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Messages - LoLotov

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1
Gameplay questions / Re: Village Dogs
« on: Today at 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.

2
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.

3
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].

4
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.

5
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.

6
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.

7
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

8
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.

9
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.

10
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.

11
Suggestions / Re: Paddles as weapons
« on: November 06, 2017, 03:12:01 AM »
Love paddles as weapons cause you carry one more often, but shovels would be way more badass improvised weapons, all three attack characteristics, at least for the metal ones...

12
General Discussion / Re: "The Challenge"
« on: November 03, 2017, 03:05:10 AM »
The lengthy story of trying should go in stories, but the challenge itself belongs here, as do any other challenges people can think of...

13
Gameplay questions / Re: Bow accuracy
« on: November 02, 2017, 01:50:39 PM »
As a side note, I find that javelin accuracy is quite well done, and realistic considering it was a worthwhile thing to do with your time back then. At a 90% plus skill, you can not expect to ever score more than a glancing blow at the outside edges of it's range, and accuracy declines significantly beyond about 7 tiles. Not impossible out to ten, but again, realistic glancing blows, and a waste of a javelin in any circumstance. However, at close range, within 5 tiles, accuracy is not a problem, and you can expect very significant stopping power in comparison to regular arrows, as well as a saved turn equipping a melee weapon when you don't have to remove your bow seperately.

14
General Discussion / Re: "The Challenge"
« on: November 02, 2017, 01:26:53 PM »
We need more of these...

15
Off-topic / Re: Generic chat thread
« on: November 01, 2017, 02:35:26 PM »
Infinite candy, three one dollar energy drinks, two packs of pall malls, three grams of skunk, one six-pack of 9%ers and I've got a beautifully made cabin on the Unreal World and new bags under my eyes. The girlfriend blacked out and woke up in her car sans glasses and keys, only to find them in the bushes near the door from a prior attempt at ingress into her dwelling. Anyone else have a good halloween?! :D

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