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Messages - caethan

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46
Stories / Re: Cath the lost
« on: May 17, 2018, 06:12:51 AM »
She has been left in a spruce mire to die and sets about looking for small rocks and loose branches - she can use the branches to light an old dead log on fire, and make a crude knife to feed it while she gets her bearings.  In her searching, she stumbles upon a thicket of cloudberries.  Immensely grateful for the food, she picks the closest bush and immediately sacrifices it to the spirits in appreciation, then gobbles down the other half.



Vowing to come back for the berries, she gathers the last of the sticks she needs and sets a log on fire, huddling next to it for warmth.  She carefully knaps one rock with another for hours to make a crude blade.  By the time she finishes, the fire has warmed her up thoroughly, but the snow has started, reminding her that winter has just begun and it will only get colder.


47
Stories / Cath the lost
« on: May 17, 2018, 06:11:35 AM »
This is a story about a game I played while trying to follow the "lost" challenge:  completely random character, random start location, hurt helpless and afraid start in winter, and all possessions get destroyed as soon as you load.  You're also restricted to only using and traveling on the zoomed in map, except for viewing (not traveling) from mountain peaks to get a look at the lay of the land.  I have my sufficiency mod installed but aren't using it for the first winter.







Set upon by robbers while traveling alone in the wild, Cath was left badly beaten, with no possessions and nothing but her skills to keep her alive.  Luckily her wounds, while painful, were not too serious and didn't prevent her from walking or using her hands. She awakened completely lost and with no idea where she is - the first thing to do was to make a fire, for November this far North would surely freeze her within a day unclothed and without a fire.

48
It looks like the dummy crafting still uses RITUAL - hasn't that been removed in 3.5?  Does that mean everything just defaults back to COMMON if the skill no longer exists?

49
Suggestions / Re: Build a Tower
« on: May 14, 2018, 11:24:02 PM »
One other simple approach would be: let characters use a rope (or ropes) to climb trees with a bonus - enough that with a reasonable climbing skill, it removes the possibility of failure.  Seems simple enough to weight a rope with a rock on one end, lob it over a tree branch, and climb up the trunk.  Maybe tie a couple knots in the end.

50
Modding / Re: Question About Modding
« on: April 07, 2018, 05:44:18 PM »
Yeah, for testing mods, I strongly recommend using the standalone version, which is now generally available: http://unrealworld.fi/urw_downloads.html


51
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 06, 2018, 05:46:12 PM »
Has anyone figured out how bones are referenced in the game? I tried to create a carved bone using a "bone" and a "Stag bone" as reference but neither was valid. Ended up using a Brooche and setting the material as bone.

Just tested this: 

Code: [Select]
{Bone}
Seems to work fine: uses up a single bone (of any size). 

52
Modding / Re: How to make all materials repairable?
« on: April 03, 2018, 08:39:01 PM »
Sadly, I don't think there's any way to make the repair function generally usable.  What you can do for specific objects is create a recipe that takes an object and creates the same object (optionally with other repair tools, materials, etc.).  But that's not generalizable - you'll have to make a new recipe for each object you want to repair.

53
General Discussion / Re: Master Trapper Challenge (alternative)
« on: April 03, 2018, 07:01:08 AM »
Set up a character to work on this one; it's been a lot of fun.  No superior furs as my hideworking skill isn't high enough yet, but here's what I've caught so far, split out by the kind of trap.

Loop Snare

Light Lever Trap

Arctic Fox


Black Grouse


Hare


Capercaillie


Eagle Owl


Raven


Goshawk


Hazel Grouse


Willow Grouse


Small Deadfall Trap

Big Deadfall Trap

Lynx


Wolf


Heavy (Bear) Deadfall Trap

Pawboard Fox Trap

Trap Pit

Forest Reindeer


Elk


Spiked Trap Pit

54
General Discussion / Re: Lucky treasure finds
« on: April 02, 2018, 10:24:00 PM »
Well, I got to keep my knife for a good month in game before robbers stole it, along with a bunch of my other gear.  I may have to gather up a posse and take them down out of sheer frustration.

55
Guides and tutorials / Skill Training Guide
« on: March 31, 2018, 09:34:29 PM »
One of the things I've been working on more lately is more consistent skill training, so I thought I'd write up a bit about how to train up skills and how difficult they are.  The general rule is that you can gain at most three percentage points every day, and the day rolls over at about 8:00 AM.  Skills with more stars next to them will be easier to train up, depending on your stats and the stats that help with that skill.

Craft & Lore skills

Agriculture - Train up through planting seeds.  Affects the yields of grown plants.  Difficult to deliberately skill train.
Building - Train up through building things.  Affects the speed of building.  Difficult to deliberately skill train.
Cookery - Train through cooking more difficult recipes.  Roasting meat won't do much, more complex recipes are more likely to train.  Somewhat useful; will affect the trade value of cooked food.
Herblore - Keep unknown plants, mushrooms, and berries in your inventory and use herblore on them every hour or so.  Trains pretty rapidly with a few items to train with.  Useful for identifying edible and medicinal plants.
Fishing - Train through fishing with a tool, pole, or nets.  Difficult to deliberately skill train, but net fishing is probably most effective.
Hideworking - Training with small game is most effective, since they tan faster and each hide gives you the same number of possible skill ups regardless of side.  Very useful for getting higher quality clothing and cords.
Timbercraft - Training with board making is most effective.  Not hugely useful, but affects the speed of timberwork and quality of boards.
Physician - Train by treating minor injuries.  Climbing trees is a reasonable way to get minor but not threatening injuries.  Frostbites from running naked in the winter work OK too.  Can now treat animals and companions as well, which might be a less dangerous way to train it.
Trapping - Can be trained by resetting traps repeatedly.  Very useful for those who want to trap; increases the chance of game entering the trap.
Tracking - Train by following a game trail and repeatedly using the tracking skill to check the direction of the tracks.  Quite useful for active hunting.
Weatherlore - I have literally never seen this skill increase, and I use it every morning.
Carpentry - Train by making crafted goods like shortbows or paddles.  Difficult to train, but quite useful for higher quality items.

Physical skills
Skiing - Just ski.  During the winter I ski around checking trap lines to train this.  Quite useful for winter travel.
Stealth - Walk around in stealth mode.  Seems to train faster when there are animals nearby.  Useful for active hunting and combat.
Climbing - Climbing fences or small cliffs trains this safely and quickly.  Useful at very high skills for climbing trees safely for better views.
Swimming - Swim along the shoreline in the summer.  Trains fairly quickly.  Not commonly used, but can save your life in some situations.

Combat skills
Difficult to train up safely.  Throwing or shooting weapons will train, but often takes hundreds of throws to get a skillup.  Dodge, unarmed, and shield are very difficult to train.

Any other suggestions?  I generally spend time on actively training herblore, skiing, stealth, climbing, club, trapping, and tracking. 

56
Mod Releases / Re: URW sufficiency mod
« on: March 25, 2018, 10:27:05 PM »
>> btw, I see there's a branch 6-encyclopedia-expansion on the github, can it be merged/used in the 3.5 version?

> Not without some extra work - the main difference in the 3.5 branch is that urw3.5 made significant changes to the encyclopedia, so I had to change it to match.  I've been waiting on the official 3.5 release to come out of beta to port the encyclopedia improvements over.

Version 1.1 now released on github (https://github.com/caethan/urw-sufficiency) with compatibility with the newly-released URW 3.5.

57
General Discussion / Lucky treasure finds
« on: March 19, 2018, 05:36:54 PM »
I have a new top spot for my best treasure find.  I wasn't sure I wanted to spend the time hunting for a "casual treasure of Owl-tribe origin", but:  lots of masterwork fur clothing, a couple of trinkets, a wooden shovel (???) and... a masterwork northern knife!  I've spent ages looking for a normal one before, I'm super excited about trying out the masterwork one.  Just hope I don't run into robbers on the way home.

So what's the favorite treasure you've found?

58
Mod Releases / Re: URW sufficiency mod
« on: March 08, 2018, 06:24:36 PM »
> what are the differences between your mod and Buoidda's Crafts mod?

This mod is intended to be somewhat simpler to use and less comprehensive than other crafting mods.  Fewer stages and less complicated recipes, generally.  E.g., I'm using wooden stakes or staffs instead of specially crafted handles when ironworking. 

> any plans on making use of the new antlers and bones from the 3.5 version?

Yes!  I've got issues for several potential uses: https://github.com/caethan/urw-sufficiency/issues
Things I've thought of:
  • bone fishhooks
  • bone weapons
  • bone cookery (e.g., marrow and broth)
  • bone needles and combs (for weaving)
Other suggestions are welcome:  either make an issue on github or just make it here.  Development has been slow in the last couple months since I've got a pregnant wife and my game time has cut back a bit, but I do still plan to make updates.

> btw, I see there's a branch 6-encyclopedia-expansion on the github, can it be merged/used in the 3.5 version?

Not without some extra work - the main difference in the 3.5 branch is that urw3.5 made significant changes to the encyclopedia, so I had to change it to match.  I've been waiting on the official 3.5 release to come out of beta to port the encyclopedia improvements over.

59
Mod Releases / Re: URW sufficiency mod
« on: February 23, 2018, 07:31:47 AM »
@GreyBrewer looks like you've got Brygun's additional mod installed and we picked conflicting letters for our menus.  Go into one of the menudef files and change the "A" menu to something that doesn't conflict.

60
General Discussion / Re: "The Challenge"
« on: February 20, 2018, 08:10:28 PM »
But still the torches will burn down - do you make sure to always have one lighted torch on? I never noticed a feedback like "the torch will burn down soon" but arguably, I don't use them often..

Yeah, you get messages about 30 minutes before the torch burns out, so I just always kept a torch on. 

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