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Messages - ModernNorseman

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46
Gameplay questions / Re: Grandmaster bowman never hitting target. Why?
« on: November 08, 2018, 04:41:11 PM »
Fine bow and arrows of do more damage and don't help accuracy.

Are you completely sure about that fact? :) It very much goes against my experience, but I have to admit, I only have my perception of it from the ingame experiences. I believe that it does increase accuracy quite significantly.

47
Gameplay questions / Re: All About Fishing
« on: October 10, 2018, 08:58:00 PM »
While I worked on a primitive fishing gorge mod for the game, I had the opportunity to ask Sami some questions.

Fishing rods and nets "can" target multiple fish of varied size.
Rocks (clubs), spears/javalins and (maybe) trident all target a single large fish.

Do you know, or have you experienced any difference between different objects of the same quality that aren't nets or fishing rods?

I do not know, things like rocks and stones as you know are decent quality 50~60%. a better quality jav etc. may more quickly catch a fish 'If" a fish is there to be caught. Though the fishing timer runs pretty fast for me to do compares.

As mentioned I did make a gorge, which was a rock in game, of high quality and it did seem to catch fish faster than with a rock. Coud just be my perception, not based on facts.

As Privateer says, I've also always been able to catch survivable amount of fish just by using a rock, however that have only been with Islander characters I've been playing with, who starts with a fairly high skill of fishing.

My best tip would be, to always make sure you perform rituals and sacrifices, when living off of fishing. The spirits certainly rewards the people who don't get too greedy.

48
Stories / Re: Paikku and the Robber's Cave (comic style adventure)
« on: September 02, 2018, 05:21:19 PM »
I have no words .. what an amazing way to show and tell stories. Bravo! Huge fan.

49
Gameplay questions / Re: does flour spoil?
« on: August 07, 2018, 08:28:02 PM »
ok, thanks. now i know i can safely process my grains when it snows :)

and i'm just testing what works and what doesnt work, i planted both last summer and got both as a result. i just dont want to waste my entire grain supply if it would rot away.

I always use the long winters to grind my grains, so no worries there :) They have never become spoiled in my games yet.

50
Modding / Re: Food quality?
« on: August 07, 2018, 08:26:32 PM »
Sorry if my information was wrong, I will follow up

Hey Privateer. Did you ever find a solution to this problem?

 Question, would you mind to share with us the very item you're trying to make? I suspect it have the spoilage parameters on, that will make the food bland after x days and spoiled after that.
 That's my guess, the item code would be very helpfull

It's not a specific food item as such, it's more a general thought about whether you can actually use the parameter [noquality] in foods - it can be used in the coding of crafting items, but it does not work in food. Just wanted to hear if anyone else had any example of making foods, that can't swing in quality, but will always be 1 kind of output, meaning no awful, bland, decent etc.

51
Modding / Re: Food quality?
« on: August 05, 2018, 05:03:27 PM »
Sorry if my information was wrong, I will follow up

Hey Privateer. Did you ever find a solution to this problem?

52
Modding / Re: Tuntematon stew?
« on: June 16, 2018, 11:58:03 AM »
Yeah I'm coming to the same conclusion. Seems to happen whenever it is not raw fish used in the recipe.

53
Modding / Re: Tuntematon stew?
« on: June 15, 2018, 08:43:36 PM »
can you post your recipe and the item you used?

my guess is that you used some non food ingredient and the name tag so when the game tried to name the item it got tuntematon which is very common for misc items.


I figured out what it was. I had included 2 optional ingredients, that both contained different forms of fish that had the [%s fish] command to name the finished product. It only works with 1 of them, as far as I can see from it :)

54
Modding / Tuntematon stew?
« on: June 15, 2018, 08:20:40 PM »
I've been fiddling around with some cooking recipes I've been making myself, including new ways of preparing and dealing with raw fish, and I managed to (And this is not a word I added in the cook-mod-file) create a "tuntematon" stew, which if google is correct, is Finnish for "unknown". Can anyone with knowledge of Finnish words confirm that? Found it quite funny, and obviously something in my recipe needs to be tweaked :D 

55
Gameplay questions / Re: Rewards from broad beans
« on: June 14, 2018, 03:14:15 PM »
Yes, it's odd that the plant is lighter than the produce it can result in.  On the other hand, it makes it easier to bring the harvest home...

Ain't that the truth :D

56
Gameplay questions / Re: Rewards from broad beans
« on: June 14, 2018, 12:09:42 AM »
It's based on your Agriculture skill and the plant.  The [QUANTITY] for broad beans is set to 5 in the files, which I think is the maximum yield of pods per plant.  But low Agriculture skill can cause you to lose some of the crop when you thresh.  I suspect that your threshing tool affects yield as well.  It's a random roll every time you thresh.  You'll see this also with peas, but the maximum yield of peas is lower, so the variance is smaller.

Oh I see. That makes sense. However, it seems weird to me that the total weight of the output, can be higher than the weight of the plant. Perhaps the plant itself should be heavier, so the yield would always weigh less. Thanks for clearing it up though! :)

57
Gameplay questions / Rewards from broad beans
« on: June 13, 2018, 11:41:06 PM »
Hello.

I'm curious as to whether it's a sort of bug that's happening to me, or whether there is some other factors that affects how many fistfuls of broad beans I get, whenever I thresh my plants. Sometimes I get the same amount of fistfuls as I have plants when dealing with broad beans. In other words, 10 lbs of plants wields 10 lbs of fistfuls of broad beans. Other times it gives 3 times the amount of the plants, so 10 lbs of plants wields 30 lbs of broad beans. How come this happens?

Thanks in advance :) 

58
Modding / Re: Food quality?
« on: June 13, 2018, 08:42:14 PM »
I've tried with the the [noquality] parameter included right after *COOKERY*  - however, it still produces results that give bland, tasty and so on. Can anyone confirm that the parameter actually works for food, and not just crafting?

59
Modding / Re: Food quality?
« on: June 13, 2018, 07:42:55 PM »
The parameter is [noquality]
The usage for cooking would be like this;

Code: [Select]
.Flatbread. (5)     *COOKERY* [noquality]  /45/ %30% |-1| :148: 
{Flour}     #0.5#   [remove] [roast]  [name]
{Water}     #0.25#  [remove]
{Seasoning} #0.15#  [remove] [roast] [optional]
[TILEGFX:it-flbread]

 This will produce "decent" level product(s) and remove the descriptive text ie: bland, tasty etc.

Beautiful! Wasn't sure if it was limited to crafting only, and not cooking. Thank you so much.

60
Modding / Food quality?
« on: June 13, 2018, 07:28:39 PM »
Hi guys

I'm currently doing some modding with food. Is there a modding parameter that makes the output of a cooking to be the same quality always? In other words - how can I get rid of something being "tasty", "bland", and whatnot?

Thanks in advance :)

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