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Messages - spamgoose

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16
Suggestions / Re: Disease, pests, and the joy of cats
« on: October 04, 2017, 03:38:55 AM »
I think there was another kind of rat (black?) in the area before the brown rat invaded and took over that niche. Regardless, there are smaller rodents (mice, voles, etc.) that can make cause serious damage to your food stores even if rats are not introduced.

I agree cats probably have no role in the northern tribes as those don't have any agriculture (although that doesn't stop those villages from having farmers...).

I'm not sure I agree with the thought that cats would have a role in fighting disease, but they certainly ought to have one in fighting vermin munching through your food stores.

As a trade off, a cat at your homestead might mean small traps near it are less likely to catch anything, as the cat(s) scare them away (and the blood thirsty critters may also kill or mutilate creatures that actually are trapped).

Yea the disease thing is a good point. Does the game have the plague yet? We could go one step further and introduce fleas hah.

I really like the idea of pests eating stores in general. It would be a check against the increasingly huge pile of food we keep in our cellars.

As for a game dynamic... vermin could be represented as more of a swarm, "It's several mice", though that might not model into the game well. If rats are applicable though, I think they could be represented singularly, like ermines and their ilk, and could stand in for all vermin activity. And certain kinds of terrain, including building walls, could be places they disappear into, similar to seals and beavers going under water. It'd certainly make a cat more necessary.

17
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 04, 2017, 03:03:29 AM »
I definitely suck at combat, so I would love to see some of the answers here. I've watched videos of people playing when they take on Njerpez villages, and do all these different patterns of attack.. making me wonder if there's something I'm missing.

I will add one bit of pseudo-knowledge (empirical?). I've found that head attacks succeed really well when the NPC is otherwise engaged. Even if he knows I am there, if it's my first attack (and I have friends), I'll go for the head, and often will land a death blow, or at least something that knocks them out immediately. I like to hunt Njerps with dogs, so usually the dogs get there first and get the Njerps attention, then when I arrive, it's often only one good blow to the head necessary. As soon as the NPC engages me, I retreat to body attacks because I usually can't land anything else.

18
General Discussion / Re: Wild Animals in Villages
« on: October 03, 2017, 05:47:40 AM »
To add to the insanity of this current cursed village. I was chasing a Njerpez around the island for a bit... not really attacking, just watching him run for kicks. He got a bunch of distance so I went somewhere else. I wandered back to the village, and when I zoomed in, low and behold! The njerpez was asleep in their main cabin. He woke up when I arrived and tried to run away... the villagers never cared. I unleashed my hounds and killed him in the village. No one lifted a hand to help me.

So, Atwood... I think you are right. Unless something is actively hostile, villagers just don't care. It makes me wonder what set off all the other Njerps who had wandered in... maybe they saw old men and thought it would be an easy kill or something.

19
Suggestions / Re: Disease, pests, and the joy of cats
« on: October 02, 2017, 11:24:45 PM »
I think there is merit to the dynamics you discuss. Actual rats would be more fun though... and would attract snakes! I enjoy the idea of leaving the cabin in the morning and seeing dead grouse, ermines, and rats all piled up, and the cat looking pleased with itself.

I don't think you're way off, historically. I have no idea when brown rats made it to Finland, but if there was agriculture then chances are there were rats. Certainly southern Finland was deeply entangled in the Baltic trade system and would have had similar cats to the Scandinavians, as well as some feral landraces. With close connections to Russia and the Middle East, a lot of different cat dna could have been present. However, I doubt cats, nor rats, were that common in the north of our area of interest.

I think as farming and agriculture and what not expands, this could be a very cool idea. Especially domestic animals having offspring. Rather than being exotic and rare, I would expect every village that does any farming to have a cat or two, and would be willing to trade off kittens. Rather than being super expensive, they should require to be fed when they haven't caught something. And would be annoying to keep contained, so they would frequently run off and be eaten by wolves... or come back pregnant.

20
Stories / Re: Poems of the Fallen
« on: October 02, 2017, 01:38:19 AM »
That is awesome. You've inspired me.

Killing livestock, I'm in too deep,
While unconscious, kicked by a sheep.

21
Stories / Re: Don't Go to Stumpmire
« on: October 02, 2017, 01:35:57 AM »
Skipped ahead to hear the voice. Definitely figured it was meant to be in that New England Old-Timer - Newfoundlander - West Country - Pirate continuum somewhere. I'll definitely give the whole thing a listen when I get a chance.

22
Following on from my marsh screw-up....I made such a big mistake. I just made a MASSIVE trap fence, going around 7-8 overworld tiles to fence off the entire peninsula I'm in. Then, excitedly I come to build the pits and....NOPE.

If it wasn't so funny I'd be devestated.


Oh that's so painful. Well at least you have a giant protective fence. If there are any areas you can add pit traps, it's still useful because it will funnel things into them. If any parts of the fence are near diggable terrain, add some pits a few squares from the fence as well, and add a mini perpendicular fence.

F
F
Ffffffffffffffffffff
F              T
F


F = Fence
f = perpendicular fence
T = Trap

Animals of all ilk tend to travel along the fence for stretches so this can still work.

I, too, love building ridiculously big fences, though I often have more success with smaller fence/pit setups placed in more places. If you notice a couple reindeer herd in an area, you can build a small setup (maybe 12 fences, 3 pits) in the area, and actively try to herd them into it. I've had a lot of success with those. More often than not, I can come back in a month and find a random elk in them too.

23
You don't need to worry about open areas if you do it "slash-and-burn" style. Just lay your branches piles in the field shape you want and ignore the tree squares. Light a bunch of the piles and you'll burn down the trees. If you're concerned about spreading fire outsides the field just cut down a couple trees to make a one-square fire break all around the field you want.

oooooooooooo
oTBBTBBBTTBo
oBBBTBTBTBTo
oooooooooooo

o = open
T = tree
B = branches pile

I tend to use 5 branches, but it likely doesn't matter. More probably makes the fire spread easier, but this always works for me. I then move around the branches pile lighting them on fire... by the time I've done a handful of fires it's usually spread to almost everywhere I need. It's a "waste" of trees.. but it's not like any one of us will cut down *ALL* the trees. And it feels more legit.

24
General Discussion / Re: Culture Poll
« on: September 30, 2017, 08:54:43 PM »
Njerps definitely spawn in the Archipelago, sometimes rather frequently.  I think there's something about a limited land mass that actually concentrates animal and njerp spawns...particularly on the larger islands.  Islands that are only a couple zones in size might be safer though.  Of course, the easy access to coast lines makes it easier to kill things safely from range when they do spawn.

Yea you end up with these scary islands that make Lost look pleasant. I've seen ones where Foreign traders are beating up bandits, with bears, and multiple Njerpez within a tile or two all having some evil party.

25
General Discussion / Re: Culture Poll
« on: September 30, 2017, 06:38:17 AM »
For me, it's Kaumo and Islanders.

Kaumo: The Kaumo culture hits close to home for me, as I grew up living much the same lifestyle as these people; lived in a heavily forested region with no neighbours that were closer than half a kilometer or so (but were very tight knit), got our food mostly by hunting/trapping and fishing with some subsistence farming to round out our diet, and I would spend up to a couple of weeks at a time away from the homestead while hunting with my grandfather and learning about the forest. We made nearly everything we needed, and traded with neighbors for things we couldn't make, only going into town to buy luxury items when we could justify spending what little money we had on something extra.

Islanders: Who wouldn't enjoy the relatively carefree lifestyle of the Islanders? I don't recall ever seeing any Njerpez in Islander territory, and I love hopping around from island to island while setting up traps/nets as well as shelters and small cabins. As a bonus, I can spend weeks at a time just fishing the day away and smoking my catches to prepare for winter!

Good picks. Just out of curiousity, where'd you grow up? I has a somewhat similar upringing in rural British Columbia. The game is like therapy for having to live in the big stupid city.

There can be Njerps in Islander territory. What I've noticed though, is that they tend to spawn over and over again on some islands, and never spawn on others, which makes them at least predictable and easy to avoid. My characters tend to live in the archipelago more than anywhere else, though I don't often play islander characters. You've convinced me to go for it.

26
Gameplay questions / Re: NPCs Felling Trees
« on: September 30, 2017, 06:31:06 AM »
Interesting. By Vagabonds do you mean random wandering vagabonds, or even vagabond villagers?

I really wonder about the tree cutting logic. I had a working theory that foreign traders would do it when their pathfinding was getting too complicated. They always seem to be walking in circles and have trouble in thick forest, so it was nice to think they were trying to clear a path.

27
Gameplay questions / Re: Witnesses/aggression?
« on: September 30, 2017, 06:26:43 AM »
There's a lot of information in all the different forums about the spirits and the effects, but as far as I know it's all speculation to one degree or another. It's one of the fun things about the game that I don't really know the game-effect of having the spirits happy or unhappy. For anyone who doesn't know, if you want to get the spirits mad in a hurry,

Spoiler: show
find a zoomed-in road tile in a village, and go to sleep on it.

28
Stories / Re: Don't Go to Stumpmire
« on: September 30, 2017, 06:18:29 AM »
The effort that went into this is... bewildering. Is there some way you could manipulate whatever your local government is into providing you funding to turn this into a film? Not a long film... one of those creepy, short, art-house, films that leave you confused.

29
Gameplay questions / Re: Bridge Building
« on: September 27, 2017, 03:37:06 AM »
What happens? Raft doesn't let you walk on it from the other raft?

Edit: I also had a thought. If you did it across areas that freeze it would consider the raft as sitting on the ice, which means you could possibly fall through.

30
Gameplay questions / Re: Bridge Building
« on: September 27, 2017, 01:33:47 AM »
I agree that it is a common problem but like Silenia, I find strategic ways to deal with it. I tend to start in spring and will mark or build a shelter at the location I plan on settling, usually near open water on an island.

I find that the bigger problem is when you settle near rivers. You may build next to rapids but often several rivers run in parallel and you will need strategically placed rafts on each crossable part of the river (if each one has it).. else you get cut off from large parts of the map for a few months a year.

I haven't tried to build a bridge of rafts though I have dreamed of it. Without a paddle they *may* work as a bridge... I am not sure. If you do it, let us know how well it worked. I've always been irrationally nervous of bugs if I accidentally drop a boat on another boat. Not sure why. It could happen accidentally quite easily if you forget you're carrying a paddle.

I've thought about how great it would be to build bridges in the game.. even just "floating bridges". You could use the same building blocks to build docks as well. I love infrastructure... if this game let you build roads, trails, and bridges I would never work again. My life would be building elaborate transportation networks connecting every village on the map, and patrolling them for ne'er-do-wells.

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