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Messages - PALU

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721
Gameplay questions / Re: crafting items would take far too long?
« on: October 21, 2019, 11:09:21 AM »
As Plotinus said, it's usually because you try to use unsuitable tools. Suitable, but low quality tools typically results in poor results (i.e. low quality items), but the tasks can be performed, normally.

In addition to tools, injuries can cause issues, such as e.g. only have one usable arm for tasks that require two, and I believe starvation can weaken the character to the point of being unable to perform some tasks within a reasonable time.

It was news to me that fine stone axes actually can be used to make boards, but, on the other hand, it seems like an enormous effort is required before you'll get that axe...

722
Not bugs / Re: [not a bug] Cellar in building- problem smoking/drying
« on: October 19, 2019, 12:36:28 AM »
Remember that we're talking about fairly primitive buildings that may not have any floor at all (I believe the contemporary Viking long houses didn't have any floors, although the ground may well have been covered by hides, at least to some extent). Smoke from the fire place (or open fire) was let out through a hole in the roof, rather than led out through a chimney. I suspect the houses in UrW are actually or a more modern design than what was actually used during the UrW time period.

The type of cellar I'm familiar with that may be similar to the UrW ones (although 1000 years later) consists of a stair down to a door that enters into an area dug out from the earth a bit below the surface (or below a mound of earth, possibly made from the material dug out). The depth should be such that the inside is frost free. The UrW cellar appears to be similar to this type with the difference that the entrance is vertical through a hatch rather than via stairs.

723
General Discussion / Re: Just wanna be loved...
« on: October 19, 2019, 12:20:32 AM »
The only "visitors" I've seen are wounded adventurers (which may have healed up beyond giving you a quest: I haven't seen that, but I believe that's the result of a bug fix to an issue where the adventurer was gone when people returned with the item), and "lost in the forest cover" travelers that may hang around for a little while.

In addition to that you have spawned characters such as quest targets, and I don't know if they pick up the general mood or start at neutral.

As far as I've seen village adventurers are just like any other villagers (as opposed to the adventurers you encounter in the wilderness).

724
General Discussion / Re: Just wanna be loved...
« on: October 18, 2019, 10:45:32 AM »
Note that the village's domain extends to surrounding tiles that are "cultivated", i.e. fields and grazing grounds (I think there may be additional categories), in which case they may have objections to you looting "their" kills there (while they know about it, which they obviously did in this case).

If it actually was in the woods I don't know, but you did loot their kills (although hunters are supposed to not care if you take the leftovers in the latest additions to the game)...

I'd expect their attitude to improve over time if you do nothing, and faster if you trade with them and perform quests for them (provided they're willing to give you quests, of course). I'd also expect gifts to help, but I've never engaged my characters in gift giving (but usually don't bother to cash in "monetary" quest rewards either).

I know of one way to become an undesirable in the eyes of a single villager: perform a certain quest and then inform a particular individual of your involvement (description intentionally vague, of course), and I never turned that individual around, while the rest of the village was or good terms with that character.

725
Suggestions / Re: Rafts!
« on: October 17, 2019, 06:18:10 PM »
Going upstream with a raft may well be impossible, while going downstream would be fairly easy (although rapids may be a danger to both punts and rafts). Propelling a water craft against the wind is also harder than going with the wind.
Of course, these things would require elaboration of the environment, but this IS a suggestion thread...

726
Gameplay questions / Re: Question about Combat and Accuracy
« on: October 09, 2019, 12:44:31 AM »
- If you're not equipped for a fight, try to retreat before hostilities begin and return when you are (assuming you feel the need to fight at all).
- Wear as much armor as you can afford, given encumbrance penalties: Getting hit but taking no damage is extremely valuable, as is downgrading a hit to a minor scratch (of course, you don't want to get hit at all, but often your wishes are not granted).
- Fight with a bow and retreat as the enemy rushes towards you. If you managed to cause an injury with your first show you're in a good position. Even a small one helps.
- Once the enemy is breathless he's easy pickings with the bow.
- Have a backup melee weapon if the enemy manages to catch up with you.
- A leashed dog helps (but can also block your bow attack line, but just keep retreating if so).

- If you're using a two handed weapon you either have to dodge, block, or counter strike, as a shield together with a two handed weapon will cause the attack rolls to be done with a severe penalty. Blocking tends to damage your weapon. If you're going to use a shield, use a one handed weapon with it.

727
Gameplay questions / Re: Finding an item
« on: October 09, 2019, 12:25:26 AM »
Yes, I've seen people mention it, including how to interpret locations, but I've never done it myself.

728
Gameplay questions / Re: Deliver message quest -- can't find him!
« on: October 09, 2019, 12:23:56 AM »
Firstly, UrW rounds distances (and most everything else) up, so "6 km" is 51-60 tiles (and it doesn't calculate true distances, so there's no square root of 2 calculation for diagonals).

Secondly, you should be able to ask for the guy once you find the right village: if you can't you're in the wrong one. You're not getting any better directions that the 1 out of 8 directions and a distance to find the village, though.

729
Gameplay questions / Re: Traps and hostile forest
« on: October 08, 2019, 09:01:46 PM »
Interesting results. Thanks for sharing them.

I'd expect you'd end up in a similar relation with the spirits regardless of whether you set all traps/do all kills at once and appease the spirits one bit every day as if you'd spread the offensive behavior over a longer time while appeasing the spirits. Note that if you do it all at once you may hit the bottom, at which time your relation can't get worse, and that the relations slowly and gradually return to neutral if nothing is done affecting the relations (such as e.g. living from vegetable/stored food, not killing anything [etc.] nor sacrificing).

Of course, doing all the offensive stuff at once leaves the spirits rather displeased with you for a while, so spreading it out is probably better.

730
Gameplay questions / Re: Question about Combat and Accuracy
« on: October 08, 2019, 08:53:51 PM »
As mentioned, attack is countered by the defense of the opponent, so a 90% attack that's met with a 90% dodge means it's very hard to hit that opponent, and I'm not aware of any in-game method of determining the opponent's skill.
If this attack is aimed, I believe the effective attack skill is lowered, while the defense skill is not.

Some enemies are just extremely hard to get at, to the point that I've taken the time to move around a difficult enemy to attack from behind when fighting robbers a couple of times (with a lot of henchmen keeping the buggers occupied).

731
Gameplay questions / Re: Question about Combat and Accuracy
« on: October 08, 2019, 10:54:37 AM »
Combat is extremely dangerous, although there are some tactics that can skew the odds heavily in your favor.
The skill of Njerps vary widely, so you may encounter pushovers as well as grand masters. Basically, you're not supposed to attack people and expect to survive, at least not with starting characters.
Fighting more than one enemy is very dangerous, but may be pulled off with exploiting tactics.

Penalties are punishing. Encumbrance takes a large toll, and fatigue from exertion is deadly (the main tactic I use against Njerps relies on them running themselves into the ground, making them into easy kills: the trick is to keep out of their way for long enough), which means running when encumbered is a good way to kill yourself. Injuries add penalties as well, so whoever gets in the first hit immediately gains an advantage.
Armor protection is vital in that it can turn a hit from a serious wound to a light one or nothing at all, and when balanced properly the encumbrance is definitely worth it.

Ranged attacks get additional penalties due to the distance, and aims to the head also has heavy penalties (and most of the time when a hit IS scored it hits somewhere else).

732
Gameplay questions / Re: Traps and hostile forest
« on: October 08, 2019, 10:35:24 AM »
And I assume you used a backup of the save to play through that day without setting any traps as a reference and that nothing was caught in the traps? Also the character should be awake at the time the feedback message is given.

When the current spirit system was introduced it was unbalanced in that every animal killed counted the same regardless of size. This resulted in the spirits always becoming hostile to people living off small game, because sacrifices could not compensate for the several birds that was required each day to survive. It was re-balanced, however.

If you're close to the limit between hostile and extremely hostile a single small bird kill can push you over the line, but there's no way to find out how close to the line you are.

733
Gameplay questions / Re: Traps and hostile forest
« on: October 07, 2019, 07:19:14 PM »
Without knowing, I'd expect kills by your traps to be considered to be killed by you.

734
Gameplay questions / Re: Traps and hostile forest
« on: October 07, 2019, 10:34:24 AM »
I doubt there's any connection. The spirits get angry if you take and don't give (or don't give enough to compensate for what you've taken).
"Taking" includes killing animals, of course, but also cutting down trees.

735
There are a few cases where you'd really want quite substantial lengths of material when crafting items. Currently this affects mods only, but once those kinds of crafting recipes make it into the game itself they may cause issues.

The cases I've encountered or envisioned so far are:
- Making a net is going to use a whole lot of material, and I doubt 255 ft is sufficient (I haven't tried to convert the old recipe yet).
- Weaving (from thread) is going to require a lot of thread. The modified mod I've used bypasses the issue by still using a weight for the raw material, rather than length.
- Knitting. Similar to weaving, the length of the yarn is going to be rather substantial. The mod modification I've tried is to use two sets of wool, each 135 ft long (and I think 15 ft for ½ pound of wool is probably too short) to get the 270 ft required for the largest wool garments.

As indicated, it's not urgent, but something that may become an issue in the future.

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