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Re: Add "wetness" penalty to clothes If the temperature is just a few degrees below zero the warmth from the body that penetrates through the clothing dissipates before it can melt the snow. If it's cold and you get water onto the clothes (such as e.g. drops from an exposed face melting snow, not soaking) the water freezes, so you'd get pellets of ice clinging to the hairs of the pelt.
Note that the situation is different if you have snow that's already wet at around zero temperature. That's the worst weather, in my view: wet and miserable.

I agree that it's probably a bad idea to implement sweating penalties due to the tedium of having to adjust the clothing all the time (all work; no fun). My comment wasn't intended to be takes as a suggestion to implement it, only a comment as to what's worse in reality.

September 01, 2017, 09:54:30 AM
Re: Add "wetness" penalty to clothes Macintosh is a much later invention than the UrW time line...

I doubt clothes rotting due to being wet is much of a practical issue, as they wear out due to wear long before that unless they're constantly wet. Clothes starting to rot will stink as well.

Various migratory peoples have managed to make fur/hide based dwellings that keep the interior sufficiently dry, so I don't think that's an insurmountable problem. Again, I think wear (if torn down and rebuilt frequently) and deterioration due to the sun is a greater problem.

September 01, 2017, 05:49:16 PM
Re: Short Questions/Quick Answers There are essentially two kinds of trade in a village:
- Trade of communal resources: Pick up what you want and talk to any (adult) villager to pay for it.
- Private property. This s a sub selection of what they're carrying that they're willing to trade away (you can't trade for characters' weapons and then attack and kill them to take everything). This is also a sub selection of what you can see a character is carrying when looking at it.

Note that occasionally villagers refuse to trade some kind of item because they already have more than enough. For communal resources you just talk with someone else, but for private resources you'll have to come up with something else to trade.

September 03, 2017, 08:26:42 PM
Re: Easiest way to trap njerps? There are some problems with you intended approach:
- My experience with traps vs warriors indicates they're rather useless for that purpose. It might work better to harass civilians, though.
- Killing them one at a time works only if your character is faster. Otherwise the first one will magically summon other villagers, and eventually the whole village is following you. If you're fast enough I guess you can run and lose them that way, but running with armor is a lethally bad idea (the running speed equals normal walking speed within 50 meters, and keeps dropping until it reaches zero).
- Engaging warriors equipped with bows without a bow and using trickery is very dangerous. The buggers are deadly shots. Doing it without heavy armor is probably lethal rather quickly, since it only takes one unlucky arrow to knock your character unconscious.

September 05, 2017, 02:45:59 PM
Re: Vanishing fire. I'll be on the lookout when I start a new character (which will be after the next update). However, for my last character the fire was lit in the "sauna" stove, she went to the trap fence about 3 tiles away, walked around the single tile lake inside the fence, and returned back to to make a stew on the embers that were MIA. The stove was lit with the minimum number of branches.
There wasn't enough items around for an item overflow explanation, and I don't think tracks were removed either (I've never actually seen an item overflow warning, apart from the one for loading watercraft, animals/companions of burden, and the character with items, but that's a different one).
I'm fairly convinced it is a timing issue where the fire has to be in some specific phase when the day (and possibly month/season) ticks over. I'm not convinced the character has to be away, as I believe my character was doing some kind of crafting to pass the time the first time I encountered it, but cannot rule out that the character has to be absent from the tile.
A problem from a fault finding perspective is that the player has a rather hazy notion of what time it is, so it's hard to time the setting of a fire to a precise time (and there's no precise way of passing time to reach the desired time should we be able to identify it. At a guess, a large fire with a large burn time may be easier, if the condition is just that the fire is burning at the cross over time).

September 07, 2017, 02:32:04 PM
Re: Quest: punt I think the two kinds of logs were introduced explicitly for quest purposes, but appeared in the game a bit earlier than quests did. As far as I know there is no difference between the kinds of logs apart from quest suitability.
In real life cutting a tree while it's raining or dry makes no real difference. It's more important to protect the logs from getting wet after they're cut down than a little rain during the cutting. One important cause of damp in wood is from the ground, in particular if the log is lying in deep moss, so getting a space between the ground and the log (i.e. by placing it on thick branch pieces) is probably as important as providing a "roof" above it. You should also remove the bark from the log both to get it to dry faster and to keep tree burrowing insects in check.
It can also be mentioned that one historical way of transporting timber for cutting into boards (much later than the UrW timeline) was to dump them into rivers and tend the logs (pushing them out again as they got stuck, dismantling pileups, etc.) as they floated down river towards the lumber yards, and the timber didn't take much damage from that treatment.

September 11, 2017, 02:12:26 PM
Re: Baiting Wild Pigs I haven't baited wild boar, but I'd try the standard baits, such as berries, turnips, and roots (and you can multi bait). While they're omnivores, I'm not sure if they are in UrW, but you can put a cut of meat on the bait pile as well, for good measure.
September 14, 2017, 10:18:08 AM
Re: Does the quality of the skis effect usage? Ski quality has no effect whatsoever, unfortunately. As LoLotov mentioned, the skiing is tweaked from being a drag on the character to hopefully be useful in the next version. I will certainly try out skiing again to see if it has become useful.

The problem with skiing in the current version is that skis are heavy, and all of their weight is considered carried even when the skiis are on the feet. This weight causes fatigue build up (in particular for small characters), which quickly causes you to move slower with skis (due to fatigue) than without. The benefits of using skis is currently a marginal speed increase (initially), and there isn't enough of a penalty to trying to walk through deep snow without skis (or show shoes, which aren't featured in UrW).

September 14, 2017, 10:25:32 AM
Re: Herb Collecting Quest I've felt the quest answer route of saying you're not good at herb lore ought to lead you to get pointers as to where the desired plant grows, as per the edit, and I don't think you should have to give up the quest reward for that, as the old man ought to actually want to get his plants, so he ought to give his replacement legs and ears as much help to achieve that as is reasonable, which I definitely think a few words on where to find the plants is, and possibly how rare it is (bog beans is a pain for that reason).
September 16, 2017, 10:13:03 AM
Re: Herb Collecting Quest My experience is that the "unknown" image of a plant is always the same, while the name is random. Thus, I'm usually able to recognize heather (but that's about it) even when my character isn't.

I typically find that my characters can't get 100% herb lore, as they eventually run out of things to train it on. In general, I consider skill increases to be very good rewards.

September 17, 2017, 09:19:14 AM