See likes

See likes given/taken


Posts you liked

Pages: 1 ... 5 6 [7] 8 9 ... 33
Post info No. of Likes
Advanced Combat Hello , this post i want to make so we can talk about combat , not killing a few lonely njerps or robbers but im talking about full blown war.
My first characters were evil, as i didn't know the ritual system or what was good or evil , i used to take out whole civilisations no matther who they were.
Now that i've become a little more experienced , my characters live good lives , which means not killing fellow woodmans for easy supplys , never murdering a companion and so on. Even though i admit killing a few foreign traders , which in my opinion is fair play because they can defend themselves more than any other group or culture.

That being said , i now have only 1 ennemie , the njerps.
I've been leading the great war agaisnt them for 2 winters now.
I took about half thei're civilizations with my remi brothers.
I am a owl tribe bow-men that is also handy with the ango.

What i want to talk about is strategy. I used to recruit 10-12 adventurers , woodmans and hunters to help me fight. I wasted alot of villages as the loses we're great and i was greedy on loot. I would say for each remi village i lost  i probably took out 2 njperp villages. Which is not that bad.
Until one day i was in my car thinking about it and i came accross a genius idea! Saving my companions. lol.
As dumb as it may sounds , it made all the difference. I now equip my fellow wariors with full fur gear , a cuirass and a helm.
What bothers me is that sometimes they dont wear it all , or they deny the cuirass for an overcoat. I wish i could handle thei're equipement myself but that's just a pipe dream. I give them battle axes if they're axe men and fine spears for spear dudes. But i avoid recruiting bow men , as they often friendly fire. Bow men companions must have killed atleast 7 of my dogs , shot me in the head multiple times (thank god for my masterwork iron spectacle helm) and often shoot other wariors.
My last 2 raids we're incredebly succesfull after doing this , i have'nt lost a single friend , but i stop after average 2 njerp village , and i send the grieviously wounded home. Also , i became a combat medic. As soon as one of my guys is bleeding i hit shift+r and run to save his life with golden rod that i keep handy at all times.

I am about to hit my third raid in hopes to keep evryone alive once again. But you never know who is gona get almost chopped in half.
Maybe even me. But Akku as proven himself a great warior. I also like to attack at night in the summer so we don't get to fight all the njerps at the same time and sometimes i even get to stab 1 or 2 while they are sleeping. As cruel as it may sound , i do not feel unreal world remorse for them , as they would do me dirty without even thinking about it. And the swearing does'nt help i admit.

So yeah , if you guys don't do big fights already i hope this help you , if you do i would like to know what you guys do in such situations and what gear you give to your companions.

Cheers , purplemate

PS: I am very excited for the new update coming up. I have not donated yet because i am a bit short on funds at the moment.(yes i feel bad about it) But unreal world is one of my favorite games and i won't forget to do so. I've made a suggestion post before without realizing it was selfish to ask for things without giving back and for that i apologize. And forgive my spelling english is my second language even if it's not an excuse.

Good day to you all

August 10, 2019, 10:08:40 PM
1
Re: Desire for more Back in the day, when we wanted to mod a game from its very core - which of course wasn't the term used - or we did create that game by ourselves, more or less from the scratch. :)

Changing the essence is not modding anymore, in my books at least. Our primary mission is to develop this unique iron-age game, and not all-purpose modding script language - so what you'll be able to do with UrW modding is foremostly expanding and tuning the existing.

September 01, 2019, 05:56:01 PM
1
With a little help from companions. And the approaching release. It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks - on Steam and for lifetimers, that is. It is also likely that the first beta will be released for Windows only, and other platforms will follow later on. This is because our OSX and Linux maintainer is super busy this month, and aiming for synchronized release would delay things far onto October. When the rumble starts we'll be seeing several beta versions on our way towards stable tag as there's still stuff on 3.60 to-do list.

As mentioned, the main focus of upcoming version is laid on NPCs and companions. Several new NPC/companion features have been mentioned in previous posts, and we'll hereby highlight one more big addition.

- added: companions can help you with laborous tasks thus shortening the working time

         Unoccupied companions now spontaneously help you with many different tasks. Their labor input
         helps to finish the physical work in shorter time, but doesn't otherwise affect to result
         or quality of the task outcome. The help companions provide is imagined to be something they
         can do without specific tools, but the kind which makes it easier and faster to finish the work
         together.
         For example:
            When building a log wall it helps to have extra hands around for moving and setting the logs
         in place even if the player character would be the one who does the necessary carving.
            When softening the skin with beater as a final stage of tanning process it helps to have
         somebody around to check, adjust or tighten the skin if necessary.
            When setting and retrieving nets it helps to have somebody to row the watercraft.

         The tasks where companions can currently help you are as follows:

         * all the building tasks
         * building trap constructions
         * setting and retrieving nets
         * harvestring bark
         * tanning stages of cleaning, applying tanning material and final softening
         * crafting rafts
         * crafting leather ropes
         * crafting birch-bark containers and ropes
 
         The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping
         pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers
         is gapped at three (3) companions, so having more than three helpers doesn't shorten the
         the working time any further. It depends on the task how many helpers is the optimal number, and
         this varies from one to three companions.
   
         Companions do help you with these tasks completely spontaneously, without any commands, if they
         are free from other chores and can reach the player character. You will be notified about companions
         helping you with specific messages displayed right after starting the task. These messages also
         tell if you are being assisted with the optimal maximum number of companions for the task in
         question. If you receive help from some companion(s), but the task would be even easier with more
         helping hands the message is, for example, as follows:
            "You get some help with this task from Ahti."
         And if you have the optimal maximum number of helpers the message is, for example, as follows:
            "Tapio, Korjus and Visa help you with this task."



Screenshot of upcoming version 3.60. Companion helps the character with setting the net.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

September 04, 2019, 12:51:53 PM
1
[Fixed] 3.60 player crafted clothing issues Hey, I'm posting a bug report! Or at least I think these two are bugs. You can expect a patch within 12 hours, but until then it's good to know that:

1. wrong properties of player crafted clothes made of other materials than leather and fur

          Mixed corrupted values, from coverage aspects to weight, could end up in eg. player crafted birch-bark clothes,
          possibly affecting modded clothes to appear wonky as well. This also resulted in clothes wearing out too soon
          if the weight property was one of the corrupted values.

2. player crafted fur and leather cloth weights calculated wrong

          Finished cloth weights were based on actual material usage, which didn't follow the intended addition of material
          requirements always slightly exceeding the finished cloth weight.


Fixed in just recently released 3.60beta hotfix 1.

September 17, 2019, 11:24:19 AM
1
Re: Version 3.60 beta [for Windows] released on Steam, and for Lifetime members UPDATE: Sep-17-2019 | 14:00 UTC+2.
3.60 (beta) hotfix 1 released. If you're on beta-branch on Steam your game will auto-update. For lifetimers the hotfix is also available.

Following issues were fixed:
----------------------------------------------------------------------------------------------
- added: peeling bark from village trees is considered a breach and not allowed

- added: building at the village area is considered a breach and not allowed

- fixed: villagers didn't mind using their lumber for building something

- fixed: villagers didn't mind utilizing their logs with timbercraft options

- fixed: wrong properties of player crafted clothes made of other materials than leather and fur

Mixed corrupted values, from coverage aspects to weight, could end up in eg. player crafted birch-bark clothes, possibly affecting modded clothes to appear wonky as well. This also resulted in clothes wearing out too soon if the weight property was one of the corrupted values.

- fixed: player crafted fur and leather cloth weights calculated wrong

Finished cloth weights were based on actual material usage, which didn't follow the intended addition of material requirements always slightly exceeding the finished cloth weight.

- fixed: birch-bark ropes occasionally losing their rope status, and not working as one

- fixed: birch-bark worked as cloth material, allowing making of bandages for example
----------------------------------------------------------------------------------------------

September 17, 2019, 02:21:19 PM
1
Thanks for 3.60 Beta Taking a pause from all the question and suggestion posts I'm making in regards to the 3.60 Beta changes to say:

Thank you.

Danke.

Meegwetch.

Saami and Erkka have continued to keep the game going. It is a lot of fun. Long timers and modders like myself are among the "questions show interest" type of people. I'm on the grindstone to update the large BAC (Brygun and community) mod to better integrate. I'm doing it because I support the game and the community. I didn't want that to be lost in all the questions and suggestions.

Thanks.

Brygun

September 17, 2019, 10:23:44 PM
1
Re: [3.62 beta-hotfix 1] village dogs keep waking me up Something that can happen IRL too. ;)
I don't consider this a bug right away, as it's intended that character wakes up to noises.
It can be annoyance though, but we have to think of what to do, or not.
No need for a save just yet.

September 18, 2019, 04:56:27 PM
1
Re: Version 3.60 beta [for Windows] released on Steam, and for Lifetime members
Hey Sami,

When do you expect the update to come to Mac? :) Or is it too early to predict?

I'd expect OS X and Linux versions be ready in 1-2 weeks, but it depends somewhat on other people than only myself so I this is an educated guess.
Trying to do what I can do to make it happen sooner than later.

September 19, 2019, 01:15:59 PM
1
Re: [3.60 beta-hotfix 2] villagers don't cook fish This is an oversight from my behalf. NPC cooking additions are functional only for solitary/wilderness NPCs, but surely it would be good to add for villagers as well. To-do.

September 19, 2019, 01:19:38 PM
1
Re: Fish for credit.
they restock once a week but only when you're not looking, so spend some time away from them while you are fishing, or visit one on even weeks and the other on odd weeks

This was my mistake as I was staying close to smoke my fish cuts (BAC mod).

Just found an adventurer and he was never heard from again... I magically have a handaxe now, thank you axe spirit!

Quote
i traded fresh roasted fish for anything they had: smoked fish, dried fish, leather ropes.
That's pretty much what I did in the village I stayed in.
As soon as I had to pick an island village (spring start and ice melting making it suicidal to swim in early spring to island hop by swimming) to be my temporary home I sold my mail mittens and it paid for everything the lucky village had.

September 20, 2019, 07:54:28 PM
1