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Messages - JP_Finn

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1171
Bug reports / Re: Graphic glitch, underground cave wall
« on: April 03, 2020, 03:13:39 AM »
And here's the visual

1172
Bug reports / Graphic glitch, underground cave wall
« on: April 03, 2020, 03:10:12 AM »
When it rains/snows, it's visible on cave walls. INCLUDING indoor/underground ones.
Minor issue, purely cosmetic/immersion.

1173
Multi-part suggestion INCOMING!

  • please enable open/close of shutters (from inside or outside) with same mechanism as doors (i.e. also out of view)
  • smoking duration should be decreased to 2-3 days AND would require the fireplace to be burning or hot.
  • before entering the smoking room, shutter(s) & door should be opened for "smoke has cleared a bit" similar message to "It smells like *food* is ready". Or get woozy/CO poisoning, when burning fire in sauna/cabin with all shutters closed.
  • enable smoke from fires (with a nod to dev note on dry/wet clothes and firewood; wet wood smokes a lot more than dry/cured wood)
  • with door/shutters open, expedite heat loss from room&fireplace, moreso with below freezing temperatures. (wake up shivering in your cabin; forgot shutters open and already extremely tired... light small fire with shutters closed... or bigger fire with one shutter open... choices between suffocation & hypothermia  :-X
  • enable/disable external light with open/close shutters&doors. (cabins, caves)
This would change the labor&attention, smoking takes, also would make the meat available sooner. If the fireplace--room is cold too long, the meat/fish would spoil, or at best turn out to be awful.
It'd also make winter survival, even with cabin, bit more challenging/intricate; scheduling burning&smoke to clear, prior to going to sleep. Or burn the fire with shutter open and lose some heat.
This'd make using sauna as a smokehouse in winter more inline with historical--present smoking of the delicious animal proteins  ;D

1174
Suggestions / Outdoor light to caves
« on: April 03, 2020, 02:00:05 AM »
I was contemplating posting this in bugs vs suggestions... anyway.

Once a cave front gets a door built on it, no light enter the cave, even if the door is open.
This is partially mitigated by Building | Wooden | Ceiling & Floor which illuminates the interior.

So my suggestion would be to allow an open door &/ shutter to let light in the cave. Say 5-6 tiles 10-12m
AND
Do not auto illuminate the depths of the cave even with built ceiling&floor.

1175
Bug reports / Climbing up, in to a wall
« on: April 02, 2020, 12:11:27 AM »
Found an odd one: can climb to inside a wall.
Setup needs a climbable  rock wall upon which a log wall is built. Climbing that slope will position the character in/on the wall.
Not sure if NPC could climb up and bypass a wall. Neither have I've had a chance to test if enemy arrows would hit the wall or the character.
see pics VV

1176
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.

1177
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?

1178
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)

1179
Not bugs / Re: Spirit of the forest quest doesn't work in winter
« on: March 31, 2020, 11:03:00 PM »
Not a bug I'd say. Like Stefan said, use torches.
Bring several torches to the ant hill, make fire, light 1st torch. Once the flame starts to faint, light the next one. Likely won't need more than 1-2 torches anyway. Or light up couple trunks ... should help with weather too.

1180
General Discussion / Re: Thick skull!
« on: March 31, 2020, 10:22:22 PM »
That character died. Somehow the robbers in UnReal World are running with NODS/Thermal, yet I can't find them on their corpses.

1181
Had some time to double-check this on code level and there's no bugs involved.
Robbers are not immune to stealth, they do not ingnore those checks, and their visual observation routines work the same as with other humans too. If they can't see you they can still hear something they want to check out - this is true with all the creatures/animals.  Robbers do move in somewhat unique patterns, effectively scouting the terrain for what they find suspicious/interesting, so it is very likely to that someone will eventually come so close to the character that they are seen.
I was just shot through thorax by robber, killing my character, while hidden *green overlay* with 100 on Stealth. must be hell of an archer to shoot wild with terminal accuracy. (I did get 2 of his pals with instakill headshots)

[pissed off rant] I'm getting to the point of waiting for 4.62 with adjustable/less robbers spawning. I rather deal with wandering Njerps than robbers with their better hearing than lynx. FFS. Unless there's a mod to disable robbers fully. Doesn't matter where my character resides & wanders, it's always robbers. Can't even sneak away from them with max Stealth. Kills effectively a lone hermit playstyle.
[/pissed off rant]

1182
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.

1183
Indeed, most commonly noticed with vagabond met in or nearby cultural zone.

Edit: exists still in 3.62

1184
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


1185
Not sure when I bought the game. Or where exactly I heard of it.
I got a remote recollection it was pre-1998 (as that’s when I graduated college and started my my military service)

Possibly from Mikrobitti or Pelit magazine. Or possibly an online website ???

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