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Messages - Dungeon Smash

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46
Development News / Re: The situation and stuff
« on: April 22, 2020, 04:20:12 AM »
The game has often served as a breath of fresh air for me, and I'm sure it will continue to do so for others throughout this troublesome period and beyond.  Hope the isolation is treating you & all the community well.

47
Mod Releases / Re: URW sufficiency mod
« on: April 17, 2020, 12:33:54 AM »
It is a cool mod, I actually used a mix of this mod + buoidda's for my longest-running character. Unfortunately doesn't really work with the new changes to bark-crafting.  To be honest though, it probably wouldn't be that hard to fix.

48
I do think ability scores should periodically increase based on what you're doing... hauling logs all day should increase your strength, doing lots of running should increase your endurance, and so forth.  These are teenagers, after all, the body adapts quite quickly at that age.

49
Suggestions / Re: Please add the ability to dig a water well
« on: March 02, 2020, 07:53:42 PM »
one of the mods i have installed (nydzx i think) has this in biy_sufficiency.txt

Code: [Select]
.Water. "Well" *BUILDING* -L- [effort:3] [phys:arms,stance,one-armed] /8h/
{Shovel} <Shovel>
{Stone} (50) [remove] [ground] '+for walls'
{Rock} (30) [remove] [ground] '+for gravel packing'
{Wooden Tub} [remove] '+for bailing water'
{Rope} [remove]

Yes, BAC mod has this feature as well. 

50
Good advice, also against tough melee enemies like armored njerps, bears, or wolfpacks i find the best option is to keep the dogs leashed and back into a corner or a wall of trees so that enemies can only approach from the front.  the dogs in front will act as a screen, allowing you to step out from behind and deal damage, then back away again.  The enemy will be forced to split its attention between you and the dogs, either way they will be getting attacked from multiple dogs at once.  I do this with 3 dogs (i find any more and it gets a little hard to manage) and I have never lost a fight.

For hunting, 3 dogs will also pretty much always tire out any large game.  It's as easy as finding the animal, unleashing the dogs, order them to attack, and follow the barking/running tracks.  Then just walk up and club the breathless animal to death.  Voila, instant pelt and meat every time.

51
Suggestions / Re: Flooding
« on: February 18, 2020, 06:12:42 PM »
I think just in general it would be nice to add not only this, but things to make water slightly more dangerous. Possibility of slipping and falling off raft etc. I can only imagine how hard to code it would be.
i would like to see this too, it seems a little odd that my homemade raft handles just fine in ice-cold rapids with my Inferior paddle to steer it.  But I think this is already in the development goals.

52
I once had a character die this way... it was early winter and I followed some reindeer tracks near my house to small semi-frozen pond, where a reindeer had fallen through the ice near the shore and was unable to get back out.  I went over and began clubbing it to death... however, after it was severely wounded it somehow managed to land a kick to my eye and killed me instantaneously!  Amusing situation to image, I'm still not sure how to conceptualize it

53
I'm not so much of a whiz with technology and I've never created a wiki page before.  However, I feel I understand the mod pretty well and I would happily contribute my knowledge if somebody else were willing to set up the wiki. 

For now, I'm also happy to answer any specific questions you may have - IE, "How do I make cordage?" "How do I smelt iron?" etc

54
Off-topic / Re: Axes and hatchets
« on: January 29, 2020, 02:41:34 AM »
Ah, I see.  I think the vesuri, we would probably call a "bill-hook machete".



I work clearing trails in a National Park and have worked in similar forestry-related fields for a long time so I find these types of woodsman tools quite interesting.

55
Off-topic / Re: Underrail - simply wow....
« on: January 28, 2020, 08:07:14 PM »
I heard about this game a while ago and it seemed cool.  I downloaded it and played it briefly but it seemed so complex I became a little overwhelmed and haven't really touched it since.  Maybe I should give it another go.

56
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.1b
« on: January 28, 2020, 05:14:03 PM »
Is there any way to make it so you can do the game courses over again?  I'd like to go through Advanced Adventures a second time

57
Suggestions / Re: Too many Njerps?
« on: January 24, 2020, 05:30:23 AM »
Personally i was just doing the Njerp hunting quest from the Advanced Adventures, and actually found them quite tough to find.  I had to travel far to the east before spotting a single one.  Perhaps this is simply an example of the "Random Number Generator" acting unfavorable?

58
Gameplay questions / Re: Rope used up
« on: January 24, 2020, 05:28:08 AM »
yes, still the best way.  It will require 10 feet of cordage, the best way is to cut each segment of rope down to 10 ft and this way you can maximize the usage of your cordage.  Otherwise you will spend 15 feet to do what 10 feet could accomplish. It will require less length of cordage if you smoke less meat at a time, but smoking 19 cuts is still the most efficient way.  You will also be able to recover your cordage once the meat is done smoking or drying.

59
Gameplay questions / Re: Questions about Intelligence & other stats
« on: January 10, 2020, 04:03:28 PM »
Ohh I see, I guess it's been a while since I upgraded my stats.  Thanks for the info.

60
Gameplay questions / Re: Questions about Intelligence & other stats
« on: January 09, 2020, 09:27:20 PM »
Furthermore... is it actually even worth it to upgrade physical stats?  As I understand it, stat upgrades do not directly correlate to skill increases, right?  So you will still need to train each skill individually over time.  The only thing stat increase can POTENTIALLY do is increase the rate at which skill increases occur... so if you already have 3 or even 2 stars in each skill, it might not be worth it to upgrade stats at all?  EXCEPT in the cases of stats which have a direct influence on in-game attributes, such as Endurance (increases carry weight) and Speed (increases default movement speed).  Are there other stats which have a direct in-game influence?  For example, does Agility increase the likelihood of successful dodge or attack?  Strength, I assume, increases attack damage with melee weapons?  Will increases resistance to sleepiness and blood loss... are there others?

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