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Messages - koteko

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196
Stories / Re: Mik
« on: September 10, 2017, 12:16:14 AM »
Seems like you removed all pictures from the stories.. it was better before, IMHO :)

197
Mod Releases / Re: Balanced Working Hardtack v1.4 by Faatal
« on: September 09, 2017, 03:55:10 PM »
Would "pot", with the first letter lowercase, work? Shouldn't it be "{Pot}"?

198
Solved'n'fixed bug reports / Re: MacOSX, Setup Options do not save
« on: September 07, 2017, 06:40:39 PM »
My understanding is that it did work with my urw_ini.txt. The only strange thing at this point is the following:

Quote
I was absolutely able to toggle Map Lighting Effects and have it persist. It was one of few options that even allowed a change, and the only to persist. Quite odd.

So, when he didn't have the urw_ini, the only toggable/persistent option was Map Lighting Effect. I would be very curious to know why :D is it saved in a different file?

199
I'm going to go with F. Bacon on this one :P

200
For some reason, consistency makes me much happy :P so thanks!

201
Happened to me too :D

202
General Discussion / Re: Wild Animals in Villages
« on: September 06, 2017, 09:39:13 AM »
Quote
Bit by bit we managed to kill the wolves off, though hilariously two children and a maiden had been horribly crippled in attacks and laid around the south side of the village for the rest of the game. They never got better, but I periodically brought them food ("How's it going?", "Mustn't Grumble. That's what the adults tell me", said the horribly brutalized orphan).

That is so horribly hilarious :D

203
Gameplay questions / Re: Fur protection/warmth values
« on: September 05, 2017, 10:26:31 PM »
I'm too lazy to do it through mod.. so I'm accumulating data slowly via hunting :P

These are the collected Warmth values (only furs of course, no leather):

Stag/Reindeer/Elk: 5
Bear/Sheep/Ram: 4
Wolf/Arctic Fox/Badger/Grey Seal/Glutton: 3

According to the figure above, Arctic fox should be a 5 (I wouldn't devalute the "deers", since real-world northern tribes, inuit included, use those in winter - so not sure what's going on with the plot), wolf should join bear/sheep (I don't know if finland sheeps are "dall sheeps", let's assume not).

The normal fox is fine as a 3 (I'm assuming is the same), but the arctic definitely not - especially considered how valuable it is, and how small it is. You'd need a load of foxes for that overcoat! :D I'd only make a-fox mittens and footwear probably, with a hood of wolf ;)

204
Mod Releases / Re: URW sufficiency mod
« on: September 05, 2017, 09:43:21 PM »
Charcoal-making doesn't consume the three staves, they need remove and noquality:

Code: [Select]
.Charcoal. (25) "Firewood" [effort:3] [phys:arms,hands,stance] *TIMBERCRAFT* %-80% /2h/ \5d\ |-1| [patch:10]
{Staff} (3) [remove] [noquality] '+for a chimney'
{Firewood} (50) [remove] [noquality] [ground] [patchwise]
{[TILE:Hole in the Ground]} 'Dig a hole for the burn'
{Shovel} <Shovel> '+to bury the wood'
{Fire}
[WEIGHT:1]
[TILEGFX:it-coallump]

205
Mod Releases / Re: URW sufficiency mod
« on: September 05, 2017, 01:32:26 PM »
Might probably make sense to make charcoal noquality?

206
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: September 05, 2017, 01:31:43 PM »
Please post it, I'll give it a try with my Koivulainen :)

How is the range compared to a primitive bow, by the way?

207
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: September 05, 2017, 12:37:28 PM »
The leather belt (which DOES look like a sturdy sling) is called ar-leabelt.

208
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: September 05, 2017, 12:36:14 PM »
Yep, you can use the tile of rope or cord by adding this tag:

Code: [Select]
[TILEGFX:it-cord]
For example, or it-rope for rope, clearly :)

You can even use a custom tile if you save it in the truetile/ folder as a png.

209
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: September 05, 2017, 12:14:35 PM »
Just an idea based on metagaming - why not "flail" skill? The movement is kind of related (rapidly "swinging" a weight linked to a string), but most importantly it's a quite unused skill, since most cultures have flail skill penalties. Only three cultures have flail bonuses: Koivu, Reemi and Sarto. Koivu in particular is the least loved of the cultures, so your sling could be an incentive to select it :)

EDIT: I initially suggested unarmed, but flail is much more "appropriate" for the reasons above.

210
General Discussion / Re: Interesting world generation
« on: September 04, 2017, 10:58:18 AM »
That'd be beautiful to take over (although I actually never do: feel too bad being a vikingr) :D

I'm not lucky with islander starts: I usually end up on small islands with robbers. I don't know if robbers are going to spawn regardless, even in one-tile islands, or if they require a certain amount of land. Any thoughts?

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