See likes

See likes given/taken

Your posts liked by others

Pages: 1 2 3 [4] 5 6 ... 9
Post info No. of Likes
Re: Runaway Slave scenario - running away success rate
One thing I recommend, if you don't like your ancestors getting overwritten with a bunch of failed attempts, is to look at lastentry.txt. Mine says "10" right now, which means that ancestor 11 is the next to be overwritten (the last 50 ancestors are saved normally). My shortest lived character was Birki, who lived only 1 day. I'd rather Birki get overwritten than some beloved character who lived 2 years, so I can look in those folders for to see which folder is BIRKI's, and then set lastentry.txt to be the number before Birki's folder (or 49, if Birki is in folder 0).
Thanks, I am aware of that and added it to the recent tips & tricks thread here:

In this particular case however after starting with your tip above (initially) I realised it is more hassle than worth so I took a backup of "ancestors" directory and then deleted all subdirectories inside, i.e.: wiped out all ancestors (for the duration of testing).
Once I am done with Runaway Slave scenario, I will simply delete the ancestors directory and bring it back in, from the backed up copy.

July 02, 2021, 12:19:21 PM
Re: Runaway Slave scenario - running away success rate In my experience some other skills are more difficult to improve in-game, such as Carpentry and Weatherlore (even though latter is not useful in any way).
I would prefer to invest a skill point into Carpentry rather than weapons. (Edit: because I find weapon improvement relatively straightforward; it's boring but works OK)
Hideworking is easy to improve in-game but it has a cost which I prefer not to pay, thus another skill point from weapons go into this one (usually).

Well put, 'Rinse & Repeat' could be another good name for this scenario.

I actually did reroll and focus on weapon skills just for this scenario (i.e.: Knife) & tried to get a high speed just for later game (for active hunting, in case I escape) but did not use speed to run away. I will also try that, thank you.

And here's an update from the trenches: in attempt #15, I invested in Stealth and this is the spawn I got right after >:(

Edit: Success! Finally managed to escape on 16th attempt. Looking back rather than bad RNG I guess the problem was attempting to fight it out in a kota.
In the future, for this scenario start, for me there is no reason to focus on any Personal Attribute other than Speed which should be 85-90% or above probably.
No reason to waste initial skill point on stealth or any particular weapon (knife) but instead just "Run, Forest, Run!".
I need to test this another 10-20 times to get a better feel but I'm satisfied for now.
If anyone is interested here is the 16th attempt video without commentary:

In the video, skip to 1m40s for the action.

Edit1: Fix typo.
Edit2: Add clarification note to the weapon section above.
Edit3: Add success report.
Edit4: Replaced original Vimeo video link with YouTube one.

July 02, 2021, 03:42:49 PM
Re: Iron Age Common Names: ideas for next UrW Character Thank you for the responses!

You can also find names in the .DAT files in the urw folder, there are six files, sorted by gender and region (north, east, west).
I knew these files and used them for lookup but completely forgot about them - thanks for the pointer! I have updated the OP to point to this post instead.

For anyone interested these below are the exact filenames:

July 03, 2021, 08:37:08 PM
How to access (some of) the old invision forum messages Edit: Updated in light of second post in this thread; to access old forum, simply go to instead of the instructions below.

1) Go to this URL:*/*
2) In the top right corner "Filter results" search box, type in "showtopic"
3) Sort by "Captures", in descending order.
4) Click on a URL to open it - preferably open in a new tab so that you don't lose the original URL list.
5) In the calendar view, click on a date that is circle-marked and then the time-of-day detail in the popup window to visit the page on that date + time.

Some of the snapshots may be "Unable to crawl page" errors but others work so you will be able to see some old posts but many are missing.
The URL in the first post reports: "1,620 URLs have been captured for this domain."

Not too practical and the pages you're really interested are most likely will be missing but for the old timers, might still be a good nostalgia run for a while!

If you have a better archived-view option, please post below.

July 04, 2021, 03:43:33 PM
Re: [3.70b] Friendly animals fought each others
Did anyone experienced similar thing? Do anyone knows how do I prevent this from happening again? Many thanks.
Very interesting. This has never happened to me as far as I can remember and I am thinking probability-wise I should be a prime candidate to observe this behaviour (or bug) because I usually obtain many dogs (10+) and bulls (3+) as soon as I can afford it so a lot of potential fights. I wonder what factors trigger it.

We don't have a more recent group picture but this one below was taken on our completion day last year when we finally bought a new Njerp camp.
As shown in the picture, I went to get the keys from the current owners (they all came to wish us good luck in our new place) & in the tree line you see dozen dog & bulls - they just wait without biting each other.

In this game, I probably tried not leashing my bull years ago at some point but at the moment cannot remember the last time I left a bull unleashed (without fences). I don't know if it's necessary at this point but definitely a habit.
If free-roaming-bulls is a thing, when travelling around, do you keep your bulls leashed or unleashed?
I keep my dogs leashed or unleashed depending on situation but all bulls (typically 4) are always leashed to me (or, rarely to a tree) but they never free roam ever.
If you have not tried this maybe try that and let us know if helped get rid of this behaviour/bug?

(UPDATE: See my edit below: leashing bulls is necessary. Free-roaming-bulls is not a thing! I have no idea why this bug is happening and no further test ideas either, sorry. Hopefully the devs can shed light on this soon).

Edit: Just bought two test bulls, they both seemed to walk away in zoomed-in map. When I changed to the wilderness map & left the purchase-village behind, I lost both test bulls so I guess that's why I got into the habit of leashing them...

July 05, 2021, 08:02:37 PM
Re: Have you bought a hunting horn?
Keep in mind that villages' inventories slowly refresh with time, so it may be worth going back to Driik or in villages you've already visited to see if they have interesting new things to buy.

I have visited driik 5 times. once a year. I just explored Kaumo again, but there is still no hunting horn. Should I buy all of their products?
I was about to start a new thread on Hunting Horns in vanilla game but then found this older thread & question and decided to revive it instead.

To answer your question looks like one have two routes to obtaining a hunting horn in the vanilla game:
a) either by going to Sartola (rather than Driik) lands and checking villagers and items for sale on the ground inside buildings,
b) or alternatively by attacking a Njerp camp.

Obviously no item spawn is 'guaranteed' so one may not get lucky initially, need to keep trying...

Here is my first hand experience: after not seeing a single one of these semi-mythical tools, in the last week I found two.
1) One was a new character/game that just visited 3 Sartola villages and found one!
2) The other character was also a brand new one, while testing Runaway Slave scenario, I rolled about 26 characters, but only a handful of them actually killed/looted Njerps (rest just took the flight option) and one of the Njerps in the camp had a hunting horn on him!
These finds both occurred on game version 3.70beta although hunting horn availability does not seem to be a recent change as the only mention to hunting horn in news.txt is on line number 14931 for an entry from version: 2.08, released: Jul-31-1995.

After finding two hunting horns in a week and thus confirming with my own eyes that it still exists/spawns in the game, I did a quick wiki & web search and did not find anything on the official wiki on this particular item but I did find a page on the unofficial wiki which says exactly the above (i.e.: obtain from Sartola or Njerp camp).

I hope emboldened bits help other seekers of hunting horns.

July 06, 2021, 09:43:05 PM
Re: Moon and sun in the sky at the same time?
The way the sun and the moon are represented got me thinking about when solar eclipses might have been visible in the years of the game.   I found these PDFs

And I think this one is the one for URW:
While there is nothing with textual material, for a richer experience one could use software these days; two are referenced below although I'm sure there are many others.
Software can help simulate position on earth and then look up to the virtual sky to see celestial body positions, including but not limited to Sun and Moon.

These type of simulations, even those that let you change date & time probably won't go back to Iron Age Finland but we are in the game-level simulation domain anyway - scientific-level simulation correctness is probably unnecessary here.

First software is free, the other one is commercial (no affiliation) but strongly recommended to anyone with an interest in astronomy - it's the lego of stars.
EDIT: I forgot to say, if one is mildly interested but can't be bothered to download & install, there is a web version, here:

"Stellarium is a free open source planetarium for your computer. It shows a realistic sky in 3D, just like what you see with the naked eye, binoculars or a telescope."

Universe Sandbox
"Universe Sandbox is a physics-based space simulator. It merges gravity, climate, collision, and material interactions to reveal the beauty of our universe and the fragility of our planet. Create, destroy, and interact on a scale you've never before imagined. Rated Overwhelmingly Positive from over 11,000 Steam reviews."

Just fired up Stellarium & took a screenshot, just to give an idea:

July 12, 2021, 10:55:29 AM
Re: Item Disappearance on Crash Sorry to hear that. I played a few hundred hours on Mac with zero crashes, I am not sure what could be the culprit in your setup. Hopefully someone more experienced with Mac crashes (or devs) will comment on this...

Meanwhile, the only thing I can recommend is frequent manual backups of the savegame directory - again this won't help against crashes but at least you will be able to go back to a known-good-state, at worst losing few minutes of game play rather than whole playthrough.

Edit: and welcome to the forums :)

July 12, 2021, 09:50:44 PM
Re: Item Disappearance on Crash Glad you sorted it out and I think that small cheat was very justified (so wasn't a cheat after all!).

I only tested version 3.70beta on Windows so far and no play-time stability issues. There are several news.txt pages worth of improvements (added mechanics) and I think this beta version is a massive improvement overall. Definitely recommend taking a backup of your savegame first then giving it a go - if you have time to test, with a savegame backup you won't lose anything anyway.

As a FYI this entry is from news.txt (v.3.70beta3):
- fixed: high CPU usage, especially on some Linux and OSX systems

        The game reached very high CPU usage on some systems, which is now hopefully fixed. It was related to reading incoming SDL events which are now waited rather than constantly polled.
I don't know if this is actually related to your current stability problem at all. If you would like to investigate perhaps you can try checking system load in console with 'w' command or 'top' command etc. (if not a console guy, alternatively you could use "Mac equivalent of Microsoft Windows task manager" sorry I can't remember the name of it now).
Looking at CPU load right after a crash, does trend data show excessive CPU usage with a sudden massive drop after game crash?

Overall, even if your issue is not the one mentioned above (and even if you see no stability improvement), by upgrading you would be taking advantage of newly added nice mechanics (too many to list but checkout news.txt postupgrade).

There is one known issue to be aware of: [3.70b] Hanging when changing setting at start

There *was* another known issue but I think it is fixed in latest beta3; the wildly fluctuating weather issue affecting only migrated characters.
If you do experience it, out this thread and just delete one file to get rid of the issue:

July 13, 2021, 12:31:50 AM
Re: vitamins
i am suggesting the player character to has to eat fish/meat products for fat-soluble vitamins and vegetable sources (maybe excluding grain) to get water-soluble vitamins.
Sorry to be a naysayer but my first thought after reading this is "it won't really add much but it will put extra burden on player for little gaming value" however I will watch this thread to find out what others think...

July 20, 2021, 07:22:51 PM