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Topics - JP_Finn

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151
Bug reports / Breaking ice with raft
« on: April 01, 2020, 06:30:16 PM »
Somehow, standing on raft, pushing it on ice from a existing hole in the ice, the character falls in the water, while still standing on the raft.

152
Suggestions / Village dogs
« on: April 01, 2020, 06:00:03 AM »
It’d be great if PC could Chat or /Command/ village dogs to “move over”.
Of course only when the dogs aren’t aggressive.
People in the villages move over. Why not their dogs?

153
Bug reports / Unfortunate hunting trip culture shift
« on: March 31, 2020, 11:16:08 PM »
When starting with 'Unfortunate Hunting Trip', the deceased father is of the local culture. Not that of the character. I.e. Driik starting in Owl territory, the corpse would be of an Owl-Tribe hunter/woodman. Not a Driik like character. Or a vagabond if starting location is in no-man's-land.

(possibly related to bug when asking vagabond for directions; they tell "village X is a vagabond village", not a village of the present culture)

154
General Discussion / Thick skull!
« on: March 31, 2020, 08:29:14 AM »
Just pounded unconscious small forest reindeer doe 22 times on the skull with the poll of fine wood man’s axe. As I didn’t want to damage the hide.
Thick skull.

Hauling the carcass to my raft, bumped into a lone Njerp, who carried scimitar and hunting bow with 8 broad heads. Weighing my options at 12m (6tiles) away, hit a Hide as he was sideways...

And of all things, he went to sleep there and then. Dropped hunting gear, the deer carcass and proceeded to sneak on the invader. Needless to say, his fur hood didn’t stop the axe blade nearly severing his head off.

155
When resuming fence building, the partially built fence doesn't contain the parts, neither are the parts in inventory&ground nearby.

If the construction is resumed with ^Build -- Continue paused process; the 6 stakes and 2x4' tying equipment will be needed again.
If the construction is removed ^Build -- Deconstruct something, the originally required 6 stakes and used tying equipment will be left on the ground. Which can then be used to complete the fence section.
Issue existed in 3.52, still exists in 3.62
Plotinus reported the bug in 3.6B, still persists


156
Suggestions / Separate control access for dogs&followers
« on: March 28, 2020, 07:33:15 AM »
With dogs and or followers in tow, visiting villages and settlements can be bit tedious when [C]hat defaults to animal/follower and not chat.
So I suggest to move to dog (& follower) commands to ‘!’ From ‘C’ (as ‘c’ is close, and ^c is Cooking)
Logic here would be to command the others vs chat with your dog to Come, Doggo Come!; when you don’t even see the beast.
Also when visible, but out of conversation range, I need to turn away: not to see the dog, to be able to call it to come closer. Otherwise I get prompted “you get no response, get closer”

157
Intermittent issue of vanishing blunt arrows.
Usually occurs when shooting a bird: hit it, it falls unconscious, run over, kick it in the skull. And the arrow isn’t there. Not before or after skinning/butchering. And ‘v’ log doesn’t show breakage message, neither is there broken arrow to be found around or on the bird.
(3.62 on Mac)

158
Suggestions / On the trail
« on: March 21, 2020, 05:36:42 PM »
One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

Foreign traders and Njerp parties, when sleighs&sleds(&carts) get added should use them and then your Finn, ahem, could trade/profit...

^Tracking skill check on ski tracks should reveal to direction of travel, where Looking at them wouldn’t necessarily. Also if there’s been heavy travel on the trail, or single skier. (Multiple ski stick marks, plenty of short ski kicks. Hoof prints for carts/sleighs.

On established trail*, fatigue should be lowered vs ploughing through fresh thigh deep snowdrifts.

Also, any tracks before snow, should be fully covered (removed) with snowfall.
And fresh tracks should imprint better/clearer after rain. So the spring shower wouldn’t really hinder stalker-tracker efforts on staying on a fresh trail.

*ski or foot trails in snow.

Question is, is all the additional work, worth the end result? LOL

159
Suggestions / Some cooking and modding improvements?
« on: March 18, 2020, 06:31:42 PM »
On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

soom moro!
~JP

[EDIT: Split and moved from dev.news section by Erkka. For the sake of the forum readabality we wish the development news is reserved only for development news, and other things be posted to their appropriate sections. Posting suggestions in suggestions also ensures that your suggestion will be noticed, for we seldom browse back to re-read old development news, but the suggestions section is regularly checked when organizing the to-do list for each new version.]

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