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Re: Focus on Endgame Content
Has anyone really managed to take a character to 12+ years? I have been playing the same character for almost two years or more IRL and he is only in his 4th winter...

I think it's very common to either abandon old characters because endgame is boring, or to send them to a suicide mission of some sort. So the lack of current old characters isn't indicative of a lack of need for endgame features - but the other way around :)

June 16, 2017, 10:34:49 AM
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Re: Drawings of my travels in UnReal. Stunning. I love them.
June 20, 2017, 11:53:41 AM
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Re: Need help with a certain character build I usually start either in spring or autumn, depending if I want to start in an agricultural way (spring) or hunter/gatherer (autumn). Let's assume you start in spring.

Your first needs are knife and axe. How do you pay for it depends on what you start with. One way or another, I get a knife and a axe very soon and thus am quickly able to produce fox traps. One unlucky time I had nothing, so I made a knife and then made a javelin with the knife, then fished (very inefficiently) for weeks to keep myself alive and buy little by little more durable things. Then sold all the durable things to buy an handaxe and eventually a small knife.

All this time, you protect yourself from the cold by keeping a fire going near the sea, lake or river-side shelter you live in (and fish from).

With a few fox traps I buy dried/smoked food. I can now survive for several days without troubles. I explore to find a place to settle and/or immediately go after my first prey.

I start making traps all around the shelter (the ones without cord, and starting with the smallest types). With those you should easily capture birds and small animals if you stay there to fish or make fox traps. You start accumulating bird leather and you can eat the meat, or roast it and sell it for more durable things (I find it more efficient it to eat it while making boards and then fox traps).

Little by little you'll get lucky: you'll kill a reindeer/elk/bear, and use the fur to make yourself some warm clothes. Otherwise, keep selling your fox traps and buy the clothes in villages. Wool and fur. (the generic "fur" is pretty good).

If you want to go the agricultural way, you should buy seeds now. But if I were you, since you are still learning to survive, I'd do it like PAUL and postpone to the next year. Until winter, just accumulate warm clothes (from hunts or paid for with fox traps), find a nice place to settle (you need water and trees nearby) and disseminate the surroundings with traps.

Building a cellar is a good idea. Also protect your chosen area with fences, and if you feel like it, start building a log cabin.

August 03, 2017, 02:26:04 PM
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The underdog of weapons: the short sword Since Sami has been tweaking weapon values for the next release, I think it's important to discuss how this poor little weapon, the short sword, can be valorised.

Right now:

  • Handaxe is beaten ONLY by the battlesword in all three damage categories. I love handaxes dearly, but they are OP when compared to swords (and, IMHO, other axes as well)
  • Short sword has the same point damage of bastard sword and battlesword, where it should shine, and is beaten by all other swords in cut damage (fair). It also has the worst bonuses in the sword category. And even more weird: it's worse at stabbing than the Handaxe!
  • Three knives have more point damage than the short sword, and other three knives have exactly the same point damage, while all six of these are MUCH lighter. Also three of these knives have the same attack/defence bonus compared to the short sword
So, briefly, the short sword sucks. Which in itself is not a huge deal (of course some weapons are going to suck) but coupled with the fact that it's crazy expensive, it becomes a "useless weapon", so to speak.

My proposal would be:

  • nerf Handaxes slightly: 3-5-4 is probably more than fair for a tool that is in everyone's inventory. Perfect if associated with a shield.
  • up point damage of short swords slightly: 5 instead of 4. This makes it the best stabbing sword, on par with the three best knives

If you are asking yourself whether giving 5 point damage to short swords is unfair to the three best knives, I would argue that:

- all of those three knives are MUCH lighter and cheaper (which is the point of using a knife). Also if I'm not mistaken, light weapons should consume less fatigue when fighting
- they can double as tools, whereby the shortsword is a pure weapon

The only knife that I think gets the short end of the stick is the Skramasaksi, which is supposed to be a Seax, thus essentially a short sword. I have a small suggestion for this, too:

- instead of having damage 2-3-4, make it 2-4-4. That is, exactly equal to the current short sword but slighly worse than my suggested shortsword (but lighter!).

August 16, 2017, 04:42:32 PM
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Re: The underdog of weapons: the short sword In the old forum, Sami recently fixed several weapons that had wrong values. Several axes were nerfed but the handaxe got away with it :) I think it's just hard to do a global rebalance.
August 18, 2017, 02:47:09 PM
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Re: Fur protection/warmth values
I don't think there is any, so far I can only tell you that all you need for torso and leg armor are 2 bear furs made into all possible clothing to get maximum protection, rest probably easy to fill with bear leather and some iron cowls/helmets.

Thanks, I actually know what the best things are. I have all generic fur/leather/iron/mail/lamellar/linen/nettle/wool values, for they are available in any OBJ file. Also, in my games I always wear bear and elk (depending if I have to maximise warmth or protection) so I have those values too (and I know that stag/elk/reindeer are exactly equal). So I'm "settled" in my game optimisation. What I never did was making clothes out of other hides, and this means I don't have the values in the OBJ file.

I wanted to propose a re-calibration of some furs based on this:



Which would make wolf as warm as bear or even as deer (the maximum available), and arctic fox even warmer. This could help re-valuating hides that are more difficult to get (arctic fox is rare, and wolves are, IMHO, more dangerous of bears because of pack behaviour. I can kill bears with any character now but wolves are still scary).

I will slowly do this work and update the wiki :D

August 23, 2017, 06:00:37 PM
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Re: Fur protection/warmth values Good spot! Amazing that people are just bouncing around the same figure without re-doing the experiment :P would be nice to check reproducibility..
August 25, 2017, 09:16:09 AM
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Reindeer genders One of my recurrent "themes" for playing is as a pure northern nomad. Small kota and furs carried by my docile reindeers Astrid and Gudrun and off to explore the north.

It occurred to me that reindeers should be "gendered" just like cattle and sheep. This would allow the collection of nice reindeer milk from domesticated female. Antlers grow on both sexes apparently, so that'd be the same, but males are bigger (eg, carry more and yield more fur/meat).

This would make my northern experience much more complete :)

According to this paper, this is the nutrition of reindeer milk:

Proteins: 9.9
Fats: 15.5
Carbs: 1.2

It's now clear why Sami people took good care of their reindeers!

This is a very nutritious milk but I believe it can be balanced by milk output: should be less than cows, maybe like sheep?

August 25, 2017, 01:39:31 PM
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Re: Setup Options do not save Also, you aren't using Steam, are you?

PS: you can copy my urw_ini.txt into your installation directory, and see if, afterwards, you can modify options. Maybe the game can't create it but can modify it..

August 26, 2017, 09:10:09 AM
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Re: Setup Options do not save Thanks for testing :) that was my only bullet, my Mac knowledge is quite limited I'm afraid. To put it back:

Code: [Select]
sudo chmod 755 urw3-Darwin

August 28, 2017, 09:15:53 AM
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