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Re: Krutzel's Spirited Sprites New update, all animals are done and included in a combined pack.
NPC's will join them there one day, but progress is slow and tedius. Once you make 20, you really just want to be done soon..

A few other things has been included. Check out the optional stuff for player characters, tall trees and winter covered trees and boulder.

March 08, 2023, 12:38:08 AM
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Re: Plasmator Expanded mod Looks like you discovered the philosopher's stone, you can make gold bars out of iron.

There are some interesting ideas that will find a place in my version of BAC.

March 08, 2023, 10:03:10 AM
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Remove some armor and weapons. Some of the items in the game seem far-fetched in the setting of URW, i think it would be more coherent if some armor and weapons were removed from the game.

Specifically: Iron Coudes, Iron Kneecops, Leather Cuirass and all two handed swords.


March 09, 2023, 10:39:53 PM
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Re: Remove some armor and weapons.

- The CROSSBOW?!? I don't have really sources about it, I know there where primitive crossbow in roman and greek armies in the past, but far as I know, in early medieval northen-central europe, crossbow didn't exist.


Joukahainen's Revenge 1897 has Joukahainen wielding a crossbow, and i think they are mentioned in the Kalevala. (Ive only read a translation so im not sure)


- Battleaxe: it's just fine, even if I'm not sure that finnish used two-handed axe in battle. I know some rus and in general slavic cultures used two handed axe, as well romphaia as a two handed polearm to swing, but honestly i think was not a battle weapon, but just two handed axes for timberwork, trasfromed in war weapons. The only I'm sure were scandinavian population that used the famished dane axe, and some druzina. The use in battle was not that easy, and people usually prefer to use a shield with a shorter axe


There seems to have been a display of a two handed axe looking very similar to a dane axe at Pukkisaari Iron Age Village. Pukkisaari is also the site where images for the homestead is taken and some of the portraits seem to be from reenactors that have visited the site.


- Leather lamellar cuirass, i think work just fine, even if there is no evidence for any lamellar being worn by Scandinavian and Baltic cultures during the early medieval period and iron age. But was already used but some eastern cultures (Njerpez), and it is easy to think that warriors who could not afford steel armor, would have used leather instead (boiled in beeswax), which was much cheaper


I agree that lamellar is fine, be it leather or metal. I was referring to the leather cuirass that the player was able to make, which isnt specified as lamellar.

March 10, 2023, 12:01:39 PM
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Re: Remove some armor and weapons.
Some of the items in the game seem far-fetched in the setting of URW, i think it would be more coherent if some armor and weapons were removed from the game.

Specifically: Iron Coudes, Iron Kneecops, Leather Cuirass and all two handed swords.

Yep, there are some of those leftovers, and now that we're working on blacksmith NPCs there's a natural place for cleaning up. For the swords we could basically go with simple classification of shortsword and longsword alone, giving enough difference - and indeed remove the two-handed ones.
The sword terminology is a bit problematic, as even the longsword term would surely bring most of the players in mind something else than, say, "Z-type sword in Petersen typology with edged portion of the blade longer than 70 cm".
But if we cut the swords down to only short and long, I kind of already hear somebody pointing out that there can't be only two types of swords in the world. But we surely can't go for "Sword with X type hilt and 67 cm long blade" item names either. As there are no common names for the iron-age swords that people would immediately understand, we've allowed some generic but era-inaccurate swords remain in place for the sake of variety. But it bothers us too.

When it comes to coudes and kneecops, even though the terms are problematic, this kind of spot protections have been used around the game era elsewhere in the world. And many imported goods have found their way to foreign traders, from many places of the world. These are not local, nor locally produced armours. The same goes for cuirass - which name in a lack of better generic term - unfortunately brings to one's mind a medieval world.
So, in the game we have a door open that this and this kind of items may have found their way to the unreal world, through possible trade/raid routes.

March 10, 2023, 01:15:01 PM
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Re: Remove some armor and weapons.
Quote
  I'm a little more hesitant about shin-cops, the very first ones I've seen I found them on Byzantine finds, around the year 1000.

The game is based on roughly 800 - 1200, and the Viking trade routes down the Russian rivers took all the way down to Byzantine, so I'd guess it is withing the frame of possibility that some instances of 1000 AD Byzantine items reached the shores of Finland before 1200 ended  :)

March 10, 2023, 01:31:16 PM
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Re: Some dumb modding questions They will buy them but I am fairly sure they do not sell them, I could be wrong as I do not have much to do with people.

There is no way to make more than one type of item at a time, unlike some vanilla crafting like threshing which can produced 5 or 6 items.. You can create recipes that produce something from nothing which is similar to creating two items at once, but it is exploitable and takes up another menu slot. I can send some examples if you want to see what I mean.

You can replicate something like a shelter with a new name and graphic and you can change graphics for other buildings but it seems that making a multi cell building is hardcoded for most actions to work.

March 10, 2023, 01:56:59 PM
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Re: Remove some armor and weapons. Good discussion and suggestions, MHB and Plasmator94. Nice food for thoughts, and we'll be exploring all this along with blacksmith coding.

I just add a little remark here that in our opinion (too) many metal goods, swords especially, should be far more a rare than they currently are.
All the blacksmiths will produce culturally related items to the level of their expertise, and it's likely that (at least some) blacksmith NPCs are able to produce swords too.
In the long run the villages actually should get rid of valuable goods lying around in storehouses and available for trade, and eg. swords had to be ordered from a capable blacksmith or traded from (foreign) traders. This sort of rarity, however, is hard to accept by many players. As well, as the fact that not just anyone can forge themselves an usable sword, or even a knife.

March 10, 2023, 04:09:43 PM
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Re: Modded weapons and armours not appear in the menu Every item you want to add needs to be based on something that already exists, you can overide parameters to make your item different as in

.Bone spear. "Javelin" [effort:1] [phys:hands,one-armed] *CARPENTRY* %20% /60/ [patch:5] [assist:2]
{Wooden stake}      [remove] [patchwise]
{*bone} #1#   [remove] [patchwise] [noquality]   '+for tip'
{Knife}<Small knife>               '+for fitting the bone'
{Stone}               [noquality]   '+for grinding'
[BLUNT_ATTACK:4]
[POINT_ATTACK:6]
[MATERIAL:wood]
[TILEGFX:bc-bonespear]

or for armour

.Long Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /360/ |1|
{*Lamellar Piece} (190) [remove]
{*cord} #3.8# [remove]
{Knife}
[WEIGHT:38]
[ARMOUR_COVERAGE:long_hauberk]

March 11, 2023, 11:35:34 AM
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Re: Gathering suggestions about rituals A Ritual for the Fire Breathing Moose would be cool:

godchecker.com/finnish-mythology/LEMPO/

March 17, 2023, 01:41:26 PM
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anything