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Messages - Dr.Hossa

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46
Modding / Re: IF you could see any mod created, what would it be?
« on: October 27, 2020, 01:21:44 PM »
yeah, i think there should be a library for valid parameters. For example, i dont know how i can look up the correct code description for some tiles or even items.

I took almost an hour to find out my mistake when digging clay didnt work: the game doesnt know any "hole in the ground" anymore(I used old mod code for blueprint). i randomly typed "pit" and it worked. but that was just lucky and i dont know where to look it up.

BUT i think me and paul miss the topic a little.

I would love to see the spirit world more... alive. For example more Rituals, little spells, perhaps enchanting stuff.
long time ago a had this idea:

Graves...
burial mounds with treasures("tumulus", "dolmen") for pleasing the spirits when somebody dies.
Or, for big time-annoying them: Robbing a grave! Would really contribute to the spiritual-fantasy gameplay.
Possibility to bury objects of value or food together with the dead, depending on the individuum's profession/way of dying/culture.

Be punished by the spirits, if you don't do a funeral;
A LOT if you rob a grave! but you can get out of it after a long time of pleasing the spirits again.
Graves also should be generated randomly and seldomly.

But i would hate the game for becoming some kind of sword & horse fantasy.
I think the biggest appeal of this fantasy elements are those indirect, foggy effects. This is what i love.
Seeing a shaman hurling a fireball at enemies would make me quit.

Demons, yes. But not like horned creatures that attack, but perhaps like possessed animals.
Especially if the character hadnt been concerned with pleasing spirits:
A bull elk randomly goes crazy on you; you wake up surrounded by snakes in your own yard; crows stealing random stuff from you unless you feed them some seeds and please the spirits.
 
You'd say without limitations! ;)

47
Modding / Re: literal Bug-Ghost Writer is messing with my mod code!
« on: October 27, 2020, 12:35:41 PM »
i use plain editor. but i have guess: as i modded the file, i was tabbing in and out of tha game, while the editor was open. i think that could have messed with it. still strange...

thanks for your contributions. consider that mod as a construction site, rather than a built house. so i focus mainly on functionality before i paint the walls, but i like the colors you suggested ;D
And i am well aware that without 'explanations' it's looking quite raw.

So i think i'll go with slender trunk then.
a big knife for carving also seems aunthentic to me, though i saw many ppl use an axe for a bow body, especially the rough work in the beginning. i think both will be needed, and i will change the ideal knife to <hunting knife>
I want to prevent modding in too many specialised interstage products, as i am currently building a quite all-embracing mod.
(the goal is to add more possibilities for "lone hermits" without any contact to civilisation. But traded and found weapons, tools and stuff always should be better)

My main concerns are tweaking the %-X% and the ideal tools for a product which should be of a just under average quality most of the time, unless you really have perfect tools and skill for the task.
In other words: I dont want a decent recurve bow as a result when the character works with a simple knife and a simple axe, and is NOT a carpentry master.

I was also wondering if the result is compromised in case you add optional ingredients in the recipe but craft the item without.
that would give me another option to influence the outcome. Any experiences are welcome

Btw:
the "green body" is just another word for rawling, wich i found fitting better in that context.
ofc you dont use green wood! demn did i soak up those bow making vids on YT... still not anywhere near to any expertise.
 

48
Modding / literal Bug-Ghost Writer is messing with my mod code!
« on: October 26, 2020, 12:48:36 PM »
Okay, Sorry guyz and especially dev's, i admit this is some bold clickbait...

and also sorry if there's no bug's involved, but i find this rather irrational behavior. i dont know...
but i decided to not post it in the bug section.

anyway, i am at the end of my wisdom here.

little explanation of my bowying mod:
Spoiler: show
Bow making gradually gets more laborious, with more seperate worksteps the better your bow should be.
the base items being the Green body, glue and bowstring.

for a shortbow, just tiller a green body.
for a long bow, carve it alittle longer and use a bowstring.
for a hunting bow, u need additional glue and birch bark for the composite effect
finally, the northern bow needs a special recurve green body, made out of the base green body also with glue and bark, and tiller this with a bowstring


I worked for days on every single item, used original items as blueprints for the modded ones, just changed out the parameters.
I tested all of them, all worked fine, then all of a sudden the submenu was messed up: I had two "Green Bodies" despite there is just one recipe for it.
and i couldnt find the "plain recurve bow body",  for the selfmade (northern) recurve bow
Somehow the textprogram just added "" to my plain recurve bow body code, looking like this:

Spoiler: show
//PHIL'S STONE AGE
.plain Recurve Bow Body. ""Staff"" [effort:2] [phys:stance,arms] *CARPENTRY*      /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Knife}
{Cord} =6= [remove]
[PRICE:132] 

It is the second time this happens, had this issue with another item before. there is no way i myself could have written those "" in the code myself, because after testing succesfully i didnt change anything...

after removing the surplus "" around the word ""Staff"", it has been working fine. but it's a puzzle for me, and i think it will happen again.
Could it be an issue for the game to use "Staff" as base item for both the green body and the plain Recurve Bow Body?

perhaps u need to have a seperate base item for every recipe in one submenu?
but then, how could the tests have been successful?...

It would be really nice if some more experienced modders could help out, (or thor and odin looking into this in case it should be in fact a bug)

here is the complete submenu bowying text.:
Spoiler: show


[SUBMENU_START:Bowying]

//PHIL'S STONE AGE
.Primitive bow. "Juniper bow" [effort:2] [phys:stance,arms]   %25%   *COMMON*      /80/ |0|
{Slender tree trunk} [remove]
{Knife}
{Cord} =5= [remove]

//PHIL'S STONE AGE
.Green Body. "Staff" [effort:2] [phys:stance,arms] *CARPENTRY*      /315/ |2|
{Board} [remove]
{Axe} <Carving axe>
{Knife}
[NAME:Green Body]
[WEIGHT:3.0]

//PHIL'S STONE AGE
.Bowstring. "Cord" [effort:1] [phys:hands,one-armed] *COMMON*     /120/ |-2|
{Cord} (3) =15= [remove]
{Knife}


//PHIL'S STONE AGE
.tiller Green Body. "Shortbow" [effort:1] [phys:stance,arms] *CARPENTRY*      /5/ |-2|
{Green Body} [remove]
{Cord} =5= [remove]
[NAME:Shortbow] 
 
////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

//PHIL'S STONE AGE
.frugal Longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY*            %-40%   /320/ |2|
{Green Body} [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =7= [remove]
[PRICE:60] 

//PHIL'S STONE AGE
.unpretentious Composite Bow. "Hunting Bow" [effort:2] [phys:stance,arms] *CARPENTRY*       %-60%   /320/ \6h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.2# [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =6= [remove]
[PRICE:107] 

//PHIL'S STONE AGE
.plain Recurve Bow Body. "Staff" [effort:2] [phys:stance,arms] *CARPENTRY*      /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Knife}
{Cord} =6= [remove]
[PRICE:132] 

//PHIL'S STONE AGE
.tiller plain Recurve Bow. "Northern Bow" [effort:1] [phys:stance,arms] *CARPENTRY*            %-70%   /20/ |-2|
{plain Recurve Bow Body} [remove]
{Bowstring} =6= [remove]
[NAME:plain Recurve Bow]

//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2|
{Raw fish} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]    #0.1#
[Raw fish] #0.8#

////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

//PHIL'S STONE AGE
.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2|
{Bone} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]    #0.1#

//PHIL'S STONE AGE
.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \7h\ %50% |-2|
{Birch-bark strip} =160= [remove]
{Pot}
{Fire}
[NAME:Glue]    #0.1#

[SUBMENU_END:Bowying]



THANKS a lot

a little off the side of this topic: Even when using not ideal tools and nerfing the skill by even 70 % in the best recipe, i end up with decent results most of the time, which i only want to happen when all the circumstances are perfect, it should not be that easy. so the mod is overpowered atm. dont have a solution to this either...

49
Gameplay questions / Re: Building a fireplace outside of a house
« on: October 24, 2020, 04:13:02 PM »
Nice!

Does it also warm you up when the fire ran out and embers are glowing?

Also quite cool idea with that porch, love that.

goin' to copy your playstyle shamelessly

50
Modding / Re: Bow Balance question
« on: October 24, 2020, 03:11:08 PM »
Alright!

Thats is indeed very substantial information. Thanks!
I break this down to:

Accuracy stat just tells you how tight the "fire cone" is. Hitting your target actually is more dependenant on mastery of the shooter.

(and also dependant bow-weight/draw weight/strength? There is no other way for me to explain why you would miss more often with the long bow. Perhaps a stronger bigger character(e.g kaumo) will have better results with a longbow than with a Northern, but he cannot achieve that incredible bulls-eye hit rate of a weaker (e.g Owl tribe) bowmaster with a Northern bow, who otherwise will not do so good with the longbow in comparison)
I would love it to be that way. And i think i underestimate how many realistic effects are implemented by erkka and sami.

I have to check this drawing speed thing as well.
Just to make it clear: Does your statement also mean that i get more arrows on target in the same time?
I guess so

Now, next thing would be to see how the differences(expecially regarding "speed") between the other bows are.
Im trying to mod in craftable bows of every taste, but it must be a comlicated, hard and time consuming process. And the results should be inferior unless the art has been mastered.
I got into Real life bowmaking a little, but i still do not know if bows were crafted this way in iron age Finland. but this gets too offtopic now.


ACTUAL change: looking into the wiki, i realise that accuracy is not listed anymore.

51
Gameplay questions / Re: How do I build wealth
« on: August 11, 2020, 01:12:22 AM »
The initial proficiency of production skills is low. It will be better to add two points after completing the two task chains, but that will be a long time later. If you plan to stay at home, you should need cows. When I try to be a craftsman, I always need to go busy with food, hunting, farming, or fishing. Craftsmen need a stable food supply. If you choose a culture that is good at fighting, hunting is the best choice. If your skills are not high enough, you can consider using traps, which are very efficient, as long as you target meat, fish, or turnips. Fox traps are hit all the time. I once encountered three bears in a small area, set up three traps, starved the three bears... Hunting animals need to use long-range weapons because they will run away, bows or javelins, or unpopular crossbows. Use traps to trap animals, then use these animals to train your skills. I'm not sure if you hate hunting, or think that hunting is too slow to accumulate wealth. If it is the latter, you can roll out a higher vision when creating characters, so that you can easily find prey. Speed ​​is not that important for hunting. It’s good to grasp the timing of sneaking, but speed is very important for the overall progress of the game

I wouldnt say that speed is not important for hunting... i once tried to run down a heavily wounded and fatigued reindeer with a slow character(5km/h walking, 9km/h sprinting) and it was a pain... i think it took one whole day. Both of us where crawling in the end, i had to club that poor thing at least 20 times before it finally fell...

52
Interesting that this topic is still bringing (quite experienced) people together.
If that "accuracy value" is indeed just relevant when throwing the bow itself, the misleading wiki entry should definitely be changed or at least deleted...

BUT i think it is also important to make decisions based on common sense and not solely on wiki-stats. The people who run the wiki dont get paid i think, and the wiki ist still quite important to look up trivial stuff which never can stay in one's head...

And i am pretty sure sami did give the hunting bow a place.
I am also pretty sure a hunting bow DOES have advantages in certain situations over the long bow. I dont know how draw weight is calculated and influencing shot outcome, but i guess a weaker character might get better results with a hunting bow as the long bow really requires some strength. What is it worth to have a 8 "impact" shot if you miss all the time?
Furthermore, the tribes specialised on bow hunting a generally weaker.
So, if i have a strong character, i choose the long bow, because it should be theoretically easier to use it. But when i am playing an Owl tribe char, i take the hunting bow. because it gives me that better handling and hunting results.

There have been a few situations where i made decisions like that, and i was stunned how well that worked. Just think about what would you do in "real" life.

The final question "Which bow is best" is  somewhat answered(it is or should be,... Surprise... the Northern bow), but there are still many unclear things. for example, what is the difference in the performance of a juniper bow compared to a shortbow, since they have the same "impact"?
But hey, maybe I answered that question by myself in this post...  ???

53
Gameplay questions / Re: Cruel hand of Winter?
« on: March 19, 2020, 08:12:06 PM »
I think you hit him with the paddle on the head without noticing, while you were in turbulent rapids... 8)

kidding...
If i were sami, i would pay you for reporting those rare incidents, even reproducing them ;D
Aint you that guy who told about beeing murdered in sleep as well?

anyway, i guess its not meant to be that way(on topic)

54
Gameplay questions / Re: Capture dog in the wild?
« on: March 19, 2020, 08:01:25 PM »
it sometimes IS useful to climb on a tree!

I'd love to see stranger dogs becoming your companions by feeding or helping them with injuries though...

55
General Discussion / Re: I swear by shutters!
« on: March 19, 2020, 07:54:41 PM »
Hm, not totally convinced as there is not any causal connection, but i also think(but do not know!) shutters dont change a thing in terms of insulation of your hut. at least you can be safe when you got a good amount of firewood.

So, i would agree and say: I also swear by shutters!...

56
He(or it?) was actually hard to catch by my bare hands! Very slippery...
Perhaps i should use a wide trident next time.. ::)

57
Sacrificing a mud worm for you, Master

58
General Discussion / Re: I swear by shutters!
« on: March 12, 2020, 11:49:28 PM »
So, what is it about shutters providing less insulation in winter?
Anybodyhere who can confirm that? Im pretty sure did read something on the web, but i dont know how reliable that information is, and i cannot find it anymore

59
...
Found out topic about companions so this already implemented. Now I dont see a necessary to add marriage additionaly.

My suggestion also would be not adding marriage as a lone standing feature, but having npc action and interaction becoming more complex. Like, making the world more alive with autonomously acting beeings, may they be animals or humans.

And at some point, any given individual would perhaps establish some kind of binding to the player's character.
Depending on your interactions, perhaps some simple differences in "npc personality" (like, "naive", "simple-hearted", "trusting", "unprejudiced" "neutral", "skeptical", "wary", "distrustful", "unapproachable"...)

that would automatically implement a kind of life partner/companion, neutral speaking, whatever you make of it.

It could be a woman/man you made gifts to for an exceedingly long time,
or an outcast hunter that you helped with an injury and becoming your friend,
a child you care of after having rescued it from a njerpez village raid

or an old man, who asks you for food and shelter, and gives back some teaching about wooden crafting, cooking, trapping, herbs, or just telling you some stories, because he has nothing else to give...

60
General Discussion / Re: I swear by shutters!
« on: March 11, 2020, 01:19:37 PM »
incredible stories man!

I always wondered if my home defenses, which i put up sparingly, would pay out some day. I also placed some shutters in tactical positions, so i got some kind of killing zones outside of my cabin, blind spots covered by trap pits. 

But i feared placing too many shutter-walls would make my hut too cold in the winter.
I remember reading about shutters providing less "warmth" than normal walls, but i cannot find it anymore on the net.

Anyway, as i survived winter quite well just having a kota up in the far north, living stone age-style, i think warmth is not really a problem when you have a cabin.

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