Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JP_Finn

Pages: 1 ... 73 74 [75] 76 77 ... 81
1111
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

1112
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.

1113
Gameplay questions / Re: Njerpez War Camps
« on: April 25, 2020, 05:40:26 AM »
It’d seem that in 3.52-3.62 Njerp camps spawn right outside cultural region, near to characters active area. IIRC, 2.7 or something; the Njerp camps could’ve spawned anywhere. I recall bumping into some just looking for game in “backwoods tiles” (sort of mixture between spruce mire 2/3-3/4 and heathland 1/4-1/3 in current version.

1114
Gameplay questions / Re: Njerpez cooking secrets?
« on: April 25, 2020, 05:24:18 AM »
I’ll be. I tried that circa 2002 and recall getting “*animal* fat does not work as raw meat!”

But now it seems it does. Thanks. Guess I could’ve tried to roast some excess fat from harsh hide tanning.   :-[

1115
There you have it. Solution for winter time fletching.

1116
Suggestions / Re: NPC Hunters in party help with tracking
« on: April 25, 2020, 05:19:03 AM »
I suggested this for dogs in Dog commands Suggestions

1117
Suggestions / Re: NPC Hunters in party help with tracking
« on: April 25, 2020, 05:17:02 AM »
Or even Chat/Command option to tell/ask the hunter to “track this animal”
When standing on tracks. Preferably hour old or fresher.

1118
1st, I’ve not used any mod beyond graphics change.

But! Any (pre-winter, still growing) plant material in winter is brittle. Spruce, pine, birch, alder, rowan, willow, juniper. Doesn’t matter. Unless going to further technology and have full on cellulose production... what’s ~1,000 years here? LOL

If anything, my suggestion would be to add recipe to “unravel woven cloth” to remove very carefully and slowly threads from linen and nettle fabrics. And the resulting product/thread should be *no quality* item.

I’m surprised no one has mentioned (not sure it’s in any mod either) is tendon sinew. That has historically been widely used material for strong & thin cordage. Just need to add that as “by-product” when butchering any sizable quarry.

1119
Suggestions / Re: Winter hides
« on: April 25, 2020, 04:46:01 AM »


But doesn't this sentence also speak of rather fixed calendar dates and months rather than temperature?
Given legal season ends on March 31st for them, I could not hunt them after, even if weather was cold/snowy

Quote
Just today it was snowing, and the lake is still on ice, and I had to yield brown a hare on the road while driving a car. Very few spots of white were still seen.

But this winter was awfully mild in Finland, at least according to my skype calls with mom. Were the hares fully white at all or splotchy at best?

1120
Suggestions / Re: NPCs consuming food
« on: April 25, 2020, 04:40:58 AM »
Hmm. I've left bowls of mystery stew outside Njerp camp. Not in Camp, but adjacent areas with foot prints. I've not had them picked up. Much less consumed.

Maybe they're divining the exact ingredients and don't go for the "sweet poison".

I'll see if I can make 'em grab some and keel over and die. Or not.. I don't think any of my characters with Njerp camp is in correct season for more sand mushrooms.

1121
Suggestions / Re: Winter hides
« on: April 25, 2020, 03:25:45 AM »

Daylength, and thus knowledge of the season of the year, is vital to many animals. A number of biological and behavioral changes are dependent on this knowledge. Together with temperature changes, photoperiod provokes changes in the color of fur and feathers, migration, entry into hibernation, sexual behaviour, and even the resizing of sexual organs.

At the moment, temperature doesn't affect Drying or animals' winter pelts. While IMO temperature really should play bigger part. As should sweating then going out/away from in below freezing temperatures.

I believe wet clothing and firewood et cetera are in dev plans. Should go with temperatures too. i.e. plunging in summer lake with clothes on, then working on fields or tree cutting, should keep character going on longer. And wet clothes in winter, well, not going so long.

1122
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...

1123
Bug reports / Re: Breaking ice with raft
« on: April 24, 2020, 05:07:02 PM »
No, it wouldn’t work. You’d end up paddling multiple rafts on your tile. (Took a punt to old man, on island) and game doesn’t allow character moving on watercraft without wielding a paddle or sesta.

1124
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 ;)

1125
Gameplay questions / Re: mushrooms
« on: April 24, 2020, 07:41:33 AM »
Also noadi's is safe to eat but has some unusual side effects especially if you eat one save your game and forgot that you ate it when you set out hunt when you start playing the next day.

Oh. I see what you done there.
Stoner.  ::)

Btw, uncooked noaidis should give painful stomach ache.

Pages: 1 ... 73 74 [75] 76 77 ... 81