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Topics - JP_Finn

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121
Suggestions / Quivers
« on: May 06, 2020, 06:45:09 AM »
Suggestion to add quivers.
To add to suggestions in Arrowheads by @Tom H, but keeping these separate.

Hand held 2 arrows, the fastest for follow up shot (ask which arrows, from single stack, to hold when wielding bow, with marginal reduction on Bow/Xbox accuracy. Selecting none results in slower follow up shots, but highest accuracy) If these 1-2 additional arrows are held in bow hand, they need to be shot first, or dropped if taking arrows from quiver or ruck. 

Belt quiver, 2nd fastest for follow up shots. 3’ cord, 1.5lbs of leather or fur, needs character to wear belt. Hold 12-18 arrows. Optionally has fur collar (0.3lbs) on leather quiver to reduce noise and decrease accidental arrow loss* likelihood.

Back quiver, 3rd fastest for follow up shots. 3’ cord, 2lbs of leather or 1.5lbs fur and 0.5lbs of leather for strap. Holds 18-24 arrows. Optionally has fur collar (0.3lbs) on leather quiver to reduce noise and decrease accidental arrow loss* likelihood.

No quiver, or more arrows than quiver can hold; they’re held in the ruck and slowest for follow up shots. But also have no accidental arrow loss* likelihood.

Limit character to 1 active quiver (for UI **). Use apply to select which arrows to put in a quiver and to select which arrows to take out. Allow only 2 types of arrows in a single quiver: basic, broad, bodkin/point, forked, blunt.
wear and take-off to select active quiver. Fill as many quivers with arrows as one has, and is willing to haul around with them.

*whenever character runs, falls through ice or falls down (regardless if being struck, tired, voluntarily going prone ...) should have a chance of none, some or all arrows falling out the active quiver.

**To pick arrow from quiver select 1st type with throw |4, second arrow type with throw |5  Highlight the 1st and 2nd arrows in quiver after game shows the inventory of items object to throw. Alternatively, grab arrow with wield. (If using those so far unused numbers on our keyboards is reserved for something else)

122
Traditionally Finnish pea soup is made with leftover ham, but URW recipe for pea soup asks, optionally, for 1 lb of raw meat.
It'd be... thematically appropriate, if we could use "left over meat" ... or in other words, preserved: salted, dried or smoked meat.

And even it'll be a pain to code, I'm suggesting to allow 1 cut of "preserved meat" to replace 1lb of raw meat in any recipe. While retaining the option to use raw meat/fat. Roleplay it as: "I got this seal fat and this dried elk meat, I think I'll simmer it into a stew."

edit: Subject

123
Suggestions / Shelter(s), rain&snow cover, mobile winter hunting.
« on: May 05, 2020, 04:39:29 AM »
We have our 3 slender trunk (presumably 2 half cut, snapped &bent, without needing any tying equipment. Although dismantling returns 3 intact slender trunks, not 1 and 2 half cut&split/cracked) shelter with spruce twig roof.

One of the mods (BAC) has punt shelter, but it has to replace the current shelter, both can't be active at same time.

I've been scouring sources available on US west coast... slim, about 'loue' a: "single pole, cord and cover shelter's" history.
It's *the Finnish hunting trip shelter from rain & heat reflector*, but I can't really find anything beyond early 1920s.

I can't come to accept that people 1,000, 2,000, 3,000... even 6,000 years ago would've not used some hides (tanned hide, fur coat, fur cloak in URW terms) to set up overnight shelter during inclement weather. To be taken down in the morning and heading back on the unknown wilderness.

So the suggestions:

1) 'Loue' shelter (as we don't have sq. ft. on the hides, I'd like to see 10lbs-20lbs fur*, 8 ft tying equipment and proximity of 'slender trunk' providing tree: standing, not felled or 1 slender trunk)
2) fur ... bivouac? (10+lbs fur, 2x 6ft tying equipment and 2 stakes)
3) More than 1, moddable shelter/world item type... ( this could be a PAIN to code... ick)
4) current shelter to require 2x2ft ( so even a single birch withe, cut in 2 would suffice, "teach newbies about cordage" etc) tying material OR disassembling shelter to return only 1 slender trunk and 2 new item "cracked slender trunk" with the 20 twigs.


*if/when we get textile crafts in vanilla, sewing a flax and/or hemp cloth for the cover cloth should be included. considerably lighter weight than fur.
FYI Cotton&vinyl cloth loue cover weights around 6lbs with cordage. Doesn't need oil treating for water proofing, angling steep suffices and keeps weight down.

124
Suggestions / Auto select withes when building fences.
« on: May 04, 2020, 07:05:57 PM »
Stakes are automatically selected from nearby&inventory when building fences, but withes need manual selection from inventory.
It’d be easier if the game would auto select the withes nearby. If no 4’ withes nearby, then ask to select cord or rope sections from inventory.

Edit: added withe length

125
Filter in inventory on multi-category selection with solo item in category, it drops out and not count on items selected the other categories.

e.g.
When dropping items: d | 'tab' | t(ools) | 'letter for paddle' ( and there're more tools still there, all is good.) 'tab' | v(ehicles) | a or enter to select the sole item; punt. Game drops the punt only as the focus is on vehicles and high lighted items in other categories aren't checked.

I believe it's from streamlining the inventory management and decrease of keyboard jockeying with single item drop not requiring space as confirmation.

126
Gameplay questions / Hearing range?
« on: April 29, 2020, 09:49:26 PM »
“You hear a thud from the north-east”

Closest traps of mine that way: about 800-900 meters away.
... none of the farm plots’ light lever traps were triggered. But a hare was stuck in a loop snare. Didn’t hear whimpering.
I tried scrounging the area between where I heard the “thud” and the triggered loop snare. No sign of anything to “thud”

What possible sound sources could there be?

Closest forester settlement is maybe 4km away, the other direction. Closest Kiesse area is at least 20-25km away, Reemi and Koivula even further.

127
Suggestion to add tilegfx for bark peeled trees.
Game keeps record of peeled trees, as you can’t peel same tree twice. So referencing that status should be straight forward.

128
Suggestions / Dog size to affect prey they’ll engage
« on: April 28, 2020, 05:54:06 AM »
Suggestion to change how dogs corner or engage targets

Keep “regular” size dogs as is.
Change small dogs to only engage squirrel/marten/weasel size and corner fox/badger/beaver and bigger. No attacking Njerps with small Fido.
Change large dog to engage all but bears, elks except calves, big and regular forest reindeer.

Maybe UnRealWorld dogs aren’t all Finnish Spitz..?

129
Has anyone run numbers/tests on broad sword and shield vs bastard sword and shield?
Broad sword doesn’t have one handed penalty, bastard has 10 xyz(10%? 10 skill points?) penalty.

Bastard has higher damage values.

Anyone ran testing scenarios on them?

If opponent doesn’t have ranged weapons... bastard has higher potential. But if Shield skill is high enough, tiring out/fatiguing opposition might be viable with shield. Any numbers?

Any breakdowns on two handed bastard parrying/counter attacking vs broad sword and shield blocking and counterattacking?

And then. Any numbers on battle sword vs bastard sword with shield vs broad sword with shield.

Also, not under this subject, but similar interest: Battle axe vs Woodman’s axe vs hand axe and shield.

130
Suggestions / Dock/wharf/pier
« on: April 25, 2020, 07:55:31 AM »
Suggestion to streamline watercraft traffic, embark/disembark on *known* shore.

Enable Building(menu) of Pier.
Cost ~ something like:
6-9 planks (walk platform)
4-6 slender trunks (horizontal posts)
6 stakes (vertical supports, or additional 1-2 slender trunks)
12x 2ft tying equipment.
3x6h-8h task, pausable. Require character to stand in adjacent to shore, then adjacent in water, and then one deeper in the water (main North/East/South/West facing only)
Require a blade, preferably hand axe, for notching and fitting the supports.


The effect of having a pier built at shoreline would enable character to embark and disembark  without zooming in/out. (Like we could do in 2.xyz) I.e. access waterway—land on wilderness map.

Possible issues: watercraft in local map, not available in wilderness. Items carried in watercraft might be problematic in wilderness map on landing. ; and ,/g works, P(ush) doesn’t.
Loading watercraft might have some hiccups with zoomed in—wilderness transitions.

As added realism, the pier could get torn up/damaged when ice thaws in spring. Horizontal posts snapped/destroyed, stakes and planks drifted away. 95% damage change for river, 100% for rapids, as ice chunks from upstream will come down in force.

This’d be inline with water hazard of rapids dev.plans, as character would need to have visited and presumably be familiar with the shore section to take on the task of building one.

Rod fishing from the “dock of the bay” during warm summer evenings should award the character at least 200 feel good points  ;D

131
Suggestions / Another playable (non-)culture
« on: April 25, 2020, 06:57:44 AM »
We have vagabond hunters&adventurers, we have Forester cabins and settlements.

My suggestion is: Forester (non-culture) for player characters.

Preferably no bonus or malus. IF anything, give the few attributes a minor positive nudge up. Long days working: endurance, agility. Maybe Will.

No introduction as Seppo Kaumolainen, Aslak from Owl-tribe, Inga Driikiläinen.
Just “Matti” (if anything, have game randomize father’s name: Matti Teponpoika  :-[ ) <<horrid joke to Finnish folks.

132
Bug reports / Long range escort quest
« on: April 24, 2020, 11:24:33 PM »
It seems very strange, even ludicrous, that when character accepts quest to escort someone over long distance, the escortee has audacity to say: I'm hungry, it's your duty to provide me with food" emphasize mine, paraphrased.



Uhm, no. Bring your own chow if you want to go from Kiesse to Sartola over 5 nights. If my character wasn't a nice fella, the escortee would be put to death for that demand. Whole 200meters outside Sartolais village.
...take him behind the sauna and bury in a bog...

133
Suggestions / NPCs consuming food
« on: April 24, 2020, 07:54:07 AM »
This would likely be a massive overhaul.
But it’d be F’n amazing if NPCs would consume food.

Both villagers, as well robbers and Njerps.

1) the villages would be less likely to sell their last food item for another plank/arrow/bowl.
2) leaving bowls, cups of ... mystery stew*... outside Njerp/robber  camps could open a new approach...
3) selling meat&fish&produce to starving villages should improve their perception of PC
4) buying excess meat/fish/grains from villages should have lower trade value rate: resulting in supply runner/trader opportunity for PC.

*Some use for raw black ears, marsh calla, bog flowers &/ sand mushrooms

Mmmm, some mixed meat stew with sand mushroom and bog flower: yum ;)

134
Gameplay questions / Njerpez cooking secrets?
« on: April 22, 2020, 06:51:53 AM »
Went to check some of the traps and while getting to end of line, bumped. Well, almost. In to a Njerp. He only carried spear, scimitar and knife. So arrow to his thorax and dogs rushed in. Another arrow got him bleeding in abdomen. And another of the dogs tore his neck open.

But biggest surprise was to find that he was carrying 4 roasted black grouse cuts and 2 roasted black grouse fats ... what sorcery do the Njerps do... to roast fat?
(No skins or leathers, he must’ve butchered without skinning first)

135
Not bugs / NOT a bug. Just aggressive coding on lynx behavior.
« on: April 20, 2020, 01:07:09 AM »
I just came back from meeting with old man with long beard, picked up dogs from the cabin, headed to the sage who tasked me with meeting the old man... came back to cabin to lynx killing Bunnigus the reindeer. Drat. Happens. So I leave 1 dog in the reindeer pen. Go to cut couple slender trunks and gather some stones for weights to trap that lynx. Come back, get on to tan Bunnigus' hide. To get interrupted by alarm barking. Stopped the tanning, turn around the corner and Grethel the reindeer is dead in the pen.
Now, I'm not sure if I should make Elsa the dog in to mittens for not doing her only job.

Or is there alternative reason for how/why the lynx managed to kill my other reindeer, right next to the dog?

Edit: updated title

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