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Gameplay questions / Re: Will robbers etc steal low quality items?
« Last post by JP_Finn on Today at 06:24:16 PM »
What I believe is that the robbers will take high value items. While they might not take a rough knife from you, don't think twice if they'll take your rough mail hauberk. They might let you keep your fine wooden cup.

When I suspect, or know from a quest, that there are robbers about, I go switch gear to rough/decent. When I find the robbers, I'll let them take what they will, then go raise a posse, arm up and go slaughter every single one of the robbers.
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Gameplay questions / Will robbers etc steal low quality items?
« Last post by Dirk382 on Today at 05:14:21 PM »
Does anyone know if robbers etc will steal low quality items like such as: rough axe/knife, inferior board and or poor paddle.

I'm curious because several of my characters been doomed to die on islands after robber encounters because I can't make a paddle. A board or a non-primitive axe will let you make a paddle which is the thing I'm usualy missing to get off the island. I'm running version 3.52.
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Modding / Re: Editing hard coded spawnrates and npc behaviours?
« Last post by Timbit on Today at 01:09:00 AM »
I've recently fallen in love with this game, and became excited at the thought of modding animals (adding new animals, tough end-game animals, etc.)

I came across the following post, which I found helpful:
https://www.unrealworld.fi/forums/index.php?topic=5741.msg15103

I decided to take a stab at things to see what was possible before troubling Sami. But I couldnt get a decompiler to spit out more than a morsel of code.


but every time I think I want mods, I return to the original game and lose myself in it once again :) <3
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Modding / Editing hard coded spawnrates and npc behaviours?
« Last post by zombieturtle on May 20, 2024, 09:30:59 PM »
Good day. I'm hoping to get some advice from people experienced in editing hard coded parts of the game.
I was wondering how far can i go with editing things myself, here's some couple ideas i wanted to try so far.


1. edit spawn rates such as bears, robbers, njerpez and foreign traders depending on your standing with the spirits.

2. making all villagers, vagabonds and foreign traders be hostile toward you

3. crafting lure/bait such as smoky fire pit that can be seen from distance to spawn robbers or njerpez around you

4. modifying wildlife behaviours to be extremely hostile and charge you until it gets injured bad enough

5. make npc spawn with more projectile weapons, armour and higher combat skills

I'd appreciate any kind of advice. Thanks in advance
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Bug reports / Re: teleported to field
« Last post by Kouvostoliitto on May 20, 2024, 11:27:46 AM »
True, there’s some quirky behavior when it comes to passed NPCs belongings. Sometimes even slender logs are ‘village property’ yet at other times they’re “free for the taking”

I tend to pick up things, then drop, tab unpaid, to see if the villagers believe I owe something. Or alternatively chat with villager and choose trade. If they tell you that they don’t have anything to barter, or they want you to pay for the goods picked up; is good choice too.

Since last few versions, the villagers tend to prowl several hundred yards/meters from their village, if they drop anything, you pick it up and bee line to the village: the villagers will get livid and call you out on “do not dare to try to leave with those goods”… when you’re returning them to the village.

Thankless bastards.
What I would like is to start as Njerpez, or have the opportunity to switch to their side. If they come, they might ask if you've hunted here. They wouldn't tolerate being hunted by outsiders. But this is not programmed.
How easy it is to destroy a village at sea: buy arrows from hunters and adventurers. Take the stuff, get on the boat, shoot/stone the protesters.
Take their clothes and goods, make new fur and woolen clothes, and exchange them for furs in the north. Buy weapons from the south, and take them to the njerpez. But they don't make friends in the east.
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Bug reports / Re: teleported to field
« Last post by Kouvostoliitto on May 20, 2024, 11:09:32 AM »
Most of this sounds like the normal punishment for stealing, the villagers attack you to try to get you to give their stuff back -- a long time ago the clothes of dead villagers were not marked as village property but this was fixed many versions ago. and ifyou still don't drop it,they'll try to knock you unconscious and throw you out of the village (teleporting you, just like when the robbers knock you unconscious)

But you're saying maybe you got teleported when the villager man entered a trap and maybe he lost consciousness?
Yes, I know that. I have been "playing" that game for over 20 years. Actually, it's a tutorial, not a game, because in the game you have to get some kind of win, etc.
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Bug reports / Re: teleported to field
« Last post by JP_Finn on May 19, 2024, 07:08:41 AM »
True, there’s some quirky behavior when it comes to passed NPCs belongings. Sometimes even slender logs are ‘village property’ yet at other times they’re “free for the taking”

I tend to pick up things, then drop, tab unpaid, to see if the villagers believe I owe something. Or alternatively chat with villager and choose trade. If they tell you that they don’t have anything to barter, or they want you to pay for the goods picked up; is good choice too.

Since last few versions, the villagers tend to prowl several hundred yards/meters from their village, if they drop anything, you pick it up and bee line to the village: the villagers will get livid and call you out on “do not dare to try to leave with those goods”… when you’re returning them to the village.

Thankless bastards.
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Bug reports / Re: teleported to field
« Last post by Plotinus on May 19, 2024, 06:59:14 AM »
Most of this sounds like the normal punishment for stealing, the villagers attack you to try to get you to give their stuff back -- a long time ago the clothes of dead villagers were not marked as village property but this was fixed many versions ago. and ifyou still don't drop it,they'll try to knock you unconscious and throw you out of the village (teleporting you, just like when the robbers knock you unconscious)

But you're saying maybe you got teleported when the villager man entered a trap and maybe he lost consciousness?
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Bug reports / Re: teleported to field
« Last post by JP_Finn on May 19, 2024, 06:57:39 AM »
Any chance you saved, copied and compressed the save game there and then?
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Bug reports / Re: Spotting, getting noticed, by unconscious NPC
« Last post by JP_Finn on May 19, 2024, 06:54:20 AM »
I’m not sure we’re on the same page here.
I don’t recall seeing yellow text or “death blow is possible” ever.
Most of the time getting big game, moose (alces alces (elk (cervus canadensis)is sort of taxonomy misnomer:) is British English error) or bear unconscious, it’ll take 10+ axe poll hits to skull to kill the animal.

I thought alternate target option was all there was. Instead of head-body-arms-legs, you get to target skull-neck et cetera. I don’t recall other options of the unconscious as game animals get ‘skull’, Njerp and robbers get ‘neck’…
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