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Messages - PALU

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616
Gameplay questions / Re: Various questions from a new player
« on: March 31, 2020, 08:59:11 AM »
Sounds like a bug. I'd back up the save and file a bug report. The save would then be available if Sami wants to take a look at it. The log should confirm the timing of your actions, I think.

617
Gameplay questions / Re: Various questions from a new player
« on: March 30, 2020, 08:58:07 AM »
It's up to you to decide what you think is an exploit, but I use that tactic when I can. I also try to get my opponent (whether human or animal) to tire themselves into the Breathless state before engaging them. UrW is unforgiving, and once a creature is injured its ability to both defend and attack quickly decreases, which means getting injured can quickly result in getting killed.

618
Gameplay questions / Re: Questions about companions
« on: March 29, 2020, 09:49:29 AM »
I don't think that part of companion behavior has changed, so it would probably have been better to ask in the Gamplay questions section.

I rarely interact with companion inventories, but I think you can "trade" with them to take back what you gave them, with them refusing to let go of some of their private items, although your items being equipped might be an issue.
Anything you've given them that remains in their inventory when you release them from service counts towards their payment, so most of the time I don't have to pay anything extra after hiring companions for robber quests, because the pile of weapons they requested (why do they need 5 axes?) together with the food they also required is more than enough.

If you use your companions as mules to haul items you obviously have to get them to release the items via "trade". I don't know if such items (planks, small tree trunks, herbs, and what have you) would have any value when the companions are released from service.

619
Suggestions / Re: Village Women Trading Too!
« on: March 28, 2020, 03:37:30 PM »
I CAN provide a hint if desired...

620
Suggestions / Re: Village Women Trading Too!
« on: March 28, 2020, 08:29:15 AM »
There actually is a quest with a female quest giver...

621
Gameplay questions / Re: Head gear, bird leather
« on: March 28, 2020, 08:22:44 AM »
Another point: If you feel like some game mechanic is an exploit or doesn't match realities (or your Role Playing ideas), simply don't use them.

622
Gameplay questions / Re: Head gear, bird leather
« on: March 27, 2020, 09:14:54 PM »
It can be noted that restricting characters to a single layer is a guaranteed recipe for toe/finger frostbite management (stay inside when it's cold, use fires every few minutes (with risk of death from hours of repeated failing to light the fires), or injury. There is also no reason to assume the iron age people didn't know about the layering principle to keep warm (as well as the principle of "padding under something hard and stiff softens blunt impact", as mentioned above).

I'd like to see the "damage" from eating food and using raw materials being separated from the damage to items, so item damage has no or very little impact on weight, as damage is typically in the form of rends, nicks, etc. rather than a huge loss of material. It would then be a bonus to the system if damaged gear had worse performance as well as having the risk of breaking completely.

623
Suggestions / Re: Alternative quest reward.
« on: March 27, 2020, 12:29:58 PM »
I see your point, Sami, but it is the sage who comments on the PC's herb lore. With your approach I would have the sage ask if the PC's herb lore is good ("You don't happen to know your way around the local plants?"), as well as allowing the PC to back out gracefully when the plant sought is revealed if it's unknown ("Sorry, that's a plant I don't recognize"). After all, a herb lore skill of e.g. 50 isn't bad, but it's still far from sufficient to recognize everything the sage may request, and the sage might have more need of legwork than skill in some cases, so an acceptance in the first phase might not reflect over confidence.

624
Suggestions / Re: Alternative quest reward.
« on: March 27, 2020, 09:40:08 AM »
I agree that they ought to be able to tell you where to look for the plants.

It can be noted that you can collect various unidentified plants and offer them to the sage and he'll accept the correct one. Thus, if you keep track of the description for what you offer, you can get the unidentified description for the plant, and then go back out to collect more.

625
Modding / Re: Question: Possible to Mod Village Stocking of Plants?
« on: March 26, 2020, 05:52:16 PM »
I'm at best a dabbling modder, so take what I say with a grain of salt.

I would guess you'd need the [CULTIVATED:<region(s)>] tag to get things to be offered by villages, but it may well be that actual seeds are required as well, and might also require that it's edible, as that's currently the only thing UrW does know about regarding plants. Also note that you can specify plants to grow in settlement and/or meadow tiles, for instance to get them to behave like e.g. nettles and clayweed.

I wouldn't use an existing mushroom for your purpose, but add my own, which seems simple enough (provided you're more talented than I am at graphics, as you'd want a distinct tile gfx for it, but I guess you could copy and hack an existing one).

626
Suggestions / Re: Village Women Trading Too!
« on: March 26, 2020, 01:52:05 PM »
I haven't had any problems with buying seeds and turnips from female villagers, but being sensible, they don't lug these items around on the off chance that an out of village oaf would want to barter for them ;)

I do agree, though, that it would be nice if personal trade goods would reflect professions beyond the hunter one. When it comes to jewelry and the like, people tend to trade away their private ones only as a last resort when running out of money, but goods related to their trade would certainly make sense.

627
Gameplay questions / Re: Newbie player questions (not a modder)
« on: March 26, 2020, 01:43:53 PM »
Wild animals (which are the only one that can be young) will migrate away before they have a chance to mature, and animal husbandry is a future feature, and so not available.

Eggs spoil over time, and they're laid in spring... Given their limited value as a food source in the game (virtually no change to the hunger meter) I rarely bother with them.

Check the mod/finished mods to see what mods are available.

628
Solved'n'fixed bug reports / Re: Vanishing Blunt arrows
« on: March 25, 2020, 11:50:06 PM »
Well, with broken items you know you don't have to look for that arrow no 30 of the ones you started the hunt with...

629
Solved'n'fixed bug reports / Re: Vanishing Blunt arrows
« on: March 25, 2020, 04:55:03 PM »
It's a known issue. Arrows that break on/in the target disappear. It can happen with pointy arrows as well, but that's a lot less common.

630
Gameplay questions / Re: Newbie player questions (not a modder)
« on: March 25, 2020, 01:29:26 PM »
Those questions, unfortunately, make little sense without the context. UrW does not have "core wood", nor "block pot", so these terms are presumably introduced by the mod(s) you're trying to use. Questions about how different mods work are better asked in their respective threads.

The answers to the questions can be found in the combined knowledge of how items defined by UrW work and how the mods use the "real" items to create modded versions of them,  so it requires both UrW knowledge and knowledge of how to interpret what the mod recipes do. As I suspect it may be beyond for your current knowledge level, your options are to ask in the thread(s) and delve into the mods to figure it out yourself.

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