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Messages - PALU

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1621
Gameplay questions / Re: How do animals scent bait? distances?
« on: May 26, 2017, 06:11:20 PM »
As far as I've seen all animals that take fresh meat bait also eat spoiled meat, and birds that eat berries also eat spoiled berries. However, spoiled items on the ground disappear a lot faster than things in traps, so I suspect the trapping skill if both the making of the trap and the setting of the trap (plus any rituals used) affect the probability of an animal taking the bait.
I've seen animals circling traps on quite a few occasions, and I guess traps provide a deterrence factor as per the above to work against the attraction of the bait. However, picking all the fresh berries in an area seems to increase the chance of getting birds in traps baited with that kind of berries, so there might be a supply-and-demand thing as well.

1622
Suggestions / Re: Regarding dog's behaviour in front of danger
« on: May 25, 2017, 10:19:58 AM »
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 someone claiming different dogs have different personalities (brave/cowardly, energetic/lazy...).

1623
Suggestions / Re: Increased and Expanded Valuables
« on: May 24, 2017, 12:18:02 AM »
Why would you want to get small useless pieces of metal in exchange for your goods? UrW has a barter economy, as coin usage hadn't spread that far north at the time.

Religious relics doesn't make sense, because the locals wouldn't make them, and foreign relics would be for a weirdo family of one god being 3 or some such nonsense.

I don't think there's much room for ornamented weapons and armor, given the poverty of the region. so the only gear found would probably have been taken from a leader of a trader company, if any are found at all.

Glass beads, I believe, have been found in graves from about that time in the general area.

1624
Suggestions / Re: Material Ash
« on: May 23, 2017, 10:35:01 AM »
The UrW mechanics for slash-and-burn means you need to use some techniques that aren't realistic to do it because of the restriction on how quickly you'd have to convert the land.

My current protocol is to clear cut the future farming area during the winter and move the trunks/logs out of the way and then place branches in 9 tile long rows with one empty tile in between the rows in 9*9 patterns. I then set fire to one row and return to the start to process the soil (the first tile has burned out when the last one is done). Most days two such rows can be processed. Why 9*9? When harvesting you have to process tiles one tile away, which means you can reach 3 tiles in front of you, so I can just move along the center of a 3*9 stretch, and 9*9 is symmetric. It can be noted, though, that UrW village farming areas consist of individual plots scattered throughout the area, possibly where trees once stood.

If I were to do it in a somewhat realistic fashion, I'd cover the whole area with branches (not cutting any trees beforehand, at least not in the area, but possibly beyond to limit the spread of fire) and set fire to one end, letting the fire spread and then spend weeks processing the soil, but that's currently not possible with UrW's model.

1625
Suggestions / Re: Auto-tresher
« on: May 22, 2017, 09:29:04 PM »
Neither compost nor ash or any other fertilizer were used in the UrW time line. The ash resulting from the slash-and-burn may sort of be considered fertilizer, but I don't know how much peoples who used that technique realized it (as opposed to being a result of burning everything to clear the area).

I don't think the concept of water powered equipment had spread very far into the backwards areas at that time, even if they would have been able to build it if they'd known about the concept.

1626
Suggestions / Re: Material Ash
« on: May 22, 2017, 09:20:53 PM »
UrW uses slash-and-burn farming for a reason. The usage of fertilizing (and crop rotation, as well as fallow periods) were much later developments and were certainly not known in backwards parts of the world at the UrW time line. The issue with the current system is that it doesn't decrease the crop yield over time (I believe that's planned), requiring new plots every few years.

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