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New World Questions:Joining the bay12 community.

I will live inside the core town, working together with others.
- 8 (24.2%)
I want to live in the town, but have my own plot and do my own thing.
- 12 (36.4%)
I intend to hermit separately in the general vicinity.
- 8 (24.2%)
I do not want to join the village attempt.
- 5 (15.2%)

Total Members Voted: 33


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Author Topic: Haven and Hearth General Discussion-Immanently  (Read 178329 times)

Sappho

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #345 on: January 18, 2011, 10:39:28 am »

Okay, before I take a deep breath and have another go at this, can anyone tell me 1) how much space do you need to yourself on the map for it to be considered "wilderness" and unlikely you'll run into anyone, 2) how far from the starting locations (which I assume are fairly centrally located) do you need to travel to find such a situation, and 3) is it feasible to get that far out into the wilderness without a boat of some sort, or do I need to settle down somewhere and build up AP and establish myself until I can build a watercraft before I set out to start a wilderness camp?

I had 7 spindly taproots before I got killed by that boar, too - almost enough to build a raft. :(

Shades

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #346 on: January 18, 2011, 10:44:06 am »

Walk for 20 to 30 minutes and your likely to pass through areas without people. Although don't forget other hunters are doing the same.

As to how much space, probably not that much. You can get away with a small patch of crops, hunting and maybe a cave near by for mines, cave clay and the like.

A boat is probably easier to build as it just needs blocks and planks.
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Sappho

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #347 on: January 18, 2011, 10:50:47 am »

Planks require a saw, which requires either smelted metal or bone, which requires either an established mine and forge or the ability to hunt the (apparently very rare) creatures which inhabit the world. Also, it appears that once you get hunting, creatures will attack you more and they can actually permanently kill you, whereas before I got hunting I was attacked by a boar and all it did was knock me out no matter how hard it tried to kill me. (It eventually wandered off and I got away with no HHP damage.)  I've also discovered that fishing is the same deal - either learn to hunt and make yourself vulnerable, or start mining.  I wish there was an option to spawn way out in the wilderness instead of in the central area where everyone else is starting out.

I walked for hours yesterday and never went more than a couple of screens without some kind of player-built constructions or clear-cut forest nearby.  I'm assuming it's easier when you don't have to try to find your way around rivers and the like (eventually discovering that you're on a great big island and all that walking was for nothing).  I've only seen one cave in all the wandering I've done (including the many hours over the weekend - I've done little else but explore).

I wonder if it would be worth spawning at one of the Bay12 hearth fires and trying to gather enough resources to trade for a few bones (or beg for bones if people are feeling really generous) so I can build a saw and a fishing hook.

I've got an hour before I have to go back to work, but I'm thinking I'm probably not going to get a chance to start playing again until Thursday evening... This game is absolutely brutal on new players. And without even encountering a single griefer!

Illanair

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #348 on: January 18, 2011, 10:57:05 am »

I "woke" up this morning only to find that people had traded the dreams in one of my baskets for a bone saw - I was pleased. (Now I just need a goshdarned key so I can save the trip of walking around the entirery of Lothering for wood. :P)
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Shades

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #349 on: January 18, 2011, 11:04:41 am »

I wonder if it would be worth spawning at one of the Bay12 hearth fires and trying to gather enough resources to trade for a few bones (or beg for bones if people are feeling really generous) so I can build a saw and a fishing hook.

I'm sure we can spare some bones we have a ton of them, and you have my HS so you can spawn there.
I forgot you needed them for a saw, the other option is to find a rabbit although I think you need the hunting skill for that.

I "woke" up this morning only to find that people had traded the dreams in one of my baskets for a bone saw - I was pleased. (Now I just need a goshdarned key so I can save the trip of walking around the entirery of Lothering for wood. :P)

I made a new one and figured you might want my old one. Although the dreams should have still been there.
Beef needs to setup crossroads so we can get out of the gate :( it's annoying isn't it.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

hot_cakes

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #350 on: January 18, 2011, 12:50:42 pm »

My name was Torog was hunting bears lag spike... so I made a new character named morin HS: fubears
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mithra

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #351 on: January 18, 2011, 01:38:03 pm »

Anyone know how much UA and/or strength you need to take on a fox?
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KoE

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #352 on: January 18, 2011, 05:29:09 pm »

:lots of stuff:

Spawns are random, no central locations to it. The game is just that overcrowded at the moment (the player population sort of doubled or tripled with the reset, somehow). A boat is essential, no buts about it - a raft won't work because what you're building is only 1/4 of the finished product. They're also agonizingly slow. Their existence is primarily to allow the ferrying of livestock and/or wagons across rivers, not personal use.

You can get bones from both rabbits and chickens (found only on grasslands, which show up as pink, green, and yellow on the map), which you need the hunting skill to pick up and wring their necks. Finding them may be another matter, though.

Hunting has nothing to do with animals perma-killing you - a bear got a friend of mine five minutes after the world started before he'd picked up any skills. My guess is that you got lucky, or that Baby Blue Eyes (the status effect all people start with when they spawn) saves you, somehow. (The latter seems less likely because of the friend story above).

Last thing I can think of - as a doe-eyed newbie, it's a helluva lot easier to start out and learn the basics with a group. I can definitely see the appeal of trying to teach yourself everything by your lonesome, but with the way jorb and loftar want the game to be that's an exercise in frustration. Alternately, if you're not against such things, and have the time, you could read the wiki.

Hope this helps some.
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Sensei

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #353 on: January 18, 2011, 09:17:13 pm »

Well, I tried joining. I fully expect this character to die before I made a useful one- before I figured out the inventory (there really ought to be tooltips for rolling over things) I tried to move the pants in the starter chest to my portrait. With a loud splash they seem to have disappeared utterly, leaving my character hilariously walking about in his sweater and top hat without pants.
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Spreggo

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #354 on: January 18, 2011, 10:33:21 pm »

Are caves rare/useful enough that I should stake my claim at the entrance?

Gara-nis

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #355 on: January 18, 2011, 10:42:02 pm »

Don't bother, you'll just make yourself a target. Besides, the cave may be entirely worthless.
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Sensei

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #356 on: January 18, 2011, 11:02:33 pm »

So, how's construction work?

Also, I farmed kuksas until I got the lumberjacking skill. Skill points EVERYWHERE! What should I spend then on, as a first priority?
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Shades

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #357 on: January 19, 2011, 03:24:20 am »

So, how's construction work?

Also, I farmed kuksas until I got the lumberjacking skill. Skill points EVERYWHERE! What should I spend then on, as a first priority?

Depends if you want to focus on nature or industry (you can't easily do both as the slider for natural means your ore smelting sucks and for industry means your crop growing sucks)

Although early on hunting, lumberjack, pottery, clothweaving and leatherworking are useful as that will let you get a large range of basic tools.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Cajoes

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #358 on: January 19, 2011, 05:04:42 am »

So, how's construction work?

Also, I farmed kuksas until I got the lumberjacking skill. Skill points EVERYWHERE! What should I spend then on, as a first priority?

Depends if you want to focus on nature or industry (you can't easily do both as the slider for natural means your ore smelting sucks and for industry means your crop growing sucks)

Although early on hunting, lumberjack, pottery, clothweaving and leatherworking are useful as that will let you get a large range of basic tools.

To specify: Industrial belief means the ore you mine contains more.. well, metals (I think this applies to digging out clay deposits too). And natural beliefs means the plants you harvest are.. plantier. And yield more seeds. (This also applies to silk farming)
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robin_waw

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #359 on: January 19, 2011, 05:06:49 am »

max ql harvested seeds = ql soil + 5

1 generation:
Code: [Select]
( ql[soil]+ql[seeds] ) / 2 = ql[harv.seeds]

ql[soil] = 30
ql[seeds] = 30
ql[harv.seeds] = ql[seeds] + 5 = 35

calculations:
ql[harv.seeds] = (30 + 35) / 2 = 65 / 2 = 32,5 = 33

2 generation:
Code: [Select]

ql[soil] = 30
ql[harv.seeds] = 33
ql[harv.seeds II] = ql[harv.seeds] + 5  = 38

calculations:
ql[harv.seeds II] = (30 + 38) / 2 =68 / 2 = 34

3 generation:

Code: [Select]
ql[soil] = 30
ql[harv.seeds II] = 34
ql[harv.seeds III] = ql[harv.seeds II] + 5 = 39

calculations:
ql[harv.seeds III] = (30 + 39) / 2 = 69 / 2 = 35

4 generation:

Code: [Select]
ql[soil] = 30
ql[harv.seeds III] = 35
ql[harv.seeds IV] = ql[harv.seeds III] + 5 = 40

calculations:
ql[harv.seeds IV]  = (30 + 40) / 2 = 70 / 2 = 35

farming more than the quality of the soil will not do anything
higher seed quality than the quality of the soil will not do anything
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