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 - PALU

Pages: 1 2 [3] 4 5 ... 52
General Discussion / Re: What your heaviest kill so far ?
« on: March 19, 2019, 11:23:14 PM »
Small knives are preferred for some crafting jobs, if I remember correctly. I don't carry hunting knives (as my characters are poor with knives, preferring javelin/spears and bows instead). Thus, my knives are tools, not weapons.

General Discussion / Re: What your heaviest kill so far ?
« on: March 18, 2019, 11:35:02 PM »
I thought low quality stone knives did actually reduce the meat yield, but then we're talking about something really bad, outside of the normal range.

Regarding "you've got nice gear, gimme!" quests, the buggers always request the masterworks arrows, never the fine ones (I carry both). To avoid that happening with knives I drop the masterworks ones and pick up fine "spare" ones when going to villages to hunt for quests, as I'm fine with losing the fine knives, but not the precious masterworks ones (well, I've lost a couple of those, which is why I've changed the strategy). Letting the dog carry the masterworks gear is a smarter tactic, though.

General Discussion / Re: Loose treasure disappearing?
« on: March 18, 2019, 11:27:01 PM »
I think it's possible for others to find (and claim) treasures, yes, just like it's possible for players to find treasures without directions (never happened to me, though).

Suggestions / Re: Quality of Life Improvements
« on: March 18, 2019, 02:03:05 PM »
- Given that masterworks quality items are rare and they provide important bonuses to crafting, having them wear out would probably be viewed very unfavorably by many, especially if wear also reduces the quality (as I believe is the case with nets currently). Note that weapons and armor can get worn/damaged by combat.
- The "gate" item already exists in the form of the door. Only bears know how to open doors, and yes, you can build a door in between two fence sections.

I like the logic of getting less from immature plants. The pedagogic problem is how to make the player aware of it so it's not reported (or just perceived) as a bug over and over again. The sage might possibly say something to that effect when giving the quest, or the quest might have a "could you give me some advice?" option so you would read it only the first few times.
Something along the lines of: "As I'm sure you know, mature plants can be picked and then threshed to provide the maximum yield, but both immature and mature plants can also be relieved of their leaves by simply picking the leaves, leaving a picked plant behind. As immature plants have smaller leaves than mature ones, you would need to pick more of those to get the same amount of leaves as you would get from mature plants."
Even better, of course, if the advice would be plant specific, such as where you'd find the plant requested, but that's also more work.

Suggestions / Re: But that villager died
« on: March 17, 2019, 02:33:48 PM »
The one case where I definitely feel death in the line of duty shouldn't tarnish the player's reputation too much is when trying to hunt robbers at the request of a village (i.e. the robber quest). I always feel a bit bad to hire these assistants for a "hunting trip" (with a whispered " hunting for robbers, that is"), rather than be honest about the nature of the mission.

Bug reports / Re: Is Nerjpez on open water a bug for a feature?
« on: March 17, 2019, 02:20:20 PM »
Even if he did drown, his body and gear ought to be found where he did croak, as UrW doesn't (yet) account for whether things ought to float or sink. I've never seen a Njerp swim, however, as they stop their chase when the water gets too deep to reach the bottom.

I did once encounter a Njerp on a 3*3 skerry 5 or so tiles off the shore. As the skerry wasn't climbable, I couldn't collect his gear and some of my arrows, though, as he died at the center. I suspect he spawned there. This was a fair while ago, before the magic system rewrite.

So, will he provide you feedback of real folklore findings he's made, or is he only dealing with the computer side, rather than the comparison to the actual underlying folklore?

Interesting regardless, though.

Gameplay questions / Re: Entire field gone overnight, twice
« on: March 12, 2019, 10:23:47 AM »
When "autumn" planting the plants sprout immediately, grow, and then wither and dies, but they then regrow in spring (and for some of the earlier plants, they can sprout well before the ground thaws so you could sow the fields, if the spring is late in arrival). As far as I've seen, all the withered plants regrow in spring, without losses. It seems all plants I've tried can be sown late for a revival the next year.

Gameplay questions / Re: Entire field gone overnight, twice
« on: March 11, 2019, 09:54:28 PM »
I don't think it's a bug. For some plants you can start sowing seeds earlier than their sprouting time, and in those cases UrW provides a feedback that you've planted in the form of immediately sprouted plant graphics, but they're gone the next day. However, they'll sprout normally when it's time (and then they're at the mercy of badgers and other marauders that eat the growing crops...).

It can be noted that an exploit to increase the agriculture skill (at the cost of seeds and only a little time) is to plant the same field over and over again. If you want to maximize the gains without explicit exploits you can keep track of how many points you agriculture skill has increased in a day and cease the planting once you've gotten the maximum 3 points and then resume the planting the next day, for a new batch of skill points (although you rarely get 3 in a day).

Otherwise, agriculture is actually one of the fastest increasing skills, in my experience, as planting, in particular, is fairly generous with points per time spent.

Gameplay questions / Re: Bait order relevancy, various questions
« on: March 10, 2019, 08:18:54 PM »
Yes, I never put points into fishing, but in skills that are hard to train, which generally means fighting skills... The only times I have had trouble with making a shelter are the ones where my character is exhausted (due to starting the building too late), stops building, falls asleep, wakes up to the rain, continues on the shelter only to more or less immediately stop again, fall asleep... It takes time when only equipped with a crummy stone knife and having an injured arm, though...

I'm not fond of fishing for a few reasons:
- Fish doesn't stack well. Even in the coldest winter the same species ceases to stack after a short while, making drying/smoking use much more cord than it should. Smoking is generally silly, since you can't expect to get much of any stacking at all. I'd really like smoking fish to allow you to use branches through their eyes rather than cord (as can be done in real life).
- Fish doesn't yield cuts, and when you only catch one fish in a day you want to eat it, not sacrifice it, and it's a real waste to sacrifice a salmon if you happen to catch two (though you can sacrifice the remainder when making the vanilla thin soup).
- Neither vanilla nor the Njerp Cooking Mod contains any appetizing fish recipes. I guess I could try to invent some bouillabaise type recipe for a thick, nourishing soup, though, but so far I've been too lazy.
- Fishing is time consuming when not using a net, and when using one you get tied down by a need to pick the net up again in a timely manner (it's not really worse than tanning large hides, but more frequent). Nets also get worn out.

Bug reports / Re: Duplicating dried meat
« on: March 10, 2019, 01:34:52 PM »
I think the maximum "companion" stack size is 255 (the maximum unsigned byte value for those involved with computers), so the second stack should be 45 in that case. If more than 510, it splits into two max stacks and one "remainder" stack, etc. (I don't think I've had reason to go above stacks of 600, so the "etc." part is a guess).
Interesting bug, which I think would be best solved by making the "companion" stacks use the same rules as the player and ground/cellar stacks (it would also lessen the annoyance of hitting the stack count limit with light goods).

Gameplay questions / Re: Bait order relevancy, various questions
« on: March 10, 2019, 01:22:00 PM »
Small game is actually the easiest to get early: you just set up a few lines of the smallest lever traps, and birds are bound to get caught in them sooner or later. You don't even need to have any tools to make those traps, although it's easier if you can cut down small trees). Squirrels are easy to hunt with rocks once you've encountered them (which is on an opportunity basis, rather than something to hunt for actively). I've never had much luck with early fishing, as it's been a way to extend the time it takes to starve to death (I've never gone the full distance, though, but given up once starvation gets bad, and gone over to hunting).

Gameplay questions / Re: What are some good early game barter items?
« on: March 10, 2019, 10:08:36 AM »
The problem with building traps near dangerous predators is that dangerous predators are dangerous...

It seems to me that the wounded adventurer predators are more aggressive than random encountered ones as well, although it may well be because my behavior differs.

Development News / Re: [Diary entry] Skiing and tracking
« on: March 09, 2019, 10:59:36 PM »
Well, at least you had snow cover, so it's reasonably easy to follow your own tracks backwards. I bet it's a lot harder during summer...

When it comes to my leashed cow/dog in UrW, I zoom out and make a note on the tile and try to leave the tile on the overland map to be able to zoom back in at the correct location when I return. That tactic doesn't work at all in real life, though...

Pages: 1 2 [3] 4 5 ... 52