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Messages - PALU

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781
Gameplay questions / Re: Crappy tools can't do much
« on: August 18, 2019, 10:07:29 AM »
Not that I'm aware of, but since I avoid the "desperate shelter" situation I rarely (if ever) use more than two sessions for building projects.

782
Gameplay questions / Re: Crappy tools can't do much
« on: August 17, 2019, 09:35:33 AM »
You can make a shelter with any axe, as building is one of the few activities that can be paused and resumed. However, if you're too tired when you start, you'll collapse, sleep, wake up, too tired to continue building the shelter (or at least stopping immediately, with no visible progress), ... regardless of skill and tool quality.
If your character ends up in that situation the best thing you can do is to try to make a fire instead (although you may well die during your failed attempts to light it, of course) and hope the rain stops eventually so you can get some sleep and then resume the shelter building.

783
Gameplay questions / Re: Training Trapping Skill
« on: August 15, 2019, 10:28:26 AM »
Note that skills increase slowly in UrW, in particular at higher skill levels. It's possible to perform 500 dodges without a single upgrade of the skill when the skill is in the 90:ies.

784
Gameplay questions / Re: Crappy tools can't do much
« on: August 15, 2019, 10:25:59 AM »
Starting without tools so you have to make stone tools yourself is a difficult start, and it's meant to, as that's the hardest way to start (apart from trying to survive as a slave fleeing out of a Njerp camp).
Pelts are non perishable, so you can slowly build up a small pile to bring to town while using your fishing skill to survive rather than trying to use it as a means of income. You can smoke fish in a "sauna" you've built yourself (which is rather hard with crappy tools) or use one in a village. During the winter you can dry fish against any wall (including a shelter one), but both processes require cords which are made from hides/leather/clothes in vanilla, but the mod may add additional options.

A cellar is a very valuable thing as it keeps food fresh for longer, although it takes quite some time to make one with crappy tools. It's still worth it, though.

785
Gameplay questions / Re: Utility of 'quality' in items
« on: August 12, 2019, 08:46:31 AM »
I'm using Buiodda's mod, so I don't make cords from hide any longer, so I don't remember if you get any quality out of that process (and I didn't care anyway, as any cord is good for preserving meat).

Skunks are native to North America, not Europe, as far as I know, and according to Wiki skunks are different from polecats, although "In the United States, the term polecat is sometimes applied to the black-footed ferret, a native member of the Mustelinae, and (loosely) to skunks, which are only distantly related".

I'd expect those small predators to take advantage of snared birds, yes.

My experience with wounded hunter quests is that those predators are more aggressive than normal (I've lost one character on such a quest, and have had characters attacked at least once, and probably twice on them). I'm now taking extra care in those quests...

786
I've had a single case of mushroom bait working. I had a character working on a trap fence while one of the small predators (weasel/ferret...) ran around nearby and eventually entered a trap with a spoiled mushroom and ate the mushroom. However, it's the only time I've encountered it.

I can possibly imaging a glutton eating non meat, but hardly a polecat. Roots tends to work as bait for hares, though, and badgers eat just about anything.

I think effective trap size is based on the animal species rather than the size of the individuals, although I don't have any proof. As far as I've seen wolves can be caught both in wolf traps and in bear traps.

787
Gameplay questions / Re: Utility of 'quality' in items
« on: August 11, 2019, 08:54:30 AM »
Cord quality does not affect the quality of dried/smoked meat. I believe the cord quality affects the snare quality, so to make a superior quality snare you'd have to start with a superior quality cord (and end up with fine most of the time anyway, even with a 100% skill).

I suspect the trapping skill used to set a trap is more important than the quality of the trap itself, although I don't have any proof of that.

Feathers on a trap indicates a predator took the prey, while a triggered, empty trap means the animal escaped. I've seen birds get trapped and then escaped while my character was busy with length tasks. However, it seems animal behavior with regards to traps differs between the situation where you're present and when you're not: I've never encountered an empty, triggered bear trap, but I have had the case that a wolf (from a wolf pack) ran into a bear trap, triggered it, and then proceeded out of it to attack my character. Similarly, I've encountered a dead trader in a bear trap, but when I experimented with traps and Njerps the enemies always managed to get out of the traps to attack my character (taking some damage from the traps, and in some case taking a few turns to get free from a bear trap)

788
The player's character has a large number of item slots, while everyone else has a much lower number (20?). It can also be noted that craft (i.e. punt/raft) also have the same type of slot limit.

My large cow is capable of carrying a log (400 lb) but not a trunk (500 lb). The carrying (weight) capacity of creatures is based on their weight. It ought to be different for each individual as each individual provides its own amount of meat when butchered. However, UrW only describes animals as small/medium/large, even though they may fall at different points on the spectrum.

789
Gameplay questions / Re: Leather Boots can't be crafted?
« on: August 10, 2019, 02:48:52 PM »
There are numerous clothing items that can't be crafted by players, and I believe leather boots is among those. I would expect boots to offer protection further up the leg than shoes (as well as weigh more).

790
Real life trap fences are several kilometers long in the real world, as far as I understand, but a trap fence surrounding my farm plots (about 30 * 30, I think) with 3 bear traps on each side, together with two "random" bear traps elsewhere, provides my character with more meat than can be used (taking into account that a large number of dried cuts are used as payment for hirelings when doing robber quests).

791
Birds can be lured with berries as bait (the bait is gone when the bird is caught).

792
Suggestions / Re: But that villager died
« on: August 08, 2019, 09:15:37 AM »
I believe you can hire people you meet in the wilderness in principle (excluding Njerps, of course), but I also believe they usually decline.

793
Gameplay questions / Re: Spoiler: Forest Maid Question
« on: August 08, 2019, 09:07:35 AM »
I'm not sure if you can receive multiple gifts, and when I've received gifts it hasn't been on the first attempt. My current character has attracted her several times, but never received any gift.
I believe the words she use when talking to you indicates whether it's just play or if there's a gift somewhere.

794
Character usually tire FAST in UrW. I engage Njerps with missiles from maximum range and then back away. In most cases the Njerp is slowed to a speed lower than that of my character before reaching it, and thus become easy pickings, in particular if I managed to injure the enemy with the bow. That doesn't work every time though, as some manage to reach my character and thus force melee combat (because I bring a dog which is typically leashed when I engage Njerps, and I try to save the dog). When alone, wearing maximum armor and backing away will cause the enemy to tire from swinging their weapon. Whether you should dodge or perform counter strikes as your response to their attacks is probably dependent on your skill and the weapons, but if you back away on your turn they'll have to catch up and continue to tire, and rarely get any hits in because it's a lot of "they close" - "you move away" - "they close"...

795
If I've understood Sami's answers correctly, robbers shouldn't magically home in to you. However, my experience is that they do magically know where you are to deliver their threat.

You can deal with robbers in three ways:
1. Yield. You lose some of your equipment, but don't have to fight. You can return with spare equipment and fight them, which I think works normally.
2. Run and zoom out as soon as you see they are robbers. That works sometimes. You can't get away without zooming out, in my experience.
3. Fight. Risky, as you can die. Normally you're just beaten severely and dumped (without some of your gear, of course). You can heal up and return to deal with them (if your character is up to it).

The working tactic against enemies is to walk, not run, away from threats by backing away. The enemies will eventually tire from running and move slower than your character does. However, they may well catch up with you before the tire, and can start to hit you, which obviously is dangerous. I typically use a bow to attack them from a safe distance once they're too tired to catch me and move away further as they approach. Enemies with bows can be lethally dangerous, though, and you need a lot of arrows if the enemy uses a shield.

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