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Messages - Acolyte

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76
Gameplay questions / Re: How do I catch perches?
« on: February 02, 2018, 04:43:11 PM »
I routinely catch Perches in small lakes - not the single tile ones, the multi tile. I use a fishing pole from shore.... not sure if that helps.

Good luck!
   - Shane

77
Suggestions / Height/Weight separate from attributes.
« on: February 01, 2018, 06:56:41 PM »
We need a little more control over our character's appearance. I know that Weight has an effect on  Strength and build (not shown) has an effect on Agility so it's not that easy.

My suggestion would be to roll Height/Weight first, then roll attributes.

   - Shane

78
Suggestions / Re: Ability to sit.
« on: January 30, 2018, 01:04:15 PM »
The way I see it, it could work like wading/swimming. When you enter a wading hex, you wade, in deeper water, you swim. No input needed if you have the toggle set for that.

I'd see sitting the same way. you put you character on a bench and they sit.

As for modeling, you'd need 4 sitting positions. Knees up to the right/left and knees down to the right/left. Modeling this would not be hard, adding them to the tile sheet may be an issue if it has limits on size.

For programming, it's a new stance. This might be the tricky one, I don't know how much would be involved there.

All in all, it's a little thing - nice visually and handy on occasion. If there's a choice to be made (timewise) I'd rather have Textilecraft and Tailoring skills added, but these are already on the development list and sitting was not - and this is the place for suggestions, is it not?  ;)
   - Shane

Edit: I'm an idiot - you'd only need two - facing left and facing right. Knees up when facing left, knees down for right. Your character looks left for SW, W, NW and N while looking right for NE, E, SE and S.

Be better if the furniture got turned 90 degrees, though. The way you sleep on a bed looks downright bad for your back.  :o

79
Suggestions / Ability to sit.
« on: January 29, 2018, 12:45:24 PM »
I mean, you have benches, right?  ;)

This also may be a usable alternative to standing for some tasks if there's also a table nearby. Handy when you want to tan that bear skin you worked so hard for - so hard you can't stand due to leg injury....   :(

   - Shane

80
Suggestions / Armor Quality
« on: January 27, 2018, 05:40:55 AM »
I see that Armor quality is on the development list and am very happy about this!

My suggestion would be to have Fine and Masterwork armor get double the durability so that it lasts longer and for Masterwork items to weigh 10% less.

My reasons for not advocating an increase in protection value - even a small one- is that so many times you have layers. If you have an Undershirt, Shirt, Tunic and Hauberk all of Masterwork quality that small bonus, lets say it's just a +1, becomes quadrupled, to in this case +4. This is a little too much. Just think about the hips!

My other suggestion would be to add in the ability for craftsmen to repair damaged metal armor.

Stuff's expensive, I'd want to keep it in good nick.  ;)
   - Shane

81
General Discussion / Re: Attack bonus
« on: January 27, 2018, 05:31:30 AM »
Ya, this is a much more realistic game than the "Gamey" ones out there where every weapon type has to be if not viable, equal. Nothing against those games, they allow for my Hollywood action hero fantasies, but this one is not that.

As a student of Medieval Martial Arts, I know both dagger and longsword techniques and am pretty good with both. I would not like to try dagger vs lonsword in anything more than training. The advantages are just too huge for the sword. OTOH, if you're fighting in a crowded space with obstacles all around - imagine fighting in the living room of a small apartment full of furniture for example - the dagger becomes much more viable. This is not yet in the game, though.

Just my 2 harsh squirrel hides.
   - Shane

82
Gameplay questions / Re: What stat determines...
« on: January 23, 2018, 11:07:03 AM »
a 50% or 9 endurance is terrible.
Pretty easy to fail a shock check when you only have to beat a 9 on 3 die 6 and you are adding physical penalty of wounds and load to it.
Play with a 50% dexterity and you will be dropping your weapons on most hits to an arm. Or a 9 agility and be falling with most hits to your legs.
Play with a character with 15+ endurance and you will have some sustainability

Very true! Keep in mind that - in TT at least - shock rolls (the ones that knock you out) range from 1d6 vs End (minor cut to the scalp as example) all the way to 5d6 vs End (grievous blunt to the eye for example). At 5d6, no-one's having a good time, but that's expected for such injuries.

Oh, and BTW Grievous blunt to the Groin is 6d6 vs End, but who'd want to remain conscious!  :o

   - Shane

83
Not bugs / Re: Skins
« on: January 23, 2018, 10:57:07 AM »
I did some calculations on how much the leather in a 5 lbs holding waterskin would weigh. I assumed a full waterskin would be a sphere, and used the apparent density of chestnut tanned leather I found in this article, which is 0.72 g/cm3. I converted the lbs to kilograms using both the standard lbs->kg ratio of 0.453 and the old Finnish one of 0.425 lbs to kg.

From the results, a 0.3 lbs waterskin with volume for 5 lbs of water would be made of 2 mm thick leather. (The leather weighing 0.27 lbs as standard pounds, 0.28 lbs as Finnish pounds.) The weight increases by about 0.15 lbs for each additional mm of leather thickness. (Averages for the first 10 mm of leather were 0.1417 lbs/mm for the standard pound and 0.1450 lbs/mm for the old Finnish pound.)

I don't know much about leather crafting, but  I'd expect a leather waterskin to be made of leather between 2-5 mm thick, meaning the leather of an empty UrW waterskin would have a weight of 0.3-0.75 lbs. Considering that a waterskin would not be a perfect sphere, and it would have a cork and a strap, I'd expect the game's waterskin to weigh between 0.5-1.0 lbs when empty, depending on what thickness the leather is supposed to be.

I don't expect crafting the skin requiring much more leather than it weighs. The extra leather cuts can be used to make a strap. (Maybe the recipe doesn't not need tying equipment at all... Just assume that it's made from the leather while crafting the skin.)

I also read somewhere that the Sami people used to make waterskins out of reindeer leather. Maybe the game's waterskins are based on those, but I don't have a clue what those look like or how they were made.

@GiTiB: Coming up with 4 lbs of leather isn't that difficult either, and a skin isn't that useful of an item. I always make one, but rarely use one.

I think you are more or less correct. I don't currently have the right kind of leather right now or I'd make one. I've got 8oz and above for armour making so too heavy. Maybe I'll make a 2l bottle carrier - it should be similar in size but probably a little too heavy. I was planning on making one anyways and I kind of like the chunky style it'd have.

Now, here's the part where I play devils advocate for myself - what if all you had was cowhide (thick) when what you needed was grouse leather (thin)? You'd have to split the leather, keeping the top grain (outside part) for the skin because most of the strength is in that part. You might just have to take an 8 oz piece and split it down to 2 oz leather and 6oz suede which is not that good for much. So maybe taking a 4lbs piece and turning it into a 1lbs piece before then making the skin.

Not really sure.
   - Shane

84
Not bugs / Re: Skins
« on: January 22, 2018, 01:27:27 AM »
I believe Acolyte's talking about 0.3 lbs waterskin needing 4 lbs of leather to make. Here's how it is in vanilla diy_glossary.txt:

Code: [Select]
.Skin. [effort:1] [phys:hands]  *COMMON* /120/ %40%
{Leather} #4# [remove]
{Knife}
{Tying equipment} [remove]

It is probably a bug. I can't imagine where the remaining 3.7 lbs of leather goes...

Yep, that's the one. I probably should have been more clear in the OP.  :)

Also requires 0.5lbs of cord - more than the final item. If that's just to close off the bag that's quite a bit, but if it's also a shoulder strap.... well pretty reasonable, actually. Given the skin holds 2.5 liters of water or so (5lbs) I can see the weight being upped a little. But 4.5lbs of material for a 0.3lb item seems a little much unless you're thinning the leather, too.

   - Shane

85
Gameplay questions / Re: What stat determines...
« on: January 21, 2018, 01:40:50 PM »
The characters I tested were owl-tribe, I suspect Kaumo are the master race of the Unreal World since I think weight, height and physique are also taken in account. I remember one human companion fainting by just a single shallow cut to the abdomen, if only robbers were like that I'd justify their sheer numbers.

Edit: Yep, definitely must be endurance after further testing, if only fleeing from combat was feasible...

If it follows the TT rules then yes, it's endurance with a fair amount of RNG mixed in. When you have an endurance of, say, 12 and you're rolling 3d6 trying to stay under there's a fair chance you're going down. Your physical penalty also adds to the roll (in TT it's +1 per full 10 points) so if you're injured or fatigued you go down faster.

This is only if you get hit, though. Owl Tribe with a bow are brutal.
   - Shane

86
Gameplay questions / Re: Fine Items
« on: January 21, 2018, 01:33:06 PM »
Ah.. I saw that on the wiki, but it basically means that I don't bother buying a broad knife until I find a masterwork, unless I'm without one at the moment.  ;)

Thanks!
   - Shane

87
Gameplay questions / Fine Items
« on: January 21, 2018, 09:52:02 AM »
Do Fine items get a (maybe smaller) bonus to skills like the  Masterworks do?

   - Shane

88
Not bugs / [let it be] Skins
« on: January 21, 2018, 06:52:57 AM »
Not sure if it's a bug, but it takes 4lbs of leather to make a .3lbs item. Is there a decimal missing?
   - Shane

89
Suggestions / Some other minor suggestions
« on: January 20, 2018, 06:58:15 AM »
1. Being able to see the 3 tiles behind and to the rear sides. Most of us are quite aware of anything that close and it would be a boon for leading animals and lost adventurers.

2. Having a greyed out icon on the map of what you are hearing if it's close enough and you can't see it. So a generic "thing" appears where you can "hear something running away to the..." or a generic bird for the "Flapping of wings to the....". Also, a greyed out version of the animal or adventurer that you're leading - you'd have a pretty good idea of where they were.

3. Have you looked at the game Neo Scavenger http://bluebottlegames.com/games/neo-scavenger? If not, you should. In particular the inventory system, it's fantastic. The only game where I've been looking through all my pockets for my multi-tool.

90
Suggestions / Fractional bandages and cord.
« on: January 20, 2018, 06:39:47 AM »
Hello! Love this game, Harnmaster was always my favorite TT RPG and I'm really happy to find a rouge-like using it.

So, my suggestion: Make Cord and Bandages work like virtually everything else in the game. When you use Bark for tanning, hide for cloths, food for hunger, ect it doesn't use 1 whole anything except by coincidence, everything uses a fraction of the item.

Arrows could use .1lbs Cord, Skis 1lb, rafts 3lbs, and so forth. Bandages could use an amount based on the injury and bleeding (representing you changing the bandage throughout the day).

The first you can get by simply editing the diy text file, so that's easy.
I'd also like to be able to turn Loop Traps back into cord, cause that's what it is, it hasn't changed, it's still a piece of string. It should be easy to disassemble it back into cord. Maybe make it like all the other traps except the fox board - you can assemble it from materials in inventory or on a tile nearby and the disassemble into it's component parts just like a small lever trap or some such.

Just some thoughts.
   - Shane

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