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Messages - phoenixshenanigans

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That seems like a really, really good idea. Huge thumps up from here. Having a bunch of dogs basicly makes you overpowered against single targets, but now it comes at a cost of resources. Great idea!

2
Modding / Re: {* cut} for fish?
« on: October 13, 2017, 12:34:29 AM »
You'd have to use specific fish types for that, as far as I know. Eg, {*pike*} should work both pike and pike-perch, but most others have unique names.

Okay, I see. Thank you very much!  :)

3
Modding / Re: {* cut} for fish?
« on: October 12, 2017, 10:06:17 PM »
I believe it would be:
Code: [Select]
{Raw fish}and a weight amount.

Fish cook whole and are not divided into a standard portioning like cuts.

I see. There isn't any way of going around the weighted amount? So it would just be for example 2 fish, no matter the size of them? Is it only because of the same weight, that the {* cut} works in the first place?

 A count of raw fish or a weight amount of raw fish would both work.
The reason {* cut} works is due to "name pattern matching". Since mammal meat is all converted to "something cuts".
Fish retain their original naming; roast trout, roast pike etc etc. making a pattern match impractical.

Oh I see. That worked.

Last question. The {* cut} option makes you able to use dried and smoked meat as well, instead of just raw meat. Is there any way to use a count of fish, that takes in both raw, roasted, dried and smoked fish? Just two of them of one of the options, or does it always have to be raw fish?

Thanks for the helpful answers so far Privateer.

4
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 12, 2017, 11:09:21 AM »
The only advice I have, is to make sure you check what gear they are wearing. Go for the weak spots, if it's an Njerpez with a good armor on the body.

5
Modding / Re: {* cut} for fish?
« on: October 12, 2017, 10:51:39 AM »
I believe it would be:
Code: [Select]
{Raw fish}and a weight amount.

Fish cook whole and are not divided into a standard portioning like cuts.

I see. There isn't any way of going around the weighted amount? So it would just be for example 2 fish, no matter the size of them? Is it only because of the same weight, that the {* cut} works in the first place?

6
Modding / {* cut} for fish?
« on: October 11, 2017, 05:28:44 PM »
Hi, just a quick modding question.

The modding possibility for using random cuts instead of a raw and weighted option, is {* cut} when creating the recipe. Is there a similar command for fish instead of meat?

7
General Discussion / Re: Wild Animals in Villages
« on: September 11, 2017, 10:05:35 AM »
That's interesting, I would expect a bear to do more damage.

I managed to hurt it quite a bit before it ran away to the other side of the village and killed the maiden. However, a bear isn't that much of a challenge, if it gets surrounded by all sides of angry villagers :)

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General Discussion / Re: Wild Animals in Villages
« on: September 10, 2017, 04:14:35 PM »
I wintered in a fortified village, where a bear suddenly entered and managed to kill a poor maiden, before the rest of the folk killed the bear. I believe they will be hostile towards the animal, if it is an aggressive animal.

9
Modding / Ramsons (Buckrams or wild garlic)
« on: September 09, 2017, 11:34:08 PM »
I sort of wondered about adding this plant in the game. I don't know for sure about whether this plant has been native to Finland in the period. I'm from Denmark, and ramsons have been around for thousands of years, either for a spice or as fodder for animals, and from what I could research, it has been around in most of Europe.

However, if anyone knows about the plant, I would like to get a review on this coding for the plant, and whether it seems realistic or not. *EDIT* And of course I would probably need to figure out to get some sort of unique graphic for it. The pea one is just for now, as it would be recognizeable in nature.

.Ramsons.            (3)       [grass]
[NAME:Ramsons]
[TILEGFX:flo-pea]
[SPROUT:5]
[MATURE:65]
[WITHER:11]
[SEED_VOLUME:fistful]
[SEED_SIZE:S]
[LEAF_VOLUME:bunch]
[LEAF_SIZE:M]
[REGION:eastern western]
[TERRAIN:spruce_mire pine_mire]
[CARB:4]
[FAT:0]
[PROTEIN:3]
[POPULATION:8]
[FREQUENCY:20]
[COMMONNESS:40]



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General Discussion / Lazy bull
« on: September 09, 2017, 06:38:32 PM »
Just wanted to share a funny moment. I'm dragging my bull around packed with trading goods, from town to town, looking for useful masterwork items. I start the day early, and apparently, my bull was not ready for adventure in the early morning. I literally am dragging a sleeping bull in a leather rope   ;D


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