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Messages - PALU

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1456
Gameplay questions / Re: Short Questions/Quick Answers
« on: October 30, 2017, 09:51:28 AM »
Characters pass out either because the cumulative abuse pushes the fatigue over the limit, or because the pain from a single injury is too much. I suspect the risk of passing out due to pain is based on endurance, as my last character passed out from being bitten in the arm by a wolf.

The healing rate of injuries varies, but UrW's system is counter intuitive: you get the best result by stopping your bandaging and cleaning attempts when the injury status is as close to green as you can get it. The healing rate is based on this status and cleaning/bandaging doesn't achieve anything else than new rolls for this (as far as I understand it). You can also make use of a shaman's healing to see if that puts you in a better position. Healing a broken arm tends to take somewhere around 30 days, and the arm becomes usable again when the injury level has been reduced sufficiently (I think it's somewhere between 5 and 10). I agree recovery sucks, but I'd expect that to be the case in a real world UrW situation as well.
If my character doesn't have either the blood staunching incantation or herbs to staunch blood flow I'm very reluctant to touch wounds susceptible to bleeding.

1457
Gameplay questions / Re: Short Questions/Quick Answers
« on: October 29, 2017, 03:25:29 PM »
I don't think there is any active anti character activities going on. Characters ought to start with equipment that's appropriate to their culture. I suspect the game doesn't take the skill points into consideration one way or another.

Regardless, the normal outcome from meeting robbers is that you get robbed, in which case they'll take your weapons unless they're of very poor quality, and beat you up if you resist. The normal outcome of such a start is to start without weapons, as they're taken from you (although there is a chance to run away). Killing a band of robbers at the start is almost impossible without significant save scumming (and is never without danger, although some tactics can make it almost safe, given appropriate skill, equipment, and abuse of the rules).

Usually "good" starting equipment is a knife and an axe, since those are required to do just about anything. For endurance hunting you can use whatever weapon you have, including a rock, but to process the kill you need a knife, and to build anything you need an axe (and you can't even get off an island without either a real (not stone) axe to make a raft, or swimming (any you may have to train a fair bit to get sufficiently proficient at swimming to get more than two tile even with zero encumbrance, and the water has to be sufficiently warm, which it is only for a fairly short period).

1458
Gameplay questions / Re: Injured adventurer clarification
« on: October 29, 2017, 09:27:49 AM »
I've never found any shelter in a tile with only diagonal contact (a single point isn't a border), and I don't think those count, but that might be incorrect.

If the tiles of the "right" type is reasonably open I tend to walk in those tiles within view of the border, but if the target tile type is infested by spruce I walk close to the border in the other tile type. Blood scapes tend to be spread all over the target tile, so only you find the tile it's usually easily identified. The shelter may take a little work to find, but at that stage it's only a single tile. Beware of the attacking animal, though: it may still be there (I lost my latest adventurer to a wolf in such a quest, and an earlier adventurer was attacked by a bear, but saved by his dog).

1459
Gameplay questions / Re: Can you poison people?
« on: October 26, 2017, 08:32:23 PM »
I think someone has tested it and the answer is no, but I can't swear on it.

1460
Gameplay questions / Re: Short Questions/Quick Answers
« on: October 24, 2017, 02:01:03 PM »
Is there any way to make more than one serving of porridge at a time?  I have an entire cauldron, but it doesn't seem to be possible to prepare multiple batches unless I have multiple cauldrons.
Not in vanilla. The Njerpezit Cooking Mod contains recipes that are designed to make use of the full capacity of cauldrons. You can either use that mod or use it as a starting point to adjust the vanilla recipes to produce larger batches (I think some of the recipes are just adjustments in size).
Also, as soon as one batch is ready I pour the contents over into a bowl to make the cauldron available for the next batch. I typically try to have 3 of these full batches at a time, as that is about the amount I can have without it degrading in quality before it's eaten (assuming it's stored in a cellar).

1461
Gameplay questions / Re: Short Questions/Quick Answers
« on: October 24, 2017, 10:51:07 AM »
I've seen a description for it somewhere (the wiki?). If I remember correctly, it's used to recall hunting dogs from out of shouting distance. At least one of my characters had one, but I've never used it.

1462
Not bugs / Re: Arrow disappears
« on: October 23, 2017, 10:46:51 AM »
The more I think about it, the more I suspect it's a case of the arrow breaking (without a notification) and disappearing rather than leaving a broken arrow behind (i.e. neither carried nor dropped on the ground), as indicated by JEB Davis.

1463
Not bugs / Re: Arrow disappears
« on: October 22, 2017, 10:43:20 PM »
I wouldn't waste time trying to reproduce the bug unless saves fail to yield any answers, and even then I'd probably rather try additional logging than grinding. It's a fairly rare thing in my experience (less frequent than e.g. fires that fail to leave ashes behind, for instance, although that one is just a minor nuisance).

1464
Not bugs / Re: Arrow disappears
« on: October 22, 2017, 11:36:14 AM »
I'm completely sure I've killed e.g. birds with an arrow and collected only the bird from where it fell (straight down), with no arrow (whole or broken) to be found even when searching, so something is bound to be there.
However, I'll keep my eyes open with my next character (who'll be created with the next UrW version). After all, tracking down oddities is a lot easier when they're reproducible, or at least logged.

1465
Not bugs / Re: Arrow disappears
« on: October 09, 2017, 02:38:15 PM »
If you miss a shot it can be very hard to find it (I've changed the missile .png images to make them stand out: basically painting them orange-red), and they should either be found as undamaged or broken if your search was perfect. However, that is not what wanderer is talking about.

I too have run into wanderer's issue where arrows simply fail to appear either in whole or broken form after hitting a target. I've been subjected to that both with single hit kills (at least with birds falling to the ground: not sure about ground based animals), as well as Njerps. In the latter case I've counted the number of hits and found the number of recovered arrows less than that number. I've seen so apparent logic behind when an arrow vanishes and when it does not (which is the majority of the cases). Again, note that a broken arrow is still an appearing arrow.

1466
Suggestions / Re: Scene pics for time of day
« on: October 07, 2017, 10:45:26 AM »
Unfortunately, I suspect the bulk of the work is in the code, and Sami seems to be quite adept at taking nice pics... However, if there is a need for pic support I certainly support the crowd sourcing approach as long as it doesn't result in Sami being forced to walk through a mountain of pics.

1467
Suggestions / Re: Scene pics for time of day
« on: October 06, 2017, 06:18:05 PM »
It would be nice, but, in my view, only if it can be provided with a limited effort.

1468
Suggestions / Re: Disease, pests, and the joy of cats
« on: October 03, 2017, 10:12:48 AM »
I think there was another kind of rat (black?) in the area before the brown rat invaded and took over that niche. Regardless, there are smaller rodents (mice, voles, etc.) that can make cause serious damage to your food stores even if rats are not introduced.

I agree cats probably have no role in the northern tribes as those don't have any agriculture (although that doesn't stop those villages from having farmers...).

I'm not sure I agree with the thought that cats would have a role in fighting disease, but they certainly ought to have one in fighting vermin munching through your food stores.

As a trade off, a cat at your homestead might mean small traps near it are less likely to catch anything, as the cat(s) scare them away (and the blood thirsty critters may also kill or mutilate creatures that actually are trapped).

1469
Bear traps work well with elks, reindeer, wild boars, and, yes, wolves. Badgers are too small. I may very well have missed some animals they can trap, as that's from the top of my head (well, humans can be caught if the trap is not part of a trap fence/array, but they're not particularly effective against Njerps).

I like the Njerp cooking mod and use a customized version of Buiodda's mod (I've changed a lot of crafting skills to use carpentry so there's something useful to train that skill on. Carpentry then really is used as a handiwork skill). For my next character (with the next version) I intend to try Jaredonian's mod to increase the cultural diversification.

1470
Slight deviation from the purpose of the thread, but related to the previous post.
While it's true a rope *can* be used for smoking/drying, it's a gross waste of resources as I assume ropes are consumed in the same way as cords are (I've never tried). Thus, if modifying the description, I'd probably do it along the following lines:
"tying equipment, like a cord, which you can make yourself. A rope would work as well, but it is not recommended as the tying equipment is destroyed by the process.".

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