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Re: Modding in valuable metals (Gold, Silver, Copper) for trade. There videos on youtube from "Thegn Thrand" for sure on testing bronze weapons. There may also be some from Schollagladitoria and Shadiversity.

Bronze can get a sharp edge yet the edge on the softer metal is more frail. Since it doesn't need to be heated as high to smith bronze weapons also tend to bend during the impact levels of combat.

UrW deals with weapon breakage by reducing quality factors of weapons.

We dont have a way of, afaik, to tell the game to accelerate the rate of decay of the weapon. For example parrying with a bronze sword vs an iron Nerjpez scimitar is going to wear out the bronze faster.

I would therefore suggest considering giving bronze weapons either or both:
- a penalty to crafting so they tend to come out "rough" and thus closer to broken
- reduced weapon impact stats,  1 -2 points off to estimate the average reduced state


>>>>

There was overlaps of iron and bronze. At that time the availability and skills in iron were rare. In UrW the iron availability is very much there.

>>>>

In terms of making the bronze with its lower heating points you may consider leaving out the bloomery. You could check on bronze making to see if they needed charcoal with its higher burns or if they could use just wood. Likewie with a bellows.

Copper smelting may have been discovered from large and long lasting hearth fires (cooking and heating a home) being able to melt the green copper out of malachite rocks.

>>>>

Remember that Bronze needs copper and tin. So you should source in tin somehow.




January 22, 2019, 10:10:02 PM
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Re: course reward I always choose attributes, though sometimes I make an archive save before finishing to be able to choose spells, for testing. But for continued play it's attributes.

Attributes generally are most important when creating the character (they govern how much initial skill will be), but some affect it all the time or during special events:

Endurance decreases penalty for encumbrance (and thus indirectly increases Mobility, and most if not all skills), it is also tested for shock (when you lose consciousness from heavy injuries). It's probably tested during swimming trouble (for drowning), though admittedly if this happens you're almost certain dead anyway.

Dexterity is tested with fumble tests (when you fight and drop your weapon it was a failed DEX test, in addition to failure in an attack/defence skill)

Agility is tested with stumble test (when you fight and trip over you failed AGL test)

Speed you mentioned, it increases Mobility directly

Touch is tested when eating for some reason (maybe how long it will take), it's also tested when performing crafting, at the start. It is actually tested when performing item related functions like shootin from bow or felling a tree, but I don't know it this is only to determine if you gain a skill point, or maybe if you don't drop a weapon or axe (something similar to fumble test but not in fight, but that's my speculation).

Eyesight is tested when on overland map, to notice animals and people (it is actually tested more if there are more tiles seen), maybe also when noticing tracks without explicitly involving tracking skill, but I'm not sure on this one.

Hearing is tested when on zoomed in map, for example when tracking unseen animal.

Smell probably too, though I'm not sure how important it is, I SUPPOSE you may detect the readiness of food from further distance with higher smell, but I'm not sure at all.

Also some attributes (probably Endurance, but maybe combination) are tested under certain conditions when deciding sickness or sickness level: for example flu or nausea. When I got influenza TWICE during my first summer, despite being decently clothed and warm, I'm sure it was a failed attribute test, END most probably.

Attributes also govern skill affinity (the asterisks to the right of skill), the higher affinity the easier it is to gain a skill after performing a task. I haven't noticed that affinity changes  when attributes increase though, so maybe it is set only in the beginning. The "resolution" of affinity is too small to be certain.

January 29, 2019, 07:53:58 PM
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Cave visibility Was working with on turning a cave into a shelter had a decent area lit by natural light. I added some wooden walls and a door built one floor ceiling tile and the cave went to zero tile visibility. I deconstructed the walls door and ceiling, poor visibility persisted.
February 01, 2019, 04:14:58 AM
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Re: Persistent injury effect on speed? Okay, it took a while to figure this out but it must be the winter decreasing the mobility.
It is intended that walking in the snow (unless skiing) is slower , but it appears that the mobility meter doesn't really take into account the snow depth here - as you are indoors.

If my theory proves right, then there's something to fix in regards to wintertime walking in the snow mobility checks.

February 28, 2019, 02:47:11 PM
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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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Cheat Engine Update I'm not sure if this is the right subforum; apologies if not.

I've been away from the game for a while (last posted for 3.30, I think). I've updated the cheat engine file with some things that were missing from the other 3.52 file I found.

http://s000.tinyupload.com/index.php?file_id=76339890611906243781  (also attached here)

* Starting Skill Points
* Starting Map Location (if you want to pinpoint your starting location)
* Character name, title, gender, portrait, culture
* Attributes of course
* Skills of course
* Thirst, Nutrition, Fullness, Vigour, Fatigue, Body Temperature, Carry Weight, Weight, Injury %
* Inventory Quantities (need at least one of the item in your inventory first)

Unfortunately I was unable to determine the new method by which known rituals are stored. It was changed significantly. Somewhere between 3.30 and now.

June 26, 2019, 06:04:23 PM
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Thanks for 3.60 Beta Taking a pause from all the question and suggestion posts I'm making in regards to the 3.60 Beta changes to say:

Thank you.

Danke.

Meegwetch.

Saami and Erkka have continued to keep the game going. It is a lot of fun. Long timers and modders like myself are among the "questions show interest" type of people. I'm on the grindstone to update the large BAC (Brygun and community) mod to better integrate. I'm doing it because I support the game and the community. I didn't want that to be lost in all the questions and suggestions.

Thanks.

Brygun

September 17, 2019, 10:23:44 PM
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Re: Thanks for 3.60 Beta Thanks. Kiitos.
You're welcome. Olkaa hyvät.
At your service. Palveluksessanne.

Let's continue. Jatketaan.

:)


September 18, 2019, 12:39:10 PM
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Re: Now that bears hibernate... Late fall >< early spring furs are winter furs too. The period is something like from dirt month (october), till the end of pearl month (february).
September 22, 2019, 04:57:09 PM
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Re: Lord Mandalore reviews UnReal World
I got the impression that the guy was embarrassed to be reviewing Unreal World because of the graphics. He couldn't get around that. He highlighted a lot of good points, but very briefly. When I read the comments, it appeared that his disdain had been absorbed by his viewers, too. For what purports to be a 'good review', his opinion failed to sway.

I'm quite sure he wasn't embarrassed at all. We all know the UI and outlook is dated from the perspective of modern games. Reviewing a heavy simulation in fifteen minutes is mission impossible to start with, so the brief points need to be brought up in entertaining fashion. I personally enjoyed the review, and his sense of humour, a lot.

October 04, 2019, 04:40:12 PM
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