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Messages - Bedlam

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16
Gameplay questions / Re: Gaining fisherman's luck
« on: November 06, 2018, 04:30:02 AM »
One way I've tested ritual requirements is to start a new character that has the ritual (can require a lot of randomization) then start the first game course up to the point where you're required to use a ritual.  You'll know you completed it successfully because the game course completes.  If you save the game files right before you can experiment a bit to see the exact requirements.

A true scientist in our midst. Never thought of that method, it would allow someone to conclusively prove that rituals are really real in-game and not just a trick on our imagination by the devs.  ;D

17
Gameplay questions / Re: How to burn npc alive?
« on: October 25, 2018, 04:23:28 PM »
Thanks BurnforGods (lol) for one of the funniest things I've read today.

18
Gameplay questions / Re: Infection - does it exist?
« on: February 24, 2018, 04:05:21 PM »
I've had influenza and (in old versions) the plague.

Plague was rare and difficult to survive. Not sure if it still exists or if it got removed along the way.

19
Gameplay questions / Re: Tracking Njerpez
« on: February 24, 2018, 02:29:36 PM »
The way he is displayed on the world map can be a little odd. If the Njerpez is closer to the border of a map than he is to the center, then he can "seem" to be in the square adjacent to where you're looking for him, which expands your area to search for tracks a lot.

Tracking used to be a fantastic way to hunt in URW, but in one of the updates it got nerfed. Now you can't depend on it for anything, going to the world map tile where you saw something and tracking there is useless. It's become more or less the minor stat that helps you follow tracks on the zoomed-in map that you already found.

The slightly disappointing theory I sometimes lean towards is that when you haven't encountered an animal/Njerpez on the zoomed-in map, there will be no tracks to find at all.  Not sure if this is true, but sure seems like it in my games. In other words, the tracks get generated when you zoom in on a tile, probably based on random factors and what animals/people are likely to be in the area.

Here's generally what I do when I see someone - go to the tile they were last in, zoom in and see if there are visible tracks right there, if not then zoom out and walk around the area. Usually the guy will reappear somewhere, or you encounter him while moving. He didn't vanish for good even though he doesn't leave tracks, he's still around there you can be sure of that. Could be in a thick forest and not even visible, but still possible to encounter.

20
Development News / Re: Rid of the crash related creature and item losses
« on: February 24, 2018, 02:18:45 PM »
Eagerly awaiting to try the new release

21
Gameplay questions / Re: Catching a glutton - advice?
« on: February 14, 2018, 01:18:44 AM »
The character's looking well satisfied. :D

22
Gameplay questions / Re: Wooa, too many things...
« on: February 12, 2018, 02:56:22 PM »
That sounds like a bug somewhere, last time I had something similar happen in an old version I emailed the save to Sami and he was able to fix it and rescued my save.

23
Gameplay questions / Re: Strange lynx behavior?
« on: February 12, 2018, 02:51:41 PM »
The lynxes are definitely trying to get to your animals, but the dog's probably scaring them away so they run. The cycle probably repeated a few times over while you worked.

Bears won't go after the cows unless they're extremely hungry, but the lynxes definitely will try their best.

24
Gameplay questions / Re: Catching a glutton - advice?
« on: February 12, 2018, 02:37:04 PM »
It's fine for dogs but carnivores have started turning their noses from it. They require only the freshest and juiciest of dining experiences, if carnivore lives are going to be risked in those traps.

Try fresh fish, should be nearly as good as meat.

25
Gameplay questions / Re: Catching a glutton - advice?
« on: February 12, 2018, 02:31:47 PM »
Very exciting.

Try re-setting the traps (by kicking them) and putting only fresh raw meat cuts (or fresh small fish) on them. Spoiled bait is not useful, it seems to make them avoid traps.

The right trap for the glutton is the small and the big deadfall trap. One lower from the bear one.  It's supposed to be the smaller one, but I'm very sure I've caught gluttons with the bigger version too, same one that catches wolves.

It's probably small enough to squeeze through the trap fences and is ignoring your delicious traps because the meat in them is spoiled!

26
Gameplay questions / Re: Fine Items
« on: February 12, 2018, 02:24:46 PM »
In my experience the better quality knives do work better as tools, not just in combat! They reduce the time it takes to do the related jobs and I'm pretty certain during building I saw messages like "your masterwork wood axe is AMAZING for this job because it's masterwork".

Now with the quests system it's worth having some Fine and such items, because many quests start out with "hey can we have that Fine quality knife you have?".  And they can have that, because you wisely left your masterwork one at home to save them from having to ask (answer is NO, dear Tellervo the Kaumo adventurer)

27
Gameplay questions / Re: Foxes in my yard
« on: February 12, 2018, 02:19:22 PM »
The foxes are harmless, except that they can try to steal your uncooked meat and fish.

28
Gameplay questions / Re: Best Trap Fence Setup?
« on: February 12, 2018, 01:32:38 PM »
You have the right idea there, it's kinda hard to say what is the optimum because fences work on a few interacting factors (as far as I know):

  • Are there animals nearby on the zoomed out worldmap? They seem to be individually tracked out there and will wander about, preferring the types of terrain that's appropriate to the animal to hang out.
  • For each trap on the map, is the trapping skill good enough to attract one of those? How about the bait, is it right for the animal?How about how long the trap has been live (needs a certain base amount of time, a day or two)? There seems to be a max of 2-3 animals that can be attracted no matter how many traps you placed in a location, so multiplying traps is not effective. About 3-5 big traps per map is plenty. I had good luck with long chains of hare traps and loopsnares, so maybe the cap does not apply to smaller animals or they have a different cap.
  • If those conditions check out, then the animal is placed on the map at a random spot and is given some "head start"
  • It starts bumbling around and doing its thing, if hungry it makes a beeline for any food, including food in the traps you laid
  • During this bumbling it is influenced by the fences, it actually bumps into them and tries to walk around, it sees trapped holes in the fence as walkable holes. This means that a single baited trap surrounded by trapfence encirclements with trapped routes to reach the baited spot might be an effective idea to try out - catch everybody and optionally save on bait if you're short
  • Rituals and higher trapping skills seem to attract animals to traps more as they bumble

I've also tried building vast multi-map trap fences that close the gap between major bodies of water, thinking that will help me funnel lots of reindeer into my trapline. It was effective but not as effective as I thought it would be - pretty sure the vast multi-map funnel between bodies of water didn't make a difference, it just treated each map with a trap fence as a singular thing.

So in conclusion my thinking about this is, the most effective trap fence is having multiple trap fences quite a long way apart in every cardinal direction and based in varied types of terrain, with your main camp or base being in the middle between all the traps spread out radially. Maybe half a day of walking or more (more non-overlapping zoomed out area to "gather" animals for each one trap-map), and using basic fence builds like you're already doing, plus the right bait. Elk and reindeer are attracted to berries. Hares like turnips, reindeer too but probably not as much as berries. Wolf traps are good because they catch smaller/medium animals such as wild pigs, pinemartens,lynxes. Pit traps with both berry/meat baits on each one seem effective too. Birds also go for the berries. No animal seems to care about leaves, seeds, or beans (might be Sami's oversight?).

If you're having bad luck and not catching anything for weeks, kick the trap down and re-set it, might improve your odds.

Another effective measure is having a secondary camp (with secondary trap spots etc) where you go to live for a few weeks, once in a while. Living far away from home for a time lets the main area refresh and repopulate with animals if you've been catching them all and it's running low.

29
Gameplay questions / Re: How do I catch perches?
« on: February 12, 2018, 01:15:47 PM »
You can get perches with nets, but need to put the nets into shallower water. The deeper waters and rapids will yield only trout and salmon - bigger fish. But if you sail around and find the edge where the rapids turn into "regular water", casting nets there will get you burbots, lavarets, and tons of small fish. In my experience it's wiser to fish there since the small fish don't seem to damage nets as much and you get a massive amount of them with good fishing skill.

30
Modding / Re: First modding attempt: Fried Turnips
« on: February 12, 2018, 12:54:23 PM »
Patchwise is incompatible with [BAKE], always been like that unfortunately.

If you leave out the carb/fat tags at the end, the game will add up the nutrition value of all the ingredients for you itself. So you get exactly what's going in. The best way I've found to tune things is by changing the "output weight". If you make the weight lower, then the same nutrition amount will be packed into the lower weight. Very useful.

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