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A safe place for cows Hi everybody, first post in this new forum.

Just to share a design for a cow's pen (or any other animal) that seems to be safe from predators. It is like this:


   X X X O X X X
   X X X X X X X
   O X F F F X O
   X X X X X X X
   X X X O X X X


F = free space
X =fence
O = Trap pit with stakes

The idea is as follows. First, build the 1st ring around the free area, where your animal will reside:


   X X X X X
   X F F F X
   X X X X X


This will not stop any predator, so you add...traps!


           O 
       X X X X X
     O X F F F X O
       X X X X X
           O 


And, to make sure the predators will be funneled to the traps, make a 2d ring in such a way that there are always 2 fences between the exterior and the free space, or a trap. Like this:


   X X X O X X X
   X X X X X X X
   O X F F F X O
   X X X X X X X
   X X X O X X X


It looks like a 4-point castle, and it is amazingly effective. I think predators can only penetrate one fence, so, if they don't realize there is a trap, they try to take the shortcut and...bingo! A new wolf skin.

It also works with elks and the like, just bait each trap with elk-meth, aka turnips, and you are done. Last time I did this, I got like 4 elks and a wolf, while my bull Benicio el Toro (what else to call a toro?  ;D) just looked on, amused.

Try it and tell me how it goes!

Regards,
U.

July 05, 2018, 08:32:37 PM
4
Re: A safe place for cows Thanks!

I suppose this configuration works because the animals (probably) follow a shortest-cost pathing algorithm, like A*. So, even is say, a bear, could crash through 2 fences it won't even try it if it "sees" only one fence in the way...and doesn't see the trap, so it is fooled and the cost is not just crossing 1 fence, but its life  ;).

Anyway, I haven't seen how a bear would manage against this holding pen, but I guess it could work.

Off-topic: To me the Silmarillion is at least as good as the LotR trilogy! And very Finnish in parts  ;).

Regards,
U.



July 06, 2018, 07:10:21 PM
2
Rules of engagement for adventurers in the wild Hi everybody,

I would like to propose a set of simple rules for making the interaction between the player and adventurers or hunters found in the wild more realistic and less prone to exploitation. Sami has said that next version is all about NPCs, so I wonder if there is still time for a simple fix regarding this aspect of NPC-player interaction.

As you know, when the player stumbles upon a pacific NPC in the wild, said NPC basically acts as if nothing interesting is happening. A completetely unknown person appears from nowhere, pointing a broadhead arrow to the NPC head. Nobody says anything, not even "hello?" or "hi, I'm gonna murder you while you are all alone here!". The NPC walks around, bored, looking at the trees, turns his back to the player and bang!, free equipment/clothing and food. Not that realistic. Luckily it is easy to remedy, in my opinion.

Two basic considerations:

First, if the NPC sees the player for the first time, the NPC should be able to react.

Second, that first-time reaction should depend on the distance from the player. If the distance is outside the "personal space" of the NPC, the NPC talks, asking if the player is friend or foe. If the player is inside the "personal space" of the NPC, it will assume aggressive intent, and the NPC will attack at once.

If the player said "I'm a friend", can he treacherously attack later? I'll say either no, or give the player such bad karma that is almost suicidal. I prefer that the player be prohibited from attacking, so he can't exploit, again, a naive NPC.

The player still has the advantage here, as he can still zoom in with weapons ready and at range while the NPC won't have his weapons at the ready, and has the option of stalking the NPC and shoot it with impunity. But once discovered, it is either challenged about his intentions by the NPC (if far) or directly attacked if too near.

The logic is pretty simple. In pseudo-pseudo-pseudo code: ;)

if (player_not_detected)
      do nothing
else
      if (distance > NPC_personal_space)
         NPC asks if player is friend or foe
                if (answer is foe) NPC attacks; else nobody can attack,
      else
         NPC attacks
     endif
endif


As you can see, it is nothing particularly complicated and solves the naive adventurer NPC exploit.

What do you think?

Regards,
Utumno

   




 

 

May 06, 2019, 10:24:51 PM
1
Killing foreign traders in 10 easy steps! If you don't like exploits, don't read any further!  ;)

Hi guys,

I discovered (or re-discovered, surely somebody already thougth of this) a simpler, friendlier way to be a mass murderer to eliminate foreign traders.

First, about you:

1. Please have your bow skill as high as possible. Above 75 is fine, but YMMV. (Be nice and please be born as an Owl guy, with high eyesight and dexterity. Thanks)
2. Have in your posession many furs. Good furs. Winter furs, from the North.
3. Also, a good bow and some arrows/broadheads may be useful, or so people say.
4. Some armor, but not so heavy it impairs your bow skill significantly. A good fur overcoat and/or a cuirass (depending on your strength) are enough.

Location:

5. Meet the traders in some kind of open terrain. A frozen lake, an open mire or similar. No one's going to hide!

Time:

6. "Frozen lake" wasn't a poetic preference. Do this in the deepest winter, with the snow almost touching your cristallized but still functioning testicles.

 
Algorithm:

7. Look carefully at the happy traders. Ascertain which ones are selling arrows and broadheads. Buy all of them with your furs (you remembered to bring them, right?) Smile. Try to learn to say "hello" and "thanks" in their language. Also, "you suckers!". Keep smiling. It is a wonderful cultural exchange (you may also buy some of their swords and axes to be extra sure, if you have enough furs). 

8. Once you are the only one that has any arrows and/or  broadheads in a ten kilometer radius, step back to a comfortable distance, take your bow, bow, and start shooting. Use the broads at first against the nearest traders. Your objective is to kill or maim. Once a trader is unable to walk, let him crawl awhile and shoot the ones still standing. NEVER RUN! Ski backwards, let them tire themselves in the gonads-high snow. The more hurt they get, the faster they'll tire. After a few good-placed shots, all those sword-and-axe wielding capitalists will be either dead, crawling in the snow or so hurt/tired they will never harm you. If you are running out of arrows, give the coup-de-grace to the nearest blue sad sack and retrieve your arrows.

9. Recover your furs, arrows, and add an ungodly, game-breaking amount of loot.

10. Optionally, feel guilty. Not recommended. It is a game. (You know that, right?)

And that's it. I don't think this is an original find, but I discovered it with my latest character, a mad Owl with bow skill at 97 that got invaded by a band of traders that just wouldn't leave the settlement, and he was kind of a nervous little man. A sensitive, delicate soul, what can I say...


September 25, 2020, 01:57:19 AM
8
Re: Killing foreign traders in 10 easy steps! Don't worry. Just woo the traders with your new, sexy falsetto voice. But be sure to name your character Farinelloinen, eh? ;D

I tried this exploit in a heath field with no ice or snow. Apart from sparing me the testicular cryogenics, it worked very well. Usually there are like 1-3 traders with ranged weapons, so you need the same amount of furs to buy their arrows, one for each trader. Bring 1-2 extra just in case. (you'll recover them or die, so just don't worry) If you can buy their bows/crossbows, great, that way they can't shoot you with a picked-up arrow.

And lastly, I was wrong about the armor: just forget about it. If it gets to a melee, you lost. Wear almost nothing but your weapons, not even the skis. You need to be as deadly as possible at a distance for this exploit to work.

Just to make it clear, I normally hate exploits. But after doing all kinds of challenges to make this game harder, I decided to give my next character an easier life  ;).





September 29, 2020, 01:06:06 PM
1
Re: "The Challenge"
Hi,

Tried this challenge a couple times, always ended up a frozen statue. My strategy was to be always on the move until finding a village. Never happened before death!

This time I tried something different. Spawned near a big lake, so just stayed there. The idea was to get prepared as much as possible before going on the walk to find civilization.

Sequence of activities was:

1. Make stone knife, javelin. (for general work, fishing)
2. Build first shelter (2 days) by the shore.
3. Spawn light lever traps (over 20 or so) all around the big lake. Bait them with whatever berry is around, don't eat them. Sacrifice berries to the gods, they like it.
4. Alternate days between mainly fishing, and, if food surplus, mainly exploring/collecting wood for heating.

Your main enemy is the cold, much more than hunger. Therefore you always need wood, and with just a knife that means cutting down young pines. Lots of them. Also, collect branches and pine needles as kindling. Think ahead: build up caches of small tree trunks in strategic locations around the lake, plus shelters next to each one. The shelters give you some protection against the cold, and serve as secure bases to retreat if it gets too cold.

When traveling around the lake, always carry some kindling with you , and OBSERVE YOUR TEMPERATURE. If it falls to "cold", you should be near one of your wood caches, or have enogh time to cut down a young spruce and fire it before getting too cold. Again, thinking ahead is essential. Interrupt ANY activity if you temperature gets too low: fishing, building, hunting, whatever: cold kills, always, and another opportunity will arise sooner or later.

Be persistent and organized, and always be doing something. In my run it took me 25 traps and 24 days to kill enough birds to manufacture a leather cord (15 ft), and therefore a stone axe. Starvation only lasted the first 6 days because, between fishing and birds, I was always pretty well fed, even had some leftover food in particularly good days. The weather varied quite a lot: some days were almost like autumn and I used them to the max, other were so brutally cold I could do nothing but stand near a fire, and I got frostbite a few times. But all in all it was survivable. Watch your sleep: being awake in daylight is important.   

Soon afterwards, a stroke of good luck: got a badger! Badgers are great animals because any human can just run them down. From its fur I made enough cords to build a primitive bow plus some arrows.
 
By the day 43 I had another badger and more birds, plus a reliable 2-3 pikes in reserve. From the birds' leather I made a leather cap and shoes, and from the new badger, a fur hood.

So there I was in the winter month, fully armed with stone knife and axe and bow plus arrows, and my old javelin. With shoes and a hood to have a little warmth. Apart from that, buck naked, but hey, I was alone. And with a full belly, surprisingly.

At this point i realized I could live indefinitely by the big lake, if I wasn't careless with the heating. I had two options:

1. Stay there until spring. Nothing new to do: fishing, birding, cutting down young trees, hunting the occasional animal. Pros: Quite safe, and it wasn't impossible that a big hervibore wandered about, offering the chance of getting some proper clothing and a change in diet. Cons: I'll have to live like that for months. Boring.   

2. Look for other people. Pros: My new gear gave me a better chance of completing the challenge than before, and I could actually stumble into an elk or similar. Cons: simply dangerous: already in winter month and getting colder, so mobility was compromised. I could well be practically disabled by hunger before hunting anything. Or just freeze, again. Or die of thirst.

Of course, being an irresponsible jerk, I choose 2.

Picked everything useful and went south. South is the best direction to go: from a random location, cultures tend to be closer in the north-south axis than in the east-west axis, and if you miss them, sooner or later you'll hit either another big lake or the sea. And that was what happened to me: after some days got to the ocean. Began walking west along the coast hoping to hit driik or some river mouth (to go upriver and explore). I used the cliffs as mountains (they have the same picture as mountains so I guess they are ok for the challenge?)  A few days later, an elk! Got him (almost freezing myself in the chase) and well, paradise: overcoat, mittens, fur boots, some 50 cuts. Yeah, the challenge was done. Only a matter of time, right?

I consider it done. I forgot some bad dream that had my happy self, just 3 days after the big kill, accidentely freezing to death  with all my damn new clothes on, trying to fire some stupid small trunk or something that refused to light up for a bit too long. But it was just a bad dream, a nightmire. I finished The Challenge!

Right? Right???




April 25, 2021, 11:48:09 PM
2
Show statistics without needing to die... Hi,

As the title says, only when you die you can finally see some basic stats about your char: distance traveled, days adventuring, etc. Why not implement a "Statistics" screen, to see your current stats? It can have the following info:

- Start date of adventuring
- Days adventuring
- Distance traveled
- # of animals hunted (per species). Don't display zero kills, to have it cleaner, or fish!
- # of animals trapped (per species)
- # of Njerpezs killed
- # of buildings and/or total area of buidings
- # of traps (per kind)
- Total length of fences
- # of quests completed
- Total value of inventory
- # of cultures met
- gain per skill since beginning (ex: +10 bow, +15 hideworking, etc.)
- Whatever other interesting things you desire  8)

Shouldn't be too complex. Thoughts?

Regards,
Utumno.








May 08, 2021, 06:37:43 PM
6