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Messages - PALU

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1606
Gameplay questions / Re: dog food. what do they eat?
« on: June 14, 2017, 11:51:48 AM »
I generally feed my dogs spoiled (raw) meat. I keep a large pile of it from which the dog can feed itself when hungry, but I also give it a piece of meat each morning (and 3 when they bark with hunger, unless they've fed themselves while my character finishes the current task).
Fresh meat is kept in a cellar, but tossed onto the dog food pile when it goes stale or spoiled (so it will stack properly).

Also note that dogs will nibble from dried and smoked food as well, so you may very well find some of it missing when you collect it.

As mentioned, spoiled prepared food is completely useless and should be Destroyed.

1607
Suggestions / Re: Directions to a sage
« on: June 13, 2017, 07:10:20 PM »
Even better if asking for a sage in a village that has one would give you directions to him (or one of them, if more than one).
That might be expanded to allow you to ask for an adventurer, and probably every profession when at it, as well as for named villagers (in particular those involved in quest).

1608
Gameplay questions / Re: Dude, where's my car?
« on: June 10, 2017, 01:12:00 AM »
Another thing that can confuse you is that you're not always zooming in back to the location you zoomed out from.
- If you happened to be at row and/or column 0 when you zoomed out UrW will zoom you back in at the center of the tile (a bug fixed in the next release, unless it's already fixed in the current one).
- If you encounter something and get zoomed in automatically, you're not zoomed in to where you zoomed out.

1609
Suggestions / Re: Interacting with Foreign Traders
« on: June 06, 2017, 10:01:02 PM »
Unless my character is a big bruiser, I bring a cow of burden when fetching goods for trade with traders. I then pull everything off the cow (which takes no time) and stands immobile while trading with the first trader (or several, if they happen to be in range). When done, I drop the inventory on the ground and push it back onto the cow, and then continue on to the next trader.
To keep track of them, I tend to ask them their name only in direct conjunction to trading, or, if I've encountered them while out and return with goods, I talk only to the ones who have interesting goods, so only the ones with names are of trade interest.
In the former scenario, the ones with names have already been "processed".
I agree, however, that it's a pain to keep track of them, in particular in spruce infested forests.

One might think that the traders would flock around you to peddle their wares, though... But, as mentioned, it would require a change to initiate/finish trade, as well as handling the case where the ungrateful customer just runs away in the middle of the session.

1610
Suggestions / Re: Confirmation before eating unknown items!
« on: June 06, 2017, 10:18:23 AM »
There is both an issue with the key mapping (which can be addressed by davidor's method) and one or UrW's infuriating inventory reshuffling. The items to be examined via herb lore are usually at the end of the "food" list, but sometimes UrW reshuffles items on drop/pickup and sometimes not (with a lingering effect). Thus, when I pick up a bowl of stew from the cellar after having tanned a skin (and dropped everything held to pick them up afterwards), most of the time it ends up in the same location in the list, but sometimes it does not, in which case it's very easy to accidentally eat what's in the position where the stew should have been located.

1611
Gameplay questions / Re: Skills damaged by being tired?
« on: June 06, 2017, 10:10:31 AM »
It's certainly the case that the harder the work is the greater the penalty for being fatigued is. If there is a penalty for being tired, it's probably fairly small. I'm usually trying to make my character stay up sufficiently late to wake up in the morning, rather than the wee hours, but it's a constant struggle, as they tend to get tired far too early.

1612
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 04, 2017, 10:33:02 AM »
You can get superior boards (timbercraft), so masterworks pawboards can be made (as well as paddles, although quality has no effect). You cannot make staves of higher quality than decent, but you can occasionally buy fine and superior ones in villages, so superior javelins can be made (I've yet to make one, though).

1613
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 02, 2017, 06:08:43 PM »
Yes. Using superior furs is to waste them, unfortunately (it helps reducing the risk of producing inferior clothes, but that's not worth it in my view).

1614
Gameplay questions / Re: Buying animals
« on: June 02, 2017, 06:06:44 PM »
That's how it currently works, although I believe you were charged less as well.

However, Sami has mentioned that this has been overhauled so villagers can allow you to select different sized animals (although they may not offer all sizes they have in the pen, just as they don't offer all items they carry). That ought to be included in the next release, if I understand it correctly.

1615
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 02, 2017, 09:33:29 AM »
Common. Capped at decent.

1616
It's a known bug that Sami has identified (and I think it's fixed for the next release).  As guessed, it's an issue of the terrain being too uneven for a village to be generated properly.

1617
Gameplay questions / Re: How do animals scent bait? distances?
« on: May 31, 2017, 06:41:06 PM »
The old fox spawning incantation spawns a fox, and so would be effective with other rituals, while the new style rituals  (all I know of, anyway) would draw the type of prey into the trap if they are nearby, but if there is no bear around, no bear will be spawned to get into your trap.
I haven't performed any controlled experiments where some traps are subjected to rituals and some are left without, so it's hard to say if the rituals are effecting: I try to perform the appropriate ones on my character when they are known.

I think I've have been fairly lucky with catching bears while using rituals, though. I don't think I've had any bears visit the vicinity of my traps without getting trapped after learning the ritual (but it have taken some time, in some cases).

1618
Suggestions / Re: Containers, like bags
« on: May 29, 2017, 02:31:29 PM »
The item limit is not in items, but in item stacks. This means you can stuff 4000 black grouse feathers in your inventory as a single item.
The current containers can take items other than food/fluids, but the crucial thing is that they don't allow mixing of items (nor taking things out unless part of a "reaction" such a crafting or eating, barring dumping and destroying items, which is a kind of reaction).

I agree stack compatible containers would be useful, in particular when you realize it takes a horrendous amount of time to load light items onto an animal of burden (I once swept my pile of feathers out of the way (push), and it took most of the day...).
Containers both for animals and as a backpack (where you lift or drop the pack as a whole, keeping only what's in your hands and in a quiver) would be rather useful, for instance.
It can also be noted that there IS one kind of multi stack container in UrW currently: the cellar is actually a kind of container that hides things visually. but you can't pick it up, of course...

1619
Bug reports / Re: Food spoliling drops items
« on: May 28, 2017, 02:51:55 PM »
I posted a bug report on the old board sometime late last year, I think. I don't think it's a problem if there's a bug report on this board, though.

1620
Suggestions / Re: non random start
« on: May 28, 2017, 11:26:55 AM »
I believe there are hack tools to allow you to mess around with stats and equipment.

While UrW auto saves, those saves are NOT reliable for save scumming purposes, because they're not complete. UrW performs some integration of temporary data files when performing a proper save. Most of the time save scumming through crashing UrW (or recovery from a crash) will work fine, but at times the save is corrupted.
You should make regular backups of your save folder (the (copy) generated by a simple copy/paste work fine, as it won't interfere with the game, so Brygun's method seems like overkill). If you want to save scum you can delete the save folder and replace it with the previous backup. However, that is not the way UrW is intended to be played. You take risks and you live (and die) with the consequences of your actions. If you want to play with save scumming it's your business of course (but don't brag about things you achieved through save scumming), but you're playing the game in a way it wasn't intended to be played.

I think you have to delete/rename ANCESTORS to revive a dead character. At least you have to if you want to create a new character with the same name as a previous one.

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