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Re: Traps should be nerfed
... I wonder if Sami would consider giving players a difficulty option when creating a character? - Beginner - Average - Expert November 08, 2019, 05:06:34 PM |
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Re: Arrowheads
Buoidda made a pretty cool set of mods, you may have already seen them. Keep in mind, what you see below is for UrW v3.50 and has not been updated since that version. Buoidda's crafts 1.5+ I did further changes for my personal mod, in which you have many options for arrows. Here is the fletching menu. There are other items needed such as the fibres. Let me know if you're interested and I could dig those up. // Part of Buoidda's crafts 1.5+ // // JEB modified 2018-05-17 // for UrW 3.50 // (to integrate Buoidda's with Master Mod) // [SUBMENU_START:Fletching] // JEB EDITED /////////////////////////////////////////////// .Tipped arrow. "Arrow" [effort:1] [phys:hands,one-armed] *CARPENTRY* %-5% /30/ [patch:5] {Arrow shaft} [remove] [patchwise] {*Arrowhead} [remove] [patchwise] 'Arrowhead' {Feather} (3) [remove] [patchwise] [noquality] {Fibre from*} [remove] [patchwise] [noquality] 'Some fibre' {Knife} <Small knife> [NAME:Arrow] [WEIGHT:0.1] // JEB: was [WEIGHT:0.13] // JEBv8.1: added %-5% // JEB EDITED /////////////////////////////////////////////// .Fur-fletched arrow. "Arrow" [effort:1] [phys:hands,one-armed] *CARPENTRY* %-20% /25/ [patch:5] {Arrow shaft} [remove] [patchwise] {*Arrowhead} [remove] [patchwise] 'Arrowhead' {*Fur} #0.05# [remove] [patchwise] [noquality] 'Fur' {Fibre from*} [remove] [patchwise] [noquality] 'Some fibre' {Knife} <Small knife> [WEIGHT:0.1] // JEB: was [WEIGHT:0.13] // JEB EDITED /////////////////////////////////////////////// .Repair arrow. "Arrow" [effort:1] [phys:hands,one-armed] *CARPENTRY* %-5% /40/ [patch:5] {*arrow} [remove] [patchwise] 'Arrow to reuse feathers from' {Arrow shaft} [remove] [patchwise] {*Arrowhead} [remove] [patchwise] 'Arrowhead' {Fibre from*} [remove] [patchwise] [noquality] 'Some fibre' {Knife} <Small knife> [NAME:Arrow] [WEIGHT:0.1] // Be careful not to use your best arrows! // JEB: was [WEIGHT:0.13], added {Fibre from*} // JEBv8.1: added %-5% .Wooden blunt arrow. "Blunt arrow" [effort:1] [phys:hands,one-armed] *CARPENTRY* %-20% /35/ [patch:5] {Wooden stake} [remove] [patchwise] {Knife}<Small knife> [NAME:Blunt arrow] // JEBv8.1: was %-15% // JEB EDITED /////////////////////////////////////////////// .Birch sapling arrow shaft. "Firewood" [phys:hands,one-armed] *CARPENTRY* %-40% /15/ |-2| [patch:5] {[NEARBY_TILE:BIRCH]} [noquality] +'Birch nearby' {Knife} [NAME:Arrow shaft] [TYPE:timber] [MATERIAL:wood] [WEIGHT:0.1] [TILEGFX:bc-shaft] [PRICE:0] // JEB: was [TYPE:tool], added [PRICE:0], made Sapling lowercase // JEB EDITED /////////////////////////////////////////////// .Rowan sapling arrow shaft. "Firewood" [phys:hands,one-armed] *CARPENTRY* %-30% /10/ |-2| [patch:9] {[NEARBY_TILE:ROWAN]} [noquality] +'Rowan nearby' {[TILE:BUSHES]} [noquality] +'Bushes to collect saplings from' {Knife} [NAME:Arrow shaft] [TYPE:timber] [MATERIAL:wood] [WEIGHT:0.1] [TILEGFX:bc-shaft] [PRICE:0] // JEB: was [TYPE:tool], added [PRICE:0], was ".Sapling arrow shaft." // JEBv8.1: was %-20% // JEB EDITED /////////////////////////////////////////////// .Split arrow shaft. "Firewood" [effort:1] [phys:stance,arms] *CARPENTRY* %-10% /20/ |-1| [patch:9] {Board} #1# [remove] [patchwise] {Axe}<Carving axe> {Knife}<Small knife> [NAME:Arrow shaft] [TYPE:timber] [MATERIAL:wood] [WEIGHT:0.1] [TILEGFX:bc-shaft] [PRICE:0] // JEB: was [TYPE:tool], added [PRICE:0] // JEBv8.1: added %-10% // JEB EDITED /////////////////////////////////////////////// .Stone arrowhead. "Hunting horn" [effort:2] [phys:hands] *CARPENTRY* %-10% /30/ |-2| [patch:5] {Stone} #1# [remove] [patchwise] [noquality] '+as a core' {Rock} [noquality] '+as the hammerstone' [TYPE:tool] [NAME:Arrowhead] [MATERIAL:rock] [WEIGHT:0.03] [TILEGFX:bc-arrowhead] [PRICE:0] // JEB: added [PRICE:0], weight of stone used was #0.2# [SUBMENU_END:Fletching] And more from another file that adds to the fletching menu: // // JEB modified 2018-05-17 // for UrW 3.50 [SUBMENU_START:Fletching] .Branch arrow shaft. [effort:1] [phys:hands,one-armed] "Firewood" *CARPENTRY* %-20% /15/ |1| [patch:5] {Branch} [remove] [noquality][patchwise] {Knife} {Fire} '+nearby to straighten' [ground] [NAME:Arrow shaft] [TYPE:timber] [MATERIAL:wood] [WEIGHT:0.1] [TILEGFX:bc-shaft] [PRICE:0] // JEB: keep to compliment Buoidda's fletching mod // JEBv8.4: removed <Broad knife> .Split stake arrow shaft. "Firewood" [effort:1] [phys:hands,one-armed] *CARPENTRY* %-15% /20/ |-1| [patch:4] {Wooden stake} [remove] [patchwise] {Axe}<Carving axe> {Knife}<Small knife> [NAME:Arrow shaft] [TYPE:timber] [MATERIAL:wood] [WEIGHT:0.1] [TILEGFX:bc-shaft] [PRICE:0] // JEB patterned after Buoidda's Split arrow shaft .Rock arrowhead. "Hunting horn" [effort:2] [phys:hands] *CARPENTRY* %-10% /20/ |-2| [patch:5] {Rock} [remove] [patchwise] [noquality] '+as a core' {Rock} [noquality] '+as the hammerstone' [TYPE:tool] [NAME:Arrowhead] [MATERIAL:rock] [WEIGHT:0.03] [TILEGFX:bc-arrowhead] [PRICE:0] // JEB patterned after Buoidda's Stone arrowhead //.Rock-tipped Arrow. "Arrow" [effort:1] [phys:hands] *CARPENTRY* /30/ [patch:5] //{Arrow shaft} (1) [remove][patchwise] //{Rock arrowhead} (1) [remove][patchwise] //{Feather} (3) [remove] [patchwise] [noquality] //{Tying equipment} [remove][patchwise] //{Knife} <Small knife> //[NAME:Arrow] //[WEIGHT:0.13] // JEB: added [WEIGHT:], (compliments Buoidda's stone arrowhead) // JEB: Not needed because Buoidda's "Tipped arrow" can also use JEB's Rock arrowhead .Blunt arrow. [effort:1] [phys:hands,one-armed] *CARPENTRY* %-5% /45/ [patch:5] {Branch} [remove] [patchwise] [noquality] {Feather} (3) [remove] [patchwise] [noquality] {Tying equipment} [remove] [patchwise] {Knife} // DEFAULT (moved from WEAPON menu) // JEB: keep to compliment Buoidda's fletching mod // JEBv8.5: added %-5% [SUBMENU_END:Fletching] November 22, 2019, 08:54:47 PM |
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Re: Winter Update, Steam Autumn Sale
Yay! And please tell us about your cat. I like cats. November 27, 2019, 07:08:54 PM |
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Re: Shields vs projectiles vs dodging
Greetings, tribesmen!Yes, a shield is vital for protecting you against thrown weapons and arrows. When you use it, decide which parts of your body you want to protect in each situation. For melee, with the skills you mentioned, in my opinion dodging and shield blocking would be roughly similar. December 22, 2019, 12:50:29 PM |
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Re: [Suggestion] Metric measurements
How about things such as... An arm's length of cord. The distance looks like about 30 paces to the target. It's about a stone's throw away from you. The cabin is a day's walk away. The spear is about a man's height in length. etc... That's how I imagine people would judge things back then, but I'm not a historian. I see them using common objects and things from daily life to relate distances. January 15, 2020, 02:52:53 AM |
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Re: Start-of-the-year post
We're having a similar winter here in Michigan. It didn't really freeze until well into December and we're still having most days with high temperatures above freezing and nightly lows only just below freezing. Not much snow either. I'm working on clearing the invasive Asian Bittersweet vines from my property... a Herculean job I can only do in the winter because I seem to be allergic to them during the growing seasons. Oh, and your Ugri Archer videos inspired me to take up archery starting about 3 months ago! Using my father's bow made for him in the 1950's which is still in very good condition. I'm really enjoying target shooting in my barn, which is a 17 yard distance, and I manage to average 60-70% hits on a letter-size paper, shooting 48 arrows 2-4 times per week. Would it be a bother if I emailed you occasionally about archery? January 28, 2020, 01:33:13 AM |
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Re: Various questions from a new player
Likewise, if roleplaying and had only visited that village rarely enough to be a stranger to them, I would use the shelter. If well known to the villagers, I would use the common building.
February 12, 2020, 11:04:04 PM |
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Re: Various questions from a new player
...Haha, is your character extra hairy? Maybe they thought it was an animal? My only answer to your questions is that I don't know about the spoilage, 'wrap yourself in furs' does improve something, I think they despawn at some point, and I doubt the same ones would reappear, they wander though. I know this didn't help you. But just so you know, I deliberately DON'T want to know analyzed details because that goes against my style of play. Have you read any of my stories, perchance? Those would *illustrate* my playstyle if you're interested. * They have lots of pictures! February 13, 2020, 02:22:45 AM |
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Re: Bow Balance question
Try a search of this and also the old forum. Many have gone down the path you have started treading and tested/analyzed bows until the cows came home. I remember them doing it, but didn't pay attention to any results because it's not my play style. (edit: spelling) March 08, 2020, 01:14:26 AM |
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Re: Cattle Pulled Sled
Yes, this is on the list of future plans by the devs.
March 26, 2020, 03:28:28 AM |
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