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Re: Suggested forum modifications
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When you sign up for the forum, you don't have to validate your email address to prove that you are the owner of your email address.

I found a setting for that, and changed it to require e-mail verification. I hope someone who registers after this change can confirm this works now.

EDIT:

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Marquees are annoying (anything that moves is annoying) and should be removed.

Found that, too. It is now disabled, along with 'flash'.

EDIT2:

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Spoiler boxes
Hmmm, so let's see!
Spoiler: show
I installed a mod for it, now I have SP-button in the bb-code toolbar, and here I'm testing if it does what we would like it to do!


EDIT3:

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As Sami noted elsewhere, the like feature doesn't work yet.

... aaand that seems to be fixed, too. Feel free to test around, everybody!

April 23, 2017, 04:21:05 PM
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Re: Migration? Since the old forums are hosted on a site funded by advertisements, I think they will remain there for archival reasons, so no old contet will be lost in the foreseeable future.

We've been thinking about what would need to be migrated, and how to best handle it. And settled for the most simple solution: A fresh start  :)

Selected posts, like guides and tutorials, can be manually copypasted to the new forums.


April 25, 2017, 08:41:38 AM
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Re: Hey Sami, everyone- UnReal World got noticed by Guru Larry!
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Time to call Guinness and challenge for their next publication.

Actually, I think the Guinness World Record team got it correct, and it is Larry who, after all, is a bit confused with facts  :)

Following Larry's logic, UnReal World development time was about 18 monts - Sami started developing some time at 1990, and the first playable version was released around may 1992. The first version was released as share-ware, and according to the standards of those times, it counts as 'a public release'.

Since 1992 UnReal World has been receiving a continuous stream of updates - which is different from the 'development hell' Larry describes with those other games. Also, thas is why UnReal World can't hold a Guinnes World Record for longest development time.

Instead, UnReal World has the official Guinnes World Record for longest update support.

So, no need to call Guinness to challenge their nominations.

May 22, 2017, 11:10:52 PM
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Re: Bow accuracy
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  the game takes place in the late iron age "considered by many to fall between around 1200 BC and 600 BC" 

Iron Age in Finland is roughly 500 BC - 1200 AD, and the game world draws its inspiration from latter Iron Age, around 1000 - 1200 AD. The thing is, while the most of Europe was living Middle Ages, culture in Finland wasn't dominated by Catholic Church. In Finland we had anything like Middle Age only after 1200 AD, when Viking kings had converted to Christianity and launched crusades into pagan Finland to spread the dominance of Catholic Church. Oh well. But I'd guess 1200 AD pagan hunter bows were about as skilfully crafted as 1200 AD English bows.

What comes to the actual subject of this thread, one main factor which I don't see mentioned is if the target is moving or not. While you could hit an immobile target size of a playing card, it becomes consiredably harder to hit a target of same size if its moving at irregular speed. So if you want to hit birds at max range, try picking the stationary ones - but then, if they are standing on ground, they are so low that other factories (like the gravity pull) are more likely to make it so that your arrow hits the ground before reaching the target.

October 29, 2017, 02:10:08 PM
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Re: Question for Sami Hello there,

I'm sorry to say but the reality is that there is no exact answer to your question. Development takes the time it takes, and at the moment it is nearly impossible to say if a version with marriage and children will be released in summer 2018 or in winter 2020 - that depends on so many unpredictable factors so that the only honest thing to do is not to predict. I mean, this is not because Sami doesn't want to tell - this is because Sami doesn't know, and he only can tell things he knows.

So, okay, instead of saying "we are working on it", I will say: It is on the development list.

November 05, 2017, 09:09:31 AM
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Re: "Spirit of the forest, I presume"
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  I'd like to be able to have a more grounded, historical experience too.  If I'm shooting lightning bolts at a level-25 domovoi, I might as well be playing ADOM. 

Well, at the very moment there (again) is an another thread where a player is actively trying to encounter a being which is supposed to be more or less 'supernatural' - and has difficulties doing so, for it isn't easy to find the right conditions to encounter such a being.

I think that speaks of Sami's design philosophy - personally I wouldn't worry about the game turning into 'thow lignting bolts at magical creatures'-kind of high-fantasy. The 'supernatural' elements of UnReal World are, and will remain, elusive and hard to catch, and after all, we can't be exactly sure if they are mere hallucinations, a series of random luck, or possibly a prankster hermit playing tricks on the player character.

Also, the way I see it, this actually is the historical experience. The pagan folks believed in these rituals having an effect, and they believed those supernatural entities to exists, and there were reports of people occasionally spotting those creatures. So we don't simulate the 1000AD world the way 2000AD scientist believe it to be, but we simulate the 1000AD world the way 1000AD folks probably themselves experienced it to be. No lightning bolts, though, they aren't a part of Finnish folklore =)

November 07, 2017, 11:14:32 AM
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Re: Urw. Population
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do all cultures have same number of villages or is it completly random. 

neither. Each culture has a different number of villages, and on each map generation the amount of villages is randomized between max and min values, which are different for each culture. So it is not completely random, but randomized within limits.

What comes to total number of NPCs generated, I really can't say. It is a long time since I coded the random world generator. Also, since the world generation is based on variables, and those variables can be adjusted from a version to another, it means that any number given might not be accurate for the future versions.

November 08, 2017, 07:50:24 PM
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Re: Crossbows
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  and the game features 1000-800 years BC

Where does that information come from?


November 19, 2017, 01:44:32 AM
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