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Messages - PALU

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661
Gameplay questions / Re: Various questions from a new player
« on: February 15, 2020, 07:35:04 PM »
As far as I understand you can cook food that don't require an open fire as long as there are embers in the stove, and you can just look at the stove to see the embers (look as in the in-game command).

I never attempt to get companions killed, but when they do their stuff joins the pile of robber items recovered when the robbers that killed the companion(s) have been taken care of.
The penalty for getting companions killed has been that no further companions will ever join me from that village, but that might have been fixed (there was a bug that caused former companion to never be available for recruiting again: it was always "not now, but maybe in the future" for many years. That bug has been fixed, though).

662
Gameplay questions / Re: Various questions from a new player
« on: February 15, 2020, 01:34:55 PM »
I don't think the amount of wood affects the chances. I use 3 twigs for cooking and one cutting of branches for lighting a warming fire (so I can cut more while being heated by the newly lit one).

I don't know about heated cabins: I never heat mine (the stove is for looks only, and smoking/cooking is done in the "sauna"), and all perishables not kept in the character inventory are stored in the cellar (as soon as one is built, which is a very high priority task, and certainly built before a cabin has been built).

663
Gameplay questions / Re: Various questions from a new player
« on: February 15, 2020, 08:48:34 AM »
I believe the maximum batch size is now 50. However, you might waste your time slightly by still doing 19 at a time, but you don't waste much time for your character, as the time it takes used to be 2 minutes per cut, and I don't think that's changed, so the wasted character time is the time it takes to pick up an additional batch of cuts and typing equipment.

Also note that a larger batch increases the risk of having to abandon the task (with all progress lost) due to cold, frostbite, or interrupting hostiles.

664
Gameplay questions / Re: Sage questions...
« on: February 14, 2020, 10:40:00 AM »
I believe weapons can also be degraded by being blocked by the enemy, so you're not in total control of whether there will be weapon damage or not.

665
Gameplay questions / Re: Various questions from a new player
« on: February 14, 2020, 10:35:23 AM »
Unless it's winter, roasting more than 20 cuts is useless, unless you plan on selling them, as they'll spoil before you can eat them. I tend to roast about 10 and roast a new lot of 10 when the previous one has been eaten, unless the raw meat has spoiled in the mean time.

In general, I try to keep food in the cellar, not carrying more than necessary. With the previous system, that meant drying/smoking 19 cuts at a time (largest possible batches with that system, where cord WAS a scarce resource for early players, and it was used up as well), and the cellar gets placed just outside of the "sauna", so it's just a matter of picking up a new lot for the new order without moving for drying.
With the new system I expect I'll go for 48 at a time, once the "sauna" is ready (my current character is hiking to the nearest village to "borrow" their sauna for smoking).

@JEB Davis: No worries, and I'm fairly sure there are no Noadi mushrooms in DF ;)

666
Gameplay questions / Re: Various questions from a new player
« on: February 13, 2020, 10:22:44 AM »
"Wrap in furs" has at least one benefit: it can keep the character warm even if the temperature is such that you'd wake up shivering halfway through the sleep without them.

Spoilage is randomized. It seems a spoilage roll is made at the turn of every day for every item subject to spoilage, with different outcomes for different stacks. The roll is influenced by temperature and cellar storage. It makes logical sense and I don't think that's too detailed to be an issue for JEB Davis. Sometimes you can get unlucky to have things degrade almost immediately, and sometimes they can last a fair bit longer than expected.

A bug/exploit/feature is that things don't seem to be subjected to spoilage when your character is away, so it's possible to go away on a two week trip and then return to find that the raw meat left behind in the cellar hadn't spoiled (I tend to leave raw meat to either spoil or be used for cooking a bit at a time, as dogs can eat spoiled raw meat, but not spoiled cooked meat, so if it spoils it can be used for dog food).

I haven't hired any companions with the new capabilities yet, but in the past I hired them only for the game course event and for robber quest posse collection. Those that died were given a fire burial (which is a pain, as leaving the site blocks the burning process to complete correctly, so you essentially have to sit around in the area through the process, rather than return to the village where you left your cow of burden to collect it so you can bring home the spoils).

I've never encountered the same foreign merchants twice: they're always shown as nameless when looked at (if you return to the same group during the same trip they're known, of course).

667
Gameplay questions / Re: SOLVED Trading questions
« on: February 10, 2020, 11:33:21 PM »
You probably mean clothes (cloth is what you normally make clothes out of when it's not fur or leather, and isn't yet included in the game). Pointing this out as it's led to confusion in another game.

I doubt selling clothes is a good strategy, as selling furs to foreign traders is probably better, but I see you've found your answer.

668
Gameplay questions / Re: Various questions from a new player
« on: February 10, 2020, 11:28:56 PM »
Yes, marginoferror made a very good point I forgot: Prey tires considerably faster when injured, and is particularly useful if it hinders their movement (hobbled, etc.).

669
Bug reports / Re: transporting heavy objects on wilderness map
« on: February 10, 2020, 01:58:39 PM »
Well, I don't think you should be able to pick up anything from an adjacent overland map, as that would mean extending your arms 100 meters or so (I haven't even tried). As Sami said, bringing the items up there implies you were able to carry them, and so would be able to move them while carried, but that may be terribly inconvenient in the middle of winter, as you can carry unlimited amounts as long as each thing you pick up is below the limit, and so might have to shed all your clothes and other equipment to actually move with that small elk carcass.

Regardless, it doesn't seem to be a very important issue (although it might allow you to cross ice with burdens you shouldn't be able to carry across, at least not in one go).

670
Gameplay questions / Re: Various questions from a new player
« on: February 10, 2020, 09:39:48 AM »
Running down prey: No, you can't. In UrW running tires you quickly. Animals tire from running as well, but more slowly. The trick to endurance hunting animals in UrW is to keep them running while your character is walking, to get the animals breathless. Once an animal is shown to be a little tired, I can have my character run towards it to get it to start running again, and then immediately revert to walking. If a reindeer walks/runs in a straight line I've never managed to run them into the ground as they recover their breath in the time it takes my character to walk up to them, but if they twist and turn and you've got enough visibility to make shortcuts it's possible to catch up to them again while they're still recovering, chipping off a bit of breach each time you catch up to them. Once they're tired you've got a very good chance, provided they don't manage to shake you off their tail.
You can also use river/lake shores to get animals to run back and forth until they tire.

Excessive map maintenance: Never happened to me even with a character that had been played for about 10 years (maintenance happened occasionally, sure, but not excessively so). It's some kind of bug, although I guess you might get issues if UrW can somehow detect that the game is running out of memory on marginal hardware.

671
Gameplay questions / Re: Various questions from a new player
« on: February 09, 2020, 10:25:20 PM »
I doubt a fox could kill you in your sleep, as that would mean an initial attack that was fatal (or at least rendered your unconscious), since anything else would wake you up. A large predator might be able to, as might a human (robber or njerp).
Note that many animals prefer to flee when possible, with only the large predators being persistent without provocation.

Robbers and njerps have been picking up weapons for a fair while.

Stat rewards boost your stats, which may not be directly visible, but you can e.g. move faster even if the displayed numbers differ (I have seen them change), resist fainting better, see further, etc, fumble less often, trip less often, etc.
I assume you can't increase ones already at the maximum.

As mentioned, crafting is dependent on the skill, penalties, tools, and RNG. Tiredness is different from fatigue, and may cause you to be disallowed to begin some tasks and break off tasks that can be resumed partway through, but other tasks will continue to completion unless you abort them (sometimes resulting in the character falling asleep immediately when it completes). Available light does not have any effect currently. Starvation and injuries give penalties as displayed.

Getting cold can cause you to eventually get hypothermia and die unless you have means to warm up (and it's possible to die while trying to light a fire with failure after failure...). Long tasks can have you getting colder and colder, with the game giving you warnings to allow you to cancel the tasks.
As mentioned, heat stroke isn't implemented (nor is heat retention from jumping into ice cold water directly from a sauna: it works fine in real life, but not in UrW: you'll immediately gets freezing cold).

672
Suggestions / Re: Snowstorms and Blizzards
« on: February 06, 2020, 09:24:32 AM »
After a blizzard would work. Nursing back to health would be tricky, because that takes time, which means the PC would have to have enough food for the duration (and wouldn't be able to perform that much "useful" activities during that time), although I guess popping by every day or two might work (still a chore if the homestead is a day's walk away).
However, finding an injured person and escort him back to the village would be doable with the current system (injured companions follow you on the overland map even if they're unable to walk).

673
Suggestions / Re: Snowstorms and Blizzards
« on: February 05, 2020, 10:39:05 PM »
The coldest weather is when the sky is clear, but the chill factor of high winds may well result in a very low effective temperature.

Getting lost in a blizzard and being unable to use the overland map for travel and orientation while it's on (or if you somehow regain your bearings) may cause additional danger, probably forcing you to make a temporary shelter.

However, you ought to be able to use snow as insulation and build "walls" from packed snow covering most of the opening, allowing a reasonable temperature inside (in iron age terms: I'd hate it...), but you'd still have to survive the building of it.

I don't think there'd be many quest takers during a blizzard, as that basically implies traveling through it to a village, which doesn't make much sense unless you happened to be caught by it when already on the way, and you'd have basically no chance finding anyone in a blizzard unless the instructions of where to look would be way more precise than the current square kilometers sized areas (finding things in coniferous forests is hard enough currently, even when it's not raining or snowing...).

674
I had some roasted elk meat that tasted awful, probably because it was stale when it was roasted, and my character's cooking skill isn't stellar either. A while later (i.e. one or a few days) it "decayed" into stale bland roasted elk meat.
I made a copy of the character's save immediately after detecting the improvement, if there's anything useful to gain from it.

675
Not bugs / Re: [3.61, Windows] Mod file reading, minor bug
« on: February 04, 2020, 09:39:56 AM »
"Outsourcing" typically means changing the role from developer/programmer to developer/administrator, where the administrator parts gradually pushes out programming and other good stuff, resulting in the loss of interest and abandonment of the project.

If Sami (or Erkka) had an interest in becoming a manager of a development team they'd probably gone that way a decade ago or so.

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