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How did you discover UnReal World? -- 10 choice poll Here's the good old poll reposted here at the new forums.
Let us know how you ended up into the UnReal World.
Also, feel free to reply here to tell your story.
(You may also consider to find and copy&paste your reply from the old forums poll thread.)

April 24, 2017, 08:24:58 PM
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Re: What's Going On In Your Unreal World? Got a Tablet computer recently. My now 5 year old laptop has issues running the newer Unreal via steam. It was one of the signs the laptop needs replacement. Long story short rather then get a new laptop I went with a Tablet as the current mobile computing platform.

Unreal world on a Win10 Tablet working fine through steam. Restarting using mods Boudia's (an update on Rain's) and my own (Added items).

Story line is a young Driik starting in winter. Pre-start  you were needed in the fall to help with the harvest. Now in winter it is you adult year. (that much could be for any culture). Winter for a while near home (villages close to your start position) to build up gear, tools and skis and/or water craft. Then travel to far and distant land to find and make a stead. If you travel when there is snow you can ski and have more spring time for planting crops. IF you wait for spring you can water travel instead but can probably only harvest turnips in your first gardens.

With the mod the young Driik will become a smith those nearby. This being my 'young smith' challenge. I prefer to aim for the large inland lake the maps generate to be south of the Owl, north of 2-3 other cultures and you can use the rivers to raid the Nerjpez.

Right now the new character made enough home crafts to get a shovel. An important part for agriculture, clay work and ironworking.

May 31, 2017, 07:06:28 AM
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Re: What's Going On In Your Unreal World? My current character has set out on a pilgrimage of sorts, with the goal to visit all cultures and do quests for each (travelling light - not a shopping run). I try to avoid settling down as that usually takes away much of the excitement for me, but I will take note of interesting places and perhaps come back to settle down. I set some limitations to keep myself from getting rich too soon and role playing reasons:

No stealing or borrowing and must pay for staying in villages overnight
No selling raw or simply cooked meat (must be dried or smoked)
No smoking meat in villages (gotta find a cave or build my own house)
No wasteful hunting just for the furs knowing tons of meat get spoiled solely for monetary gain
Bunch of role playing stuff such as keeping the room heated when smoking meat, finishing animals off quickly etc

Will be updated as I go. Started in spring and currently using the last few weeks of winter to dry some meat to munch on and trade with. Got unlucky with the 'Not all who wander are lost' scenario (I mean on top of the bad fortune of living through that scenario) as all of my father's equipment had burned. Next short term goal will be getting an axe and may have to get by with a stone axe for a while because the area I started in (deliberately) seems rather poor.

May 31, 2017, 01:56:26 PM
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Re: Adding marriage - poll about how you find its priority I just put a long post is a separate subject that probably should have gone here:
I have a few comments on the marriage poll and incorporating marriage into URW.  Others can comment on the role-playing nature of an NPC spouse or the ability to have children and have a multi-generational URW experience.  But I am reducing the arguments to two options for incorporating a NPC spouse: 1) the Resource Drain NPC Spouse, or 2) the Resource Generator NPC Spouse.  These options might be considered over simplifications (they are mechanistically not mutually exclusive). 

Option 1: The Resource Drain
For this option, a NPC spouse becomes a drain on player resources.  First, the spouse must be wooed and courted with furs, tools, weapons, valuables, etc.  In this option, a significant expenditure of player time is given to attract and then obtain a spouse.  The "cost" of a spouse would then be proportional to the perceived "value" of that spouse.  In this scenario, the spouse becomes a status symbol for the player through their ability to attract the "best".  It could be even that the spouse gives the player increasingly difficult quests as they become more involved along the wooing path.  Maybe there are differences between an in-culture marriage versus an out-of-culture marriage?

Second, after a marriage ceremony, the spouse must be provided for.  In this option, the NPC spouse is a bystander that consumes the player's food, clothes, tools, and weapons (maybe also armor, cords, bandages, bowls, etc.).  The player must spend time ensuring the spouse is sufficiently provided for so they stay committed to the marriage and alive.  In this option, a NPC spouse likely functions like current NPC villagers.  They wander around a specific location or follow the player around, but have limited utility.

The entire purpose of a resource drain NPC spouse is to add a monumental achievement to the URW experience.  That is, the player can not only provide for them-self, but they can attract and maintain the NPC spouse as a status symbol.  The resource drain NPC spouse then would "unlock" PALU's generational feature...
It can also be noted that there are probably very few people who play their characters for 17+ years so that they could have had "adult" offspring. This means you could potentially start a family, but any children would be unlikely to be adult when your character expires, so if a generational feature would be introduced it would probably have to be able to skip a number of years, which would require some kind of logic to advance the world (which should include repopulating village animal stocks, at the least, and probably replace some of all those villagers who died fighting robbers with your ex character as well).

Option 2: The Resource Generator

For this option, a NPC spouse would need to function differently than other villager or companion NPCs.  The NPC spouse in this scenario would need to be a productive member to contribute to living in URW.  For example, the resource generator NPC spouse would need to actually engage in meaningful labor around a settlement or while on a hunt.  This means they would need to accept and execute commands that take advantage of skills.  A resource generator NPC spouse is likely more accurate (they help contribute to life), but much more difficult to develop.  This option could also lead to players gaming the system or to unexpected results (or danger to the NPC spouse) due to poorly issues commands and limitations of the AI. 

A wooing process would need to take place.  However, while a resource drain NPC spouse would be a status symbol, a resource generator NPC spouse would be valued to complement the player.  For example, if a player is unskilled in something, woo a resource generator NPC spouse to compensate so they can perform those skills for you.

Once the courtship is completed, the resource generator NPC spouse would need to be functionally helpful to a player.  For example, if a player provides the necessary items (tools, weapons, seeds, pots, cords, etc.) and key instructions (location of a field to prepare/tend, trap fence to monitor, materials to process, etc.), the resource generator NPC spouse could process through a que of instructions.  For example, a resource generating NPC spouse could contribute to agriculture, hideworking, fishing, food preparation (smoking, salting, drying meat or making flatbread, stews, grinding flour, etc.), hunting, building, monitoring a trap fence, checking traps, making clothes, tools, or weapons, etc..  A resource generator NPC spouse would need to have skills that would affect their ability to perform all of these actions/functions. 

The entire purpose of a resource generator NPC spouse would be to expand a players skills set, provide a companion in shared activities, and/or help reduce the tedium that can occur when surviving in URW (i.e. division of labor).   I can imagine scenarios where the resource generator NPC spouse...
  • prepares the soil, plants seeds, harvests crops, threshes for grain/seeds, grinds flour
  • skins a carcass, cleans the skin, tans furs and leather
  • butchers and smoke the meat or cooks any of the other food recipes
  • prepares logs, blocks of wood, boards, etc.
  • builds a wooden building or kota if the player outlines the walls and doors
  • follows a circuit of traps, or a trap fence, to collect the trapped animals, reset the traps
  • being sent out into a delineated geography and asked to harvest all the berries or herbs of a given type
  • wanders a geographical area to actively hunt
  • joins the player and sets traps in a designated place
  • joins the player on an active hunt
  • follows the player to a village to trade and carry items
  • etc.

I've said too much...

Option 1 would be easier and provide for "end game" objectives.
Option 2 would require the player to spend a great deal of time managing the NPC spouse.

December 18, 2017, 11:03:31 PM
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Re: How to survive (maybe) wolves Fight 5+ pack yesterday in a carnifex coniferous forest.
Took home 5 wolfskins after.

my imperatives
1) stay on open ground.
You must observe 360 degrees around, pines can shield you spruces - not.

2)shoot em as fast as I can.
Find place with good observation and take not a step away. If you can't shoot right now - press "5" to regain stamina and turn around.

3) Kick their noses.
Inexplicably, UnReal wolfes fear raw muscular power much more than cold steel. If I swing broadsword on them they try to bite me. If I kick them when my arms are occupied wih bow/arrow they chiken-out and run along in fear with my arrow chasing their tail.

So shoot-shoot-look around-kick&shoot-kick&shoot-kick&shoot until there is only one creature standing. If this creature is you then you win.

February 14, 2019, 02:03:18 PM
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Re: How to survive (maybe) wolves Easy peasy way to take down wolves.

Make sure the terrain is open mire or pine mire with lots of water bodies.
Ensure you have at least 20 arrows or similar projectiles. You should make sure that your skill is enough to shoot consistently at an object about 7 small tiles away.
Make sure you zoom in when the wolves are in the *adjacent* world tile.

Hide, and move in the direction you last saw the wolves.
Check that there are at most 4 or 5 wolves.

Choose the terrain such that there is a wide body of water, at least 5 tiles deep, between you and the wolves. There should be nothing behind you since you approached from one direction. Fire off to aggro the wolves; usually one or two will aggro you while the rest will hang back.

Wait until the first wolf is at the water edge or in the water, then fire at the body. As the water will slow it down, make sure you get to fire at least 3 arrows to severely injure your first wolf.

Judge the situation. Is there only one wolf near you? If so, keep trying to take down the 1st wolf. If there are too many, retreat and shoot those near the front. Aim to injure as many of them as possible. You are not afraid of them when their movement is as slow was you.

Also, if you have javelins, javelin those that are within 3 tiles, because javelins are heavy and weigh them down.

Your big problem is running out of ammo. So try to lure one or two away, kill them, retrieve your projectiles, and then recover your strength. Be mindful that aggroed wolves can suddenly retreat, while those that ran away can suddenly aggro.

Anyway, have fun with your shooting gallery. If you win, wolf pelts are quite valuable. If not...

February 25, 2019, 01:47:03 AM
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Watchdogs just watched... I have a pen (5x5) with my cattle and dogs within. A lynx saunters up while I'm finishing off a superior hide and the dogs start making warning barks. I can't stop now, right? How many superior hides do I get, right? Not enough!

So, I ignore the warnings because, surely, with 3 dogs inside, no lynx is going to try anything, right?

WRONG! I'm alerted that I hear some stumbling. You know it's coming. I finally finish the 7-hour task and, yep, a lynx has killed a cow and my 3 dogs have not a scratch on them. Well done, doggies!

So, I skin my cow and at least get that back. Next day, I buy a small cow for 150 Tasty cuts of elk. Really? That's all they cost? I return to my settlement and, Lo!, the lynx returns. I keep all my animals inside the cabin. I have shutters on every wall and can see the cocky lynx walking around my cabin, looking for another easy kill. I wonder, "Can I shoot arrows through shutters?".

Oh, yeah! I put two broadheads into the cat, crippling it, and go out and finish it with a spear. Just a crappy harsh hide, but, I don't care. Just glad that problem is dealt with.


March 06, 2019, 03:32:32 AM
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Re: Watchdogs just watched... While I don't use a real pen, I had many encounters with lynxes (which are somewhat common in my character's life), and dogs rarely prevent them from slaughtering my pig (or other animal, but pigs are clearly preferred).

I had many instances of a lynx silently killing a pig leashed to my PC (along with three dogs and a couple of bovines) sleeping in the hills or mountains. Once a lynx stealthily entered my cave (I have forgotten to close the door when leaving) and was apparently present when I was doing leather work, and waited till night to kill a pig, which was leashed to PC.

On the other hand, I have a kind of pen - a cave chamber with small, fenced opening (the cave has three separate chambers), and lynxes while sometimes invade the area and the "human" chamber in particular, never entered this "pen", even when there were no dogs in proximity. I often leave for a month or two, and upon returning find a lynx near cave, but none dared to enter this buffet. One of my sheep was tied there three years ago and is still alive and well. But I have no pigs there, so that may be the reason.


So because of lynxes:
- I don't sleep in the mountains anymore, and if near a sea or other water I sleep in the boat (leashed animals don't drown)
- I always check my cave with a lit torch after returning from longer trips
- I always close my doors

No other predator has caused me so much trouble.

EDIT: one recent case was when I noticed a lynx in the mire. After zooming in it charged me, or rather one of my pigs (I had 3x dogs, 2x pigs, 2x bovines leashed). Before anyone could do anything it caused two bleeding injuries. After being hit in the head it retreated, and I had to treat the injuries of the pig - it is still unable to walk two days later. I used many arrows to bring that lynx down later. My dogs tried to attack, and even two of them got a bruise, but they are just no match for the speedy but sneaky lynx.

March 06, 2019, 11:50:32 PM
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