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Lazy bull Just wanted to share a funny moment. I'm dragging my bull around packed with trading goods, from town to town, looking for useful masterwork items. I start the day early, and apparently, my bull was not ready for adventure in the early morning. I literally am dragging a sleeping bull in a leather rope   ;D


September 09, 2017, 06:38:32 PM
9
Ramsons (Buckrams or wild garlic) I sort of wondered about adding this plant in the game. I don't know for sure about whether this plant has been native to Finland in the period. I'm from Denmark, and ramsons have been around for thousands of years, either for a spice or as fodder for animals, and from what I could research, it has been around in most of Europe.

However, if anyone knows about the plant, I would like to get a review on this coding for the plant, and whether it seems realistic or not. *EDIT* And of course I would probably need to figure out to get some sort of unique graphic for it. The pea one is just for now, as it would be recognizeable in nature.

.Ramsons.            (3)       [grass]
[NAME:Ramsons]
[TILEGFX:flo-pea]
[SPROUT:5]
[MATURE:65]
[WITHER:11]
[SEED_VOLUME:fistful]
[SEED_SIZE:S]
[LEAF_VOLUME:bunch]
[LEAF_SIZE:M]
[REGION:eastern western]
[TERRAIN:spruce_mire pine_mire]
[CARB:4]
[FAT:0]
[PROTEIN:3]
[POPULATION:8]
[FREQUENCY:20]
[COMMONNESS:40]



September 09, 2017, 11:34:08 PM
1
Re: Battleaxe or Battlesword? I think the answer to the question could also be; should you use edge or point attack against your opponent, judged by their clothes and armor? The battleaxe delivers a great amount of edge damage, but the point damage from the sword can make it useful against certain types of armor, for example mail, where the sword probably would be better.

You can use shield with both of them, however both the battleaxe and twohanded-sword will get a penalty from not using both hands.

December 10, 2017, 05:24:16 PM
1
Re: Stop and resume a task/craft? No, you can't pause activities such as making a bow. However, some actions, like building walls etc. has the option to pause and resume work at a later time.

That is marked by the green text you can see in the attached picture.

December 12, 2017, 11:16:05 PM
2
Re: Luckiest kill? I had to share this. This felt so badass.
December 13, 2017, 01:12:10 AM
1
Re: Shooting snowballs Little known fact, if you find Sami lost in the woods some day and lead him to a local village, he might give you some lessons in archery.
December 17, 2017, 04:43:17 PM
3
Re: Question for Sami

Should we poll about its' priority preference among players? (We can do that)

I can only speak for myself here, but I would be very glad for me and others to get that chance to participate.

December 18, 2017, 09:08:34 PM
1
Re: Adding marriage - poll about how you find its priority It seems alot of people aren't completely excited about the idea of marriage. However, I see it with a different view.

I base alot of my interest and fascination in this game, from my huge interest in Viking sagas and stories. As a Dane, I'm perhaps one of the few who still is interested in the old stories and development of how things and history went from being such an iconic age, to a modern Scandinavian society, with a lack of sense for the huge amount of history from our forefathers. I understand that the Unreal World is based in another Scandinavian country, with a different culture and history, but in my understanding there will be some overlap between Norse culture and Finnish in this time period.

One huge thing that stands out in the Sagas, is the immense hierachical nature of the Viking age, and the family ties that was a big part of the culture. Big Viking farms would often have a family that owned it, as well as "common" folk working there, along with their families, although they would not have the same status as the family who owned it. I can see this pattern in the Unreal World, where the small farms (Marked on the map as a single house, not a village), where it can seem like a family, but it could also be with common workers there, which would make for big and very closely knitted societies.

I completely agree, that having a marriage with the current AI-functions, wouldn't add much to the game, however I think the only thing that would really add to the Unreal Worlds lategame, would be of a social nature. My current character, who I use alot of time on, lives with huge amounts of food, based solely on a few fields of rye and big game he hunts. I have fought dozens of Njerpez warriors, I've arranged raids of Islander warriors to Njerpez lands and ransacked an entire Njerpez village. I live with plenty of bounty, furs and jewelry and food supplies for years, and here is what I see as the biggest "problem": What now? I remember someone suggested a challenge on the forum, about whether people could acquire the finest furs from all animals in the Unreal World. I can only see this, as a sign that people eventually get bored, once they get past the hard start, and before settling down, but once this has been done, the gameplay sorts of gets in a standstill in my opinion.

If one of the arguments for NOT implementing marriage, or having other common folk living in your settlement is that it is a resource drain, I honestly don't see the problem. Having a diet of various stews and grains is very easy to attend to, and if the AI would be able to help in the process of acquiring food, I don't see this as a problem. I understand if alot of players don't want to handle these "dilemmas" but having a settlement with a wife and some local folk around does not need to be a priority for everyone, but the option would be nice.

If I could describe an ideal lategame addition to Unreal World, it would the ability to have actual friends and wives. The whole idea of being able to transfer into your kids when you die, isn't in my opinion a priority. I would like to have a living farm though, with interactions between NPC's and between them and you. It would make for a much more immersive world, when you are not just the loner wandering alone in the woods trying to survive on your own, but instead being part of something. I am greatly pleased with the current quest system, which could be a big part of these interactions between NPC's in your settlement.

I hope this is not just gibberish, and I need to point out, that this is not at all a critique of the current game. I absolutely love and adore Unreal World, and I think my 800 hours of gameplay confirms that, and I think there has been alot of great updates lately. My only hope is just, that the future holds more changes to the lategame features of the game.

January 11, 2018, 03:17:03 PM
1
Re: Duplicating items by pushing them into water Tried to recreate it with the same character 18 months later, but doesn't happen now. I'll upload a savefile if it ever happens again :)
January 11, 2018, 09:45:37 PM
2
Re: Fine Items From the wiki:

"Weapons have a quality modifier as follows:

crude: -1 impact, -10% skill
rough: -1 impact
decent (no change - standard 'nonamed type')
fine: +1 impact
masterwork: +1 impact, +10% skill"

So yes, it will have +1 impact :)

January 21, 2018, 12:46:48 PM
1