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Messages - kirfkin

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Off-topic / Re: Be ready
« on: April 09, 2024, 08:42:16 PM »
I'm assuming you're Ukrainian from the context of your posts, and it's really bizarre to me that someone thought you shouldn't focus on the war that's actively ravaging your presumable home. It's just a "distraction" I guess.

Though they appeared to register just to make that comment, so it's not really that surprising.

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Development News / Re: Pausable weapon crafting
« on: April 09, 2024, 08:21:28 PM »
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
I like this a lot. It also gives a much stronger use case to the quick-bow, I think.

Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.
Makes a lot of sense too.

But what if I get really lucky and find a nice, sharp rock? :P

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I can verify that 'ctrl + ,' worked for me on 3.83.

It does not, however, replace either slot if you currently have two items equipped.

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Gameplay questions / Retting and Nettle
« on: March 12, 2024, 12:29:37 AM »
I know that nettle can be processed for fiber without retting (or even threshing).

However, given how long retting can potentially take... Does retting result in more fibers, or is it simply labor saving?

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General Discussion / Re: Running on Linux-ARM (it can be done!)
« on: March 11, 2024, 09:21:21 PM »
Bit of an old thread... but I was thinking about trying this. I got Factorio running on my Pinebook Pro, so doing so here would be pretty fun I think.

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Bug reports / Re: Dried fat can be used for tanning
« on: March 11, 2024, 09:00:06 PM »
Well, you do require water as well. I guess it could be (partially) reconstituted, but then it's just less efficient then fresh fat.

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Bug reports / Re: [3.83] Runaway Slave Start - Njerpez Infighting
« on: March 09, 2024, 10:53:47 PM »
There are two factors here;

1. friendly fire immediately leading to fierce infighting : yes, I agree with that, in some future version the logic could be improved somehow. Maybe the easiest would be that the first friendly hit is forgiven, but if it starts to accumulate the others would feel that this is not a chain of accidents but intentional behavior which needs to be punished.

I  tend to agree. The scale of the conflict is what feels bad -- I mostly don't think that they should all kill eachother even if they're skeptical of one (or more) of them. I haven't paid close enough attention to see if it happens after only one shot. I do know that it quickly devolves into a grand melee.

2. should friendly fire happen in the first place : I think yes. But how often, that is a good question without absolute answer.

Definitely. Friendly fire happens in actuality; and even in melee combat it can happen if things are hectic enough (which it often is). I can't comment on the frequency, but I do believe I've read historic references to it (not that I can point at the material). EDIT: I'm talking about it happening in the real world. I don't think I've seen accidental melee friendly fire in game. Just intentional, when they decide to kill eachother.

So, when you say " it regularly seems to happen to some degree" I'd like to hear a bit more about that. What is "regularly to some degree", like out of 10 starts 2 of them lead to infighting? Or out of 20 starts one turns to infighting?

This is a hard question to answer.

Some starts, there will be 0 or 1 archer, who may be far enough away that they never actually shoot at you. If there's only melee combatants engaging you, it won't happen. It's not uncommon to have a start where you don't encounter (even if they're there) a njerpezit bowman while trying to escape.

I now I had it happen either 3 or 4 times today, and I've had 14 deaths, my current game, plus an additional game I archived and moved out of the folder in case I wish to revisit that start (but currently feel it's too strong). Out of the 16 games, it happened 3-4 times. I distinctly remember 3 (including 2 of which I archived) and I think I had a 4th. So around 20%-25% of the starts I've had today.

I'll try to pay more attention to how often it happens, and how much the composition of the njerpez (with a best estimate -- I can't always see all of them). I expect it will be most common in cases where 1+ archer is engaged with you, and 2+ melee troops are chasing after you. When I see the melee, there is almost always 4+ involved, and that goes back days. Again, not with much proof past that being the body count/involved numbers with the two saves I've archived where the worse one has 9 dead and the other has 3-4 dead and more still fighting.


It's kind of funny, honestly... but it happens often enough that I feel like I'd have to hold myself back from making the challenge start (I really like the escaped slave start overall) easier by just waiting for them to kill eachother and taking their valuable equipment. Hunting bows, lamellar (sometimes), spears, scimitars, and bastard swords...

I like the idea of an active escape, but maybe starting near a known camp, on a zoomed map with 3 or so Njerpez chasing you might be neat. It's cool when I'm injured. Sometimes it means I get extra arrows...

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Bug reports / Re: [3.83] Runaway Slave Start - Njerpez Infighting
« on: March 09, 2024, 10:10:55 PM »
I think this has already been fixed in version 3.72, see this piece of dev.news

The archery checks are based on risk assessment. In certain conditions, or if the archer feels confident, they can fire and arrow despite there being friends in the potential line of fire. Or, they can consider it safe to fire, but just miss so terribly that the arrow hits a friend. And such an accident will turn to infighting.

So, I'd say this is more a feature, not a bug.

I think it's a bit extreme if they all decide to kill eachother (quite literally) instead of chasing after their initial target, due to incidental friendly fire. It seems like they all turn hostile to everyone else in their party. I have my doubts that in a friendly fire incident soldiers just immediately start killing all of their comrades around them.

Regardless, it regularly seems to happen to some degree on the Runaway slave start, if they have enough melee oriented warriors and at least one archer.

I have two archived saves, one with the aftermath, and one in the midst of it happening, if it's relevant.

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Bug reports / [3.83] Runaway Slave Start - Njerpez Infighting
« on: March 09, 2024, 08:49:44 PM »
Starting as a Runaway Slave, a bizarre situation can take place.

Ocassionally, a Njerpez will hit another one with an arrow (I think it's only an arrow that starts this, but it may be others). Soon after, it seems they view one of the two as an enemy and start fighting, and then as a result of attacking that one, they all view eachother as an enemy. They stop trying to attack me, and instead end up fighting amongs eachother.

This particular instance has been one of the most extreme results -- 9 warriors are dead; that's all of them that were in the camp. The center most body has 5 stacked on top of it.

From them, I have gotten almost 150 pounds of equipment.

While it makes my life significantly easier, particularly escaping, it feels pretty bizarre and likely unintended.

While I do think there's room to make the escape part of the start more interesting (it feels silly to try to escape in broad daylight when you're surrounded by many of them, and you don't know anything about the encampment), a self-instigated massacre is not the best. :P

Things I was able to get by the first night:

3 Maces, 4 knives, 3 spears, 2 njerpez scimitar, 2 hunting knives, a shortbow, 12 broadheads, 13 arrows, 1 broad knife, 1 hunting bow, 1 scimitar, 1 kaumolais knife, 1 crossbow,1 splitting axe.
 
I won't go over the clothes and armor because there's simply too many.  A rough count is ~55 clothing items, plus an additional mug, skin, torch, fishook.

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