stratvox

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Everything posted by stratvox

  1. 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.
  2. How are you doing dealing with the timberwolves? What difficulty setting are you playing at?
  3. 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.
  4. 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.
  5. I want to upvote it to say thanks... but I can't. So, thanks
  6. 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!
  7. 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.
  8. 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.
  9. 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.
  10. @jeffpeng: Try -force-vulkan instead; for some reason they don't have the double dash on that option. Not unix people I guess
  11. 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.
  12. Nothing quite like some good granola bar.
  13. I have found fertilizer in PV in my ~770 day run.
  14. All you'd really need to do is to put one in the world, and zero firearm cleaning kits; that'll push people into BI pretty quick.
  15. Given that the revolver was introduced specifically to be able to be featured in ep 3 with Astrid and her timberwolf encounters, it would make sense to make it available specifically to deal with the new region. That's actually kind of interesting; that'll mean people on long runs will want to tour the world again to look for the things that go with crafting firearms. Part of the rationale for the new mechanic is to give later game goals; maybe the idea is that going into BI will be suicide in an early loper run, but could be viably attempted after the player has kitted out, so they can access crafted firearms and tools. I've got to get into the cannery so I can figure out what the capabilities are in there. It occurs to me that the tools depicted would be capable of making high quality hatchets and knives; you can make excellent knives with those machines and old sawmill blades, for example, far better as a knife that what could be done with scrap metal and a forge. Finding a broken revolver that can be repaired could be a big motivator for trying to get in there.
  16. You definitely want a ranged weapon. I did my first timberwolf encounter with a bow and arrows, and won, but I can really see how a revolver would be absolutely superior to the bow. I imagine you could do it with a rifle, but the long "swing" time (i.e. swinging from side to side to line up shots) will make it difficult.
  17. That's because they created one... but, those dams are not built throughout the marsh they created; they are built around the edge where the water flows out.
  18. There's another slight issue with putting them in FM. It's a muskeg, which means it's a swamp. Beavers build where there's running water; more to the point, they build where you can *hear* running water (this has been tested and verified by Science!-ence!-ence!) You're not going to find beaver dams in FM because that's not the kind of terrain where you'd find them. A beaver dam blocking the outflow from Monolith Lake into the river that runs down towards the waterfall is the kind of place where one'd find a beaver dam. There's no obvious egress for the water in FM, but if there was that'd be the other place where one might find beaver dams. Hmmm, I guess you might be able to create a beaver dam micro-environment on Hat Creek in FM; that spot where the rocks narrow seems like it'd be a good candidate for damming and creating a beaver pond up in behind it. Down in the ravine in Ravine, or somewhere on the various rivers in HRV, or along the western side of TWM where there are rivers that flow down towards Crystal Lake, or any number of places in PV where the waters flow into the "square of rivers" from elevation would also be good candidates. Having that kind of environment would be a cool addition, but... retrofitting them into appropriate places on existing maps would be a big job. I could see it being pretty cool to introduce them into the game, though. Speaking as a dyed-in-the-wool Canadian, I personally don't have a big problem with the idea of hunting, killing, eating, and wearing beavers. --------8<-------- /me is having a hard time restraining himself from getting all up in the innuendo on this topic.
  19. I don't think so. May be worth creating a sacrificial run so you can test it....
  20. Go armed. Really, if you're unarmed don't go.
  21. I took my 765 day guy in. No firearms, just bow and arrows. Went in from the ravine first. Took a beating taking down the timberwolf pack up there, but I successfully saw them off. I was deeply concerned for a while there that I was gonna lose him, but then a couple lucky bow shots took down two of the three and broke the pack. I'm still working on hunting down the last guy before leaving to mosey over to FM to find the other entrance. Side note: if you break the pack up on the plateau up there, deer start spawning. Also, the new wolves look great; I really hope we eventually get a new hide (timberwolf hide with new resources making it look different). I endorse the suggestion made elsewhere that a Timberwolf Cowl would make an awesome addition to the hide clothing options.
  22. Enter the region from the Ravine transition region. You take the rope climb down into the ravine and mosey your way along until you get to the transition. Take a climbing rope with you if you can.
  23. I wonder if Raph gets Luigi death stares from the other studios whenever he hits the conventions? @Admin I'm one of those; I was brought up on low impact camping on various trips through Algonquin, Temagami, and Killarney. Thank you!