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Messages - PALU

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1396
Gameplay questions / Re: Short Questions/Quick Answers
« on: December 29, 2017, 08:14:14 PM »
Ritual skills are indeed learned through quests, but the quest givers need not be sages. Many quests have a random type of reward, where a new ritual is one possibility, but the rate at which you get new rituals is rather slow, so not getting any for half a year doesn't sound off (I think my character has gotten 3, including a "fixed" one when the character has been deemed ready, in a bit over 1 year).

The current system of pleasing the spirits seem to be in the need of balancing, as you can't sacrifice fast enough (due to the rate limitation) to keep them from hating you unless you essentially cease to catch small game. I'm not sure about fishing (haven't done enough to get any data), but it seems all general sacrifices go into a single pool shared between at least catching game, fish, and a summoning that requires a sacrifice. I'm not sure if cutting down trees count as well, but suspect it does, but eventually you're probably finished with your building projects.

1397
Suggestions / Re: Trainers
« on: December 29, 2017, 08:03:33 PM »
- If the trainer is a hired special companion as per caius' suggestion, you might not need any guaranteed results at all. Instead, the trainer would act as an actual sparring partner in the case of melee, and instructor in the case of ranged training (with the instruction part probably abstracted away). However, it would be useful to simulate the instruction aspect by increasing the odds of gaining a skill point from training (while still maintaining the current daily maximum). The trouble here would probably to change the combat point so the trainer backs off when gaining the upper hand, rather than killing the student (it's possible the robber behavior code might be of use).
- The higher the training level the more extensive the equipment requirements. Most characters would be able to receive initial crossbow training (provided they've found an instructor) by providing little more than payment (as most characters seem to have a skill level below 20). Similarly, initial sword training might be performed with little more than crude wooden swords (or even staves) and some basic protection, while advanced training would require training tools that have been balanced to match that of real swords. It may even require several training weapons specialized for different parts of the training at the top level.

1398
Suggestions / Re: Trainers
« on: December 29, 2017, 11:35:56 AM »
I like the idea of being able to get some help with improving skills (my current character would certainly benefit from any and all combat training). Balancing this may be tricky, though.
- In addition to a higher cost for higher level training higher levels of training should probably require higher levels of trust, so you'd have to build up a reputation with the potential trainers (and/or their villages) for them to accept to train you. That would prevent you from just traveling around the world to seek out the masters to gain mastery in a comparatively short time. Instead, you'd have to spend a considerable amount of time while concentrating on only a few skills (the ones available in your vicinity).
- Training would also need a cool down similar to the quest intervals, where the cool down period is used to practice what's being taught.
- Training quest rewards should be more valuable than trainer training, though, and one way to achieve that would be to allow trainers to train you only up to the level below their own, so grand mastery would require quest rewards and/or actual practice.
- Offering trainer services might be made into a new quest reward.
- Trainers should probably be identified through talking to villagers, as everyone skilled in a trade isn't necessarily interested in or capable of training others. It could even be done such that villages would only reveal trainers and offer training to people they have a sufficiently good relation with, so you couldn't just travel around to locate all the trainers and then set up a training resettlement strategy, but would have to resettle first and then find out what becomes available over time.

1399
Gameplay questions / Re: Help with bird thief quest
« on: December 29, 2017, 11:09:55 AM »
Yes and no. The "sauna" you build yourself at your homestead isn't a real sauna. The villages have sauna stoves in their saunas, while characters can build only normal stoves. A character built "sauna" works as a sauna for all purposes other than the quest(s?), such as smoking and taking a sauna bath, though. It's a nasty surprise to find out there's a distinction in this one case.
The "no" part is that bedrock does not have to be in a village (and I think it would be very hard to find any in villages). I usually use bedrock, as my characters settle by rapids where these are easy to find.

I don't think the bird thief reward is fixed (to a particular reward), so what you get should vary. However, when you get a disappointing reward, think of it as a relations building effort.

1400
Gameplay questions / Re: Short Questions/Quick Answers
« on: December 28, 2017, 10:49:36 PM »
I've never seen one (apart from the escaped slave ones) with a fair bit of playing in and around Owl tribe territory. My current character is close to and in Reemi territory, and so far I haven't seen one, but haven't traveled that much either.

I'll make a post if I encounter one, though.

Anyway, Njerp villages provide an eventually lethal challenge, in my experience.

1401
Not bugs / Re: 3.50b2 - fur cap has no effect
« on: December 28, 2017, 09:31:10 PM »
Sorry, what I meant was that it was worn so much only a small piece of it remains, i.e. the quality bar shows only a little piece (a "sliver". as in: Only a small sliver of the moon was visible, as it was new.).

Can your character make a new cap out of some hide (you can copy your save folder, try it to see if the results are different, delete the folder, and restore the original) and try with that cap, to rule out e.g. strange properties carried over from a cap made/bought in a fairly old version.

1402
Gameplay questions / Re: Short Questions/Quick Answers
« on: December 28, 2017, 09:20:43 PM »
As far as I know they've been removed apart from the Runaway Slave scenario, as you said.

1403
Not bugs / Re: 3.50b2 - fur cap has no effect
« on: December 28, 2017, 06:38:09 PM »
I just looked at my character (whose fur cap I think was starting equipment), and both 'A' (after removing the helmet and hood) and looking at the inventory and pressing return when the fur cap is under the cursor shows Average warmth and protection. My character was started with 3.50b1, migrated to b2.

Is your cap worn down to a sliver? If so, you may consider repairing it or making a new one and check again.

1404
Gameplay questions / Re: Can i smoke meat on a village?
« on: December 28, 2017, 05:19:16 PM »
I've never done it but other people have, so that should work. I assume it's too warm to dry the meat (you can dry meat using a shelter, so it doesn't have to be a "real" building)?

It is too cold to dry the meat... well, thank you, i'm going to smoke the meat.
It can't be too cold to dry meat, but it can be too warm. If the temperature is too cold for your character to stand outdoors to hang up the meat (it's can be difficult to get hold of socks and mittens) you can light a small fire beside you. As far as I've seen it will provide an acceptable temperature from the ashes/embers.
Also, if it's too cold to work outside the meat won't spoil, so you won't be in a great hurry to prepare it.

1405
Suggestions / Re: Textiles and Scissors
« on: December 28, 2017, 03:45:10 PM »
It's a known exploit ("known" in the sense that it's been mentioned at least once on the old board).

Another related exploit of the UrW logic is that anything produced from a single type of source materials can result in products of the higher quality(+1)  if you mix any amount of higher quality into it (if you also have a lower quality involved (-1) the amount of the higher quality input has to be at least marginally larger than the lower one). Thus, one harsh elk skin plus a decent willow grouse leather can yield decent quality cords, provided you select the willow grouse leather first and then "fill it out" with the harsh elk skin. You can even start with <0.1 lbs of the higher quality material. Using hides and leather is the most common case, but you can do the same in other cases as well.

If you've got multiple materials in the recipe the rules are different and not fully identified.

1406
Gameplay questions / Re: Can i smoke meat on a village?
« on: December 28, 2017, 03:29:45 PM »
I've never done it but other people have, so that should work. I assume it's too warm to dry the meat (you can dry meat using a shelter, so it doesn't have to be a "real" building)?

1407
Gameplay questions / Re: Short Questions/Quick Answers
« on: December 27, 2017, 11:22:55 AM »
Farm produce appears as they're harvested, and so turnips show up fairly early in the summer, with others showing up later. Seeds seem to disappear after a while (as does a lot of the farm produce), so you're better off buying seeds before their planting seasons start.

1408
Solved'n'fixed bug reports / Re: 3.50b2 ram milk
« on: December 26, 2017, 01:24:56 PM »
Rams didn't use to be capable of producing milk in UrW, producing something like "Milk <ram name>? Nay, think again!" when you tried it, so it's something new (or particular to that starting scenario).

1409
Suggestions / Re: Textiles and Scissors
« on: December 26, 2017, 10:58:32 AM »
I turn Njerp/robber clothing into bandages and use hides to make cords (unless I use a mod to allow me to make cords in other ways).
Currently there is no point in bolts of cloth in villages since UrW doesn't provide means to make clothes out of them. Once clothes making makes it in bolts of cloth would make a lot of sense.

I find hide working to be one of the skills that increases the fastest, so high quality cord is one of the first thing I can produce that's of a high quality (and since most cords are used for drying/smoking I don't care about the quality for the bulk of it anyway).

Scissors/shears should probably be included when sheep shearing makes it into the game, with the attendant clothes making (Ah! some warms socks and mittens for the winter!).

Sickles were probably the tools of choice for grain harvesting during the UrW time line, as I think scythes were introduced later in history.

1410
General Discussion / Re: Marrige
« on: December 25, 2017, 09:29:50 PM »
What's wrong with Sami's poll?

You ought to provide a very clear and specific description of the reason you consider the game's creator's poll to be so poorly constructed that we should bother with you poll.

Or haven't you seen the poll (and the discussion thread that led Sami to start the poll in the first place)?

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