attack (like a dog) the enemy in the back. When the enemy then turns around, it's time to strike...

If you're heavily armored you should be unlucky to get bad injury when hit, and if you're heavily armored you might actually want to rest up a bit between you (counter)attacks, and if the enemy is skilled and has a weapon with a greater reach you may have a slim chance to land a strike before the enemy is has tired enough to lose some skill. In that case, blocking or dodging and backing away works fairly well at tiring the enemy: he'll soon be slower than you, at which time he'll run himself completely into the ground. Once breathless you can kill him by throwing rocks at him from the safe distance of two tiles... This assumes the enemy doesn't have a bow or crossbow: those are always dangerous.

6
Gameplay questions / Re: Stay!... Hey, that's on you!
« on: October 13, 2018, 02:36:06 PM »
Dogs are easy to take care of, as you can leash them and tie them to trees. I don't think you can do that with companions, though...

7
Gameplay questions / Re: Defence bonus, disarming and blocking tactics
« on: October 13, 2018, 02:34:14 PM »
Hey, you should cherish those Njerp camps! I've never seen any except the ones you start in with the escaping slave scenario.

8
Dogs are a threat to skin quality only for predators (the dogs get aggressive when the animal does) or when the dog is starving, when the fog eats from the just killed animal.

9
Since I'm a bit of a cheater, I usually use blunt attacks aimed at the head with a spear. For dangerous animals caught in traps (bears, wolves in particular, but also gluttons and lynx to some extent) I stand two tiles away and pelt them with rocks/stones or blunt arrows, aiming for the head.

Once an animal is unconscious I whack it over the skull with blunt spear attacks (I get a little more training out of it than when killing quickly with a pointed spear attack through the skull). For bears and wolves I continue my attacks from a safe distance, although it will harm the skin more (ranged attacks aren't guaranteed to hit the skull).

Attacks to the neck somehow damages the skin, but larger animals can take more abuse before their skins are damaged.

10
I believe the building issue was a player error, failing to actually build the last section of the wall and getting confused by the visuals. https://www.unrealworld.fi/forums/index.php?topic=3700.0. That issue was resolved, eventually.

As I'm using a mod, I can't comment on the arrow issue.

11
Gameplay questions / Re: Ski exploit?
« on: October 08, 2018, 11:54:07 AM »
The usage of two ski sticks is a rather modern thing. In the old days a single pole was used, and I suspect it would be similar to using a sesta with a raft (and I suspect you'd usually use two hands rather than one). As indicated, you'd use a single Northern spear as the single ski pole. Now, in UrW you can still have a javelin in the other hand and throw it (at the target) to free up that hand for dual wielded spear usage.

Somewhere on this forum there's a link to a discussion of old time skiing, including some depictions from, I think, the 16:th century where a single pole was used both to one side (like a paddle or sesta) and between the legs.

12
Gameplay questions / Re: Healing others?
« on: October 08, 2018, 11:41:37 AM »
Robbers at a distance look exactly the same as a single adventurer at a distance, so you have to approach from a distance if you want to be able to leave robbers without being robbed (or fight).

If I remember correctly, you may want to drop the silver item beside the ant hill and push it onto the hill, although it might be that dropping might work as well.

I haven't had robber fights in villages, but I've had Njerp ones. I've also had a case where a fight involved traders, although I don't remember if it was against robbers or a single Njerp, but I think it was the latter).

13
Gameplay questions / Re: Healing others?
« on: October 07, 2018, 09:55:33 AM »
I hire companions for two reasons only. The first one is the training course event, and the second one is for robber quests. When performing those I round up a posse where I try to outnumber the robbers 2:1 (and when I've hired the group I try to take out as many other robber groups I can, as I mark where I've encountered robbers on my map).

Javelins are not a problem, as NPCs only know how to use bows and crossbows. In fact, it's possible to game enemies to overload themselves with rocks and stones as they tend to pick those up. Generally that's not a useful tactic, but if you're playing an escaped slave who won't start with the rest of their life until the captors are dead it might be useful.

I engage Njerps, but not in spruce infested forests (too poor visibility). There's a useful tactic/exploit for taking out bow wielding ones with little risk...

I always avoid bears and wolves. I kill ones caught in traps by firing blunt arrows at them from out of their reach and by pelting them with rocks and stones.

When I see an "adventurer" on the map I try to approach them from a distance (as with Njerps) so I can zoom out and retreat if they turn out to be robbers.

UrW doesn't have Spring or Autumn, only Summer and Winter halves of the year. 8 weeks before Summer should mean you're somewhere in January (there's a calendar on the wiki). Also, I've had the ground being frozen (and thus not possible to plant seeds in it) well into June at times. It's also useful to realize that "midsummer" and "midwinter" is actually the middle of the season, not the solstices, so they're offset by 2-3 weeks.

14
Gameplay questions / Re: Healing others?
« on: October 06, 2018, 08:59:56 PM »
My standard payment is 50 cuts of dried meat, which probably is a gross over payment. That is in addition to any weapons requested, although those should be considered part of the payment. Thus, I typically dismiss companions when my robber killing is done and don't pay them more than I gave them initially. Occasionally someone is grumpy, and I assume that is because they dropped their weapon during the fighting mess and I picked it up when the fighting was over.

Also, be VERY careful with companions wielding missile weapons! They will try to fire at the target, and don't care one bit about you or another companion is in the way. I'm not even sure missiles have wounded enemies more than my own party, and I'm definitely sure "friendly fire" has resulted in killed party members.
I personally don't hire anyone who's got a missile weapon... The only one allowed to wield one is my character, as I think I'm sufficiently smart to not fire into my companions backs (not that arrows haven't gone badly off course, at times).

15
Gameplay questions / Re: Healing others?
« on: October 06, 2018, 05:23:49 PM »
No, you can't heal either. There was a recent change of the game to allow you to heal your animals and other companions to stop bleeding (so they won't bleed out while you stand there), but that's the limit of it. I haven't tried healing NPCs, although it should be possible to try it on Njerps.

Your companion is just going to lie there until he's healed sufficiently to walk, which may take a couple of months (I've had a visiting woodsman cut down trees in my trap array, thus removing a trap from the array, and then step into the trap he could no longer detect: I think it took 2 months before he was able to walk again). Just leave him there and he'll eventually make his way back, although it's probably better role playing to move to the village before releasing him from your service (he ought to follow you, as ought the dog (even unconscious dogs follow you)). If you don't want to bring the dog along you can leash it and tie it to a tree.

Why is he using the knife? NPCs aren't as smart as you'd like...

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