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I like to make my fields in the forest, that way I can keep some trees and boulders as windbreaks between the fields after clearing.
I try to place the hunter's hut close to a spawning point (+/- 75m) and other buildings like the excavation shed, herbalist hut near the raw material sources to take advantage of the workers' animation at work.
I try not to travel at night. Not only do I see bandits and hostile animals earlier, but I also see more of those precious little lost trade wagons.
I build a stone campfire outside each village and a light source next to it so I can find my sleeping spot more easily if I'm stranded in a faraway village at night or just have to wait until the next day for a quest.
When I go to sell at the merchants, I like to have goods from different price ranges with me so that I can squeeze every last bit of money out of the merchants' pockets.
I also make a shelter out of planks and put a few reeds on the ground to make a bed.
Besides, I've got meat to cook when I reach one of my camp.
Swamplands : - A stockaded village in the swamps 'manned' only by women, all of them love me to bits and ready to marry me :- )
Island Life:- A village on the island in the grand river (the bigger one)
Isolation:- A village near the lake East of Hornica (north of the road just round the bend.) There is a nice area at the foot of the large cliff. No buying or selling in any town.
The Fort:- Yes I have one. up on the hill south of the grand river.
Ghost Town :- An unmanned/unrepaired village in the clearing east of Hornica (the road leading from Hornica to the mine) . My home is on the clearing by the stream directly north of Hornica (The Great Maw).
The Farmer :- Only have farms and veg. No orchard, No hunter or hunting (unless for the storyline. Meat tossed in the river or lake. )
The Hunter :- As above but the opposite. Only hunts.
Mereside :- A village impossible so see from any road. It's by the lake in the middle of the map.
I have a map with several villages, but here's the catch... All the workers work in a different village to the one they live in (except farmers). So I often see them walking around the map.
I plan to have a livestock ranch at some point, and only live of things found and 'slaughtered', cooked eggs and a few fruit trees which I find.
As for decoration. They turn up as if by default. I drop stuff all over the place. I have a 'cafe', tables and chairs outside the cookhouse with food etc on. Most houses have a coverlet (doormat) outside the door and shutters, tools propped up against walls or hanging on racks/fences. Maybe a few flowerpots laying around. Shelves on the Outside of house walls with the relevant 'things' If the blacksmith he'll have ingots/ore. The tailor has cloth and clothes. etc etc. I tend to have the 'Mr and Mrs' working together in the same building (so I know where they go back to after giving birth.)
Also as a BTW I CHEAT.... I have unlimited carry and un-rotting food. 3 day seasons.
That reminds me of my "petting zoo". All the small animal pens were in one area and at some point I opened the fences between them. My house was practically in the middle of it and my son played with all his animals every day. Of course, none of them were ever slaughtered, as they were family members.
I also have a setup like this, but I always try to have one worker nearby and only the others live away so that someone is present in the building.
What do you mark.. Do the traps not stop spawns. so no use for camps etc. The only thing I can think of is clay pits?
POI:- I forgot.... LoL
I have stores scattered around the map, so I'm never too far from one when that dreaded anvil pops up and you scream AGGGGHHHHHHH The farmer need something....
And always carry some water in those waterskins..
The funny thing about trapped animals is that they never spoil. So fresh meat at all times.
As you get used to the map, this becomes less necessary, but I didn't spend much time at Oxbow, so it helped a little. There are 3 types of trap, so I use one for my camps, one for clay pits, mines and flower fields (if I can find them), and finally points of interest.
- To get a really low starting point in oxbow i sell all the starting items and spend the money only for unlocking decorations.
- I decide before starting what type my character is and try to play like that. E.g. someone who wants to be a farmer avoid wild animals and searches for good land to settle down soon. A hunter would maybe just travelling around a few seasons before building his/her house deep in the woods.
- I always give every house a name that fits to the professions of their inhabitants. E.g. "The hunter´s axe" or simply "fishers home" etc.
- I leave also little baskets near roads to store some items, but only because of too much weight (I don´t use the cheat)
Just a few for example.
Edit; So I check after season change, and it doesn't affect the spawning zone
Are you into pen&paper?
The real Chris has written something similar, with themes in his game. Maybe a MD character sheet would be a nice addition :D (Does any dev read? That could be nice extra material :D)
Yes, i love pen&paper. Was it that obvious ? ;-)
A charactersheet is a funny idea!
Oh well: maybe it was a bit obvious xD
I was thinking more in a different direction. A character sheet for MD, in which you can enter for your character (and later a new one for the heirs) name, year of birth, year of death, profession, period of village leadership with the name of the village(s), positive and negative character traits, life achievements (hit the center of a target perfectly from a distance of a hundred meters), motivation, companions (co-op players or special NPCs).
This could even be done in-game (or separately as a pdf for digital completion) and would provide all role-players with a nice template. The background of the character sheet would of course have to be very nicely designed xD
I also wrote down some key data for my hereditary line the other day. If the game goes on for a long time or if you start directly with a certain plan, it is only logical that some kind of history writing becomes "necessary". Likewise, if you build many different villages and each has its own storyline.
Since many players use roleplaying in their playthroughs, I think some might enjoy it.
I like this idea so much, I'll post it in the suggestions thread. xD