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Messages - Ara D.

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Suggestions / Re: Please add the ability to dig a water well
« on: February 28, 2020, 03:43:33 PM »
Some times Mico managing is part of the game a player likes and chooses, also just cause I'm a water nerd a 500 kg is huge ,water weighs 8.34 lb per gallons, and more than a single person would need before stagnation issues, the weight of a trunk is just right about 55 gallons and loadable on a  bull. As to how deep a quick Google search said about 3 to 5 meters deep on average to hit ground water in Finland. So I would say shovel to dig, slender trunks for ladder to access and egress while driving, stones to line, and possibly boards to shore up the hole while digging before lining with stone. Also a stretch, but maybe Weather lore to "witch for water"

Gameplay questions / Re: Various questions from a new player
« on: February 28, 2020, 03:28:32 PM »
There Is is a village request that specifies a trunk cut down while it's raining.

Suggestions / Re: Please add the ability to dig a water well
« on: February 27, 2020, 04:22:25 PM »
With this I would like to the use of tubs of water without them needing to be in my inventory. That way I could just have multiple tubs in my cabin/cave that I could use like a stockpile. On the subject of water, tubs are too small, holding less than
2 gallons/7.57liters of water or 16.68 lbs how about a barrel holding about 460 Lbs of water or about 55 gals or  208 liters

Gameplay questions / Re: Various questions from a new player
« on: February 26, 2020, 10:13:13 PM »
Small pointy things, knives, absolutely help you get out of broken ice, I can't remember where but I've seen a post where Sami mentioned it. And ya like you I would have started a fire, dropped all my gear except for knives for less weight and crawled out to the wolf. On a side note I'm more like to risk it for a wolf over an elk. Generally once established I have a good food stock pile and I am more interested in high value pelts.

On dealing with auto drop into wolves. You always start with your pets and companions to your east, and nobody agroed. Shift r to run always fight in run, your faster in run and thus more action, it more or less a free action switch between running and walking. then start to leash your dogs. I think wolves are some of the best modeled behaviors in the game. They are masters of hit and run, and if given a choice dislike a straight up toe to paw fight. Look around using the 9 key to flip 180 degrees, less actions to see the whole area. At this point if no wolf has attacked try to back away from the pack in what ever direction has the fewest furry gold mines, I mean death traps. Pick up any rocks and sticks that cross your path. At least in the last version I found that when hit by a throw rock or stick they will run away for a bit. Use that if one or more attacks you. Break their charge with a rock and keep backing away. Punches and kicks also seem to cause a "tactical retreat" reaction more than weapons do.

In short always try to maintain visual on the wolves get your dogs leashed and the goal is to get far enough away to zoom out so your objective in a fight is to get them to run, not to kill them all. That's what traps are for.

Oh the glorious mutts how I love these you furry wonders. Dogs if used right are great for hunting, you just have to understand how they behave. Anything smaller than them, foxes lynx gluttons they will most likely try and kill. Large game though they generally Chase and tire out, making active hunt much easier. If you and your furball get separated I don't recommend zooming out, shelter in place, literally build a shelter and wait. I usually try and zoom out to see if I get the message are you sure? Dog will be left behind,  I get to know my pal is alive. As to combat the pack is deadly when they work together. First thing to do is hit the look key. Identify anyone with a bow, and sieze the initiative. If you chose a target, the Archer, BEFORE the dogs auto agro to protect you they will obey it first, even bypassing closer does. Use them to cover the distance and shut down archers freeing you to engage closer melee targets.

Suggestions / Well
« on: February 21, 2020, 03:15:22 PM »
Ask for location of village well

Cross post.

Ask for location of village well

Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 20, 2020, 06:04:39 PM »
"Hey Jussi, sure has been easy pickings robbing these woodsmen and hunters, huh?

"Ya Tapio, it sure has. It's good thing we know how use woodcraft to stay hidden since we certainly are wanted men by now. Hey where did Matti get off to now?"

"Oh I saw him over in the clearing building a fire which will last till afternoon tomorrow, and banging our pots together while singing we are robbers come and get us."

"Why in the name of the forest spirits would Matti do that?"

"He said something about the challenge is in the fight not in finding us."

"I swear Tapio ever since Matti took that arrow to the knee and gave up beining an adventurer he has not been right. Did he even listen to the quest giver? I specifically told that villager that we knew how to hide ourselves. This just makes us  look completely unprofessional. I swear I'm lodging a complaint with the robbers guild in Oulu."

General Discussion / Re: Greetings
« on: February 13, 2020, 06:36:06 PM »
I bet on the wolves, due to AI mechanics dogs and companions will chase enemies with no way to recall them. Wolves are some of the toughest things to fight. They attack and and flee and then turn about and attack again. They will pull your companion away and tag team him dead.

Bug reports / Re: 3.61: Decaying food improved the quality
« on: February 07, 2020, 02:49:09 PM »
Ive seen the same thing happen to food in 3.4

Gameplay questions / Re: Rope used up
« on: January 24, 2020, 06:52:53 PM »
I use to be a micro manager of cord but between withes and the fact that cords are recoverable I just harvest a bunch of saplings and go to work preserving meat in the largest batches possible. I save my cords for finer work like arrows.

Suggestions / Re: Njerpez Intelligence
« on: January 13, 2020, 03:24:25 PM »
Never seen the sleeping bit, but I have seen and enjoyed the occasions where humans has de agroed and fled. I felt it gave a certain realism. Not everyone would fight to the death. Some people would say oh crap I can't win this fight or I'm going to die and flee.

Would love to stumble across a Nerjp raid on a village. Or the addition of a rescue a hostage quest. Njerp have taken child X the went east and you gave to track them back to their camp. Or even the occasional slave at those villages.

Human AI could be improved by removing the default bum rush. Make it a priority that they try to flank or circle behind. As balance issue dogs need to be able to be de agroed and called back, sometimes, and companions told hey instead of running off in that sea of red why don't we fight side be side or back to back.

I can remember where I read it. But the reindeer counting for a big elk has existed for a while at least from 3.5 and I want to say back to 3.4 and beyond.

Gameplay questions / Re: Frostbitten toes!
« on: December 30, 2019, 03:11:03 PM »
You should make a suggestion. I feel it's reasonable for our characters to have the knowledge and skills need to turn old (often blood soaked) wool clothes into foot wraps.

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