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Messages - JP_Finn

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1141
My point on don’t worry on exact starting skills point too much. I.e. putting a point in fishing is ok to drag along your character couple more days unless you pump it past 50%. It’s ok skill to pass time/rest with when building cabin by water or winter’s nights. Cooking like you noted yourself is useless to put a point in if you don’t have anything to cook.
So worrying about exact starting skills is useless, and like said: debatable.
Spear is useful for hunting while skiing.
One could also debate, Club, as that preserves hides and is the skill for rocks and stones, thrown.

For a first run, I’d likely suggest going Kaumo custom very easy and tanking Flail, Sword and Shield, drop skiing and swimming to teens/20s, then pump up hideworking&carpentry (to 60s), trapping&axe point each and bow(all the way to max). Not much of a challenge, but to get newbies “going”

1142
Gameplay questions / Re: Problems with rituals
« on: April 14, 2020, 08:36:34 AM »
@Tinker, as long as your character doesn’t try to hunt in small region only, he/she should do fine. Couple hunting camps some days apart from each other* and throw some farming, forage & fishing in the mix and the “spirits” shouldn’t be too much off whack.

*kill game, smoke it. Pack it, move to next cabin/cave, move kota. Winter time is easier as you only need to build shelter and dry the meat. Drying does take longer though.

Maybe that’ll be my next character. Nomadic, agnostic, Koivulais woodsman.

1143
Suggestions / Winter hides
« on: April 13, 2020, 05:55:28 PM »
The winter hides are at the moment strictly bound to the UnReal calendar. Come Winter, animals tend to puff up before cold hits and most every year the first frost and snowfall do align pretty nicely with the Winter Season and beginning of Dirt month.

But come Swidden and beginning of Summer, with snow still knee/thigh/waist high, animals suddenly drop their winter fur.
It'd be bit more appropriate if the animals shed their warm winter fur after the cold/freezing season has passed.
i.e. animals should retain their winter fur until ice is mostly or fully gone (Swidden to Fallow);  according to weather, not calendar.

1144
General Discussion / Re: What's Going On In Your Unreal World?
« on: April 13, 2020, 05:41:06 PM »
Preparing 3rd settlement for winter. Mihku has plenty of meat, feathers, cords and rocks to fletch to get through the winter. And whenever he ever sees robbers, he stops what he’s doing and relocates to another settlement. He had enough when group took his tunic and trousers and he had to travel across the entire unreal world with his privates flailing loose. Cave cabins are his favorite, as they don’t usually need more than 7-14 felled trees.

1145
Good work!

The beginning skills can always be debated. So don’t worry on those too much.
Sometimes I put points in fishing&spear and other times I put them on bow, carpentry.
But I don’t recall making character and not putting points in hide working.

1146
Gameplay questions / Re: Finding Bears in winter
« on: April 12, 2020, 08:30:40 AM »
I’ve not found a hibernating bear, anywhere.

Caves have had lynxes, foxes and Njerps.

Sometimes (irl) bears hibernate under uprooted windfall trees. Sometimes against cliff faces with tree(s) as cover. Caves are not as common as in-game.

1147
Suggestions / Re: Dog commands
« on: April 12, 2020, 08:19:54 AM »
Stefan, if you have your dog say ~15 tiles from you, you try to Chat: Come, game returns “you get no response, try to get closer. If you turn away, so your character cannot see the dog, you can then call it to come. It makes no sense.
I don’t need the dog to come to me from 5 zoomed in maps away when called (although, shouting at that 500m distance, dogs do hear the call just fine InReal World.
Heck, even my character can hear upland game birds calling across a 200m lake. Yet, the pooch won’t “Come!” from 30m away.

JEB, the image for dogs is pretty close to Spitz, typically a vocal flushing dog. Lot of bark, not a lot of bite.
Ok as herder and great as vocal guard/alert dog. Not best at retrieving, but can be trained for it too. 15”-20”, 15lbs-30lbs, lower halves females, upper half males.
But who* knows how the doggies are in UnReal north. *Apart from Sami and Erkka.

Additional commands for dogs could be “trail/track” (when leashed) by smell, so they won’t break the chase if too far from the character.
And additionally ‘Fetch’, getting in the water with poor swim skilled character isn’t always viable. Not just birds, but floating arrows/javelins too. Maybe even missed arrows on land. But not regular/broad heads from tree hits.

1148
Gameplay questions / Re: Problems with rituals
« on: April 11, 2020, 08:49:00 PM »
Only big difference when omitting Rituals/Spells seems to be spawning of further (large) game.
I sacrifice for a good week after killing deer. So far 9 deer (I keep their antlers) Now I have 3 moose bumping in to my yard. I just throws turnips at them though.

1149
Suggestions / Dog commands
« on: April 11, 2020, 07:22:27 PM »
Can we please call our dogs to Come, even when we see them, but are outside of ‘conversation range’

Also, command to ‘Chase’ would be nice, as in: follow/track, bark, not engage.

Side note: badgers should tear up dogs. Albeit dying in the process.

I’ve hunted furbearers with terriers and dachshunds both. From caves and under barns etc. if it is raccoon dog or fox, no problem with either dogs.
If it’s badger and hunt with terrier; it’s always a vet trip to stitch the dog back together; as terriers engage their prey and drag it out. Badger’s claws are no joke.
With dachshund and badger; the dog corners and chases the prey out of the cave (they naturally dig multiple entrances to their in-ground nests) for the hunter to kill it.

1150
@Plotinus, when Ruuri picks up item unseen, does it get (taken) tagged or not?
Unpaid, at least on Mac version, shows up after someone yells to my characters to let them know when done picking items.

1151
Suggestions / Word choice on joining tying equipment
« on: April 10, 2020, 02:54:26 AM »
Currently joining ropes and cords returns:
After tying the two **tying equipment joined** together you now got xx ft **tying equipment joined**
Suggestion is to change to:

After splicing the two **tying equipment joined** together you now got xx ft **tying equipment joined**
additionally:
After braiding the two **tying equipment joined** together you now got xx ft **tying equipment joined**
^^ for ropes

It'd be sort of difficult to tie 2 items together and not lose linear feet.

1152
Suggestions / Re: Domestic Reindeer Milking
« on: April 10, 2020, 01:55:16 AM »
In all honesty, the in-game encyclopedia states on reindeer; northern tribes have domesticated reindeer for their milk, and as draught animal.

1153
Suggestions / Re: Wilderness map: visible fires during night
« on: April 09, 2020, 09:30:09 PM »
Oh yes please!

And smoke from fires too. Visual and/or notification about smoke smell similar to sounds around character portrait.

1154
Another one where I'm not certain if bug / sugestion.

When digging a pit and taking a break, it can't be filled up; unless it's dug all the way first.
2nd, I noticed when I drop bones of dead father (unfortunate hunting trip) in the pit and then filling the pit up; the bones surfaced... good thing I didn't bury the mutilated corpse earlier in the spring (well, ground was frozen). Might've got a zombified father  :P

So, here's my request/suggestion:
    • Allow filling of partially dug pit, either from Building|Deconstruct, or add inquiry when applying shovel at the pit: Continue digging pit Y/N, and if answered N, then ask to fill the partially dug pit Y/N
    • Anything left in partially or fully dug pit should be memorized by the game. i.e. buried bones*.  And also, to allow us to stash backup items in case of robbers etc. Pushing on to Big Rocks or into trees seems like anyone *should be able* to just pull them down (NPCs won't. At least not at the moment)

    *although iron age burial tended to be stone mounds. Maybe allow cooking "robber roast" i.e. carcass buried couple feet, then bonfire lit on top.

1155
Forest Reindeer description mentions:
"Both males and females are horned"
Neither actually has horns, they're antlers.
(found commonly on bovids vs cervids. Permanent vs annual shed)

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