See likes given/taken
Post info | No. of Likes |
---|---|
Re: Luckiest kill?
Broadheads do cutting damage that is more likely to cause a bleeding wound and they disable or kill faster. However, there are some disadvantages: a) may damage the hide more, especially with multiple hits; b) Not as good against armored people, because clothing & armor are usually more protective against cutting (edge) attacks than piercing (point) attack types.I'll have to invest in some of those broad arrows on my current playthrough as too many times have animals been shot by my arrows but just kept running away and then I've lost them. 2 things. tracking. dogs. June 13, 2017, 01:56:09 AM |
1 |
Re: Regarding dog's behaviour in front of danger
I'm not sure what you're getting at. Dogs sometimes do flee when injured and sometimes fight to the death. They also ignore orders when enraged (as do companions). As to them following orders, well, just because the blasted dog barked a "yes" when I called it, it doesn't mean the bugger actually comes... i've seen different behaviors in my dogs. i got "jef" and "stavros" stavros is very agressive, he fights hard and long and often gets wounded to. jef is a bit more... cowardly is the wrong word here.. carefull! he'll run towards whatever i send it at but not actually fight it, he'll just "hang around" untill it can nip it's back! so... i learned to FIRST release jef, he will get it's attention but not actually engage... then stavros who will go in full berserk style, wound and distract the prey and THEN jef will usually join in the actual fight. i also found jef to return to me faster when the prey does get away, stavros will charge for longer (making me worry about his safety). they both listen equally well tough, when i tell them to eat they heard that but when i tell them to get out of my cabin they are less likely to oblige (and i have had to remove them with a leach more then once). it's more of a pathfinding thing i guess but i find it hilarious. it gives em some realism June 13, 2017, 02:07:17 AM |
2 |
Re: Injured adventurer clarification
You may have to be persistent and patient to find the shelter. same, except the only thing i found was the handaxe the adventurer wanted back and 2 wooden mugs.... anyway, found blood on the border, with bear tracks. followed those tracks, found the bear camping in the shelter. fucking squatters. November 04, 2017, 05:44:18 PM |
1 |
Re: More kinds of structures
- Primitive bridges -> yes please, a MUST. it's not that far fetched to use ropes/cords and boards to make a bridge. this would be AWESOME and realistic. - Hill forts -> i was thinking a "pallisade", walls do this but they look off. - Burial grounds -> being a bit creative allows you do already do this. still i like it. - Giant's churches -> churches? giant's? this one i dislike. we've got shamans and seers. - Various forms of cairns -> oh yeah, that would be awesome to find. - Ceremonial/sacrificial sites -> same as above. - Quarries, iron foundries -> this might be overkill. perhaps one settlement with a new culture (the foreign traders outpost) could have a small blacksmith without being to unrealistic. i like most ideas here, especially the bridge. November 04, 2017, 06:15:39 PM |
1 |
expansion on the planned animal husbandry
so, reading the planned features list i noticed "animal husbandry". first up, i can hardly wait for it. the new types of gameplay that could come from this is already filling my mind with joy. but one little thing could make it go way further. not only being able to buy an animal, but being able to sell it. but why? simple, if i can breed animals i could survive off those, trough slaughtering them and trading their meats/furs/leather. but if i could sell the living animals it would make breeding them an even more viable source of income, maybe even good enough to replace njerp slaying. of course, breeding animals requires large amounts of food/farming, so it won't be easy or quick to set up an animal breeding center, but it would make it pay off in the end. so to recap, can we also get the ability to sell live animals? November 04, 2017, 06:22:52 PM |
2 |
Re: Value of things
I think that value of things is historical incorrect. furs are not that valueable in the region itself, but because they are in high demand outside of the region. and if you can trade your fur for a good axe, why would you trow it out? it may be more valueable then the clothes you'd get from it. there are also several mentions of the byzantines and abbasids being very intrested in northern furs, mostly for status. white fur was imported only and was a sign of your wealth. November 13, 2017, 01:06:38 AM |
1 |
Re: No visible floor on a mountain
Absolutely, I agree. But nevertheless, it seems sort of sad that my floor change during seasons. i wish my floor would change, all it does is sit there being the same all year round. it's really boring. November 13, 2017, 01:17:55 AM |
1 |
Re: How old is your oldest survivor poll?
I think he is two years old, but I forgot how to check that. Is there even a way? your char starts at age 16, so whatever age he/she currently has, -16. my current char is 24y old, so he's ingame for 8 years. he left behind him a trail of construction. it's horrible. January 15, 2018, 05:56:16 PM |
2 |
Re: Catching a glutton - advice?
The same goes for my fields. I don't put traps around it (I do fence around it), and for the most part animals leave it alone. cry hacov and let slip the dogs of war! February 27, 2018, 02:06:24 PM |
1 |
barry the bull, why you should get at least 1 bull.
left my cabin this morning, gathering stones for the paths on my homestead (when finished, i'll Screenshot that to for y'all to see) anyway, this picture is why you should get a bull, when doing large building projects. https://www.dropbox.com/s/oja3tfkufi3izwx/barry.jpg June 05, 2018, 01:24:33 AM |
7 |