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Messages - PALU

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766
General Discussion / Re: Board Inflation
« on: September 11, 2019, 09:49:15 AM »
It's not exactly broken: There's a bug in that they don't recognize your theft, but apart from that, you're the one exploiting a weakness in the mechanics to do something that never would be attempted in the real world.

767
Not bugs / Re: Issue using sestas
« on: September 10, 2019, 09:56:09 AM »
If it's any consolation, the ability to swim wouldn't help, as your character would probably die of hypothermia (technically it would be suffocation, as the character's limbs would stop responding, with the resultant drowning) trying to swim in freezing cold water after crossing a rather limited number of tiles.

Anyway, if you'd like Sami to take a look at it you should zip up the save folder and either mail it to him or mail a link to a storage. In addition to that, you should also describe exactly which path you used to get where you are if you can (including descriptions of whether you used the overland or zoomed in map), as that ought to make it possible for him to try to replicate the trip.

768
Gameplay questions / Re: Tufted duck?
« on: September 05, 2019, 11:08:49 AM »
Thanks for checking, as well as for the additional info about where they might be found.

769
Gameplay questions / Re: Tufted duck?
« on: September 04, 2019, 06:37:20 PM »
A tangential question: Could the extreme rarity of Njerp war camps have a similar cause as the rarity of the Tufted Duck?

770
General Discussion / Re: Leaving dog behind on long trips
« on: August 31, 2019, 11:33:12 PM »
A barely on-topic note- I don't think dogs eat items IN a cellar. I've frequently tossed food to a dog who was standing on a cellar and they just ignore it.
Yes. Cellars appear to be dog proof (but other animals can raid them...).

771
General Discussion / Re: Leaving dog behind on long trips
« on: August 30, 2019, 10:32:28 AM »
Dogs can't die of starvation (but they continue to bark of hunger), as far as I understand (I haven't actually tested it out myself).

As mentioned, hungry dogs eat available food (smoked/dried meat that recently finished their processing, for instance), although they can easily reject food in the morning only to bark of hunger throughout most of the afternoon (while you're locked up in a lengthy task, e.g. hide processing) before finally stumbling on the bone pile to start eating from it (and barking a lot while eating). Dogs seem to have a very poor capability of seeking out available food, and seem to rely on their random paths carrying them over the food (their inability to smell nearby predators outside of their cone of vision indicates they don't actually have any sense of smell).

Also, as mentioned, leaving the site seems to put it in stasis: I've had characters away on fairly lengthy trips during the summer and returned to find raw meat still being fresh when it should have spoiled twice over.

772
And I believe those are late sprouters, while the ones that "worked fine" probably were ones that have passed their earliest date of sprouting.

Check the wiki for dates of when different plants can sprout at the earliest.

773
I'd rather say it's a feature. Before the seeds "sprouted" immediately there was no feedback as to whether you'd planted any seeds or not, making judgement of progress difficult (did I plant seeds, or did I accidentally give the wrong order? Where did I break off when going for lunch?...). This makes me believe it's intentional, but that the implementation leaves a bit to be desired.

Maybe some overlay to indicate seeds have been spread instead? (Their disappearance could easily be explained with birds eating the visible ones). Or the soil being disturbed?

774
The planting behavior is somewhat odd. When you plant seeds they "sprout" immediately to provide feedback that you've done it, but if you leave and return those "sprouts" may be gone if it's too early for them to actually sprout. They should sprout properly when they're due to do so.

775
Gameplay questions / Re: Can't Proceed Bird Thief!
« on: August 27, 2019, 06:31:55 PM »
You don't "use up" the feathers through the quest, as you can retrieve them from the (sauna) stove if you've followed the instructions (I suspect they now burn, which they didn't earlier, but you should put them in after the fire has died down anyway).

The quest is not unique, so you can get it again at a later time.

I don't know if a paw hacked in would be functional (my current character has a number of them, and so doesn't really need to hack any in).

And, by the way, the feathers came from the bird, not the thief ;)

776
Gameplay questions / Re: Can't Proceed Bird Thief!
« on: August 27, 2019, 03:35:19 PM »
It's a game gotcha. The quest says "sauna stove" and while players can make a "sauna" that works for taking a sauna bath, it's actually using a regular stove, not a sauna one: that type can only be made by NPCs (i.e. be pre generated in villages).
You'll either have to use a sauna in a village on the other method the quest mentions. Fortunately, the feathers aren't destroyed by the process using an oven, so you can collect them and try again (and there usually are enough feathers for two attempts anyway).

But this village has no sauna cottage.
Then either use one in another village or use the base rock alternative.

777
Gameplay questions / Re: Can't Proceed Bird Thief!
« on: August 26, 2019, 08:58:53 PM »
It's a game gotcha. The quest says "sauna stove" and while players can make a "sauna" that works for taking a sauna bath, it's actually using a regular stove, not a sauna one: that type can only be made by NPCs (i.e. be pre generated in villages).
You'll either have to use a sauna in a village on the other method the quest mentions. Fortunately, the feathers aren't destroyed by the process using an oven, so you can collect them and try again (and there usually are enough feathers for two attempts anyway).

778
Gameplay questions / Re: Stuck on an island?
« on: August 21, 2019, 09:51:55 AM »
Each tile is 2 * 2 meters and each overland tile is 50 * 50 of those. Thus, to cross 5 wilderness tiles you need to be able to reliably swim 250 zoomed in tiles, and you can count your performance as you perform your training (I've counted the number of tiles between two landmarks and then count the number of laps and multiply by that number).

Also note that you can go island hopping, i.e. swim to one island, rest up, swim to the next one, etc. to both explore the area and reach further. Maybe the village you can see can be reached through a series of shorter trips?

Robbers tend to leave the area after a while, but that while can be rather long, and robbers are good at hiding. If you cross back and forth over their "base" and find neither robbers nor reasonably fresh footprints they've probably left, but I wouldn't risk my character to make such an investigation...

779
Gameplay questions / Re: Stuck on an island?
« on: August 20, 2019, 03:49:30 PM »
The way I train swimming is to swim back and forth along the shore and return when getting tired. As it's along the shore, it's a single or two tile movement to get back to wading depth. Also note that you should have no encumbrance (or at least at most 1) to get the most out of your training. Cold will force you to stop, but I assume that doesn't matter too much early on when you won't get far anyway, so you tire before getting too chilled down, but you'll get further and further, and if you count the distance you can then figure out when you're ready for a hop to the closest island (and you should have some margin, of course). Note, though, that encumbrance cuts the distance severely: getting an encumbrance of 2 essentially halves how far you can go (a cheesy trick is to pack more than you can bring, swim a bit, and then drop it, let if float (it does), return to shore, rest up, go back and carry it a bit further, return to shore, rest up... Also note that making more complete trips with a lighter load might be more effective and definitely is less cheesy).

If you try pit traps, make sure they're not adjacent to trees on both sides, as humans recognize "trap fences". It should, however, be possible to make mine fields, but you need luck in them actually getting trapped in them as well as in making the traps without them detecting you (making them while hidden can help).

780
Gameplay questions / Re: Stuck on an island?
« on: August 20, 2019, 12:10:00 AM »
If the robbers are on the same island it's possible (but definitely hard) to kill them one at a time and take their gear. The trick is to attack them during the night, throw rocks at them, and then disappear into the night, although a sufficiently large island may allow you to let them chase you to exhaustion before slowly pelting them with rocks. Anyone with a missile weapon is a serious threat, though, as all it takes is a lucky shot, so take extra care with those using missiles.

A tale of a robbed start
Spoiler: show

I had a character who started out robbed and dumped in the archipelago. The character started with no equipment, and so had to do with a stone axe and a stone knife on a small island (10 tiles?), with the start in "spring". As soon as the water was warm enough, as much time as possible was spent on swim training, allowing for excursions to nearby islands, and eventually a couple of kilometers could be covered, provided that the encumbrance was at most 1 (allowing for some clothes and a knife or a little food: a new [crummy] knife could be made fairly easily), and it was possible to bring some items from a nearby island (some food that didn't perish: good as a backup).
A very long swim led to a larger island than the starting one, with further islands within reach, and expeditions were made to those islands. Unfortunately, the water started to get cold on the way back from one of those, so the character turned back to the island just left (reasonably large), and started exploring it, to find that the original robbers were on that island! After killing a couple of them (see tactics above), a real axe was claimed, and luck allowed for an easy kill of an elk (i.e. food and cords), so a raft was quickly made. Using the raft, a shield recovered, maximum armor, and lying down on the raft to reduce the profile, it was possible to get the robbers to exhaust their arrows when out of physical reach, wait for them to run themselves into the ground, and then kill them with recovered arrows (with at least one surprise return of fire when one of the buggers claimed arrows from a downed colleague).

When all robbers were dead it was time for a trip to the original island to pick up some gear, and then to the mainland for a permanent settlement.

The character was eventually one-shot-killed by a bow wielding Njerp on an attempt to engage it from a large, but not sufficiently large, distance...

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