Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - davidor

Pages: 1 ... 3 4 [5]
Gameplay questions / Re: Armor - Maximum Protection
« on: June 02, 2017, 04:59:14 PM »
I did some data analysis based on this discussion... Spoiler for min/maxing:
Just want to give a warning to any people trying to use that: encumbrance will kill you, not even a kaumo character can wear that and fight well

The protection it provides is far from invincible, from some old test results you will need like 20+ to ignore all attacks, 16-18ish might also work, but you just don't usually get that number unless you literally wear every armor you can find AND coverage is not perfect

Best way to stay alive:
Avoid fight>meat shields>dodge>block with shield

Suggestions / Re: using "reputation" as currency
« on: June 01, 2017, 08:54:21 AM »
bartering is process is very realistic. I don't see removing such nice element from game is reasonable. The system can use a few improvements and most of it work fine.
Modern city person hate bartering because they are lazy and used to stupid ripoff prices marked by the seller where they can secure a great profit over basic costs that is impossible for any primary sector able to make by bartering.
Current system is just trade with basic price: if you balanced two side you got the deal
which is very generous and ideal to player(customer) and they don't ask anything above that for profit
also you can sell back anything at their full price
if we are going to change the trading mechanics, considering they are selling the excess things from villages and players are the one who asks, the bartering system should favor villagers and we should pay more to get the deal

@Rhaikh introduction of production and need is a nice suggestion and quite common in trading/merchant sim but I think this doesn't very suit the game
you won't see many professional traders spending their time and taking risks traveling in cold dangerous wild of iron age Finland, even they do they are no going to make great profits as most villages should be self sufficient in order to survive in this environment
two exception will be salt and iron, which is already portrayed by foreign traders

using reputation in trading is not actually implemented but the basics are already in game
there are some reputation levels about trading from 'cheater' to 'fine tradesman'
they don't do anything and 3 negative levels are unobtainable because you can never make a trade where village side have losses
they might have actual influence in future versions

Solved'n'fixed bug reports / Re: Treasure not spawning in a "Pit"
« on: June 01, 2017, 08:33:09 AM »
god, sami was saying map maintenance might removed your treasure and ask if you had performed it after the quest completion

Gameplay questions / Re: My trusty woodaxe
« on: May 24, 2017, 03:09:13 PM »
All weapons degrade quickly if you don't have good skill and keep blocking with them.

Axe is decent but not good, they generally have average damage and little attack bonus, which led you into dogfight and let luck decide the result (Not something you want if you are trying to keep you character alive)

Battleaxe have a good looking stats but it is nothing compare with other top tier weapons (battlesword/ango/warflail) due to only having good (3/5) attack bonus where others have remarkable (5/5)

You should consider sword/spear as your main melee skill instead of axe

As title, they should be 'Inside of a kota' and made with fur but not boards

Bug reports / Short list of unresolved reported bugs
« on: May 22, 2017, 12:26:10 PM »
A list of recent bugs(starting from 2016) still confirmed in 3.40 stable
rare bugs that lack info to reproduce are not include in this list

Double log with companion
[EDIT by Sami: Fixed - persists in 3.52[/EDIT]

Bad kota building system

Filling hole of trap pit

Force swimming in shallow water and stuck after 100% fatigue

[EDIT by Sami: Fixed - persists in 3.52[/EDIT]
related, wade on land due to swim in shore
[EDIT by Sami: Fixed - persists in 3.52[/EDIT]

Inside of building don't display correctly on rocky terrain during snowing

birds flying in house

quick burn of tree/wall with small fire

resuming doesn't keep hiding

Transport stuck in middle of thin ice in early winter
related,pick transport on thin ice
related,zoom out at thin ford and stuck in river

Threshing weight

Naming of unidentified flour

Often reported 'issues'
   snake in winter
[EDIT by Sami: Fixed - persists in 3.52[/EDIT]
   inaccessible cave
   shutter alignment
   emptying container in attempt to take item out

Gameplay questions / Re: Keeping the game fresh
« on: May 22, 2017, 08:07:34 AM »
Sometimes I edit the plant files so that every single herb and plant produces seeds (this is moderately time consuming but not hard) and then make myself a massive farm where I grow every herb and just experiment with various cooking and medicine components.

Please make this an available mod!

I've thought about something similar for spicing and medical treatment.


As to my own methods:

One part is to have a personal quest. My current favorite is the Smith-of-the-north. Using an iron working mod I go from the Driik (or other more civilized people) to live by the northern people. Personal goal being to find the large inland lake that there always is and set up on north end or north of it. Then iron up the north people. Its like a quest to improve the people sacrificing the loneliness, and danger, of remote living.

Try this little tool:

Pages: 1 ... 3 4 [5]