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Re: What's Going On In Your Unreal World? Well I did something foolish but it paid off. I'm up around owl country exploring and looking for a likely trout stream when I see a nine member wolf pack. Normally I set some traps to deal with such things but it's been several days since my last hunt and I have no bait. So I leash my dogs load my fine heavy Xbow with a fine broadhead. I pat my master work battle axe knowing she's going to be needed  soon. If I can kill one and get out I'll have the bait I need. Early on I take a nasty bite to my belly, but i chant an incantation and stop my blood loss and mange to kill two wolves. Now a smart man would thank the gods and run but I'm just some dumb kamo kid who's got his blood up now. So I zoom out see the pack a tile away. Other than that bite I came out ok. I've killed two injured several more and feathered one badly in the leg. So I say why not go another round. Same tactics close rage shot then battle axe. I kill a few more. Go another couple rounds end up taking down 8 of the 9 last one high tailed it into a forest where I lost it's tracks. Then on the way back to camp I ran into a bull elk. I'll be busy for a bit, hope the weather stays cold.
January 22, 2019, 06:26:19 AM
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Re: course reward Stats, without question. It's the only way to improve them, while the other two can be improved during the game play. Now, if you're trying to play as a character with specific stats (e.g. by using hacks I believe exist), it would disrupt the balance, but otherwise stats is the most powerful reward.
January 29, 2019, 09:29:58 AM
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Re: The currious case of Robbers Robbers didn't take your bulls? Strange I say, because when I was travelling with 3x dogs, 2x bovines and 2x pigs (in v3.52), they did take ALL lashed animals (the dogs were unleashed before fight, and I've found them later).

I'm also curious about who dragged you, but from my experience it's rare if there are only three robbers. Usually there are 5 or 6. Sometimes it looks as if there are two, I kill them with arrows, but usually they are just a vanguard it seems, the others being far away enough to be disinterested.

The dogs may be not dead, because they ran away temporarily, or were unconscious and left to die. But it may be they are treated as a non-threat by AI, once you are down.

Though I think it may be the algorithm doesn't take all circumstances into consideration, and always drops the character away, even if it is the sole survivor. By the way, the things dropped may be protected partially from taking. Also although they took all my animals in my case, they left some masterwork items I had in inventory (like a handaxe) and other stuff.

Additionally there may be some roleplaying as an explanation - that it is the character, wounded and delirious, who just wandered away before regaining his senses. The text doesn't say that the character is dropped, it says "You come to your senses in unfamiliar surroundings".

February 14, 2019, 08:33:37 AM
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Re: What's Going On In Your Unreal World? I'm back to URW for the past couple of weeks, after having taken a hiatus of more than a year. I'm currently weighing up moving my home base, even after having built a small cabin (my smoking house). I'm currently on a four tile island, with my home site in one corner and a farming site on another corner, both with ice-free access year round, while also not being accessible over ice from the mainland. That's my preferred kind of home site. There's another site half-a-day away which is three small islands with ice-free access next to each other, and I may move there. Ideally I'd have two one-tile islands like that, one for my home site and one for my fields (smaller islands attract fewer animal visitors, and I don't want animal visitors to my fields), but that has proven elusive. Maybe I'll do some more scouting; there is still time before I need to commit to one home site for winter. Or I could try something I've never done, not only play a nomad over the winter but a nomad travelling by watercraft, which is likely to be really challenging but I'm not sure if it would be much fun (long-distance travelling by watercraft when most water is frozen over can be very tedious).

The trap fence I set up for the Advanced Adventures course is rather unsuccessful, with only two elk caught after about a month in action, and one of those was only caught after I chased an elk into the fence (a very successful strategy I highly recommend, and closer to how trap-fences were and are actually used). After the changes to animal spawning ~2 years ago, trap fences need more thought, and I rushed into this one even though I had misgivings about this site I built it anyway. That'll teach me. My other possible home-site is further away from this trap fence, so I'll probably just break it down (or just trigger the traps and abandon it) and maybe not build a new one. My main meat source is seal, and I get enough of them to not need any more meat. I've already stopped setting out my nets except when I specifically want fresh food.

 I must admit one of the factors keeping me in my current home site is the fact that it is in an area called 'Sword Strait', and that's just cool  8)

February 14, 2019, 02:05:14 PM
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Re: No harpoons? Unique ranged hunting weapons in finnish culture? I asked Sami about using harpoons back on the old forum somewhere. From memory, what he told me was that angons were used to immobilise seals, not as much by physically dragging them by a rope but because it's a large heavy object impaled in them. He also told me that since the game doesn't have a way to have animals impeded in this way, you can't use angons in the intended way in the game (and I can tell you from experience that in the game even crippled seals can crawl into the water and swim away, taking your missile weapons with them).

It's one of the things I would really like to see added in the game, because with the way I play seals are an important food source. Right now I use traps to catch them, which isn't really accurate but I don't have the accurate means for catching them available to me, so here we are. It is possible to catch seals by active hunting, but you normally have to have multiple goes at the same seal where you wound it, it goes underwater, it comes back and you wound it again, until you finally kill it. This is possible because they like to return to the same spot over and over, which also makes trapping them super effective.

February 15, 2019, 02:19:01 PM
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Re: Dual wield/throw like a rogue You can already dual-wield: if you have a weapon in each hand, you can block or attack with each for an action. The idea of hitting somebody with both weapons at once is something for staged choreography and fantasy roleplay: you don't gain anything by doing so, and you can't hit from two different sides at once with any force, and it's really clumsy and self-defeating. This is the same reason it's not physically possible to throw two javelins/rocks in one action with any effectiveness--your body simply doesn't move that way. You generate power for your strikes in large part by rotating your shoulders and hips, and you can either rotate your left side forward or your right side forward. You can thrust yourself forward square to your opponent and generate power that way, but (a) this is a bad idea, since you have shorter range and make yourself a larger target, and (b) you're still only going to hit from one direction.

There is quite a lot of historical material on using two weapons at once, not from the target period but from the late middle ages onwards. You'll see in these materials that people either strike with just one of the weapons, using the other to defend, or strike with these weapons in turn. The system already simulates the historical use of dual wielding, so nothing needs to be changed.




February 20, 2019, 04:28:09 PM
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[Diary entry] Skiing and tracking I guess we haven't seen any lynx related dev's diary entries here at the new forums. The old forums surely had some. So, how about a little picture story from the real world adventures of unreal world developer - with a lynx involved.

I went skiing the other day, and the ski trip then turned into a tracking exercise. Soon after entering the forest I spotted some lynx tracks, but our paths then departed as I went about my own trails.


Later, when returning home, strange curly tracks caught my attention - and sparkled my tracking instinct. I guessed that this might be the same lynx now dragging its kill, and had to confirm the theory.


I scouted the area, found lots of hare tracks, and then the lynx tracks which eventually turned into sneaking tracks as it approached the location.


The hare's last dance with the lynx went to many directions until finally the place where it ended was found, with some hair and (not too old) bloodscape.


There, the lynx had dragged its kill to a more peaceful location for eating it. That was some twenty meters away, among thick young spruce trees. Not much was left of the hare, but a few hairy bits on the snow.


Afterwards, I had to search for my backpack for half an hour as I had left it somewhere on the snow in excitement. I enjoyed the day and I hope you enjoyed this first, but hopefully not the last lynx related diary entry at these new forums.

March 07, 2019, 08:50:45 PM
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Re: [Diary entry] Skiing and tracking
Hahah! Many times I've done a similar thing both in UnReal World and the Real World - leaving my backpack or gear somewhere in excitement, and then having to track it down again.   ;D  One time I thought I lost a very valuable water pump in real life, due to its being in a green pack.  Or, alternatively... my leashed-up cow and stack of furs in the game.  I thought I was the only one!

Hehe, you're certainly not the only one. I think forgetting where you left some of the gear you carried in the woods  is surprisingly common and natural. And you think you would learn from it, but you don't :)

March 09, 2019, 11:07:58 AM
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Re: Tips for agriculture? I use more "modern" field agriculture, which means I remove all trees in the farming area and prepare the soil in square tiles. This part of the clearing is performed during the first winter (I start my characters in "spring"). This part also contains preparing for the burning by cutting and placing branches so they're ready to be set on fire.

My plots are 9*9, and I place branches on every second row, so I set fire at one row, and by the time I've set fire to the last tile the first one has burned out, so I can then go back to prepare the soil there. Depending on the RNG, I can generally prepare 2-3 rows per day (preparation includes having food for the two months it takes to prepare all of my rather extensive farming area). Once I've prepared the soil in the pre prepared tiles, I place branches on the rows in between (using stacks of branches prepared in advance) and then do a second pass to take care of those.
If you don't remove trees the fires can set trees on fire, which may potentially connect lines of branches so that more is burned than you had intended. It's worth noting that lighting a fire in a tile adjacent to a tile on fire is a lot easier than to set fire on an isolated tile (I think it never fails), which is a reason to go for lines or rectangles of branches.


I plant seeds as soon as I can, so the seed selection for plots depends on the order in which they're prepared. Check the wiki on to see which seeds can be planted in which months. Turnips are good beginners crops as they are large and give a good yield even with a poor skill. In addition to that, you can get two crops per year out of them if the frost isn't late in departing. Also note that different crops wither at different times (again, check the wiki).

Also note that you need a mod to make clothing out of your agriculture, as the vanilla game only provides food.

There are basically three kinds of crops: cereal (rye and barley), veggies (turnips, peas, broad beans [I may have missed something]), and spices, plus seeds. What you can make depends on whether you use vanilla or a mod (I use the Njerp Cooking Mod).

I start with turnips, rye/barley (barley is actually more nutritious, but has lower yield), and hemp and/or nettles, and gradually replace turnips with broad beans (peas are inferior to broad beans for everything), and change to yarrow for spicing eventually (it's a fair bit of work to collect the seeds, and a bit messy to grow them as you have to forego flowers to get seeds, and the yield is fairly poor as they're small).

March 09, 2019, 10:49:57 PM
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Re: What are some good early game barter items? I want to add that the most reliable way I've found to get an early kill is to build a heavy deadfall very near where you've found a bear. Thus, carry either a piece of raw meat or fish (preferably a roach or animal fat, for weight) and a cord. If there are not enough felled trees around, you'll have to make your own. The key is to put the trap down right after you spot the animal, very near where it was spotted.

Then return the next day. Honestly, in over a dozen times I've done this, it has only failed once to trap a bear. I've done this for the mission with the wounded hunter, too.

A decent bear fur is a very good trade item and you'll have a lot of meat to trade, as well.

March 09, 2019, 11:09:34 PM
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