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Messages - PALU

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571
Just checking: Is time one of the things modified? I'm currently failing at the bull lost in spirit cover quest because the bull didn't appear when I burned the hour old track leading just ending (and the ones around for good measure, after a while).
Trying to search further after sleeping, I follow a lot of half day old tracks that disappear into day old overlapping tracks and seem to reappear at some other side (with so many overlapping tracks and half day old tracks it's really not possible to tell which exiting tracks are continuations of which entering ones).

572
Suggestions / Re: A few ideas after playing quite a lot:
« on: May 11, 2020, 01:07:17 AM »
UrW is based on historical realities (with actual folklore added), so smoking in a sauna would most definitely be a thing (and I believe you can buy "sauna smoked" ham nowadays in some places in the world). Obviously, you wouldn't direct the smoke inwards when using the sauna for its "real" purpose.

In terms of "mega projects" my previous character was almost finished building a "palisade" around the homestead (at the world tile border, as auto zooming in got wonky when outside of it. It was an ordinary wall, technically, of course. It did help that various woodsmen had cut down a huge number of trees in the vicinity, so I didn't have to cut that many myself.

Remembering where you left your raft: use overworld markers...

573
The current recipes can take items and name the result based on the name of one of them, but not perform logic to select a name based on a combination of  input items. I believe your suggestion can be implemented using the current recipe system, but I don't think you'll get away from one recipe per head/haft pair with that.
Those better at modding than I am may be able to deny or confirm, though.

Of course, there's nothing inherently wrong with suggesting enhancements to the crafting recipe logic either.

574
I'd remove the ability to make the awkward variants. The current menu system doesn't like a huge number of recipes, and there's little benefit in adding a number of variants that have no useful niche. The only situation I can imagine where you'd want to make one of those would be if you somehow acquired a mismatching head and haft and had no axe at all prior to that (and making an appropriate haft is either too hard with your stone knife/axe, or would take too long in your starving state).

575
Gameplay questions / Re: Forest Maidens
« on: May 09, 2020, 09:39:52 AM »
Sami is very keen to clean up any bugs in the game, even if they're not very significant to the person encountering them.

I don't believe you can meet them without going though the dialog steps, just like I don't think you can perform new bird thief quests without going through all the dialog steps even though your character already knows the ritual. Note that this is what I think: I don't think I've tried to perform rituals my character doesn't know, even if I, the player, knows them.

576
Suggestions / Re: Roads and creeks, brooks. Springs!
« on: May 07, 2020, 10:20:14 PM »
How do you know the characters don't trip or slip? You're simply not notified about the trivial mishaps, but falling into (deep) water wouldn't be trivial (in particular if you managed to bang your head on the log while falling), nor would falling from a cliff face (which characters currently don't try to scale on their own, given that there are walkable paths).

Regarding chasing, I meant the prey should cross, rather than being blocked as per the current lake/river behavior.

577
Suggestions / Re: Roads and creeks, brooks. Springs!
« on: May 07, 2020, 02:55:59 PM »
On the technical side you could take a look at how Dwarf Fortress (DF) handles rivers.

At most one river per world tile, but allowing other rivers to join that river (bifurcations are not generated, although they can be created by hacking the structure). Rivers have a width (in 2*2 meter in-game tiles) that can gradually increase as it flows downriver and gathers more water (from rain and joining rivers). They enter a world tile at specific in-game tile indices (i.e. x1 - x2, or y1 - y2) and exits them similarly, allowing them to enter on an X side and leave through a Y side.
The path the river takes is generated according to some algorithm that doesn't seem to generate undulations (which is a deficiency, of course), but both the world scale and the in-game scale rivers look reasonably realistic (the lack of undulation is most noticeable at the intermediate level, where the game spends only a small amount of time).

A DF river width can be from 1 to 48 in-game tiles (because the level between in-game tiles and world tiles is 48*48 in-game tiles).

That's some input on the technical side. However, the game play implications are probably trickier to deal with than the purely technical side (although memory management is an issue that always has to be dealt with, of course).

578
Suggestions / Re: Roads and creeks, brooks. Springs!
« on: May 07, 2020, 10:05:42 AM »
If you have to swim it isn't shallow enough to ford...

These water features would have a very significant effect on game play:
- More or less constantly getting wet unless they're frozen over.
- They would affect the interaction between the local map and the overland map, as you can pass them easily on the latter (there are some exploits currently available with the overland map that are similar in nature).
- Animals would have to "learn" how to deal with these features, i.e. cross them, or hunting will become far too easy.

579
Suggestions / Re: family ties in the village?
« on: May 03, 2020, 02:39:26 PM »
Actually, all the kids are boys, and all the old people are men (unless the women are ageless, so you can't see that they're actually old).

I agree that fleshing this out would be a useful addition along the path towards PC families.

580
Gameplay questions / Re: bunch of essental herbal blend?
« on: May 01, 2020, 08:37:13 PM »
As mentioned, they're healing herb mixtures. I believe they're good for wounds treatment (that's what I use them for, apart from occasionally eating them accidentally [with no ill effect]). The name is generated, and even if the name is the same they don't stack, but as far as I know they're functionally equivalent.

581
Gameplay questions / Re: Hearing range?
« on: April 30, 2020, 09:11:45 AM »
I don't think UrW trees fall spontaneously, and trees felled by woodsmen/Njerps are described as hearing a tree fall from <direction>.

582
Gameplay questions / Re: bow skill improvement
« on: April 29, 2020, 11:36:01 PM »
I don't use that method, but it ought to be possible to fire at the ground where there's an uphill slope so misses won't go as far. Aiming at a target (such as a tree or the wall of your cabin) results in a very high breakage rate, which isn't practical (I don't think stones count as arrow breaking targets, but haven't tried to test if they are).

I think I've seen somewhere that firing at dead targets require the distance to be at least 5 tile, though I can't confirm if it's correct.

The gamey method I use is to fire blunt arrows at prey caught in bear traps, aiming for the head.

Regardless of method, increasing weapon skills is a very slow process, especially when above 90% (I've definitely had several cases of more than 600 consecutive failures to increase skills at that level, although that was dodge and shield use)

583
Gameplay questions / Re: Hearing range?
« on: April 29, 2020, 11:27:15 PM »
As far as I've been able to determine, it's either a trap or an animal brought down by a bird of prey (although I guess a hunter might be able to do that as well now: at least I've found arrows fired by Njerps, but I don't know if they target birds).

584
Suggestions / Re: Some cooking and modding improvements?
« on: April 28, 2020, 06:12:40 PM »
Pot as the second item: The logical reason would be that you bring the pot and then add items to it. The game play reason would be all the times you (or at least I) carefully select the ingredients, only to find that I'd forgotten to fetch the pot, and so has to go through the whole process again.

585
Suggestions / Re: Chop the salmon for dogs
« on: April 28, 2020, 05:57:12 PM »
Another use for chopping up fish would be to be able to actually thank the spirits when you get a single, but big, fish, without sacrificing the whole fish (and days used to catch it).

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