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Re: Short Questions/Quick Answers
Is there any way to make more than one serving of porridge at a time?  I have an entire cauldron, but it doesn't seem to be possible to prepare multiple batches unless I have multiple cauldrons.
Not in vanilla. The Njerpezit Cooking Mod contains recipes that are designed to make use of the full capacity of cauldrons. You can either use that mod or use it as a starting point to adjust the vanilla recipes to produce larger batches (I think some of the recipes are just adjustments in size).
Also, as soon as one batch is ready I pour the contents over into a bowl to make the cauldron available for the next batch. I typically try to have 3 of these full batches at a time, as that is about the amount I can have without it degrading in quality before it's eaten (assuming it's stored in a cellar).

October 24, 2017, 02:01:03 PM
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Re: Injured adventurer clarification I've never found any shelter in a tile with only diagonal contact (a single point isn't a border), and I don't think those count, but that might be incorrect.

If the tiles of the "right" type is reasonably open I tend to walk in those tiles within view of the border, but if the target tile type is infested by spruce I walk close to the border in the other tile type. Blood scapes tend to be spread all over the target tile, so only you find the tile it's usually easily identified. The shelter may take a little work to find, but at that stage it's only a single tile. Beware of the attacking animal, though: it may still be there (I lost my latest adventurer to a wolf in such a quest, and an earlier adventurer was attacked by a bear, but saved by his dog).

October 29, 2017, 09:27:49 AM
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Re: Short Questions/Quick Answers I don't think there is any active anti character activities going on. Characters ought to start with equipment that's appropriate to their culture. I suspect the game doesn't take the skill points into consideration one way or another.

Regardless, the normal outcome from meeting robbers is that you get robbed, in which case they'll take your weapons unless they're of very poor quality, and beat you up if you resist. The normal outcome of such a start is to start without weapons, as they're taken from you (although there is a chance to run away). Killing a band of robbers at the start is almost impossible without significant save scumming (and is never without danger, although some tactics can make it almost safe, given appropriate skill, equipment, and abuse of the rules).

Usually "good" starting equipment is a knife and an axe, since those are required to do just about anything. For endurance hunting you can use whatever weapon you have, including a rock, but to process the kill you need a knife, and to build anything you need an axe (and you can't even get off an island without either a real (not stone) axe to make a raft, or swimming (any you may have to train a fair bit to get sufficiently proficient at swimming to get more than two tile even with zero encumbrance, and the water has to be sufficiently warm, which it is only for a fairly short period).

October 29, 2017, 03:25:29 PM
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Re: Arrow disappears I'd add the broken arrow since it will remove the confusion of having it disappear (resulting in more bug reports, most likely). The player can chose to dispose of the arrow or just let it lie on the ground as with any "normal" broken arrows, and if a mod allows you to recover the point a broken arrow is valuable if the point is of a high quality.
That, however, is low priority, as Sami said, and he should know ;)

November 04, 2017, 04:39:45 PM
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Re: Endgame economics - Money sink ideas Buying all the jewelry you can get hold of and hoard it is a fairly good money sink that's available currently.
November 06, 2017, 10:29:57 PM
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Re: The Water Folk Quest Suitable rocks are not that easy to find, as most that you DO find can't be climbed, and mentioned. I've had some luck with rivers (one character had the luck of having one suitable rock 4 meters from the homestead). However, I've also had a character who spent a lot of time first walking around a mid sized lake, and then punting along the shore of a huge lake to eventually find a suitable rock.

I think the advice to keep the eyes open for them from the start is a very good one, as is the marking of fords.

November 07, 2017, 01:29:19 PM
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Re: Short Questions/Quick Answers I've seen swans very occasionally, and I'm not sure if that's only on the overland map. You can probably check the files to see if swans are tied to any particular region, although I don't think they are.

When it comes to trapping swans you have the problem that they probably can't be lured with bait, and I'm not sure which trap size they'd fall into, given that they're fairly large.

November 09, 2017, 01:23:35 PM
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Re: Question for Sami What version have you been playing? Magic has been in the game for a long time (longer than I've played it, although that's just a couple of years), although the latest and next set of releases have revamped the magic system.

We are not talking fireballs here, but magic based on Finnish folklore, where effects are subtle or possible wholly imaginary (various rituals for better fishing luck, for instance), although some seem to actually work (ritual for getting certain thieves to confess, for instance).
The latest set of releases saw a rework of the old magic system into a new one, and also introduced embodied spirits. The current set of spirits are the spirits of the water and forest maidens, while the spirits of the forest are introduced in the next one.
The forest maiden is somewhat similar to the Scandinavian 'huldra' but isn't a wholly malignant creature as the Scandinavian counterpart.

Edit:
What's the point of double posting the above as a new thread? It only serves to annoy people.

November 22, 2017, 06:32:07 PM
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Re: Borders of Unreal World
I've been asking myself what would happen once reaching the edges for at least one year. I never tried to reach them, though.

 I guess this is one thing less in my list of discover-the-UrW-misteries' list.

 Regards
I believe I've seen a note indicator up in the top left corner of the worlds that's not accessible. I've never tried to reach it, though.

November 29, 2017, 01:43:37 PM
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Re: Psychic enemies I know robbers are homing. You can kill the Njerps in the escaped slave scenario through hit & run tactics using rocks (although you need a LOT of luck escaping from the center of the camp initially, and have very little room for mistakes in the fighting).
It's true Nerp villagers tend to come at you in a large line, but I attribute that to them shouting to each other, raising the alarm. I've then killed them off by using arrows and backing away (until the last village raided, where a lucky hit from someone who managed to get close slowed him down, eventually resulting in further hits, and finally death with 100% penalties through injuries and fatigue).
Warriors are reasonably easy to deal with because they wear armor that causes fatigue and their constant running means they quickly slow down to a crawl. Civilians are more dangerous as it takes quite some time for them to tire (although bow wielding warriors are always dangerous, unless you can take them out from beyond their firing range).

Thus: To take them out: zoom in, injure or kill one or a few of them, get away and zoom out, rest, zoom in elsewhere (to make sure you have a reasonable distance to them as you zoom in), approach, kill & maim. Retreat...
Never run except to flee as that builds up fatigue that slows you down.
(I don't think I did split any village into two attacks, though: firing and backing away was sufficient until it wasn't).

December 03, 2017, 07:24:55 PM
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anything