stratvox

Members
  • Posts

    1,528
  • Joined

  • Last visited

Everything posted by stratvox

  1. Nice! I'm guessing the name you gave it is a hint as to which region you can find it? I'm always interested in where caves are... because cave living is Just Better. Thanks
  2. Glad I could be of assistance
  3. Aurora wolves are definitely significantly more dangerous. Significantly.
  4. I'm actually out of whetstones in my long run game... well, I was until BI came along; I'm sure there are a few in there. However I'm pretty sure I've pretty much stripped the rest of the world of whetstones. I'm not bored yet... though I'll allow that the game has changed a lot since that guy was barely eking out an existence on days 1-50 or thereabouts.
  5. Step one: Run checkdisk or whatever on your filesystems, and test. Then, open it up and reseat the cards, and test. If that doesn't fix it, reseat the ram and test. If that doesn't fix it then you'll need to start figuring out which component has gone bye-bye; you'll probably want to take it to a shop where they can swap out the components to isolate the bad one. Make sure you are neutral wrt static electricity before handling the inside of your computer!
  6. I guess it kind of depends on what you mean by difficulties. The main difficulty I find in long games is keeping boredom from making you do stupid stuff that gets you killed. My long run guy has frostbite because of that. Nearly died that day but I managed to pull the berries out of the fire, as it were. I guess part of my thinking on this is that given that you're starting as someone who's just landed there with nearly nothing, difficult early game and "easy" deep game makes sense. Part of that is whether or not the deep game appeals to you or not... for some people it does (I'm livin' off the land!) for some people it doesn't (I'm bored! Gotta fire up a new one). I think that's part of the reasoning behind BI; it's there to provide a late game challenge to the players that have been running for hundreds of days, with a big prize at the end (craftable ammunition!) that make it. I'm mostly a bow player rather than using rifles, but I suspect that I'm in the minority for preferring that. I also have hopes that we may get to ability to craft better bows and arrows in the new workshop in the fullness of time. Perhaps also the ability to create new hatchets and hunting knives (not the hand-forged ones!) with the right kinds of materials (sawmill blades for hunting knives and plate steel for hatchets, with fir logs being used for their handles a la the heavy hammer, for example). I'm pretty close to being out of hatchets and hunting knives, and I ran out of whetstones some time back (though I'm sure the new region is going to put that day off a bit), so the ability to create the "manufactured" versions of those tools is a massive win, esp. given the lower wear rate and lower weight of those tools. It could also be an interesting way to permit the introduction of those types of tools into Interloper without completely trashing the balance of the game, because you need to get suited up before you go in there to make them, and all they have to do in the loot tables is to ensure that there's only enough raw materials to make two or three of each item; say one sawmill blade and three steel plates... which are scattered across Great Bear and must be located before you can even consider trying to get those items made. If there are no whetstones, it means you'll need to make the run into the cannery to fix them when you wear them to ruination. It'd be a good way to permit those higher quality tools while maintaining overall Interloper balance by making the player risk timberwolves when they need to fix their tools.
  7. Are you playing a custom game? That might be why you're not getting any progress....
  8. Also, Timberwolves are explicitly documented as not behaving the same way wrt fire, bait, etc.
  9. Better have two; you've got to return past that pack too.
  10. What I really want to see is that if you have two revolvers Will/Astrid can go all John Woo on those mfers if they have no sprained wrists.
  11. How are you doing dealing with the timberwolves? What difficulty setting are you playing at?
  12. I dunno, I've thought that about quite a few regions, and then after spending some time learning their contours I completely changed my mind.
  13. Hey, can you post a link to said screenie, or post it again? I'm curious. I spent some time trying to find a place to get down... I'm interested.
  14. I want to upvote it to say thanks... but I can't. So, thanks
  15. Hmm. I'll have to look into that further then. I wonder if it's got something to do with the age of some of my saves..... Thanks for the heads up!
  16. I have a couple of thoughts. First, I've taken down the TWs on the radio tower plateau in BI with just a bow and arrow. So, it can be done. I also think that taking them out from distance using a bow and arrow should also be very doable, though I was not able to do so there... just not that hot of a shot I guess . At any rate, a couple of things... I think that a good mechanic would be allowing the player to equip a hatchet, knife, prybar, or hammer (or even fist!) and use it to defend oneself... basically having the possibility of using it to swipe whichever wolf is coming in for a taste and doing a block on the attack, while costing some morale, based more or less on the "hatchet > hammer > prybar > knife > fist" sequence where the fist is pretty dang inconsequential. In that case that'd be about timing the swipe properly. Heck, I could even see using the rifle both as a rifle while they approach on their attack and as a bludgeon when they're right on top of you could also be cool. I also recognize that's a LOT of dev work, so.... I'm very intrigued at what the possibilities would be of having wolves and timberwolves be both competitors and cooperators... wolf takes down deer, timberwolf intimidates wolf away from deer, that sort of thing. For instance, having a group of two to three timberwolves and four to five wolves cooperate to bring down a moose would be totally awesome to behold. Also having them have the possibility of turning on each other as groups could lead to some interesting entertainment for the player from a distance ("Let them fight!") as well as opening up some exploitable behaviours; for example, leading a group of timberwolves to a wolf feeding on a deer or rabbit could lead them to zeroing in on the wolf and deer as easier prey and leaving the player alone. I guess this is all a roundabout way of saying that a big upgrade on the animal AI and interactions would be extremely cool... while recognising that it's a big project and would probably need to be carried out in the background over the next few updates because this sort of thing would need to be rolled out as a package so as to not destroy game balance. Things like adding rabbit warrens, so that rabbits have a chance to escape a marauding wolf or timberwolf pack, as well as the player; adding herding defensive behaviour to deer and giving them the possibility to have successful defences against wolves and timberwolves under certain sorts of circumstances; having bears and moose be able to come in and lay waste to a timberwolf pack in short order by just flat out smashing the first one that tries to attack... but also be able to fail, so that there'd be a possibility that the player could watch a long battle royale between a pack and a bear or a pack and a moose. Upgrade the possibilities for interactions between bears and moose, permitting them to both quietly tolerate each other on over to having the bear go for taking down the moose... stuff like that would add a great deal to the richness of the experience of the player as they wander The Long Dark.
  17. Nope, that's it. When I went in through the ravine I had no rope, so now I either come back out and get one, or go through ML and FM to get to the other entrance.
  18. Haven't tried it with the new build yet, because I'll have to do the swaparoo on the files and download something like 3-4GB of data... plus I've seen no indication that they're running a newer version of Unity, which I'm pretty sure is what's going to be required to fix the opengl terrian wobble bug. From what I've been able to glean they're using a very particular custom build of Unity which they needed because of how big some of the regions are. I'm figuring on Proton/Windows version for the time being, and I hope they end up being able to fix up what's wrong at some point this year maybe? May take a shot at it this weekend; not sure yet. I'll need to tar up the whole works first so I can ensure that I can get back to my current mostly-working setup without too much trouble if it all goes kablooie. Etc. <ETA> "mostly working" means that the mapping is busted for some reason; all the maps are blank and black and mapping actions don't clear terrain... but the game clearly thinks that it has. I'm basically chalking that up to some weirdness in the translation from linux to Windows config file locations and formats. I haven't reported it because let's be fair, asking them to try to support windows running under linux with the support of a vast array of third party libs etc isn't really reasonable.</ETA> I'd be very happy to be able to go back to running the linux native executables rather than special environmental kludge land; I spend far more time in this game than any other game I play and it'd be nice to get the performance back.
  19. @jeffpeng: Try -force-vulkan instead; for some reason they don't have the double dash on that option. Not unix people I guess
  20. stratvox

    Timberwolves

    I've read that people have had success in scaring them off by hitting them with stones. I haven't tried that myself, though... but it may be worth loading up with some before you head through there.
  21. Nothing quite like some good granola bar.