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Messages - Privateer

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Gameplay questions / Re: Shaman won't heal me
« on: August 06, 2017, 10:17:51 PM »
 The bandits also stole all my clothes, and i'm butt naked. It's summertime now, so that's not a problem, but i would like to get some clothes eventually. Any tips about that?

 i gave them some low quality boards.

 If you can make boards you should have little issue trading for furs or leather to make cloths or even cloths themselves where available.

Gameplay questions / Re: Shaman won't heal me
« on: August 06, 2017, 07:10:23 PM »
Without knowing the injury it's hard to guess,
Time and deeds as you've shown will improve your reputation with the villagers.
IF the injury CAN be treated by a shaman you could just go to a different village's shaman.

Gameplay questions / Re: Need help with a certain character build
« on: August 05, 2017, 12:05:29 AM »
 I think (imo) unless you are roleplaying some ideology, random roll or selected the game, especially the early game is about survival.
#1 Essentials, food, shelter, water.
A) Food is an ongoing theme and stress injector. Though I've not done it recently, it used to take a very long time to starve to death. The game will
frequently.. and more frequently "Alert" you to build anxiety and adrenaline.
  Food collection early on, depending on season and herbology, berries are the only 100% safe plant to harvest (assuming you can't identify some plant or grass). Meat is the primary survival food as well as for long term security.
a) Fish are locatable, close by, in almost every area (body of water large/deep enough to fish). You are allowed to fish with many items; rock, stone, staff. javelin, club, fishing pole, net, trident. Only fishing pole and net target more than one fish at a time. Fishing provides a possible means to security.
b) Traps, A few versions/years back placing a trap would "cause the start of NPC activities" in usually inactive areas of the world (areas where you are not). This could be exploited to the point that placing a large deadfall trap on a one square tile in a river for example, would "Cause" and animal to spawn on that spot. This used to make trapping very simple as you can guess. Sami has since made AI changes, spawn rule changes, and tied much of a traps success on your trapping skill. Small deadfall traps are great for areas around you where you see small mammals and birds, if you can bait them your chances "may" be improved. Loop snares require resources but can be effective for catching small mammals and birds and are easily moved. Large deadfall, pit/spike pit and fence require more effort/resources but can have huge upside. Placement as mentioned before does require a bit more thought/planning. Trapping provides a possible means to security.
c)Active hunting is when you actually pursue an npc. Rocks are great tools for hunting squirels and slow birds when you find them. Ranged attacks and chase are valid prospects but can be difficult early on. Chasing large game is difficult to succeed without a plan. Large marsh areas are a good opportunity to chase one to to weakness. Using rivers, lakes, seas or other deep water you can limit the animals ability to escape and swim to weakness. Active hunting provides a difficult means to security, especially early on.

Once you are secure you can get into better stuff
With a knife and an axe you can survive anything!

Off-topic / Happy Birthday JEB Davis!
« on: August 04, 2017, 07:24:56 AM »

 Hope you have a great day @JEB Davis !

Not bugs / Re: Portraits won't show.
« on: July 29, 2017, 08:56:24 PM »
is the file 200x200 png?

Not bugs / Re: Snow showing on open water tiles
« on: July 27, 2017, 12:29:06 AM »
 What a beautifully deadly scene

Gameplay questions / Re: Does fur spoil?
« on: July 26, 2017, 01:48:39 AM »
In which version were the summer and winter furs introduced? I've made my observation in version 3.32.

Rev next past 3.40

General Discussion / Re: Killed Companions
« on: July 21, 2017, 05:03:59 PM »
If you leave the body in the town, outside, someone will dispose of the body.
If you hire someone and they die on your job, there will be some harsh feelings for about 3~6 months. Which seems reasonable.
onyl rest and time heal wounds for NPCs (dogs, villagers etc).

Development News / Re: Random little additions...
« on: July 19, 2017, 02:43:32 AM »
Quote from: Sami
Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.

Off-topic / Balance
« on: July 18, 2017, 08:53:02 PM »

Bug reports / Re: (Version 3.40 (stable)) beautiful pot for free
« on: July 18, 2017, 06:31:38 PM »
After this the conversation ended but I still had the pot in my inventory but now without the mark '(unpaid)'.

The boiling was in process when the settler talked to me.

 Something about this seem not right, out of place or pieces missing.

Modding / Re: menudef_<How to make my own recipe?>.txt
« on: July 17, 2017, 05:42:37 PM »
 I think I may have assumed to much.

The menu file "menudef_private" should only contain the menu definition.
The task(s) need to be separate in a file named diy_whatever.txt

Modding / Re: menudef_<How to make my own recipe?>.txt
« on: July 17, 2017, 05:13:21 PM »
Did I missed something?

 ~Yes, but not badly~
.my weapons.       -Y- *MAKE* -(this is fine)
[SUBMENU_START:weapon] - (Needs to be same as menu defined eg: my weapons)
[SUBMENU_END:weapon] - (Needs to be same as menu defined eg: my weapons)

 The blank menu is probably "my weapons" however there are no ~Tags~ for "my weapons"
Easy fix and a bit of information

Modding / Re: Creating Uniquely Named Items
« on: July 11, 2017, 07:56:32 PM »
1) The "named" item that is created "exists" in the world you have. the ability to make it again (keep task alive) is not needed.
2) Answered above
3) Answered above

"I'm hoping I can just change the item name in the recipe freely without worrying about breaking stuff"
This should not be an issue.

Gameplay questions / Re: Anyway to modify landscape?
« on: July 11, 2017, 07:51:32 PM »
you can change the tile for sure, though changing the elevation I've not tried.

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