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Messages - GrimmSpector

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Ok, so I want to address the "small bunch", and take it as you will. Modders are definitely a minority, and in some games those who use mods are also a majority. The main goal of mods should be to increase a players play time, so they remain engaged with the game. I think that's something BAC achieves, but as stated every update is a potential issue and not just for this mod, the collisions can happen with small mods too, leading to confusion for players who are not modders but use mods. I'm also not convinced that the figure stated about mod downloads really expresses the number of users who have likely used BAC over the lifetime of the game let alone other mods. This really isn't just a conversation about BAC, it's a question of how can we make the CREATION of mods easier and also make the USE of mods easier, to extend the playtime of the average player, isn't it?

I agree that it doesn't solve all ills, but it seems like a good relatively low cost option compared with the alternatives and better design ideas (like having an item identifier system that allows preloading/overlapping/replacement as stated). Is it a good use of developer time? Well that's a question I think we'll disagree on, but I think the potential improvement to the average player engagement time might be worth it, not just for BAC and current mods, but for future users making new mods that may be easier to maintain and therefore longer lived. Things like BAC do not occur commonly in a lot of larger modding communities because of how difficult it becomes to maintain, so any barrier is a problem.

You're also likely not going to get a TON of interaction on this thread because a) a lot of people are interested but don't know enough to contribute to the discussion, even some modders since modding here is so simple they don't need to know any programming at all, and b) people ebb and flow to this game, picking it up and putting it down often so the number of active people isn't always high, I tend to look only when there's an update and if I like it I play it for a few months and I know others do to. Something to consider.

Thanks Brygun for BAC all these years and thanks Sami for the game. Appreciate you both very much.

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So nice to see you still in the community Brygun! I want to try the new Beta but I don't want to lose BAC! I'll have to wait until someone is able to update it.

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Gameplay questions / Re: Dog Fur ...
« on: June 08, 2023, 05:07:55 AM »
Njerpez hunters and scouting parties have dogs with them every so often.
That’s my go to dog fur source.

That or my dog(s) dying when clearing war camps.

Yeah I guess enemy dogs are combatants, and not dealing with my dogs bodies is a waste (though I don't think I could ever do it in real life like that).

4
Gameplay questions / Re: Game Course Difficulty
« on: June 08, 2023, 05:07:19 AM »
You can already scout for suitable location and start building the fence sections. Then just add trap pits once ground defrosts.

I might do that, the scouting, the fence depends on how much fence there is to build, but if I'm going to do a full one and not just one for the progress it makes sense.

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Gameplay questions / Re: Hired Companions Carry Goods?
« on: June 08, 2023, 05:06:11 AM »
Skull gets dropped after last cut of meat. Same time with bones and fat.

You can chat and “deliver” goods to companions. And you can push/pack from ground, same as packing on an animal. Get or ; to reclaim items back. Red items are theirs and you can’t take them.

I tried push, but it just went to the ground, maybe it was because it was too much weight. Delivering in dialogue and the Getting after did work, thank you!

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Gameplay questions / Fence vs Barrier Fence
« on: June 08, 2023, 05:05:08 AM »
Not sure if Barrier Fence is actually vanilla or not ... but I don't remember it, anyone know the difference between it and a normal fence??

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Gameplay questions / Dog Fur ...
« on: June 08, 2023, 01:45:12 AM »
 :( is there any way I can get this without murdering a dog??

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Gameplay questions / Re: Hired Companions Carry Goods?
« on: June 08, 2023, 12:34:16 AM »
I believe you can give companions "stuff" and then take it back later. Note that it's been a long time since I think I've done that, so don't trust me on that one.
Also note that dogs have some carrying capacity, in case you've got one (or more) with you.

Another strategy is to leave the non perishable stuff behind (e.g. bones, horns, teeth, skulls) and return to pick those up later when the time sensitive things have been dealt with. Meat left behind can be used as dog food if it spoils before you can get it, so it still has some use.

To find your way back you can mark the location on the overland map, and since I'm a lazy bugger I bring everything up there and drop the items up there so I don't have to search for it should an animal or similar thing cause me to zoom in to a different place from the one I zoomed out from.

When I talk to them I do have the option to say I have something for them, I guess I can give it a try and then try SHIFT+G to get it back and see.

The strategy would be fine if I was looking at only needing a few pounds, but I need like 200 lbs covered. Speaking of I don't think it gave me a skull ... odd ...

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Gameplay questions / Re: Game Course Difficulty
« on: June 07, 2023, 10:59:02 PM »
I just tested, 2 pit traps is minimum for the task to be completed. I got 2 fence section and tree between the 2 pits.
I tried Light lever trap and loop snares: no-go.

Sigh guess I'm waiting till next spring when I start putting together a new trap fence somewhere. Thanks!

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Gameplay questions / Hired Companions Carry Goods?
« on: June 07, 2023, 10:50:12 PM »
Is there a way to do this? Or do I need to find a way to get an animal for it? I ran into a bear in the woods and can't carry most of it's meat back anywhere useful, as I'm far from home :(

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Gameplay questions / Re: One Star Skills
« on: June 07, 2023, 07:40:42 PM »
Lot of bowls, arrow shafts, short bows and skis can help.
I've not run the numbers, but arrow shafts might be the best way to skill CARPENTRY now. It has |1|, takes 90 minutes and uses a board as a resource. Short bow takes 5h 20min, has |2| for skill increase and uses a board as resource (crafted bows can be unstrung to reuse the bowstring for making more bows)
Shafts are low trade value, bows esp. strung are decent value.
Paddle uses the same single board as resource as arrow shafts, takes same time. But has |0| for skill increase. To counter that: paddles have better trade value than shafts.
If you make those arrow shafts in to decent/fine arrows, even with bone/stone heads, you get wealthy trading the skill grind output.


And like with any skills: it's better to do simple task on low volume multiple times, rather than patch work it all one skill roll, and max 1 skill increase.
E.g. don't spindle 255 feet of yarn in one go. Most you'll get is 1 skill increase. Rather do the task 17 times and only spin 15 feet at a time.
you'll get 17 chances of increasing the skill. With luck, first 5-6 spins will give you 3% increase and you can leave the other spins for following day.

(I like to experiment when playing, and often choose very easy start: tank physical skills to lowest, pump up carpentry and textile craft to 50+, rest can go to hideworking, fishing or weapon skill(s))

Oh, I had no idea patchwise affected skill gain! So producing the hundreds of arrows I've made in large batches is part of my problem probably then, ok!

I
I used to use bowl making as a method of gridning the Carpentry skill. That was rather annoying because the task takes a lot of time with a lot of variability, so it was hard to keep a somewhat normal schedule (to be active during the daytime, get the daily sacrifice remembered and done in time, etc.). Go to bed early evening, waking up too early, or craft another bowl and risk it dragging on until midnight?

I've switched to arrow shaft making as it's something that can be much better controlled in terms of the time used, which has been fairly successful (starting at 20+ and currently at about 50 with a start during this year).

I'll try to remember JP_Finn's recommendation regarding Textilecraft, as that's a real bottleneck when it comes to being able to craft decent arrows (forget better quality for now). It doesn't help that the water was too cold for retting when the hemp was ready for harvest...

I have like 23% starting carpentry skill, produce only inferior products lol have made around a hundred and some arrows, a few dozen bowls, one bow, no increases.

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Gameplay questions / One Star Skills
« on: June 07, 2023, 12:32:02 AM »
Seems basically impossible to improve, my carpentry for example ... have never gotten it to raise no matter what I do!

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Gameplay questions / Whittling
« on: June 07, 2023, 12:12:26 AM »
Is there a point to it??

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Gameplay questions / Re: Game Course Difficulty
« on: June 06, 2023, 04:11:56 PM »
As long as there's couple traps, couple sections of fence, with or without trees in the "chain", the task will trigger completed upon zooming out. You can apply a loop snare, or set a light lever trap, to satisfy the task targets.

I've got a light lever trap, pit trap, fence line, and two snares ... still no proc :-\

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Gameplay questions / Re: Feeding dogs
« on: June 06, 2023, 03:33:26 PM »
Sorry to commit necromancy here, but I'm trying to get my dog ready to hunt, and ... it just keeps eating and still saying starving ... is this cumulative? Is there a bottom level for it's hunger or has not eating for a long time just made it impossible to fulfill its needs?

If a dog gets hurt and loses ability to walk, until healed, they refuse to eat. They're not bottomless, but normally say your dog eats 3 dried elk cuts a day, after they heal, I believe my dog(s) have eaten 12+ cuts. Please note that dogs eat spoiled raw meat, or cooked meat. They won't eat spoiled cooked meat. They'll also eat bread and fish in same conditions as meat.

Set down a pile of 20 pieces of meat, or 2 salmon or so, step aside, command! or Chat to the dog and tell it 'Eat now', then either pass time or do some activity(fishing?), the dog will eat from the pile until full.

It's not wounded...yet... That's a lot of meat! Ok, thanks!

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