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Messages - Tom H

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1
General Discussion / Re: How to complete "Adventurer's (Item)" Quest?
« on: June 01, 2022, 09:36:11 AM »
These, you will find, are almost always simple to complete.

1st- Read the directions given and realize that he's saying his camp was IN ___ type terrain NEXT TO ___ type terrain.

2nd- Start your search as close to the center of the highlighted area (shown on F6). It isn't always centered but often enough it will be. Simply determine where the two terrain types meet, usually possible from the F6 view.  Pay attention to his instructions on whether his camp was north of, west of, etc, the other terrain type.

3rd- DO NOT start looking for the camp, itself. You are looking for either a BLOOD TRAIL, which means you are very close to the shelter, or the TRACKS of the guilty animal Bear/Wolf). From the blood trail, it is just a matter of tracking the blood trail into the terrain the shelter is in and keeping a sharp eye out for the marauding animal, just in case.
 
If you find the animal's tracks first, which is often the case, you can either follow them or backtrack on them, depending on whether you find them in the camp terrain or the adjacent terrain. I warn you, if you're in a thick forest, you can easily be surprised by the very animal. That's why I usually prefer to backtrack on his trail...heh.

Conduct your search in the more easily passable/visible terrain type of the two and you'll find the search is simplified. If the central start doesn't work, then you'll have the more arduous task of covering the entire search area. This you can do from the Strategic map, where you'll have to identify places where your two target terrain types meet.

If the search is long, you may get confused about where you have already searched. To avoid this confusion, you could lay out some tree branches before you go to the Strategic map to move on. Because the game always returns you to the place you left from on the local map, you'll easily know whether an area has already been checked. 

I bring food and water for a few days as sometimes I have to camp before completing the search. I hope you find this useful and that I've explained it clearly. Good luck!

2
General Discussion / Re: Combat Tips
« on: May 03, 2022, 03:14:20 AM »
Tom, is it possible that the response was meant to include “to me too” in the end.

Several of us on the forum are secondary/tertiary English speakers.

I personally like to give benefit of a doubt, but repeat or obviously abrasive posters tend to get snarky responses or outright ignored.

As moderator, we don’t ban folks for that; just keep calm and carry on.

Fine, Finn. Fin!

3
General Discussion / Re: Combat Tips
« on: April 28, 2022, 07:20:14 AM »
A comment on Palu's post: Like him, I don't like to hire archers. They'll shoot your allies, your animals, even you!

One way to avoid their wild shooting is to TRADE FOR THEIR ARROWS FIRST. So, I check them out for their weapons. Ask them if they're for hire. When 'Yes', try trading for their arrows and take them all. THEN hire them.
Lmao yeah that happened

Why ask for tips and then mock those who oblige you? Whatevah...

4
General Discussion / Re: Combat Tips
« on: April 23, 2022, 06:02:00 AM »
A comment on Palu's post: Like him, I don't like to hire archers. They'll shoot your allies, your animals, even you!

One way to avoid their wild shooting is to TRADE FOR THEIR ARROWS FIRST. So, I check them out for their weapons. Ask them if they're for hire. When 'Yes', try trading for their arrows and take them all. THEN hire them.

5
Gameplay questions / Re: Profiting off birds
« on: March 03, 2022, 11:26:36 AM »
In crafting with leather, if you choose a regular quality piece of leather to start with, you can make a regular quality item even if you then add harsh leather to meet the quantity required to craft. I don't use more harsh than regular quality leather but that may not matter. I can't say if villagers will be able to discern that harsh quality leather was used. I suspect that they'll simply reject the item in trade if they do.

I've used the same method in crafting with fur. I've not noticed any change in armor quality when patching damaged armor with lesser quality.



 

6
Gameplay questions / Re: Strange dog
« on: November 24, 2021, 07:21:22 PM »
I've had similar contacts. I found that the traveler could be a great distance away. Eventually, the dog will find his way back to his master.

7
Gameplay questions / Re: Tips, Tricks, FAQs
« on: September 26, 2021, 07:30:41 PM »
I’ve experienced robbers pulling items from adjacent tiles. But I’ve not witnessed random woodsmen, traders pulling items.

I mentioned in a post in the past that I'd found an NPC in the wilderness that had stacked 3 tree trunks, a pile of stones, and a rope, as though in preparation to build something, possibly a trap. He never finished what he'd begun.

8
General Discussion / Re: RIP, Bul
« on: September 17, 2021, 08:31:00 AM »
Although it might seem to be an exploit, I probably could have survived by wielding a paddle and putting down a punt before I began the skinning and butchering. Then if the ice broke I'd be standing in the punt with a paddle, even if I was completely exhausted. I'd have avoided being water-soaked and could just rest to recover from fatigue. Why didn't I think of that? lol

9
General Discussion / Re: RIP, Bul
« on: September 10, 2021, 11:05:18 AM »
Yeah. I knew I was playing with fire (so to speak). When one ignores that little voice telling him the risk...

10
General Discussion / RIP, Bul
« on: September 09, 2021, 10:28:48 AM »
My oldest character, Bul, died today. 1699 days...bah!

I saw a dead elk out in a frozen lake. After testing the ice near the shore for safety, I walked out to it. It was fresh! So, I skinned it for a Fine pelt. I was a bit fatigued but then went ahead with butchering. At 118 cuts, it seems I was too exhausted to continue... and THEN the ice broke under me. Too fatigued to move, I could not crawl out of the water. I dropped everything, but, alas, fatigue was still over 100. Died a frozen, watery death.

(yes, I ignored the fact that the elk had broken the ice and died. I got what I deserved...lol)

11
Suggestions / Re: Were you raised in a barn?
« on: September 07, 2021, 10:09:01 PM »
Well, I've raised children. I have experience at 'pick up your clothes!', 'You brushed your teeth? Let me smell your breath'. lol

12
Gameplay questions / Re: Aren't dogs die of cold?
« on: August 26, 2021, 07:36:44 AM »
Dogs occasionally separate from their NPC owners and wander greatly. His focused move was likely moving toward his owner. Eventually, the dog and owner meet up again. In the meantime, it won't accept food from you and you cannot leash it.

13
Suggestions / Re: Reinstate leather cord for arrow-making (3.70 beta 3)
« on: August 08, 2021, 05:05:17 PM »
I've seen yarn in quite a few villages now, but maybe not all cultures have it. If it's a migrated character, you might have to go to a village that you haven't visited yet.

Ahh... All mine are migrated (if that means created before the major update?) so I guess I'll have to travel again when the ice is solid. Thanx for that info.

14
General Discussion / Re: Hunting gripe
« on: August 07, 2021, 10:48:53 PM »
Ruttiger- Tracking is a matter of consistently maintaining contact with the animal's spoor. In deep woods, especially in deep woods, even a high tracking score can fail at this. When the track is lost, it can often be picked up again by widening your search into a circle around the last sighting. Perseverance will be required in these worst circumstances.

It may be asking for too much to expect to track even heavy animals all the time. Perhaps the soil is very hard. Perhaps the ground is stony. There could be many reasons a hunt might fail. An alternative to the labor of tracking is to use dogs to track the animal for you. In truth, though, I stopped using dogs for hunting long ago because they are more vital for fending off robbers and Njerp bands. It is far simpler to just chase game across open terrain and allow them the grace of sanctuary when they succeed in reaching the forest...heh.

15
Suggestions / Were you raised in a barn?
« on: August 07, 2021, 10:14:31 PM »
Would it be possible to make Companions close doors consistently? It's annoying that they wander around while I'm sleeping and leave my barn doors open, exposing my animals to the wild. It's dangerous that they'll leave the front door to my cabin open.

Perhaps their activity should be frozen whenever they, or the player, enters a building?

It's also annoying when the player has to wait until the Companion exits a building before he can go to the strategic map.

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