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Messages - Dungeon Smash

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16
Suggestions / Re: Sub-categories for food in cellar
« on: December 24, 2020, 04:18:57 PM »
Yes, this would be great.  Currently my cellars are constantly a huge mess.  Takes a long time to sort through everything when all I want is that one pinch of sorrel  ;D

17
Stories / Re: Old Character Journals [Unfinished]
« on: December 24, 2020, 04:17:27 PM »
Very nice!  This is good stuff.  I don't think I've seen anybody post a diary in quite this format before. 

18
General Discussion / Re: Introduction & Question on Playstyle
« on: December 24, 2020, 04:16:13 PM »
Welcome!  I think you will find the membership here is a good-natured bunch.  Feel free to post stories, drawings and so forth in the "Stories" sub-forum, I'm sure many people here would enjoy them.

19
Mod Releases / Re: Cethegus sledwagon reborn
« on: November 06, 2020, 12:00:47 AM »
Wow!!! This is awesome!  Now I can finally make my dreams of a sled-dog team a reality... or rather, an UnReality... :P

20
Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 05, 2020, 11:59:03 PM »
Thank you! I wonder where the like button is...
Only in the other sub-forums for some reason, I'm afraid.

21
Thanks for adding me as contributor :) .

I just noticed strange thing. Staff-bow can be used as staff for purpose of crafting bone javelins. This is not the case with standard northern spear. Thus it's possible to make higher quality javelins at expense of time and resources. But more importantly it can lead to losing good item during crafting. My guess is that the name is the problem.

I have one more issue with digging clay from sea shore. Even when I'm in sea I cannot dig clay due to fact that tile I'm in is named "Sea" instead of "Water". Changing tile requirement in file fixes this issue. I'm just wondering that maybe on sea shore both tiles are possible? For purpose of photo I'm not standing in water as it's cold but it shows tile name.
I believe the game simply scans strings of item names until it finds the first match, meaning it is scanning until it finds the "staff" in "staff-bow" and using it as staff.  Either that, or the game actually counts the staff-bow as a type of staff.  You can check this in the mod .txt files, in the recipe for staff-bow the first line will read something like .staff-bow. "staff" (meaning the name is staff-bow but the game counts it as staff). 

22
Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 01, 2020, 07:43:10 PM »
Great to see you still making mods :) your old crafting mod was one of my favorites.

23
General Discussion / Re: Crowdfunding : your thoughts?
« on: October 31, 2020, 04:16:47 PM »
I have faith in the Enormous Elk team, no matter what.  For the paltry sum of a lifetime membership many years ago, I have been rewarded with countless hours of entertainment.  I know whatever project they begin, Sami and Erkka will approach it with the same care and dedication that they put into UnReal World.  Therefore I will be happy to support any new venture. 

24
Off-topic / Re: Why I carry a rock in real life
« on: October 31, 2020, 03:03:24 PM »
I cheat. I carry a knife. Usually a small folding knife (3” or 7-8cm blade)
Sometimes just a tiny 1.5-2” 3.5-5cm folding knife.
Other times it’s a small fixed blade knife and other times medium sized knife (4” 10cm blade)

And for backwoods camping and large game hunting, I also carry an axe.
Same here.  I never leave the house without my Leatherman multitool.  Then I have a KABAR that I take if I'm going camping, and also a Gransfors Bruks.

I do enjoy collecting rocks though.  I'm especially interested in metals

25
Suggestions / Re: Parry as skill
« on: August 25, 2020, 03:54:23 PM »
I agree that there probably should be some synergy between timbercraft and axe, but also I think it makes sense how starting cultures with bonus Timbercraft also have bonus Axe so it seems to pretty much balance out.  I don't think there should be a separate skill for parry, it's already incorporated into the weapon skill and I don't think it would really make sense to separate it.  Plus it would be one extra skill that combat character would have to spec into.

26
Gameplay questions / Re: How do I build wealth
« on: August 09, 2020, 03:21:02 PM »
If you're serious about crafting you should look into mods, BAC mod adds blacksmithing, weaving, pottery and so much more.

I usually do simple wooden crafts and arrows in the early game, until I can get some decent tools for crafting. Usually the first major score happens when I kill a njerpez

27
General Discussion / Re: How to build a sniper
« on: August 03, 2020, 05:37:43 PM »
Archer characters are highly effective for hunting.  Combat is more dangerous but still feasible.
- Choose Owl Tribe as your starting tribe. 
- Re-roll Stats until you get high Eyesight, Agility and Dexterity
- Choose "Very Easy" character creation mode and dump as many upgrades as possible into your Bow skill
- Find a Longbow or Northern Bow
- Enjoy.


Sneaking will also be very important, as your character will not last long in close combat.  Consider investing in Carpentry (to make arrows and bows) as well as Hideworking (to process all the pelts you will be collecting)

28
Off-topic / Re: How to Sauna in the Finnish way?
« on: July 30, 2020, 08:57:25 PM »
I'm curious if anyone knows typical temperature for a Finnish sauna? Obviously it must vary quite a bit, but approximately how hot is the one you use?

Here in America, we have a sauna at my local gym, i consider it to be quite hot at around 140 Fahrenheit (60 Celsius) round the clock. I can only stand being in there for 20 minutes or so at the max. It's difficult to imagine being in there for hours at a time. I'm wondering if Finnish saunas are a little cooler, or is it just that Finnish people have much higher resistance to sauna heat  :P

29
It depends on your fishing skill too, of course

30
So cool!!!!

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