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.


Topics - JP_Finn

Pages: 1 ... 6 7 [8] 9 10 11
106
Suggestions / Deer&elk Calf hide yield
« on: May 14, 2020, 07:24:39 AM »
I'm not sure on the math with the calf skin size, but it seems... low.
I just skinned another forest reindeer calf, 2lbs fine winter skin*. 42lbs meat. In-game day earlier, bumped into a badger on my trap line check run and bust its knee (it might've been a badger adventurer?  :P) skinned it, got Fine Badger winter skin, and butchering yielded 8 lbs of meat. Which is something that has been "established as good representation of actual*
It'd seem the calf yield is low vs other fur bearers.
Not sure if bug, intentional or oversight?

*Elk calfs seem to yield 3lbs skin most of the time. which is in ratio to deer calves.

But both calves seem to yield roughly third of the skin size vs other creatures.. less so for badger vs deer calf where the discrepancy ratio is 1:5.25  :o

  so I suggest to 2x or 2.5x the hide received from skinning calves

107
Modding / 50/50 on Decent/Fine clothing with Fine Fur/Leather
« on: May 14, 2020, 05:07:57 AM »
As per subject, what should I modify the skill modifier on the vanilla clothing recipes to get 50% chance for Fine clothing, when using fine raw material?

108
When asking for a hunter join on longish adventure, then refusing when they ask for more food, they respond:
"Alright, fine. Let me know if you cneed my help some other time."

109
Suggestions / Axe haft and spear shaft repair, and alterations
« on: May 09, 2020, 04:20:20 AM »
In the dev.plans, and Sami’s comments, we’ll get axe haft repair sooner or later.
I suggest to piggyback on that and alternate haft lengths, within reason. Short, medium and long hafts

Handaxe head with medium haft: handaxe, with short haft: hatchet, with long haft, hunter’s axe.

Woods man’s axe renamed to Felling axe. Felling axe head with long haft: Felling axe, medium haft: forest axe, short haft assembly attempt to suggest awkward setup, allow it and result in awkward axe*

Carving axe with medium haft: carving axe, with short haft: carving (or craft) hatchet. Long haft: awkward axe*

Broad axe with medium haft: broad axe. Short haft: hewing hatchet. Long haft: hewing axe.

Splitting axe with long haft: splitting axe. Short and medium haft: awkward axe*

Battle axe with long haft: battle axe, medium haft: war axe, short haft: awkward axe*

In general;
Long haft requires 2 handed grip or carry penalty, works faster, but lower quality output on tasks.
Medium haft works well one handed, can be used 2-handed. Average speed, average quality output on tasks.
Short handle works great one handed, doesn’t utilize free 2nd hand. Slow speed, high quality output on tasks.

*Awkward axe works slow and produces low quality output on tasks. Similar to stone axe, possibly faster, but not necessarily better.

If the throwing axe is still in-game (haven’t seen one in multiple plays), anything but given, presumably, short haft, gives awkward axe as result.

Please add/correct variations I might’ve overlooked.

E.g. making logs would benefit of using hewing axe, but remaking roundshield would benefit of using hewing hatchet.

Building shelter would be fastest with handaxe still, but using hunter’s axe or forest axe would be very close.


Edit: forgot about the spears: standard for all metal pointed spears would be long shaft. Alternatively could use short shaft with reduction in reach, possibly damage; but work well with one handed/with shield.

110
Once tool/weapon repair "goes live", can we also get round shields repairable? as in recover shield boss from a worn/beat shield and use boards to fix it. I'd think using "capped tier below the tier of boards" for the shield fixing/rebuilding.
i.e. decent boards to result in rough roundshield, fine boards result in decent roundshield and perfect boards result in fine roundshield. At MOST!
Should use *CARPENTRY* and preferably, have a Driik/Reemi/Sarto Craftsman give quest for XYZ (finding their missing kid?, fetching herbal concoction from a sage faraway for their elderly parent? Killing an invading Njerpez in region pointed like in wounded adventurer/bird thief/animal in forest cover?) and as reward teach the character how to fit the boards and attach a reclaimed shield boss. Having a roundshield also required.
Fitting boards should benefit of using hewing hatchet/broad axe* for straight, flush edges.

*I'll type that suggestion next...  ;D
edit: done typing Axe hafts and spear shafts  :D

111
Suggestions / Hill, cliffs and mountains
« on: May 07, 2020, 08:07:51 AM »
Currently it seems that higher elevation features: mountains, hills and cliffs, only have trees grow on the edges, not atop or on way up.

Please add some small /slow growth birches and pines on them.

Adjust cliffs and mountains  to occasionally have a sheer rock face, to steep to be climbed.

112
Suggestions / Roads and creeks, brooks. Springs!
« on: May 07, 2020, 08:02:22 AM »
This’d be a sizable change.

Suggest to downsize road tiles from 100m, full zoomed-in tile 50x50, entire Wilderness map tile, -wide to mere 3-5tiles wide on zoomed-in.
Likely a massive programming task for world map generation.

While that is done, add creeks / brooks. To run between lakes and rivers. And from springs to lakes&rivers.
Width anywhere from 10 tiles (20m) to mere 1tile (2m) width.

Even the narrowest brooks should be traversable with punt. Only larger creeks or after winter (thawing snow) or heavy rainfall they should be traversable with raft.
And they should be shallow enough for ford, with maximum of 2-3 tiles (4m-6m) swim across. 

113
Suggestions / Crayfish
« on: May 07, 2020, 07:49:39 AM »
Please consider adding crayfish in-game (astacus astacus) and ‘rapumerta’ a crayfish trap.

Preliminary Build recipe for the crayfish trap: 1 slender trunk, 5’ tying material (1’+3’+1’) ends and middle ‘banding’
Baitable by small fish; roach or perch, or 1/2lb cut of larger fish.

Caught crayfish should be boiled and eaten fresh. Or kept in ‘sumppu’ a submerged keep-alive for 3-5 days, then boiled and eaten.

114
Suggestions / Additional “trophies”
« on: May 07, 2020, 07:38:37 AM »
It’d be nice if we could get skulls of taken: lynxes, gluttons, wolves.
Get tusks of wild boars. Claws from bears and lynxes, gluttons and badgers.
And maybe even Njerpez’s/human skulls.
“Have skulls, build a grimoire”


And it’d be pretty nice touch if we could apply pair of antlers or a predator skull above the door on our cabins. Or ask for optional “trophy” when building door.

115
Suggestions / Quivers
« on: May 06, 2020, 06:45:09 AM »
Suggestion to add quivers.
To add to suggestions in Arrowheads by @Tom H, but keeping these separate.

Hand held 2 arrows, the fastest for follow up shot (ask which arrows, from single stack, to hold when wielding bow, with marginal reduction on Bow/Xbox accuracy. Selecting none results in slower follow up shots, but highest accuracy) If these 1-2 additional arrows are held in bow hand, they need to be shot first, or dropped if taking arrows from quiver or ruck. 

Belt quiver, 2nd fastest for follow up shots. 3’ cord, 1.5lbs of leather or fur, needs character to wear belt. Hold 12-18 arrows. Optionally has fur collar (0.3lbs) on leather quiver to reduce noise and decrease accidental arrow loss* likelihood.

Back quiver, 3rd fastest for follow up shots. 3’ cord, 2lbs of leather or 1.5lbs fur and 0.5lbs of leather for strap. Holds 18-24 arrows. Optionally has fur collar (0.3lbs) on leather quiver to reduce noise and decrease accidental arrow loss* likelihood.

No quiver, or more arrows than quiver can hold; they’re held in the ruck and slowest for follow up shots. But also have no accidental arrow loss* likelihood.

Limit character to 1 active quiver (for UI **). Use apply to select which arrows to put in a quiver and to select which arrows to take out. Allow only 2 types of arrows in a single quiver: basic, broad, bodkin/point, forked, blunt.
wear and take-off to select active quiver. Fill as many quivers with arrows as one has, and is willing to haul around with them.

*whenever character runs, falls through ice or falls down (regardless if being struck, tired, voluntarily going prone ...) should have a chance of none, some or all arrows falling out the active quiver.

**To pick arrow from quiver select 1st type with throw |4, second arrow type with throw |5  Highlight the 1st and 2nd arrows in quiver after game shows the inventory of items object to throw. Alternatively, grab arrow with wield. (If using those so far unused numbers on our keyboards is reserved for something else)

116
Traditionally Finnish pea soup is made with leftover ham, but URW recipe for pea soup asks, optionally, for 1 lb of raw meat.
It'd be... thematically appropriate, if we could use "left over meat" ... or in other words, preserved: salted, dried or smoked meat.

And even it'll be a pain to code, I'm suggesting to allow 1 cut of "preserved meat" to replace 1lb of raw meat in any recipe. While retaining the option to use raw meat/fat. Roleplay it as: "I got this seal fat and this dried elk meat, I think I'll simmer it into a stew."

edit: Subject

117
Suggestions / Shelter(s), rain&snow cover, mobile winter hunting.
« on: May 05, 2020, 04:39:29 AM »
We have our 3 slender trunk (presumably 2 half cut, snapped &bent, without needing any tying equipment. Although dismantling returns 3 intact slender trunks, not 1 and 2 half cut&split/cracked) shelter with spruce twig roof.

One of the mods (BAC) has punt shelter, but it has to replace the current shelter, both can't be active at same time.

I've been scouring sources available on US west coast... slim, about 'loue' a: "single pole, cord and cover shelter's" history.
It's *the Finnish hunting trip shelter from rain & heat reflector*, but I can't really find anything beyond early 1920s.

I can't come to accept that people 1,000, 2,000, 3,000... even 6,000 years ago would've not used some hides (tanned hide, fur coat, fur cloak in URW terms) to set up overnight shelter during inclement weather. To be taken down in the morning and heading back on the unknown wilderness.

So the suggestions:

1) 'Loue' shelter (as we don't have sq. ft. on the hides, I'd like to see 10lbs-20lbs fur*, 8 ft tying equipment and proximity of 'slender trunk' providing tree: standing, not felled or 1 slender trunk)
2) fur ... bivouac? (10+lbs fur, 2x 6ft tying equipment and 2 stakes)
3) More than 1, moddable shelter/world item type... ( this could be a PAIN to code... ick)
4) current shelter to require 2x2ft ( so even a single birch withe, cut in 2 would suffice, "teach newbies about cordage" etc) tying material OR disassembling shelter to return only 1 slender trunk and 2 new item "cracked slender trunk" with the 20 twigs.


*if/when we get textile crafts in vanilla, sewing a flax and/or hemp cloth for the cover cloth should be included. considerably lighter weight than fur.
FYI Cotton&vinyl cloth loue cover weights around 6lbs with cordage. Doesn't need oil treating for water proofing, angling steep suffices and keeps weight down.

118
Suggestions / Auto select withes when building fences.
« on: May 04, 2020, 07:05:57 PM »
Stakes are automatically selected from nearby&inventory when building fences, but withes need manual selection from inventory.
It’d be easier if the game would auto select the withes nearby. If no 4’ withes nearby, then ask to select cord or rope sections from inventory.

Edit: added withe length

119
Filter in inventory on multi-category selection with solo item in category, it drops out and not count on items selected the other categories.

e.g.
When dropping items: d | 'tab' | t(ools) | 'letter for paddle' ( and there're more tools still there, all is good.) 'tab' | v(ehicles) | a or enter to select the sole item; punt. Game drops the punt only as the focus is on vehicles and high lighted items in other categories aren't checked.

I believe it's from streamlining the inventory management and decrease of keyboard jockeying with single item drop not requiring space as confirmation.

120
Gameplay questions / Hearing range?
« on: April 29, 2020, 09:49:26 PM »
“You hear a thud from the north-east”

Closest traps of mine that way: about 800-900 meters away.
... none of the farm plots’ light lever traps were triggered. But a hare was stuck in a loop snare. Didn’t hear whimpering.
I tried scrounging the area between where I heard the “thud” and the triggered loop snare. No sign of anything to “thud”

What possible sound sources could there be?

Closest forester settlement is maybe 4km away, the other direction. Closest Kiesse area is at least 20-25km away, Reemi and Koivula even further.

Pages: 1 ... 6 7 [8] 9 10 11