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Messages - caius

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1
General Discussion / Re: Board Inflation
« on: September 16, 2019, 04:21:11 PM »
What does everyone think about trading a whole elk's worth of roasted elk cuts?  I don't think a village needs 200 lbs of roasted meat at once.  But that trade has been crucial for me in multiple early games.  Specifically trading the roasted cuts to get key items (such as broad knife, bow and arrows, or hand axe, etc.).

2
General Discussion / Re: Leaving dog behind on long trips
« on: September 01, 2019, 03:39:57 PM »
I had some badly wounded dogs (bear attack) that I left behind on a long trip (>20 days).  I left stacks of bones and bland smoked meat.  When I returned, the dogs were fully healed and no food was eaten.  The dogs were also not starving.

3
Gameplay questions / Re: What craft skill is it?
« on: May 11, 2019, 10:02:11 PM »
My larder is full of smoked meat and every time I leave the house it seems there's a rotten elk when I come back... just seems needlessly cruel to keep harvesting game at this point.

Trade it!  Or give it away to villagers and they will love you.

4
Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

These are future additions - not yet functional in current version 3.52.

That is awesome!  Can a similar dynamic be added to NPC commands for smoking, drying, or salting meat?  If they have in their possession cords, a knife, and/or salt, can that be added to their repertoire of commands?

5
Gameplay questions / Re: What craft skill is it?
« on: May 06, 2019, 05:47:01 PM »
It's very disappointing to learn that achieving GrandMaster in Hideworking is the end in itself. All these hides I've made, particularly leather, are pointless once there is little to trade for. I've actually broken down most of my traps to avoid catching anything.

And you've hit the challenge of late-game play.  What is the next goal or objective to work for? 

Take those leather hides and furs and try to make fine to superior skis and ski poles?  Make a "princess and the pea" pile of superior quality furs to sleep on?  Make a trap fence that stretches the length of the entire map (barring rivers)?  Become a GransMaster in Weatherlore?  Build hunting lodges and fishing lodges across the map? 

What do the rest of you do in late-game?

6
Gameplay questions / Re: Do villagers and livestock respawn?
« on: May 06, 2019, 05:40:15 PM »
You would have been a rich man to buy all the cows in the game.  :D

But I don't think they respawn.  At least I've noticed that dogs don't respawn.  If I buy all the animals in a given village, that village never gets anymore even though they have an empty pen.  Maybe I haven't played long enough with one character.  But I've seen harvests come and go with no animal respawns.

That might change with dogs though if Sami is working on dogs in villages now.

7
Spoiler: show

Not armed.  Good luck finding them.  In the past, I've found the disarmed snares in the same tile (not scattered across different terrain tiles) and in a relatively close area.  You want to make sure you get the feathers from around the traps.

8
Suggestions / Musical Instruments
« on: April 04, 2019, 02:48:11 PM »
I am working through the tedium of a long winter and was thinking on music in the game.  I thought I had a wonderful idea to suggest player craft-able musical instruments.  I went to the development list (http://www.unrealworld.fi/urw_development.html), and lo and behold, they were there as a future goal.

I do know that modding can add in instruments right now as objects.  I love the idea of making drums, flutes, various stringed instruments, etc.. 

But I'm talking more about craftable instruments having some function above just a craftable object.  They would have some effect in the world in addition to a sound effect.  That got me thinking to the Shaman Duel video (http://www.enormouselk.com/?q=media/video) or other Enormous Elk videos and how instruments might affect a player's use of magic or spells in the world, friendliness of villagers, traders, etc..

Got to say, I still love this game and where EE is taking it.

9
Gameplay questions / Re: Help plz! Stuck and going to die lol
« on: March 31, 2019, 05:44:18 PM »
Just roll with the situation, and like you already said, you've learned something and will know better next time.
Permadeath is, of course, one of the hallmarks of roguelike games!

Also, important is the realization that you caused this.  It sucks, but JEB Davis said it well.  It burns so much worse when it is a random Njerpez warrior that takes you out or an unexpected one-shot death.  This game has certainly taught me to fear combat and to make sure I am very prepared if I instigate anything.

10
General Discussion / Re: Njeperz, who are they and why?
« on: March 28, 2019, 02:32:09 AM »
I don't mean to beat a long-dead horse (or hijack the thread) with this question.

Is there any interest (in the players or developers) in making the Njerpez a playable culture?  That would turn this post on its head and make the western cultures the "bad guys".

11
Solved'n'fixed bug reports / Re: The Snakes of Winter!
« on: March 28, 2019, 02:27:08 AM »
I've seen them too.  Snakes on a plain!

12
General Discussion / Re: course reward
« on: February 09, 2019, 05:27:50 AM »
For those who choose to complete living in the wild or advanced adventures what do you think is the most useful reward, stats skills or spells? Why do you choose what you do.

I'm going to be contrary to popular opinion here.  I always choose skills.  I do so because I believe the purpose of the courses is do develop skills in-game.  Several of the tasks specifically involve skill advancement.  And skill advancement is more true to roleplaying. 

It is my personal opinion that boosting stats in this manner is a hack of the intention of the courses.  Especially for players already skilled and knowledgeable of the game mechanics. 

13
Not bugs / Re: Not all animals available for sale
« on: February 07, 2019, 10:32:27 PM »
This isn't a bug, but an intentional component of trading animals. 

See https://www.tapatalk.com/groups/urwforum/size-specific-animal-purchases-t8594.html

Also https://www.unrealworld.fi/forums/index.php?topic=816.msg1846#msg1846

Edit: Also, the animals for sale will also change as you buy the ones in the list.  For example, if you want to buy the big bull, but it isn't listed, then buying other animals on the list will eventually allow the big bull to be available for purchase.

14
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 08:13:13 PM »
Does anyone have a dedicated location for tanning furs and processing leather?  I always build a cellar adjacent to a water tile and always "drop" the processing hides into the cellar to wait.  I think it might delay/slow the decay process.  But then again, maybe I am deluding myself. 

Maybe the de-hair process step wouldn't rot as quickly if done on a cellar?  I haven't tried in a long time and can't speak from personal experience.

15
Gameplay questions / Re: A blistering work week...heh
« on: December 21, 2018, 04:30:21 PM »
Make sure you don't let those preserved meats go to waste.  I once had a bounty like yours and my tons of meats spoiled in my cellars because I couldn't eat through them fast enough and I didn't think to do anything else. 

  • Trade them.  You can but tons of stuff with sufficiently large stacks of preserved meats.  You might need to travel a while though because some villages won't keep trading in smoked/dried meat if you saturate the market.
  • Give them away.  Small stacks of meat given as gifts is a great way to make friends and influence people (NPCs).

Don't waste all your meat! 

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