yogi

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  1. Bahahahahaha. Also, slightly eww. But true. Perhaps we can infuse some with rose hips, birch bark, cattails, branches other random indigenous flavourings. "Rose Hip and Wood" - sweet, yet earthy with slightly wooden undertones. Shouldn't be too long before the distillery and/or brewery but perhaps that is the following update.
  2. You are all over it. We'll have the "Great Bear Fine Foods" open for the tourists in Milton in no time. Sounds like a project for Will and Astrid.
  3. Are there ingredients on the island to make crackers with?
  4. What about mouldy cheese? Coming soon: The Long Dark Cheese Making Add-On. To go with pickled vegetables. Smoked / cured meats. You'll have a gourmet food store ready for the passing tourist in no time.
  5. After the first time and after losing some meat at the fire barrel near the door, I went back in each following time with NOTHING. Made sure I was fully fed and rested. In with nothing, and out with some matches and a can, from memory. I had a base in and around the little external prison outpost office. Stored everything there and immediately outside of there.
  6. And moose. Deer. Cats. Dogs. Fish. Aardvarks.
  7. I thought that might have been the case. Something something, Episode 27, something.
  8. Did you see the phrasing?? Is it a happy ending? Or is it an ending, by which its' very nature, makes it "happy". Or is it both at the same time? Remember my "happy" ending that then turned, less so?? Deep.
  9. I've got the title. Episode 5: Ever After Happily.
  10. Sure, the overally quantity of animals would go up a little to make it more of a game. Not massively though, as there still isn't enough food to support a rapdily growing ecosystem.
  11. No more whirring. For now. Done. For now. And no, there are bears. Sorry, not sorry. The range of animals would be similar to what we see in the current game. Maybe a couple of other additions, but not an entirely new thing. Also, it's not a zoo sim, so there isn't an example of every possible creature that has ever been. Has to fit within the "story". Maybe a Yeti appears at each solistice or something. Are they native to that part of the world? A Wendigo?
  12. The Long Day Part sim, part survival - manage the northern Canadian wilderness for as long as it will let you. You are the fauna of Great Bear Island. Manage and survive the delicate balance and life and death in the cold. Take control of groups of animals to guide them towards their greatest chance of survival. But be warned, there will be crucial, often conflicting decisions to make at every turn, while you try and maintain the balance in the ecosystem. And things will not always go as you will intend them to - the electomagnetic wave disturbed more than we ever realise. * Each little grouping of animals have tasks and things to do survive (but not in too grindy a sort of way). Short term and long term goals, some of which may conflict with others you are managing. Each animals has pros and cons, strengths and weaknesses. eg. Wolves - Good hunters, bonus at nights but easily taken down by those higher up. Moose - Slow moving, but powerful. Rabbits - Fast movement, can eat almost anything, but easy prey. etc etc etc.
  13. Dammit!!! Also devs, still available to throw ideas around. Canadian wilderness sim. Would be interesting to have an "animal instinct" element where depending on certain conditions being met, said animal automatically undertook a task - overriding the player. Not a main feature and not frequent but there. A sim where just sometimes you were NOT in control. Some would find it a bit annoying (which it would be to a degree, but also, it would make sense within the context), eg. animal super hungry and lashed out automatically at anything edible nearby, even if something else bad could come of it. Interesting...