Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - LoLotov

Pages: 1 ... 4 5 [6] 7
76
General Discussion / Re: Luckiest kill?
« on: September 02, 2017, 01:06:37 PM »
Saw a bear on the overworld map, had nothing but mittens, pants, a dog named Dogface and six javelins.
Said let us find our destinies Dogface, we need fur and you are eating me out of house and home.
Got to tile, hurl javelin at small bear and miss, only to realize he has a prior engagement with battered big elk.
Followed bear as he chased down elk, swiped at its legs, killed it with a bite to the throat, and began to eat.
Threw next javelin in fascination and horror, pierced bear in abdomen and he immediately bled out and died.
Skinned and butchered both, we carry 450 pounds between us, and home was close and recently finished.
We ate like kings for days and performed alternating general sacrifices of each creatures flesh. And made a hat.

Yea my children, RNG God will fill his stomach on your delight and horror both, but only his delight will fill yours.

77
Gameplay questions / Re: Yeah so my dog got in the way of my arrow.
« on: September 02, 2017, 12:39:48 PM »
Seems resolved, but an additional note is that I have had dogs Flee from enemy hits (and my own javelins, but never had one survive a melee hit from myself) and not recover psychologically for upwards of a month, long after all physical wounds had healed. I tie them to a nearby tree when I get home and they just bark in disagreement, refuse to eat, and run til they're breathless; it really seems like they try to kill themselves rather than stay around me.

78
Gameplay questions / Re: Atypical Build
« on: August 28, 2017, 11:43:35 AM »
Rather than like all of these answers, let it suffice to say I find extreme merit in all three and will use the advice of all three. I agree with PALU that this will most likely be boring, but I'm planning on coming back to this character over time while running my regular guys and trying for extreme longevity. I was thinking spamgoose's option 2 the whole time, but it'd be a rough/slow start without spamming fox traps and bowls to keep from starving. Koteko, I love that role play, but an unfortunate thing about me is that I Don't Mod, as a matter of principle (/utter laziness). If it were doable without them I'd be all over it...

As it is, my role play shall be the bastard son of a Driik woman and a foreign trader, ostracized by his clansmen and unskilled in their ways. However, he always enjoyed the idea of luring foolish wild beasts to a doom of his making, and is exceptionally skilled with traps and the gruesome task of processing hides. He will seek furs and primarily trade with foreigners, ostensibly for goods valuable enough to buy out whole towns' food supplies, but mostly to find and murder his father (first trader I accidentally trap dies and ends the character haha).

Edit: I mostly want to trade with foreigners because I seem to recall that they give you higher trade value per fur, confirmation of this would be appreciated.

79
Gameplay questions / Atypical Build
« on: August 27, 2017, 01:13:04 PM »
I would like to make a skinny little Driik with an animal friend who will be incapable of feeding themself regularly without trading. Gotta be garbage at fighting so I can't just pick fights, but what would be a good set of skills to raise for maximizing my trading capabilities and minimizing personal food production?

I know people do this all the time and the answer will be straightforward, but I don't branch out from my normal routine often enough to be sure how to run this character.

80
Beyond the previous argument, my suggestion to edit the guide would be to specifically NOT lower axe skill among the weapon skills, as the higher your axe/timbercraft skills, the more likely you are to spawn with one or more axes. Also, combat will occasionally knock the spear out of your hands, and if your axe skill is decent it can be faster to switch to the handaxe you should always carry anyway and get fighting one turn sooner.

And I consider combat to be the fastest way to make money anyway, one Njerp gives enough loot (if you don't keep any) to buy a cow and enough food to tide you over while you make wooden bowls for milk. An entire squad of bandits (foolish to fight without a save scum/heavy armor looted from Njerps, but I start about half of my characters on Here Be Robbers! and only keep playing with them if they successfully kill all enemies in that first fight) gives enough to set you up with a pretty much full set of gear, almost without trading.

81
Suggestions / Re: The underdog of weapons: the short sword
« on: August 19, 2017, 02:06:55 AM »
The point attack on axes is supposed to represent (in my opinion) using the lowest point of the sharpened edge in a kind of downward pull or hooking motion, rather than a straight chop (an edged attack) or hammer-blow with the back of the blade loop (blunt). It should do much less damage than it currently does, but it seems to work as well on legs attacking as blunt defensive counter-attacks from spears, suggesting a kind of acknowledgement of the entangling properties of these particular targets, weapon aspects, and situations, which doesn't necessarily need to be changed in and of itself. Hand-axe and woodsman axes are the only ones other than the battle axe that deserve decent combat ratings, as these two are built for utility and ease of use, and strength and durability, respectively. The battle axe has no utility whatsoever, it's utility is reflected in its attack bonus, its strength is reflected by its excellent edge damage, and its durability is shown in its ability to deal decent blunt damage, which I imagine is simply using a purpose-built weapon in a less technical way to pierce armor more efficiently.

The various body parts of humans and animals being more or less effected by different weapon types can be explained away by base armor values for animals bodies'/their particular skins' strong and weak points, and weak overall armor coverage on humans, both of which seem realistic.

Overall, I like the OP's suggestion though, shortswords are only viable if your sword skill is your best weapon skill, which would be silly of you.

82
Definitely going to try it on a first melee attack now, fantastic idea. If it's say, +10 to your 2d10/100 on your equipped weapon's applicable skill, it would basically make up for common equip load, giving you full use of your skill at zero fatigue and injury, and a huge advantage on the attack.

I'm really looking forward to more skill lessons, only ever gotten the spells, and most of those were questionable. This is just as immersive, and much more tangible.

I don't really have any others I personally need information on at the moment, but I would hope this thread could be used for the sharing of particularly interesting seeming quest outcomes. Get as much information together as possible so we can put some pages on the wiki.

83
Gameplay questions / Curious About Quest Rewards (spoilers hopefully)
« on: August 18, 2017, 11:55:09 PM »
All right, I finished my first bird thief quest earlier and got myself a Hare's Paw, which is supposed to be applied to anything I attempt to do to boost the luck of that attempt. It'll wear down over time apparently, so does anyone have information on how well it works, or how long it lasts? I'm just happy to have something other than 5 hides worth of trade goods, but it'd be cool if it works too.

ALSO, I led a lost trapper to a village near the beginning of this character and he didn't give me the traditional semi-useless mini ritual we discussed at some length on the previous forum. Instead, he taught me some tracking secrets, and told me I'd know when it was helping. I did. I didn't track anything once until getting the skill boost from the game course, 70 up to 90 (!). First time I went to hunt something, the skill went from 90 to 93 in the same day, which is insane, and it hasn't gone up again since. I also got the same quest reward later, but for swords, just don't have a sword yet to use it. I'm curious if anyone else has been getting these skill booster rewards, and if they can be applied to ANY skill, or just good ones like I was getting...

84
Gameplay questions / Re: Where to find fishing gear?
« on: August 18, 2017, 11:42:56 PM »
It's awful far from Sartola, so not really the best bet for the original poster, but Reemilais villages tend to be very wealthy in tools and food. I usually start there, in summer (cause I'm a wuss), but at the beginning of those games particularly wealthy villages near rivers, lakes, or the ocean will sometimes have three to four nets and AT LEAST one punt during that season. Rods and tridents show up too, but not as often as the more valuable fishing gear.

85
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 18, 2017, 07:47:30 AM »
Ticks are the little plus sign (something like that) things that appear next to a skill when it has been raised that day. You may only raise a given skill three points in a single day, and every time you use a given skill you have a random chance to raise it. The lower a skill is the higher the chance to raise it, ie the fewer times you have to repeat the action for it to successfully go up.

Also, for my previous question about murdering an unarmed old man, that was not an issue of ease, it was an issue of ethics. Is it right? Some would say he doesn't deserve two houses and five fields, but some would say I don't either, and they're already his. Will he ever die of old age?

86
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 15, 2017, 09:19:46 PM »
Definitely not as severe as hypothermia, but I think that if you've been Sweating a Lot for too long your fatigue goes up faster... thought I noticed it a long time ago so I'm careful to not get too hot. Its probably not real, but I'll start watching for it.

I also have a very quick question, should I murder a lone old man for his two buildings and 5 field tiles? He doesn't even own a knife...

87
Suggestions / Re: More trees!
« on: August 13, 2017, 11:21:32 PM »
I would add a request for willows as well, not sure how common they are in Finland though. Moose/elk love them.

It'd be especially cool if different types of trees started giving wood of differing usefulness in different circumstances. That's probably better suited to a mod, but it would be cool if certain trees were better firewood, certain woods were faster to carve or gave (on average) higher quality crafts, etc.

88
General Discussion / Birds of Prey: Nuisances or a Farmer's Best Friend?
« on: August 08, 2017, 11:25:21 AM »
I've been kicking this around for a while, ever since I had a resident goshawk a few games back, so has anyone else had the positive experience of local predatory birds keeping your fields safe?

Mine made my dogs insane trying to steal their food every 20 minutes, thus making me insane, and the interruptions to every single task were not appreciated. However, I did remove all of my bird-kill traps around my cabin in (somewhat irritated) reverence for what is surely a well regarded animal spritually. As a kind of thanks/lucky AI, over the rest of that summer and fall, I would find mutilated, half eaten carcasses of everything small and unfriendly to fields, from rabbits to mallard ducks, never saw another wayward badger, and had every single plant of my glorious little hemp field survive to harvest. Wasn't my dogs, cause they never noticed anything but the damn bird, were tied up far from the carcasses, and they didn't help much on my guys that didn't get a hawk guardian anyway.

So maybe worth leaving some food out to attract a goshawk if you want to be a farmer. Might have just been me, but this was worthwhile organic pest control. I feed my dogs a mash of various uncooked small animal meats, and they/hawk didn't seem to prefer anything. Next time I want a bird I'll skip the dogs all together though, and if you could find bird of prey eggs and hatch them in a later update I would lose my mind.

89
General Discussion / Re: Character Dementia
« on: August 08, 2017, 04:39:42 AM »
Needs disease simulation so that your bedside cow will give you tuberculosis or something...

90
Stories / Mr Squeeky
« on: July 30, 2017, 09:04:37 AM »
There once was a man named Squeeky, a Kaumolais warrior of spears. He wasn't very sneaky, but he made his foes flee in fear.
He went to start his journey, travelling far off from his home. Those bandits did him tourney, near where Sartolais once did roam.

They asked him for his weapons, and he scoffed at those fools' commands. These bandits came near seven, each came with axes in his hands.
His first did fall so quickly, he felt just near invincible. The second struck too swiftly, and his cut was too terrible.

From all sides they kept coming, until he found those shielding trees. From one side they came rushing, and his duty set their souls free.
One remained at a distance, his bow still so softly twanging. A survivor this instance, where there should be only nothing?

Squeeky charged at his arrows, ignoring their deathly pierces. Just a man's soul would harrow, but Kaumolais is the fiercest.
His adventure was ended, so soon after it had begun. The bandit's corpse was rended, but Squeeky's will was left undone.

Pages: 1 ... 4 5 [6] 7
anything