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Re: Suggestion: Allow trading in exchange for same item type In a barter economy it doesn't make sense to accept inferior trade ins: that's something that would make sense only for  dedicated traders (and the foreign traders won't count as they're mobile and thus have a very limited inventory). When bartering your offer ought to be something your trading partner wants, so in fact the current system is a great simplification in that you don't actually have to offer something they are in need of (just think of running around to conduct 7 different trades with different people to get the items your primary trading partner wants).

When it comes to asking "How many X will you give me for this/these Y?" it would make logical sense that they'd give you a number, but it's a specific case, and the coding of that case probably won't carry over to more complicated trades, so while it would be nice to have, it might not be worth the implementation effort.

January 11, 2018, 12:02:14 AM
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Re: Harvest field near village A field is owned and tended by somebody, so yes, taking from fields and pastures is thievery. However, if you wasn't discovered they won't know it was you (they ought to get suspicious if you're seen in the village shortly before a lot of their harvest goes missing, especially if it happens repeatedly, but I don't think they have the smarts for that).
Your conscience (should you have one) will know that you've stolen the crops even if the owners don't know it was you.

January 11, 2018, 05:59:34 PM
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Re: Adding marriage - poll about how you find its priority I agree with your agreement that social networks are probably the most important part, and a spouse then becomes a logical icing of that cake. I'd probably start with friends and settlement relations to then go on to apply those structures to a character biological family (that can be opted out of when generating the character), and then add the spouse last, as I'd expect a spouse to bring the family relations of that side into the equation, and if that groundwork has already been done it ought to be reasonably smooth and can focus on the stuff related to an actual family rather than the external networks.
January 11, 2018, 07:48:47 PM
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Re: Duplicating items by pushing them into water I'd ensure replication is attempted at exactly the same location (tile borders or whatnot), as well as ensuring it's winter with a hole in the ice (either before you did the replication or as a result of it), so I guess you have to wait half a year to try it out.

When I discover something I suspect is a bug I typically make a save and a copy of it (given a suitable name, so I can find it later), in case Sami needs it for an investigation later. Hard disk space is cheap...

January 12, 2018, 12:07:38 AM
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Re: Having a hard time finding animals. I'd rather placed this game play question in the game play questions sub forum...

Passive hunting is the most efficient way to hunt, in my experience. It takes some work to set up, but once done you get time over for other things.
I only (occasionally) hunt big game actively (this does not count removing pests from my farm plots or my homestead) when my traps have been dry for an extended period of time, and "big" in my view is elk, reindeer and wild boar (bears are large, but they're also dangerous, so I avoid those. Wild boars can be dangerous as well).
When hunting large animals I typically look for a places with a good view, like hills, or open terrain like mires to see if I can see any in the distance. Otherwise I walk around zooming into each tile to look for animals or tracks (zoom in, look forward, turn 180 degrees, look, zoom out, turn 180 degrees, move one time, repeat). Any reasonably fresh tracks from large game can then be followed (assuming reasonable tracking skill), although I give up if the area is riddled with tracks crossing back and forth.
Also, I try to avoid spruce infested terrain as the visibility there is poor, but when I track animals passing through such terrain, well, I follow, but I won't look for new game there.

In short, about the same techniques as Privateer uses.

Animal abundance varies over time, but different animals have an affinity for different kinds of terrain as well.

January 13, 2018, 12:20:14 AM
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Re: Harvest field near village The only reason the villagers haven't reprimanded you is that you've been a SNEAKY thief ;)
Also note that terrain types that can exist outside of village influence spheres aren't owned, so roads, ground, and groves are fair game, for instance (you can find  individual road tiles inside villages, and I wouldn't try to harvest from those, should there grow something on them).
I've been reprimanded for picking an unknown herb on a pasture, as I thought only fields were owned.

They also don't like you setting traps on their property...

January 13, 2018, 12:28:58 AM
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Re: About herbs/plants Heather gathered after flowering is useless, and you shouldn't really be able to harvest it (kind of a bug, in my view).
You can get rid of junk by dropping it on the ground and then press 'D'(estroy). I don't know if harvested plants burn or if they contribute to fires.

I don't know if fire will remove withered plants, but given that one of the latest beta changes was that fire should destroy ground cover you might try to drop 3 branches on the tile and setting fire to them.

January 13, 2018, 12:57:21 PM
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Re: About herbs/plants Actually, different plants wither and disappear at different times of the year, and plants can be planted before they wither, to wither and die but regrow the next year (autumn planting). This means that you could do away with some early withering plants to sow something that withers later, but note that as withering plants will regrow the next year, you might not actually want to do that.
I originally thought only rye and barley could be planted during the autumn, but as far as I can see it works for all crops (my hemp and broad beans have sprouted, but it's too early for the May crops yet).
The advantage of autumn planting is that those plants will sprout even if the snow cover is thick when they're due, so you might miss out of a couple of months of the growth cycle for April sprouting crops if you're forced to wait until the snow disappears.
The big disadvantage is that you get an additional window for pests to eat your plants (damned badgers...) in the autumn/early winter.

January 13, 2018, 08:13:17 PM
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Re: Old mods The Njerp Cooking as it looks in my game (I think):https://www.dropbox.com/s/ni50o8jpm2xjlts/Njerp%20Cooking%20Mod%2C%20maybe.zip?dl=0

If I recall correctly, I've restored a meat recipe from vanilla UrW to allow for cooking before all the things needed for Hunter's Borsch is available. I've also modified/corrected mushroom and berry drying to allow variable amounts of mushrooms and some kind of management of mixed berries (it was done quite some time ago, so it's from memory only).
I think those are the files involved. I've renamed the vanilla cookery_glossary.txt file to "ORIGINAL cookery_glossary.txt" to retain a non conflicting backup (UrW doesn't care about extensions, so replacing .txt with .org didn't work properly).

Note that I don't have the mod as downloaded, so the link contains what I've collected from my game installation based on what I think was included, and I didn't find any documentation there.

However, the original web page was very nice with drool inspiring descriptions and images, so it would be nice if it was reposted on this forum.

January 14, 2018, 11:48:14 AM
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Re: A new short film by Enormous Elk A nice film.

Fortunately the Njerpezit lost ;)

Given the shape the combatants were in afterwards, prestige was apparently much more important than the actual effort involved in stepping aside.

January 14, 2018, 05:29:47 PM
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