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Messages - PALU

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706
Gameplay questions / Re: Bones as bait?
« on: November 11, 2019, 07:13:01 PM »
The ones I've occasionally picked up in the wild have not been gnawed upon, except occasionally by my character's dog (they have a tendency to occasionally claim they're not hungry in the morning, and then bark of hunger in the afternoon when they didn't eat their breakfast). Thus, I think bones are currently useless as bait.

707
There are actually two issues in this case: One is to be zoomed in on top of land, and the second is to allow you to move onto a world tile where the water is covered by ice.

708
I've sometimes sacrificed or eaten the wrong thing because reordering cause the item not to be "where it should". Thus I know that if you sacrifice a bowl of stew the bowl is lost as well... I've also eaten poisonous mushrooms because of it, before UrW introduced the ability to be warned about it (the character survived).

I wouldn't call it major, but it is annoying.

709
General Discussion / Re: Just wanna be loved...
« on: November 11, 2019, 12:19:38 AM »
Wow! Now they're telling me they hoped they'd never have to see me again! Wish there was a way to lead bears and Njerps to that village. They're really pissing me off...
You can do that, but I don't see why you'd want to donate their meat/gear to them. Just get them to chase your character, but since they'd be breathless by the time they enter the village the only real danger to the villagers are their reckless firing of missiles (and your character can get some of that too: that's happened to my characters when trying to help out [without first leading the Njerp to the village])

710
Suggestions / Re: Traps should be nerfed
« on: November 08, 2019, 05:19:00 PM »
Multiple difficulty levels means multiple levels of balancing, at least if it's intended to affect the whole game, which adds to Sami's workload throughout the rest of the development, and I doubt that's a good trade-off.

It can be noted that you can adjust the difficulty by re-rolling your character until you get in the ballpark of the stats you want, which means that you can intentionally get a weak character as well as a (probably more common) extremely good one. I certainly wouldn't object to allowing the player a higher degree of control over the starting character's properties, though, as that's probably something that can be done with a limited effort as long as the range available is close to the current RNG one.

711
Suggestions / Re: Traps should be nerfed
« on: November 08, 2019, 02:01:13 PM »
A problem is that lowering the chance for traps to catch something based on trapping ability hits beginning characters that may be struggling a bit already, while having effectively no effect on established characters.

A different approach might be to reduce the spawning rate based on how long the character has been in the area over time or the amount of game caught based on fauna being scared away/depopulated. This would target established characters rather than beginners.

712
What about NPCs doing new things nearby, given that odd things have happened due to that, or have all those issues been taken care of?

713
If I remember correctly, you can get 3 increases in a skill per day.

714
Suggestions / Re: A Few Ideas: Agricultural help, Snake fangs and more...
« on: November 03, 2019, 06:16:18 PM »
Snake fangs are rather small, as the snakes are rather small. I don't know if they had any ritual value in iron age Finland, but my guess is that they didn't.

When it comes to crafting knowledge restrictions (why stop at traps specifically?), there would have to be a balance between "realism" and playability.
For instance, removing the smallest lever traps would have caused all of my characters in trouble, because the birds caught in them is what keeps them fed until the first big kill (and the intervals in between them). Snares will work, but only if you have suitable tying equipment that doesn't rely on kills (and I think some of the new typing equipment might work).
If you remove bear traps you also remove trap fences where you can't dig (marshes, for instance) and when you can't dig (i.e. when it's frozen).

715
Gameplay questions / Re: Clothing Protection (after 3.60 update)
« on: October 31, 2019, 05:19:14 PM »
I'm generally more worried about not having enough protection against cold, particularly on hands and feet.

"When was the last time..." Well, my characters tend to use disabled Njerps for target practice, and usually aim for the legs (to get them to last as long as possible, both because it's hard to hit and because hits tend not to be directly fatal), and there are a lot of arrows going through the feet in various fashions...

716
There are many cases where things get reordered at some times but not others.

717
Suggestions / Re: Making Clothing
« on: October 25, 2019, 11:26:36 AM »
I think there are a few reasons for the use of the Common skill:
- It allows for starting characters to produce some much needed emergency clothing that helps against the cold (as poor quality clothing is worse). This is more a game balancing measure than a realism one when it comes to the skill used.
- It automatically blocks the production of clothing of a quality better than Decent, as the time it takes to put together UrW clothing doesn't allow for high quality products.

When the process is changed (I believe the long term plans are to revise clothing at some point), the applicable skill ought to be tailoring, i.e. a new skill, although I wouldn't mind if a new category of quickly thrown together clothing covering what characters can make today would be introduced (and which villagers would probably not be prepared to buy).
Proper tailored clothing ought to take much longer to make (requiring the ability to pause/resume the task) than the current process.

718
Gameplay questions / Re: How many seeds do you plant per square?
« on: October 25, 2019, 11:15:19 AM »
My last character had 12 9*9 fields inside a trap fence, but didn't plant anything the last year due to over production.
There are a few reasons for the agricultural excess:
- The Nerpezit Cooking Mod: The two recipes I use (Goulash and Borsch) require agricultural products as input.
- I've decided to use Yarrow for spices, and it's a low yield crop.
- The initial agriculture skill is low -> low yield, which increases fairly quickly.

I've placed my fields 3+ tiles away from my settlements in order to avoid running into problems with the item limit at the homestead. Otherwise, Plotinus' gradual expansion one cooking fire at a time is a smart approach (I, in contrast, cut trees and prepare for soil preparation during my characters' first winter [characters starting in "spring"]), spending a month or two more or less constantly in burning/soil preparation once the ground thaws [planting of early crops happen in there as well, but that doesn't take much time]).

719
Gameplay questions / Re: How many seeds do you plant per square?
« on: October 24, 2019, 11:42:53 AM »
You plant one fistfull of seeds per tile. Planting another fistfull will replace the previous one. Thus, each planting already plants a larger number of seeds than the number that will sprout.

It is possible to abuse the system by planting a new fistfull if the feedback indicates only a small number of plants will sprout to get a new roll of the (skill based) RNG, but there is nothing like that in real life...

It's also possible to plant multiple fistfulls in order to get skill increase rolls, but agriculture is a skill that tends to increase fast through planting anyway.

The number of plants that can sprout per tile is different for different crops. The wiki has the details, but I think yarrow has 5 as the maximum, while rye/barley has 25.

720
I edited the arrow graphics to have the same marking circle as traps for easier recovery. I was getting tired of spending hours squinting at every tree after a hunt.
I've change the colors of my arrows to be bright orange/reddish, and have applied the same to the javelins. That works fairly well for me.

How do you go about doing this? Is it just a case of editing the relevant .png in the game directory somewhere?
Yes. I copied the files to get backups and then modified them using Paint by painting individual pixels. There may well be an intelligent way to do it, but the images aren't that big, so there aren't too many pixels to change one at a time.
The files are in the truetile directory.

When a new DF update comes along I copy the truetile directory and then overwrite its contents with the files from my modified previous version. That should copy across the changes while keeping any additions, but modifications made by Sami to pre-existing tiles are lost. A smarter, more selective method would be to have the modified files only in a directory you whose contents you overwrite the original with.

I think non Windows users may need to take care to handle alpha channels correctly, but I don't know more about it than that. Make a backup, modify the original, check the results in the game, and revert (or retry) if it doesn't work correctly, obviously starting with something your character has access to.

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