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Messages - spamgoose

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31
Gameplay questions / NPCs Felling Trees
« on: September 26, 2017, 11:41:08 PM »
Something said in another thread by PALU reminded me of an old question I never entirely figured out. PALU mentioned that Njerpez fell trees (which I wasn't sure of, but suspected). I had a trap fence become a bit of a rough neighbourhood after I heard trees being cut down, and then had 3 Njerps show up. I was never sure if they were the ones cutting the trees, but now I assume they were.

I know that foreign traders fell trees. Do any other NPCs do it (Robbers, random adventurers, villagers etc.)? Also, why do they fell trees? Does something cause it to happen? Are they trying to accomplish something?


32
Gameplay questions / Re: "Hear a thud"
« on: September 26, 2017, 10:21:39 PM »
I checked out the game definitions files. Hearing a thud is something "dropping down", but not the combat one we're use to: "You hear something dropping down in the DIRECTION".

If you can see it it says "SOMENPC drops down on the ground." And if you can only hear it it says "You hear a thud from the DIRECTION".

Just to repeat, it's not when somebody falls in combat. So I think it probably can only refer to birds (what else is in there air?)... or maybe squirrels if they failed a climb check (hah not sure if possible). Something about the trap mechanism for birds means they "fall" into the trap. Presumably birds attacked by birds of prey also fall from the sky. A bird landing (on its own accord) has a different sound/message. I suspect if there was a way for an NPC to try to climb and fail they'd probably make that sound, but I don't know of any NPCs that climb anything other than fences.

Edit: PALU you may be right about it being the trap falling. I can't remember ever hearing it with deadfall traps though so maybe the lever has a special "falling" property.

Edit2: Actually, the definition clearly says NPC for the falling, so I am pretty sure it's the bird itself.

33
Gameplay questions / Re: "Hear a thud"
« on: September 26, 2017, 08:34:29 PM »
I'm pretty sure I've heard a thud and it indicated a light trap going off with a bird. Loop snare or light lever. Also, as others have said, I've definitely heard a thud and it indicated a bird-of-prey attacking another bird. I wonder if its birds hitting the ground/being trapped on the ground.

In the case of birds-of-prey, they don't always kill the victim in the spot of the thud. So sometimes you won't see anything, other than maybe a feather.

Edit: I checked my message log to make sure I wasn't crazy. Yea I hear thuds all the time when a bird is trapped. I don't think I hear it when a hare gets caught in the same trap. I will keep my eye open for it though. My theory is that thud is bird interacting with ground.

34
Gameplay questions / Re: Help with bird thief quest
« on: September 25, 2017, 07:17:52 PM »
It took a long time for me. I think about 7 days or even longer. But yea, the worst part is I had no idea whether the spell worked or not. Though I hope that it doesn't let you say that it's done, unless it's actually worked.

The confessor may be in a different village, so I kind of wondered if there distance of the village effects the time before he confesses.

35
Gameplay questions / Re: building a shelter
« on: September 25, 2017, 05:52:12 AM »
Yea, could be a bug related to a particular keyboard configuration. Maybe wait and see if someone else has any idea, and if not, make a post in the bug area of the forum. In the meantime, try using shift-g to pick things up around you (it uses the same key configuration), and see if its all off by one or something. Maybe 7 is your up. Less energy intensive than building walls. Play around by picking up a rock and see, I guess.

36
Gameplay questions / Re: building a shelter
« on: September 25, 2017, 04:56:04 AM »
No, there is no auto-snapping. I think there might be something wrong with your keyboard. If I am in the same position as your character, clicking 8 would build something straight above me no matter what. The arrow keys work just as well (but no 45 degree angles obviously), so try using the up arrow. That *should* work.

37
Gameplay questions / Re: building a shelter
« on: September 25, 2017, 04:11:48 AM »
I've attached an image of a cabin I am in the middle of building. You can see in it that the shutter walls are all out of whack. That's normal... as soon as there is a floor they make sense. Also you can see the SW and SE corners in finished mode.

38
Gameplay questions / Re: building a shelter
« on: September 25, 2017, 04:02:11 AM »
I think you're actually doing it right, but maybe overthinking it. The SE corner from the picture you show looks right to me. You can see the overlapping logs that would form it. The L shape might be more pronounced looking on the northern corners because of the isometic view.

As far as shutters and walls not connecting, you need to complete things to see how it will look. Walls with shutters will snap into place when you've put in the ceilings/floors, and walls will connect up when they are all finished. It just sometimes doesn't look like it when you are building. It's as simple as:

CNNC
WXXE
WXXE
CSDC

With C being the four corners, N being north walls, E being east walls, W being west walls, S being south walls, D being a door and X being the ceiling/floor tiles. Also, your door can go anywhere on the south.

You can make cabins as big as you like (as far as I know there isn't a maximum) following this pattern, or as small as:

CNC
WXE
CDC

Though there isn't much point for a single square cabin. Also, if you want it to work as a smokehouse/sauna I believe there is a limit to how big it can. I always build them 4x4 (2x2 interior) or like my first design above.

Edit: Didn't catch the part about the it saying there is something already there. It doesn't look like there is based on your picture (though your character's head is in the way hah). If you built something straight up from your character in the picture it would be a southern wall (or a door). Maybe you are actually trying to build on the corner you've already built by accident somehow?

39
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: September 21, 2017, 09:30:27 PM »
does anyone know if random-encounter NPCs (robbers included) are linked to villages?

I don't know. I am pretty sure foreign traders have no link whatsoever because you can start getting "frequent guest, etc." messages from them in multiple places.. and it wouldn't make sense. However, if you want to test the theory with a friendly npc (say random adventurer), hire them for a few days, then tell them to leave. Follow them and see where they go. When people are given the boot they start honing in on home, and I would guess that a NPC out in the wild would do the same... otherwise he wouldn't really leave right away... just mill about walking in circles. Whether that home is a spawn point or a village would be interesting.

40
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: September 21, 2017, 03:57:30 AM »
I found them, in what can only be described as the most galling way possible.

I started marking lines and doing systematic sweeps of areas whether I'd been there or not. I started where I had spent the least amount of time. I felt like I had hit 90% of the squares, so I figured that chances were I had been where they were and just not seen them somehow (it is winter and very forested). I marked a sweep and said it would be my last (this was a lot of hours in the Real World).

All of a sudden, I noticed humans on the zoomed out map in an area I had already been through a fair bit and not that far from where I had built my searching shelter. I manage to find their tracks, saw nothing, then noticed they were surrounding me. Now for the most galling part... when they talked to me they called me "frequent visitor". They're all dead now, and rightly so.

41
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: September 20, 2017, 07:38:33 PM »
Yea I am regretting having hired the companions first. For the reasons you say, but also because they tend to get lost.

I was doing long linear sweeps.. starting at the bottom of the quest circle, going straight up, then straight west-east, then little slices up and down. My companions get falling behind so I had to wait for them, but sometimes I'd impatient click through the "they will be left behind message" without thinking, when zooming out again, and would have to zoom back in and find them. One companion got lost and I didn't realize it right away... took 2 days to find him again. Still no robbers.

Instead of long linear sweeps, I am now doing the zoom in, look around, zoom out tactic.

42
Gameplay questions / Re: Homeland Robbers (Spoiler)
« on: September 20, 2017, 10:20:06 AM »
Thanks for the insights. They are actually seal tribe but were described as forest robbers so I hoped that would limit the options. The area is entirely spruce mire, conifer forest and heathland, so pretty brutal. I might not want to find them if my companions decide to turn tail.

43
Gameplay questions / Homeland Robbers (Spoiler)
« on: September 20, 2017, 06:35:24 AM »
Does anyone know if there is anything that can increase the odds of finding the robbers in this quest?

I've been wandering around the bush for days searching every square in the quest area, and still nothing. Luckily, there is a persistent eagle-owl so my dogs bark in alarm frequently to give me false hope.

The description called them forest robbers, so I hoped that maybe that would limit them to forest. However, I have no idea if forest includes all treed terrain (e.g. heathland, spruce mire), or just things with forest in the name. Also, this may have no bearing whatsoever. I started with all the forest named squares (or at least as many as I can keep track of) and am now exploring all the rest with trees.. which is all of them.

44
General Discussion / Re: Large animals wandering out onto ice and dying
« on: September 20, 2017, 05:57:04 AM »
Yea domesticated animals are also not immune. I lost 2 cows once when I had a tiny gap in my fence I missed. Followed their tracks out to the ice where they had fallen through and drowned. I also accidently killed an NPC party member once by telling him he could go home... when he promptly walked onto some ice and drown.

When using poor ice for hunting, I generally just use a raft and break ice holes out to the carcass. Time-consuming, but safe.

45
General Discussion / Re: Wild Animals in Villages
« on: September 20, 2017, 05:53:45 AM »
Awesome stories. I don't know if it was the dynamics with fields, but I found the villagers in my wolf village tended to get drawn quite far out of the village. As I had said, I found their clothing in piles quite a ways out of town. Though some died on the spot as in your adventure. The wolves' retreat and return tactics seemed particularly devastating.

Have you found that non-hostile animals are afraid of NPCs (that aren't your companions)?

I pushed some reindeer into a village once hoping that they'd react to the villagers and get cornered but they seemed to move through quite happily. Not much of a test case, and it seems you've had a lot more situations to see.

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