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Messages - PALU

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691
Suggestions / Re: Spotting smoke
« on: December 25, 2019, 11:46:40 AM »
I agree that seeing and smelling smoke (and seeing fires, in particular when it's dark) would make sense. However, the robbers are said to know how to stay hidden, so I'm not sure this suggestion would help in the robber quest cases. After all, you can't see smoke during the night (assuming the night is dark, i.e. away from the summer solstice), and you wouldn't see fires if the robbers put up something to block visibility of them. Using dry wood and ensuring efficient burning (blocking out the wind, for starters) would reduce the amount of smoke as well.

692
I agree you should be able to differentiate between child and adult, as well as bare foot versus wearing shoes (in snow you might be able to differentiate a bit more, but I'm fairly sure Iron Age Finnish women didn't use stiletto heels ;) ).
In addition to that, it wouldn't be unreasonable to be able to recognize your own tracks, if/when they are added.

693
Gameplay questions / Re: Shields vs projectiles vs dodging
« on: December 22, 2019, 11:44:45 AM »
You can't dodge missiles in UrW. A shield is a static defense covering a part of the body according to how it's held, and protects that part against missiles (unprotected body parts can still be hit even if the attacker aimed for, but didn't quite manage to hit, a protected body part, or hit the shield while aiming for an unprotected body part, as the partial miss resulted in an attack against a protected body part).

Melee is a completely different issue from missile defense: I don't think a shield provides any passive advantage at all, but rather has to be used actively to block to be effective (but that doesn't rule out enemies [or companions, if you take the risk of equipping them with missile weapons] attacking you with missiles while you're engaged in melee).
Also, using a shield means two handed weapons can't be used as intended.

I don't know if there's any difference between using a shield to block versus dodging in melee (a shield can be damaged, as can weapons used to block attacks). In both cases the defensive skill can completely negate the attack, downgrade its severity, fail, or fail critically.

Maybe there's someone with a better understanding of the mechanics involved?

694
Gameplay questions / Re: Lost pet with values items. What can I do?
« on: December 21, 2019, 05:28:25 PM »
Apart from using hacking to locate the dog ('s remains), you ought to follow the elk until you find it, the dog, remains of the dog, or indications of the dog having gotten wounded and fled.

It also ought to be possible to zoom in from each of the world tiles you think the elk/dog might be in/cross through and shout for the dog. Unfortunately, it seems UrW dogs have a poor hearing on par with humans, so if you don't hear it bark back it shouldn't have heard you.
It obviously take longer in UrW time to zoom out move, zoom in... than move on the zoomed in map, but it takes less player time.

695
Gameplay questions / Re: Making Masterwork apparel?
« on: December 19, 2019, 05:34:11 PM »
The making of clothing is tied to the Common skill, which causes the maximum quality to be Decent.
If you were to change it to another skill it might be possible, but I haven't tried.

Note that the stuff your character whips together in a couple of hours is nowhere the quality a tailor might produce over a significantly longer time (and the game currently doesn't support such long tasks, except the few that can be interrupted and resumed), which I believe is the role playing reason for the quality cap.

696
It will probably work, but just to try to eliminate some things, it might be worth trying the latest free version to see if that works.

697
Suggestions / Re: Village citizenship & development
« on: December 18, 2019, 11:58:49 AM »
1. There currently is a slow turn over of goods besides crops/seeds.
2/3: Currently makes little sense, as villages are created at the start of play and then whittled down over time due to animal/Njerp(/PC) attacks. It seems some quests spawn new villagers, though.

In a culture like this I wouldn't consider it unlikely that a village very occasionally mounted an expedition to buy goods not available locally, but I'd also expect such expeditions to mainly acquire what the village needs, not extras for trade to the PC.

698
You may look at the instructions for "Jaredonians Character Models + Distinct Tribes v3 mod" to see how it's done there. If I recall correctly, it involved replacing an image file (after creating a backup of it) with the custom one.

699
I will check that when I've rolled a new character, which probably will happen next year, so don't expect any feedback any time soon...

700
:
These numbers are for the overland map though. If you're travelling on the zoomed in map because you're looking for your raft then it takes 64 steps to go from the beginning of one tile to the beginning of the next tile.

No. A world tile is 100 meters * 100 meters = 50 * 50 tiles, so it's 50 steps.

701
Gameplay questions / Re: Deathrattle!
« on: November 27, 2019, 09:24:07 AM »
I believe deathrattles can happen when animals are killed by other animals. However, you should have found tracks from the killed animal (as well as its partial remains, as I don't think carcasses are gobbled up in one go unless they're rather small [in which case I don't think they're rattling]).

702
Solved'n'fixed bug reports / Re: [3.60] Typo in herb effect (?)
« on: November 22, 2019, 09:51:45 AM »
One would assume it ought to say "coughing" (it doesn't hurt to spell out what you think it should be, rather than leaving to Sami to figure out what you mean).

703
Suggestions / Re: Arrowheads
« on: November 20, 2019, 10:21:55 AM »
As far as I understand metal smithing was a dedicated and highly respected profession during the UrW period, so most people would not have either knowledge of or experience with smithing. Apart from that, it requires structures and equipment that a starting character simply wouldn't have (unless somehow starting as a smith's apprentice).

Thus, to get arrows with metal heads they'd have to trade for either the complete arrows or for the heads.

704
Suggestions / Re: Arrowheads
« on: November 19, 2019, 03:49:02 PM »
I don't think the iron age Finns used imported flint arrow heads as they could make metal ones (and import metal ones). Imported flint probably fell out of use when metal working technologies became reasonably wide spread. I believe I've seen it claimed flint was used for some things into historical times in places with local supplies, though.

Note that Ötzi was a stone age man, not an iron age one.

705
Suggestions / Re: Arrowheads
« on: November 19, 2019, 11:49:54 AM »
Unless I'm misinformed, searching for flint in Finland is bound to be a very frustrating exercise, as aren't any flint deposits in the area (or at least very few), but all flint was imported.

":
As there are no local cherts in Finland, apart from the jasperoids in Finnish Lapland, the chert and flint used to make prehistoric artifacts must have been imported.
:"
from the preface of Geological Survey of Finland http://tupa.gtk.fi/julkaisu/bulletin/bt_334.pdf. A web search for "flint deposit finland" found that report (and I haven't actually read it).

Now, UrW isn't sticking strictly to the real world history...

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