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Messages - Dungeon Smash

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136
Suggestions / Re: Quality of Life Improvements
« on: March 18, 2019, 09:42:34 PM »
I get that "door" can be used to represent "Gate", but I do still think a "Gate" tile would be nice too.  For one thing, doors block line of sight when closed.  Also, they require quite a bit more in terms of resources and time.  It would be nice if you could build a gate with just a few stakes and maybe some cordage.

137
Ah I see the issue, the old Net recipe used {*cord}, at some point the modding architecture changed and now it should be {Cord}.  I think...

138
Net recipe requires "cord", possibly to prevent using things like split twigs.  You can make cords out of fibres from bark (birchbark or other)

139
Gameplay questions / Tips for agriculture?
« on: March 09, 2019, 09:36:11 PM »
One portion of the game that I have never delved too deeply into is agriculture.  It always just seemed kind of tedious, but now that I am easily able to keep my characters alive during the early game I think it would be rewarding to grow my own crops and use them for clothing and meals. I now have a Kiesse settler who has survived to his second spring, and has all the necessary tools and seeds.  I know the basics from the in-game Beginner's course, but what are some tips to make farming more effective?  What should I avoid, how can I best utilize my spring?

What about the details of workflow - like for example, how big of a section should I burn at one time, bearing in mind that I have to prepare all the soil before the burnt-out fires disappear?  What should I prioritize during each month?  Are some crops more important to get in the ground quickly before others?

140
Permanent companions is already something that's in planning for the future.

As for the "Requesting items..." suggestion: It's not that bad of an idea to ask a craftsman to make something for you, a bow or a punt or some arrows or something.  This could even trigger a quest: "I will do what you ask, but I need a fine handaxe in return."  However, I don't think economics in the Iron Age Finland worked quite the way you are imagining... for one thing, most communities in URW would not have had blacksmiths.  Most iron goods were imported.  Only in Driik towns might you find a full-time blacksmith, but those communities generally already have plentiful iron goods to trade.

141
Gameplay questions / Re: What are some good early game barter items?
« on: March 09, 2019, 05:16:00 PM »
Arrows are a very decent, lightweight trade good that don't require much in the way of materials, you can usually find feathers if you just walk around in the woods for a little while.

wooden shovels as well, only require a block. Not worth much but you can sell them in bulk.

Shortbows are also quite easy to produce, and fetch a relatively good price.  If you have trouble getting enough cords, try the BAC mod - gives you more options for making cordage from things like tree bark. Also gives you more options for making arrows and bows.

You can also sell meat or fish - if you have decent fishing and cooking skill, selling tasty roasted high-value fish like salmon can actually be somewhat lucrative for a starting character. You can trade for arrows, squirrel fur, smoked meat, etc.

if you kill a large animal and have more meat than you can use, sell the rest.  You don't have to smoke or dry all of it - eat some, preserve some, sell the rest.  Of course, this depends on having a village nearby. If you're worried it will go bad before you can reach a settlement, start traveling and then cook it on the second day.  It will stay good longer and if you have a high cooking skill, you will actually increase the value.

142
Development News / Re: [Diary entry] Skiing and tracking
« on: March 08, 2019, 02:32:52 AM »
Hahah! Many times I've done a similar thing both in UnReal World and the Real World - leaving my backpack or gear somewhere in excitement, and then having to track it down again.   ;D  One time I thought I lost a very valuable water pump in real life, due to its being in a green pack.  Or, alternatively... my leashed-up cow and stack of furs in the game.  I thought I was the only one!

143
Gameplay questions / Re: Spoiler! Quest related
« on: February 28, 2019, 03:52:55 PM »
It must be silver, bronze does not count.

144
In spirit, perhaps ;)

145
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'
Just another quick foible -

The recipe for "Two-wood Longbow" still uses the old nomenclature of the Buoidda mod, "Split birch trunk".  Again, the actual item required is "Short quarter log".  Might want to edit this for more clarity. 

146
Got to say... I really love using this mod.  Feels great, plays great, I love all the options.  My dream of an Owl-Tribe super-scientist survivalist is finally within reach...

One minor quibble: For "birch shortbow", it says it requires "split birch trunk" - - the actual object required is "short quarter trunk" - maybe it's meant to be a little murky, that the user must think/experiment in order to find the right ingredient?  You can, of course, check the .txt file to find the answer quickly, which is what I did.  However, I thought it was needlessly obscure - maybe at least more of a hint? 

147
General Discussion / Re: The Judas Deer
« on: February 12, 2019, 03:12:52 PM »
Could just be luck of the draw - i believe how it works when trapping, is that a single "roll" is conducted at the moment that the trap is built, which can come up as either success or failure (there may be degrees of success as well).  I'm sure other factors affect the roll - rituals, etc.  It's possible you simply failed all 3 rolls for the wolf traps.  when you fail the trap roll, it seems as though animals will almost always recognize it as a trap, and will automatically avoid.

148
Off-topic / Re: Working with tree nails
« on: February 09, 2019, 05:29:16 PM »
Pretty cool video!  Thanks!

I always wondered how URW characters managed to put together things like tables and chairs without the use of nails, using only axe and knife...
I guess it would be possible to bore out holes for wooden nails using a knife... is that meant to be the idea?  or is it more like tenon joints?  Perhaps an expert on Finnish/Scandinavian woodworking could clarify.  Or one of the developers.

149
Suggestions / Re: How come I can burn down forests while it's raining?
« on: February 09, 2019, 03:55:53 PM »
I am a real life wildland firefighter and I can tell you that forest fires can definitely burn in the rain.  It's quite common.

Large fires can be thousands of degrees in the interior, hot enough to melt steel.  Rain can't even touch it - the raindrops evaporate long before they touch the fire.  Even a single torching tree is hot enough to evaporate raindrops.

Of course, fire is complex and rain certainly helps to put it out.  It depends on numerous factors.  In Colorado, the fuels were receptive to rain and once it started raining, we could usually sit back and declare the situation under control.  In Alaska, when the rain came down, it was the exact opposite - we would often kick into high gear, because rain was our chance to catch the fire.  Those were some miserable times.... slogging through knee-deep bog water as the black spruce torched all around you

Now, as for starting the fires.... that might be a different story, it just depends on the skill level of the person starting it.  I've started plenty of campfires in the rain before, but it's certainly harder.  Using only prehistoric methods would increase the challenge even more.  Still, with enough fuel, you can burn anything...

150
General Discussion / Re: The Judas Deer
« on: February 09, 2019, 07:10:21 AM »
How long will it last? Long enough to catch the whole herd? Because the trapped reindeer should eventually die.

I wonder if wolf have herd mentality. Unfortunately I couldn't test it. When recently I found a pack of wolves on the frozen river, eating the elk I was tracking for some time, I chased them off and took care of the elk, but they were coming back now and then. Then I went to collect 3o stones to make three wolf-traps. The wolves were nuisance during this work. After baiting and coming to the village for sleep I returned, and the wolves were around. But finally not one of them was trapped, and after couple of days they disappeared from area.

Similarly I had trouble trapping a single pig, even if they were encountered a month later in the same tile.

I've got no trouble with trapping reindeer though, so can confirm that they seem to return to others, or keep close at least.
What was the trapping skill of this character? take any precautions such as gloves, rituals, etc?  I wonder if perhaps it was just low trapping "rolls" when setting the trap

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