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Messages - Dungeon Smash

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16
Guides and tutorials / Re: Seal hunting tactics
« on: December 30, 2020, 04:06:58 AM »
I have successfully hunted seal, but it took much patience and just as much luck. 

It is true what you say - the seals will definitely "haunt" a certain area, usually a skerry. 

I have had success with deadfall traps, although it seems quite random, you would need to build a lot in order to meet with predictable success.  Your best bet is probably to load the materials into your boat, unload them onto the skerry, then build the trap there. 

I have also had limited success with "ambush tactics".  To succeed, you need a character with high stealth, speed, and accuracy with chosen weapon.  I found it useful to crouch in a natural low spot, like a little trench, or behind a rock.  The seals will sometimes come relatively far inland, to where they cannot easily escape back to sea.  Wear as little clothing as possible, and carry a spear (or other weapon) in both hands, then you have to wait for the seal to get to that point and get close to your position.  At the right moment, you spring out, sprint towards the seal, try to cut off its access to the water, and throw one or both spears.  One spear will almost never kill the seal - their blubber seems to be very thick, as they can take quite a lot of damage.  You may need to hit an individual seal with multiple spears before it even begins to slow down. 

However, once it has several harpoons sticking out of it, it will start to slow.  Wait for it to come ashore again, then rush it with a club (or blunt side of an axe, etc) and start beating it.  Aiming for the legs/flippers seems to be a good way to keep it from getting away, then once it's mostly immobilized you can attack the skull. 

Due to the damage to the hide from the spears, this usually results in a carcass that is "harmed" or worse.  But it can be done.  Also, the spears will commonly fall out in the water, or else the animal might die out there as well.  So you need a boat to collect your spears and the body.

17
Mod Releases / Re: Player Questing by privateer
« on: December 30, 2020, 03:58:09 AM »
I like the looks of this a lot.

18
General Discussion / Re: Humane and Proper Butchering?
« on: December 26, 2020, 06:10:02 PM »
Personally I always bludgeon their heads to death, to preserve the hide.  Even if you have no weapon you can use 0 to kick.  Probably not the most humane though.  Most humane would probably be to attack the neck with whatever your strongest weapon is. 

19
Suggestions / Re: Sub-categories for food in cellar
« on: December 24, 2020, 04:18:57 PM »
Yes, this would be great.  Currently my cellars are constantly a huge mess.  Takes a long time to sort through everything when all I want is that one pinch of sorrel  ;D

20
Stories / Re: Old Character Journals [Unfinished]
« on: December 24, 2020, 04:17:27 PM »
Very nice!  This is good stuff.  I don't think I've seen anybody post a diary in quite this format before. 

21
General Discussion / Re: Introduction & Question on Playstyle
« on: December 24, 2020, 04:16:13 PM »
Welcome!  I think you will find the membership here is a good-natured bunch.  Feel free to post stories, drawings and so forth in the "Stories" sub-forum, I'm sure many people here would enjoy them.

22
Mod Releases / Re: Cethegus sledwagon reborn
« on: November 06, 2020, 12:00:47 AM »
Wow!!! This is awesome!  Now I can finally make my dreams of a sled-dog team a reality... or rather, an UnReality... :P

23
Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 05, 2020, 11:59:03 PM »
Thank you! I wonder where the like button is...
Only in the other sub-forums for some reason, I'm afraid.

24
Thanks for adding me as contributor :) .

I just noticed strange thing. Staff-bow can be used as staff for purpose of crafting bone javelins. This is not the case with standard northern spear. Thus it's possible to make higher quality javelins at expense of time and resources. But more importantly it can lead to losing good item during crafting. My guess is that the name is the problem.

I have one more issue with digging clay from sea shore. Even when I'm in sea I cannot dig clay due to fact that tile I'm in is named "Sea" instead of "Water". Changing tile requirement in file fixes this issue. I'm just wondering that maybe on sea shore both tiles are possible? For purpose of photo I'm not standing in water as it's cold but it shows tile name.
I believe the game simply scans strings of item names until it finds the first match, meaning it is scanning until it finds the "staff" in "staff-bow" and using it as staff.  Either that, or the game actually counts the staff-bow as a type of staff.  You can check this in the mod .txt files, in the recipe for staff-bow the first line will read something like .staff-bow. "staff" (meaning the name is staff-bow but the game counts it as staff). 

25
Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 01, 2020, 07:43:10 PM »
Great to see you still making mods :) your old crafting mod was one of my favorites.

26
General Discussion / Re: Crowdfunding : your thoughts?
« on: October 31, 2020, 04:16:47 PM »
I have faith in the Enormous Elk team, no matter what.  For the paltry sum of a lifetime membership many years ago, I have been rewarded with countless hours of entertainment.  I know whatever project they begin, Sami and Erkka will approach it with the same care and dedication that they put into UnReal World.  Therefore I will be happy to support any new venture. 

27
Off-topic / Re: Why I carry a rock in real life
« on: October 31, 2020, 03:03:24 PM »
I cheat. I carry a knife. Usually a small folding knife (3” or 7-8cm blade)
Sometimes just a tiny 1.5-2” 3.5-5cm folding knife.
Other times it’s a small fixed blade knife and other times medium sized knife (4” 10cm blade)

And for backwoods camping and large game hunting, I also carry an axe.
Same here.  I never leave the house without my Leatherman multitool.  Then I have a KABAR that I take if I'm going camping, and also a Gransfors Bruks.

I do enjoy collecting rocks though.  I'm especially interested in metals

28
Suggestions / Re: Parry as skill
« on: August 25, 2020, 03:54:23 PM »
I agree that there probably should be some synergy between timbercraft and axe, but also I think it makes sense how starting cultures with bonus Timbercraft also have bonus Axe so it seems to pretty much balance out.  I don't think there should be a separate skill for parry, it's already incorporated into the weapon skill and I don't think it would really make sense to separate it.  Plus it would be one extra skill that combat character would have to spec into.

29
Gameplay questions / Re: How do I build wealth
« on: August 09, 2020, 03:21:02 PM »
If you're serious about crafting you should look into mods, BAC mod adds blacksmithing, weaving, pottery and so much more.

I usually do simple wooden crafts and arrows in the early game, until I can get some decent tools for crafting. Usually the first major score happens when I kill a njerpez

30
General Discussion / Re: How to build a sniper
« on: August 03, 2020, 05:37:43 PM »
Archer characters are highly effective for hunting.  Combat is more dangerous but still feasible.
- Choose Owl Tribe as your starting tribe. 
- Re-roll Stats until you get high Eyesight, Agility and Dexterity
- Choose "Very Easy" character creation mode and dump as many upgrades as possible into your Bow skill
- Find a Longbow or Northern Bow
- Enjoy.


Sneaking will also be very important, as your character will not last long in close combat.  Consider investing in Carpentry (to make arrows and bows) as well as Hideworking (to process all the pelts you will be collecting)

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