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 - Buoidda

Pages: 1 ... 12 13 [14] 15
196
General Discussion / Re: Punitive island winter challenge
« on: October 26, 2020, 06:16:17 AM »
 :o be sure to report your progress at the stories section.  ::)

197
Stories / Island challenge stories
« on: October 25, 2020, 11:19:20 PM »
Hi, I posted about an punitive island challenge in the general discussion: http://www.unrealworld.fi/forums/index.php?topic=5841.0.

Here we can share stories about it.

Writing prose is entirely optional, I'm more interested in how ppl fare.

Here's a little something from the character in that challenge thread.

X#X##X#X#X#X#X#X#

Ukko Driikiläinen was dumped on a remote island, completely nude and without any tools. Luckily the Njerpez had left him with pretty light injuries. Starvation hit, but was manageable with birds and hares from light traps. The traps dotted almost every corner of the medium sized island. He has also caught couple of pikes while warming up early in the mornings. While fishing, Ukko heard a seal splashing about and had still some rope for a heavy deadfall trap.

Unfortunately most lingonberries withered while he was building the heavy trap. Even the Tellervo's gift mushrooms spoiled that he had been sacrificing for Ahti in hopes of a catch. He had planned to collect an ample storage of bait for birds, but there had been too much work with the traps and birds. Ukko had also seen a badger lurking in the distance. He had been eagerly improving the setting of bigger deadfall traps on a bottleneck part of the island. But the clever thing never touched the traps, even when Ukko surprised it sniffing about just next to a big deadfall trap. Even the smaller trap seems to be too suspicious for it. "Picky thing, aren't you? Is the bird smelling too bad?", Ukko had shouted after the escaping badger.

But then, upon returning to camp, from atop the high cliffs, he could see an enormous bull elk who had blissfully swum to the island. Upon sight of Ukko, the poor beast ran itself to exhaustion along the beach, refusing to return to the icy waters again. Soon he met the blunt end of Ukko's bird-and-hare-leather-bound stone axe and the bull fell into oblivion from the very first blow to its hip. The second blow secured its passage. "This was a miracle. Maybe it had swum a long way and was already utterly exhausted. I wonder whether I should sacrifice to Tapio or Ahti. I know no stories about swimming elks." After couple of days toiling, 48 lbs of the unfortunate critter is drying. Ukko is laying patterns for his new outfit, wondering where all that elk meat went. It will feel good to wear something before winter brings it's worst weather.

198
It was moving pretty slow, and my character isn't an olympic sprinter either.  :o

199
General Discussion / Re: Punitive island winter challenge
« on: October 25, 2020, 08:08:08 AM »
oh skills

200
General Discussion / Re: Punitive island winter challenge
« on: October 25, 2020, 08:06:48 AM »
Like this. Wow I managed to get only light injuries (-21%, cropped off because pic size constraint). I might actually survive this one.

201
General Discussion / Punitive island winter challenge
« on: October 25, 2020, 08:00:17 AM »
After discussing it here: (http://www.unrealworld.fi/forums/index.php?topic=5836.0), I thought to repost the island challenge from few years back. The original was about Njerpez camp, but it has way too much supplies should you manage to kill them.

STARTUP:
Driik (this culture having worst stats), no rerolling attributes (unless to get them worse). Randomize start for as long as it takes to start on a offshore island*. Might take a good while. Winter. Hurt, helpless and afraid. Survive to mainland village. No game-courses or essential help from mods**. Discard everything on game start.

You can even mod ini_skills.txt to have 0 in all skills.  :o

Too small an island may be impossible. See above link.

Be warned. This is not easy, possibly not even fun.

ORIGINAL CHALLENGE:
Same as previous, but tiny island (pref 1 tile) required and Islander allowed (easier to get a start needed since you'll die many times quickly) and Njerpez camp.

Be warned. This is fun, but you'll die. Many times.

**EDIT: Of course you can and should play as you want, but in order to qualify for the harshest level of this challenge: Do not benefit from mods. Essentially helpful things include: ability to make boards/paddles without an iron axe, extra ways to keep warm such as clothes and easy wood items, extra tying equipment harvestable in winter, improved food sources etc. Basically anything that makes survival and getting to mainland easier.  Easiest way to convince your fellows is of course not using mods at all.

You are most welcome to report your challenge progress (or horror stories) at the stories section: http://www.unrealworld.fi/forums/index.php?topic=5843.0.

*HINT: Use Night's magnificent little software to choose starting location: https://www.unrealworld.fi/forums/index.php?topic=6072.msg16429#msg16429

A few pointers to any newcomers who wish to try:
- When still naked - obsess over fire.
   - Gather firewood rather than cut it - it is far quicker. Always have enough ready for at least one night, preferably several.
   - Branches and other small wood burn too quickly. Light branch fires to cut slender trunks. Light slender trunks to cut groups of young trees.
   - Always be on a lookout for groups of young trees. Light a slender trunk fire near them to be able to cut three or at least two young trees with one fire.
   - Do not waste big trunks for fires that burn longer than you need them to. The winter will be much colder later. You also need them for traps when you get rope.
   - Learn to use torches.
- Do not waste time on wooden stakes/fences and javelins. Throw rocks unless your club skill is much worse than spear.
- Fish with rocks. With stone tools you get crude javelins which are -10 skill in fights, I don't know but possibly in fishing too.
- From the start, you are in a real hurry to have plenty of food, firewood and fur clothes before the mid winter strikes.
- EDIT: Try to a make wooden shovel and dig the pits you need before the ground is too frozen.
- Reindeer, elk and bear have the warmest fur. Good for hoods, footwear and mittens, areas on which you can't have many layers.
- Mind the spirits. You can sacrifice mushrooms and grasses. Use lingonberries for bait. Low energy meat is also better as bait than one sorry meal.
- Stay the F*** out of the ice! If you must brave to a carcass, drop everything but a wielded knife and crawl. You can test the ice by pushing stuff on it.
- Swimming guide: https://www.unrealworld.fi/wiki/index.php?title=Swimming_(Skill)

202
Gameplay questions / Re: Building a fireplace outside of a house
« on: October 24, 2020, 09:11:19 PM »
What I meant was to deconstruct was the all the kota interiors and the framework too. The kota walls stay intact if they were outside the framework. Then in the completely empty 3x3 - I speculated - one can start build cabin walls and ceilings once there are three cabin walls. But never mind - you found even simpler solution. Well done!

203
I long thought penalties don't apply when setting traps, because lack of message about it like in say, fishing. Now I'm told they do apply.

204
Gameplay questions / Re: Traps stay empty. Calling for the vets - help!
« on: October 24, 2020, 08:21:37 PM »
So it was the penalty. My thanks. I guess this is followed by a bug report then. EDIT: It wasn't. See topic starter.

@paulkorotoon

I have a tendency to lose interest on my characters after becoming secure food-wise. So I'm trying to find the hardest possible way to play this game.

The original island challenge was:

Driik (this culture having worst skills), no rerolling attributes. Randomize start for as long as it takes to start in a seemingly tiny offshore island. Might take a good while (this is hardcore). Winter. Njerpez camp. Survive to mainland village. No game-courses.

Then I noticed tiny featherweight characters can lure Njerps onto thin ice and decided summer to be even more difficult. (Going prone makes you not break the ice so easily, that is something they don't do.)

I can't remember the stories, might be still in the old archives. I think a few people shared stories. We also included Islanders for ease of participation (rerolling in home culture until small enough island).

This time I thought the HHA scenario would be even more difficult. Well it is. :D Maybe there was discussion about this years ago too. Can't access the old posts and don't remember anymore. It isn't like the russian roulette with Njerps. Seems like if the island is small enough not to spawn wildlife naturally and if even the traps don't spawn them, there is no way to survive the winter. Maybe if fishing skill is high enough to drag through the injuries before starvation wins. But not with a Driik. Only escape without steel axe is through swimming training in late summer. The character is well in skeletal state by then. So I don't recommend, it's a pain to play and a bleak existence with next to no hope of survival.  ::)

Try the original version, it was fun  ;D



205
Suggestions / Re: tanning terminology + rinsed should not spoil
« on: October 24, 2020, 07:36:42 PM »
I made some updates on the thread starter... smoking clean skins would be cool!

Now I'm speculating ways to make the tanning more complicated like I suggested in the curing topic.

One solution would be to force the character reiterate between cleaning (näskäys, fleshing, hmm fleshed ermine pelt  ???) and tanning steps on random occasion, more likely on less skilled tanners. Practically needing a successfull skill check to continue to the next phase. Player would get messages like "You notice you need to scrape the flesh side of the skin some more before you can continue tanning."  OR "You feel the skin needs some more rubbing with tanning material."

IMHO, this would bring great crafting feel to the pretty straightforward hideworking we do now, things not always going cleanly with only the fat (braaaaiiinss) of the animal. Of course this would also require bark to be harvestable (albeit more slowly, like IRL) all year.

Negligible suggestion: I'd add the ability to dehair ready-made fur too, because it is possible, just needs longer soaking. This especially if generated kota covers remain as tanned furs.

@JP_Finn Often, I wouldn't believe dictionaries, since those are written by dictionary-people and not professionals of very spesific and maybe marginal fields.  ::) Here is something I found while digging up terms:

https://www.leather-dictionary.com/index.php/Hide_-_Skin
https://www.leather-dictionary.com/index.php/The_Leather_Dictionary

206
Suggestions / More usefulness for curing
« on: October 24, 2020, 06:16:17 PM »
Ok ok I know I've been spamming suggestions, but I still have to speak on the other part of hide-ousness: curing  ;D

The first part was about tanning terminology:
https://www.unrealworld.fi/forums/index.php?topic=5835.msg15624#msg15624

I don't cure skins in this game. Curing makes skins stuck in place and tanning is far quicker overall anyway. And you still have to clean the skin which isn't required for drying IRL. Fleshing is easier on dry skin anyway. (The membranes break off more easily on dry skin.) Doesn't really work when travelling, either. Really curing should be the thing to do when travelling and little time. The skins will continue drying hanging from the rucksack anyway, once they've initially become a bit dry.

I'd like to see curing as the default procedure for storage just like IRL. Tanning is a lot of work. Not every skinned hide will be tanned, only those that need to be. Also I don't think the fur trappers of old IRL tanned the hides themselves. The woodsman would definitely bring cured hides home first, maybe tan them then. Tanning is primarily concern of the craftsperson who gets their skins from hunters/herders, because only they know what qualities (how thoroughly tanned (hard), for instance) they want from the tanning for the work they are planning to use it for. Of course on commercial scale is different - I don't know how foreign traders would have wanted their furs.

Also, not every hide in use is tanned. Nowadays snowmobile-sled-hides aren't and old-days kota covers most likely neither. The skin is relatively cheap to replace in kota cover if its only dried (cured). A valuable-in-working-time tanned hide wouldn't have been wasted for something so trivial.

So, getting finally to my suggestion:

1) Curing should be immediately available for fresh skins
2) shorten curing times to max overnight or allow picking up of skins with curing still continuing

3) accept cured hides for kota covers and "sleeping in furs"
3) complicate tanning to make it more realistic and to encourage curing to be used more
4) make cured skins available in villages and for trade - preferably much more commonly than tanned hides. I understand this would affect game balance significantly and prices would need to be adjusted accordingly, with tanning lifting the cost especially of big hides - not so much of the valuable small furs.

EDIT: reordered priorities and added '1' from the terminology thread linked above

207
Some of you remember the island challenge, no?  ;D

I'm trying to survive with Driiks on a few tile island on winter start, discarding all starting gear, with hurt, helpless and afraid, and ofc no game courses.

Fishing as a primary tactic is a suicide because of injuries. When injuries are gone, starvation is too high. When fishing, the game informs about it being difficult because of penalties. I still fish on spare time to train and warm up. Never catch anything. Mostly sweating time is about cutting young trees for firewood.

So that leaves trapping. Setting traps doesn't say anything about penalties, so I've been thinking they don't count. But I've gotten only one catch - a bird - with three characters. One froze, other drowned. The second character got a hostile forest probably because of spamming a lot of traps and cutting wood without enough sacrifice.

My third character has been sacrificing lingonberries or heather each day and gotten "at ease"-messages and once "you feel peaceful and safe". So I think the spirits should be appeased with all the felling of trees.

I try to use long lines of light traps as 'fence' with the occasional big deadfalls. Actual fence might strain less the spirits but making stakes with stone knife takes forever and I lack enough saplings on the island.

Still no catch. I have following theories of why not:
1) I made a line of traps from sea to sea across diagonally connected land tiles. Are too many of the traps are situated on 'sea'-tiles (zoomed out)? Does that prevent spawning of birds and land animals even on very successful trap set?
2) Do the penalties (39% starvation currently) still apply, even though the game doesn't warn about it? EDIT: No.
3) Running around naked in winter requires practically continuous fire. Even with the daily sacrifice, am I still cutting too much young trees on the same area?
4) Is a three-tile island too small even for trap-initiated spawning, in other words am I always too close? Or, does the spawning occur only on neighbouring tiles, which are sea and therefore fail?

EDIT: Penalties don't apply to setting traps. See bug report below.

http://www.unrealworld.fi/forums/index.php?topic=5838.0

208
Gameplay questions / Re: Building a fireplace outside of a house
« on: October 24, 2020, 04:47:27 PM »
You can also deconstruct the insides and the frame of your big kota with the walls still in place. That way I think its also possible to build insides of building, including a fireplace inside the 3x3 space within kota walls. I did the deconstructing part and can't see why the rest wouldn't work.

209
Suggestions / Re: Auto-confirm if hauling a single item
« on: October 24, 2020, 05:40:02 AM »
you forgot the link i guess.

I'm talking about whenever there is an inventory selection (picking, dropping, moving etc), pressing ESC results in "You have some items selected. Are you sure to cancel?" (Even if there's only one item selected. )

I think people doing combat are careful with their keypresses anyway, so I rarely need to cancel anything during combat. Ofc this could be automatically active when aggressive things are nearby. Or enabled in setup.

But most of the time this feature just breaks my rapid flow of keypresses and confuses me. It's not like it's easy to press ESC at the edge of keyboard by accident ???

210
Suggestions / Re: Auto-confirm if hauling a single item
« on: October 23, 2020, 07:36:50 PM »
Agree. Another similar thing which bugs me (too, and I thought fits this thread) is the "confirm-cancel" when pressing escape and only a single item is selected for dropping.

Or couple...

Or three...

Actually I'd do well without the whole feature. If sometimes I have some complicated selection accidentally cancelled, well boohoo. I'd still live my life with fever total keypresses than having to affirm cancel every single time.  :P

Pages: 1 ... 12 13 [14] 15
anything