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Messages - caius

Pages: 1 [2] 3 4 ... 7
16
Gameplay questions / Re: Herbal Blends
« on: December 21, 2018, 04:23:58 PM »
I was saving one for a bout of pneumonia.  I haven't tried it though.

17
General Discussion / Re: Take it or leave it - Forest Reindeer Meat
« on: October 01, 2018, 05:06:18 PM »
Resource gathering objectives also influence prioritization when processing a kill (or multiple kills).  For example, if you're trying to collect hides for trading, then ensure you do the hide before it deteriorates or rots.  Are you in a hard place for food?  Then make sure you smoke/dry the meat first.  Already have a ton of smoked/dried cuts stored in a cellar, then maybe not be in such a rush to process the meat. 

I tend to use multiple cellars to organize the kill processing steps.  I have a first cellar where I place raw or uncooked meat.  It extends the lifespan of the meat by a little and can help give a buffer to meat spoilage.  This first cellar is always adjacent to a wall so I can dry meat cuts in the winter directly in the cellar.  (I make sure I have a stash of cords in this cellar for drying during winter).  I have a second cellar where I store my smoked/dried/salted meat cuts.  This second cellar exists to extends the life of my smoked/dried/salted meat cuts.  I have a third for storing plant stuff (leaves, flowers, grain, roots, and seeds, etc).  I don't know if this vegetable cellar actually affects gameplay, but I like the idea of a "root cellar", so I use it.  These three main food cellars are always near my main cabin/homestead. 

I also have a fourth cellar adjacent to a water tile where I drop my unprocessed hides (and the fat or bark I will use to tan them).  I also think (and I have no objective proof of this), but cellars seem to extend the life of hides so I can tan or preserve them without them rotting.  This tanning cellar might not be adjacent to my homestead, but I will always go to this location to process hides. 

18
Suggestions / Re: Disable building fences in marshlands
« on: October 01, 2018, 04:52:59 PM »
I was super frustrated when I also first discovered this.

Now, I build fences in the 1-2 tiles inside forests that are adjacent to the marshlands.  That way, I walk along the cleared marshland and can easily scan my trap fences that are just inside the forest line.

19
Gameplay questions / Re: Dont understand how trapping fence works
« on: September 23, 2018, 05:26:02 PM »
I like to build trap fences along the borders between forests and open terrain types (i.e. fields, roads, meadows, and clearings).  You can often find these near agricultural villages.  I don't surround a village directly, but make sure my trap fences are a few tiles away on the borders.  It is easy then to walk along the fence in the "open" terrain and see if the fence has been triggered.

20
Suggestions / Map Generation
« on: August 01, 2018, 03:39:32 PM »
This is more a question/suggestion.  I believe previous URW versions had options for map generation.  Has there been any thought to have toggles or sliders in map generation to create customized or varied maps at character creation?  Some of the options could include:
  • Map size
  • Landmass and island distribution
  • Terrain type prevalence (mountain, bog, rivers, lakes)
  • Size or distribution of settlements/cultures
  • Prevalence or frequency of forrester villages
  • Frequency, goods, aggression of traders
  • Frequency, aggression, party size of robbers or Njerpez
  • Prevalence of wild predators or prey
  • Prevalence of birds
  • Prevalence of seals, beavers, swans, or other uncommonly encountered animal types
  • Prevalence of large fish
  • Sensitivity of the spirits (how easy they are to appease or offend)
  • etc.

21
Gameplay questions / Re: Eastern wilderness
« on: July 08, 2018, 11:57:37 PM »
I've toyed with this idea too, but never executed it other than some long-distance exploration and hunting.  Has anyone tried this?

There aren't any vagabond villages I've even found to the east.  I don't know about traders or wandering robbers or Njerpezti.

22
Gameplay questions / Re: Newbie combat question
« on: July 03, 2018, 07:01:42 PM »
number lock?

23
General Discussion / Re: 4 robbers
« on: June 23, 2018, 04:33:01 PM »
I'm interested in your homestead design. 
  • Where did you homestead?  In a clearing?  Take over an existing village?
  • Did you built a wood cabin interior so you could build a bench next to a cellar and then deconstruct the walls?  Ever think of modding a bench that can be built outside?
  • Why the roads?  Cosmetic?
  • How do you use the rooms/buildings?  It looks like you have a crafting room with tables and benches, a sleeping room, and a room with a loom.  Do you have a sauna?  Where do you smoke meats?
  • Where are the animals kept?  Do you keep the dogs in the big open fenced area where you can see them?  Do they ever enter the buildings?

24
Gameplay questions / Re: sudden Njerpez invasion?
« on: May 23, 2018, 05:03:43 AM »
I've had a very similar experience with a character living in the Kiesse territory.  See "He was in my cabin!" https://www.unrealworld.fi/forums/index.php?topic=1184.0

I was encountering lone Njerpez all the time just like you describe.  One made it through my trap fence and attacked me in my cabin at night when I was unarmed and unarmored.  Be careful!

25
Suggestions / Re: integration of animals into bargaining
« on: May 21, 2018, 09:08:37 PM »
I agree.  In addition, I'd like to be able to buy several animals in the same transaction.  For example, I'd like to be able to buy 3 dogs (or sheep, rams, cows, etc.) in one trade rather than buy each animal separately.  This would require a different mechanism to leash the animals than after a trade. 

For example, could a village that sells animals have a pile of ropes in one of the buildings equal to each animal they have for sale?  I then pick up the ropes, enter the fenced pen, leash the animals, and then make a purchase before I can take the animals out of the pen?

26
Gameplay questions / Re: Lost Ram Quest Question
« on: May 14, 2018, 08:29:13 PM »
Here's my search zone...

27
Gameplay questions / Re: Lost Ram Quest Question
« on: May 14, 2018, 08:02:08 PM »
I've been searching and I'm running out of time. 
Spoiler: show

I went back and re-read all the text and there is a text discrepancy from the quest givers:
  • The original quest giver said he followed the animal 10 km to the NW and then the trail went cold.
  • The sage then said he dreamed the lost animal is 5 km to the NW.
There is a quest circle to the NW.  Do I need to search outside of this circle?


28
Gameplay questions / Lost Ram Quest Question
« on: May 08, 2018, 07:11:15 PM »
I've gotten a quest to help find a ram that is lost in the forest.  I need some advice and the rest contain spoilers...
Spoiler: show


Has anyone had this quest before?  I have 2 weeks to search a fairly large area of spruce mire.  It sounds like i can't see or find this ram except to identify its tracks.  Once I stumble on the tracks, then I perform a spell and I'll be able to find the ram.

How in the world am I supposed to find ram tracks in a large, dense spruce mire?  I've used the tracking skill on the map screen over the entire area and found tracks for a bear, wolves, an eagle owl, and a capercaillie.  Nut no ram tracks.  I've then traveled west-to-east through the mire and didn't fins anything.

Do I need to just perform a search pattern and wander the forest until I stumble upon it?

Do I first need to appease the spirits before I'll find any tracks?



29
Gameplay questions / Re: Improving Bow Skill?
« on: May 05, 2018, 01:58:00 AM »
Has anyone ever tried throwing staves as "blunt javelins" to preserve hides?

30
Gameplay questions / Re: Improving Bow Skill?
« on: May 04, 2018, 07:06:56 PM »
Several characters ago (after ~2 years of in-game living), I had modified my lodge to be very long and skinny (interior dimensions of 3x9).  I put a fireplace on each end and then fired a stack of 300+ arrows from one end of the lodge to the fireplace on the other end.  I didn't lose any arrows out of the building, but many broke (I seem to recall ~10% broke, but I don't remember).  I didn't get a single skill increase from firing the 300+ arrows.  I haven't tried that experiment again. 

I also use Palu's approach to shoot arrows into a downed (but not yet dead) animal to try to increase my skill. 

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