Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JEB Davis

Pages: 1 2 [3] 4 5 ... 19
Off-topic / Re: Happy People on Netflix
« on: December 03, 2018, 10:43:59 PM »
It was informative and a good watch. I was surprised at how large a land area the trapper was assigned by the government.

Suggestions / Re: Craftable punts ? And what should the limitations be ?
« on: December 02, 2018, 03:10:04 AM »
On reflection, it's puzzling that a raft made up of 3 500lb tree trunks winds up so comparatively light! heh
Some have reset the weight of their raft(s) to 1500 lbs.
Here's what I did:

.Raft.  [effort:3] [phys:stance,arms]   *COMMON* /20/
{Log}   (3)    [remove]   
{Rope}      (3)   [remove]
{Cutting weapon} <Axe>          
// JEB: VANILLA was {Tree trunk} added [WEIGHT]
// JEB: was /80/ (reduced because logs had to be carved beforehand)

Not bugs / Re: sacrificing dried fish pleases the forest, not the water
« on: November 15, 2018, 05:20:37 PM »
This makes sense to me because when a fish is first caught is when I think the sacrifice would be meaningful to the water spirits, rather than many days later after the fish is dried. Besides, water spirits are wet and dried fish has no water in it, so it may be insulting to the spirits to give it back to them in that condition.

For similar reasons, it would make sense to me if NO dried fish or meat was acceptable to ANY spirit. I could see any spirit being insulted by dried flesh. 

"Why did you wait so long to say thank you to me for this beautiful animal you took away from my domain?" or "What have you done to the juicy, blood-filled flesh of my creature, you defiler!"

Same here.  It's been that way as long as I remember.

Mod Releases / Re: Combat Training Dummies v3.5 (Kalma's Revenge module)
« on: October 26, 2018, 07:23:21 PM »
After fighting a dummy, I get a "dummy sliver". Is there a particular use for this item, or should I just throw it away?
Keep them in a pile in the dummy's square so you can count how many training sessions you've done compared to your skill increases.

Gameplay questions / Re: How to burn npc alive?
« on: October 25, 2018, 03:21:08 AM »
Yes. My suggestion is to try a different game.
This game is not intended as a venue for homicidal maniacs, lol.

That being said, what human would allow someone to pile wood
around them and burn them alive?  (Other than one of those monks
in orange robes over in India.)
Well I made sure they are completely immobile, but thank you for sharing your opinion.
It's all good. We all enjoy the game in our own way. While I've not tried the method you're using, there have been times when my character went berserk and senselessly homicidal.

Gameplay questions / Re: How to burn npc alive?
« on: October 24, 2018, 01:29:33 AM »
Yes. My suggestion is to try a different game.
This game is not intended as a venue for homicidal maniacs, lol.

That being said, what human would allow someone to pile wood
around them and burn them alive?  (Other than one of those monks
in orange robes over in India.)

Gameplay questions / Re: Change the wilderness map?
« on: October 23, 2018, 02:41:38 AM »
In most cases, no.

However, I actually have gone out of my way to cut down every single tree in a map tile, and managed to turn a spruce forest into an open plains tile.
:o Wow! That's neat, I didn't think it would do it.

It isn't too difficult to mod your own spears, bows & arrows if you would like to make them the way you want them. But this would only affect the ones you use unless you gave them to companions or dropped them for your enemies to pick up.

I'm of the opinion that it's a toss-up because the much higher velocity of an arrow gives it deeper penetration (generally speaking, not always). Kinetic energy increases with the square of velocity, so when the velocity gets high it will overtake the mass and give greater overall energy. No, I'm not going to get into any calculations to prove anything because I don't have a problem with this in the game. Just food for thought.

Congratulations Sami and Erkka on this well-deserved recognition!
 ;D  ;D

Gameplay questions / Re: Stay!... Hey, that's on you!
« on: October 14, 2018, 12:34:33 AM »
Sounds like some folks don't want companions, they want slaves  ;)
I like them having some "free will".

Try deconstructing the door on your cabin, and when your companion is inside, construct a wall in the door's place. You might get lucky and trap him.

For multiplayer, game should be changed. Time should go on when we stand and not doing anything. When we stand on a hill in wilderness, we should see animal or NPC is moving even if we don't move.
If you keep pressing keypad-5 (or period) the game behaves how you want it to.
If time passed without any key presses it wouldn't be a turn-based roguelike anymore.

General Discussion / Re: Take it or leave it - Forest Reindeer Meat
« on: September 30, 2018, 05:22:37 AM »
Since I tend to play wanderers, I just kill one large animal and skin & butcher it. While the hide is tanning I try to take roasted meat to a nearby village for trading if there is one. Then I'm on my merry way again with one more fur, hoping to find foreign traders after I've got a few.

Yes, the skills of my character tend to determine what type of life they live. I rarely try trapping large game unless it's a settled-down character.

I guess if I was in the situation you mention with several deer killed, I would try to process them all if I had a smoke house or could dry the meat. If not, then I would only partially butcher some of the carcasses and use them as bait in deadfall traps. This can help trap wolves, which are my bane.

Suggestions / Re: Spell Giving Quests
« on: September 28, 2018, 02:59:49 AM »
I like the new spell system better than the old one, including the rarity of spells discussed in this thread.

If every 16-year old character learned the number of spells as in the old system, then every 16-year old character would know more spells than the shamans do, at least that's how I see it.

A bit of "realism" has been added with the new system and it's cool.

Cheers to Sami.  8)

Suggestions / Re: Reduce vision at night
« on: September 25, 2018, 06:48:34 AM »
In the dead of winter, fires, torches, and shelter will be some of your best friends!
You may decide simply not to venture out at night so you don't stumble into a pack of wolves ;)

Pages: 1 2 [3] 4 5 ... 19