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Messages - caius

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91
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 02, 2017, 04:46:42 AM »
I just made it through winter and am putting in my grains, legumes, and herbs.  Going light on the turnips this season (I can take only so much turnip by the end of winter).  I'm excited because last fall, I scoured the surrounding areas and harvested about 200 yarrow seeds.  I've got those into special plats.  My two trap fences and small snares and traps kept me busy over the winter.  I now have an abundance of winter furs and leathers for trading once I have my planting done.  I'm hoping to establish a large herd of sheep this spring and get busy with weaving and wool clothing (thanks to Rain and Buoidda's mods).

Note, a few seasons ago, I stole my settlement from a family of foresters on a spur of land surrounded by lakes in-between Sartola and Koivula.  I constantly have birds in my snares at the edge of the lakes.  This settlement had three log buildings, 3 farming fields, several groves and pastures, and a well but were inhabited by two old men, 3 women, and child.  One of the old men must have been a warrior because he was kicking me in the face and almost took me down even after all the others were killed.  They are all buried in a spruce mire not far away. 

92
Gameplay questions / Re: Help with bird thief quest
« on: July 30, 2017, 05:17:41 PM »
It would be nice if doing these quests weren't so tedious in trying to find who/what you're looking for.
That's the reason why I forget that quests are even a thing sometimes. Bad rewards for a week of boring work.

I agree.  I assume it improves my "reputation" with a village, but that improvement is unnoticeable as far as I can tell. 

Does anyone know if quests "build" from a specific village/culture?  That is, do I need to complete "low level" quests in order to qualify for "higher level" quests?  If that is the case, I'm willing to grind through some of these tedious ones if an eventual pay-off will come.

93
Not bugs / Re: Sorrel plants are not shown properly when planted
« on: July 27, 2017, 05:03:49 PM »
Due to your answer I decided to leave the patches alone and the plants did sprout about a week later then.



It happens to me also.  If I remember (and I might be mistaken), I could use the herblore skill to look at "empty" patches and it would tell me sorrel was planted but if I used "x" to look at a plot, it wouldn't show the planted seeds.

94
General Discussion / Killed Companions
« on: July 21, 2017, 04:56:48 PM »
I hired a companion to go complete an injured adventurer quest by recovering his spear from a wolf attack.  Well, we finally found the camp, got the spear, and then ran into the wolf.  My companion was killed and I was pretty injured by said wolf.

Well, I carried his body back to the village and tried to give it to someone there.  But the villagers aren't excited about me because he died.  No one would accept the body, so I left it in a cabin.  I roasted that wolf meat and gave it away to all the villagers.

What do you do with dead companions (assuming you don't kill them yourselves)?  Will the villagers remain upset at me?  Is there anything that can be done if a companion is killed on a hunt?

95
Suggestions / Re: More images of people
« on: July 16, 2017, 10:51:14 PM »
Or, you would like to add more of your own portrait replacements than there are native game portraits?

If it's the latter you can do that already. Just try adding east9, east10, east11, east12, east13 etc.

I didn't know you could do this and am really enjoying the variety.  If anyone wants more, here is a link to a file of additional face portraits: https://drive.google.com/open?id=0B8_pD-gkPX4dR0Y1TEQ1NHkyVWM

I claim no ownership of any of these images.  All of these pictures were publicly available and edited only for image size and file format.

96
Suggestions / Re: Focus on Endgame Content
« on: July 06, 2017, 07:11:34 PM »
I've decided my Kaumo character has a problem with the entire Owl tribe.  I'm going into villages one at a time and wiping them out and taking all their stuff/animals.  I deconstruct their buildings and then take time ferrying everything useful back to my base. 

It usually takes a while to lure villagers away, kill them one or two at a time, sneak away, heal and return.  I also occasionally spend time to re-stock weapons and armor before I raid another village.  It is going to take me quite some time to eradicate that culture. 

I could be doing this with the njerpez, but they are harder to raid in this way.  I'll probably eventually get to them.

97
Suggestions / Re: Directions to a sage
« on: July 06, 2017, 07:04:35 PM »
Great ideas.  I agree that asking for specific NPC professions would be helpful.  Maybe make sages rarer and make the player travel to find one?

98
Suggestions / Animal Husbandry
« on: July 06, 2017, 07:03:18 PM »
I have some comments about animal husbandry.  I'm excited to see that in the developer list.  I've amassed quite a collection of animals with my latest character (8 cows, 12 bulls, 6 big dogs, 3 small dogs, 12 regular dogs, variable reindeer - they become food) and I have kept pigs, sheep, etc. in previous characters.  I have some comments for your consideration:

Animal Products
I love the development plans to have more useable materials come from animals. 
  • Hides/Leather
    Obtaining leather from cows/bulls/pigs is great.  The hides for others are also good.  There doesn't seem to be anything special though about livestock hides/skins/leather/furs.  Maybe domesticated animals might have the potential for higher quality hides?
  • Milk
    What good is milk other than to drink?  I'd love to see milk as an option, rather than just water, in current cooking recipes (porridge, stews, etc.).  Also, I'd love new recipes based on milk: butter, cheese.  I can imagine butter and cheese being high value trade items as well as optional ingredients in other recipes.  Also, milk doesn't seem to spoil or go bad.  I've carried around bags of milk for days (during the summer) and keep drinking from them with no problem.
  • Wool
    I look forward to harvesting wool and processing it for making things.  Building gear for spinning wool and eventually a loom would be a great set of higher-tier craftable items.  I also imagine that would really prompt the need to advancing the carpentry skill to build an improved loom grade to allow higher quality wool fabric/clothes.
  • Horns, Antlers, Bones
    I'd love to be able to make my own hunting horn from a bull or ram.  Also using these materials in weapons and other craftable items would be great.
  • Left-overs from Butchering
    In reality, there is a lot of mess left over after a carcass is butchered.  I encourage you to consider adding a blood spot icon where an animal is butchered.  This might discourage a player from butchering animals on their sleeping bunk.  Also, maybe there is a residual carcass mass left over that must be disposed of.  This could create a trash pile that attracts scavengers, crows, bears, etc. unless it it burned.
Comments on Animals
I also have some comments on animals and interaction with specific animals.
  • Neglecting Dogs
    Dogs are a huge help/advantage for hunting large game, and a player can treat them very poorly for their huge help.  I recommend some tweaks to augment their obvious advantages so that the player needs to balance the cost/benefit of keeping a pack of dogs (I currently have 20+ dogs and have stopped collecting them because of the annoyance of naming them all).  A smaller number of dogs could be more manageable for use in hunting.
    For example, I've kept a pack of dogs in a pen for weeks while I go roaming and they always sit in their pen until I wander back.  It could be that dogs leave their pen (dig out, jump over) if they stay starving for too long.  It could be that those escaped dogs then become a feral pack near my cabin.  Another option is to have starving dogs become aggressive until they are fed.  They would attack other dogs, domesticated animals, other animals, humans (including the player) until they are fed (no longer starving).  Also, I've kept dogs in a pen with other domesticated animals (reindeer, cows, etc.) until the dog is starving for days.  Yet, the dog doesn't kill and eat the other domesticated animal. 
  • Rams
    What about ram sizes?  I'd love to search for a big ram in order to harvest his horns for crafting. 
  • Pigs
    Are there male pigs (boars)?  I assumed pigs were female, but I guess they are genderless in the game. 
  • Bulls
    It seems that bulls have different carrying capacities, even beyond the size.  For example, I have normal sized bulls that can carry different amounts of slender tree trunks.  Is there a way to note or differentiate that carrying difference beyond naming the animal?
  • Killing Domesticated Animals
    I can have several animals leashed and can slaughter them in the middle of a pen of animals, and none of the other animals will bat an eye.  I'd recommend that animals become aggressive if they see another domesticated animal be slaughtered. 
    Also, I've totally changed how I kill my domesticated animals after a reindeer went aggressive after my first blow failed to kill it.  It kicked me in the eye, I passed out, and my eye started bleeding.  I woke up to an angry wounded reindeer.  I killed the beast and smoked the heck out of its meat.  I went blind in that eye until it healed weeks later. 
  • Capturing and Domesticating Wild Animals
    This would require traps for some animals that keep them alive and unhurt.  Some domesticatable animals could include capercaillie, ducks, etc..  The birds would require some form of cage or pen to prevent them from leaving.  Maybe the player can clip their wings and keep them in a pen?  Can a player leash a bird?  Maybe feeding birds grain could help domesticate them. 
    Carnivores, even small ones, and larger animals (e.g. reindeer) probably shouldn't be domesticatable. They would require constant attention and feeding to prevent them from becoming feral.
  • Animal Pens and Overcrowing/Animal Compatibility
    Currently, animals can stack on spaces within a pen without penalty.  For example, I can pack 12+ animals in a pen with a 3x3 open space.  I've seen this also happen rarely in towns.  This also allows multiple animals to be tied to trees than there are spaces around the tree.  Maybe make animals so they don't stack?  Would this affect the number of animals that are leashed at one time around the player? 
    Also, there seems to be no issues with animal compatibility.  I can put sheep, pigs, dogs, cows, and reindeer all in the same pen without any penalty.  Maybe some animals are incompatible when in the same pen (or adjacent pens) to others?  That would require the player to better manage the layout of a farm with multiple animal pens.
General Comments about Animal Husbandry
If you are considering a new "Animal Husbandry" skill, there are several activities that can be associated with it.  It could be used for:
  • gathering of useable animal parts separate from hide working (wool, milk, horns, etc.)
  • breeding, if that is going to be incorporated
  • domesticating wild animals - high skill levels needed?
  • butchering
  • creating pens, cages for animals, etc. that goes beyond trapping skill.  This could also be used to create a pen that is separate from just building fences.
  • Using domesticated animals for labor/hauling - loading animals; hitching them to sleds, wagons, carts; building pack saddles or other carrying slings
  • managing several leashed animals at once (currently, unlimited leashed animals at once - maybe limit that number?)

Love the game!

99
Gameplay questions / Re: dog food. what do they eat?
« on: July 06, 2017, 05:12:48 PM »
I feed them my left over bland and normal grade smoked/dried meat.  The tasty and delicious stuff is for me.

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