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Buying Animals Can the buying animals process be changed to address: 1) buying a specific size of livestock animal from among the available animals for sale, and/or 2) buying animals in bulk?
  • If a village has multiple livestock animals of the same type of animal for sale but I only want one specific sized animal, it seems to be random which animal I am actually buying.  I'd really like to either A) know which animal I am trying to buy or B) be able to choose which animal I want to buy. 

    A) Could the dialog specify I'm trading for the "small sheep" or the "big dog" or the "bull" (referring to the normal  bull).  Right now, I can't seem to find any pattern as to which animal I am actually buying at a time and the NPC dialogue doesn't clarify either.  I've tried to determine if proximity to the bought animal or selling villager influence which animal is for sale and I can't seem to find a pattern.  For example, if the village has 5 sheep and 3 dogs for sale, could the dialog proceed as follows: ""What kind of animals [do] you need? We have a few to sell around here. 1-Small Sheep, 2-Big Dog"  The player would then bid and trade OR reject the sale offer and start a new trade dialogue to bring up a new list of animals... 1-Sheep, 2-Small Dog

    B) Could the animal dialog actually list all the types/sizes of animals for sale not just by the animal type but also the animal size?  For example, if a village has 5 sheep (1 big, 2 normal, and 2 small) and 3 dogs (1 big, 1 normal, and 1 small) and I only want to buy the one big dog, then it seems random which dog I actually get the opportunity to buy at a time.  There have been instances when the big dog in this scenario is bought first, second, or third.  Could the dialog actually break down to: "What kind of animals [do] you need? We have a few to sell around here. 1-Ram, 2-Small Sheep, 3-Sheep, 4-Big Sheep, 5-Small Dog, 6-Dog, 7-Big Dog"
  • Can I buy multiple animals in one trade?  Right now, I need to buy multiple animals one-at-a-time.  Can I add the animals to a tally and then trade for them all at once?  This would allow the player to have more efficient trades and allow higher value items to be used for trades.  Now, a battlesword is worthless when trading for animals because it is so valuable.  But if I could buy animals in bulk, that sword might then become very handy if I could use it to buy a bull and cows/dogs.

September 10, 2017, 01:57:17 PM
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Official Legacy Character Thread (multiplayer urw) Making a new thread for this so that we can have all the pertinent info in the OP. This is a migration of the legacy character thread from the old forum. There are some screenshots and stories of older characters in that thread that you should read but I won't copy here.


In ##urw, we have been playing legacy characters together. This post is to make coordination of the legacy characters easier.

Rules:
  • When it is your turn, play one month in game, then pass it on to the next person.
  • You have 1 real life month to play your turn. If you don't manage to pass the character on in that time, we will mark you away and send the file you received to the next person in line. You are welcome to come back any time. If you are getting close the deadline it is okay to pass on in the middle of the month, better to pass it on than not.
  • All characters share the same "next" order so that always the person who is next is the person who hasn't played in the longest. New people start at the front.
  • You can do whatever you want during your turn. Ask urwbot for a quest and/or a rule if you aren't sure what to do.
  • Try not to die. Before doing something dangerous, take dogs with you and hire some companions.
  • If you die anyway, let us know what happened, and then we'll make a new character. No savescumming.
  • Before making a new character, check that there is someone to pass the character onto with "urwbot, legacy players"
  • If you want to make a new character, ask urwbot for a hard or insane start like so: "urwbot, start hard" or "urwbot, start insane." Play the full first month of the character's life and have it ready to send before adding it to the bot.
  • Inside the character's folder is _notes.txt with a little history of what happened during the previous months of the character's life. read it when you get the character, then update it before you pass it on.
  • Use map markers to explain stuff like "meat drying by this shelter" or "this village is mad at us" so we know.

How to use urwbot to join the legacy game:

You can talk to urwbot with /msg urwbot COMMAND or urwbot, COMMAND. All commands related to the legacy character start with "legacy"

  • legacy join YOUREMAILADDRESS  - join the legacy game. your email will be kept private except that it will be PMed to the person who has a character to send you. A zipped character folder can be like 10-20MB so make sure you have room in your e-mail for that.
  • legacy leave - stop playing legacy games entirely (first pass on the character you have to someone else though!)
  • legacy away - go on vacation from legacy games. no characters will be sent to you but you can come back later.
  • legacy back - return from away, receive characters again
  • legacy mail - if you are next in line, get the email address of the person to send your character to
  • legacy mail YOURNEWEMAILADDRESS - change your email address.
  • legacy sent - tell urwbot you have sent your character to the next person in line. now you are in line for receiving a new character again.
  • legacy new NAME - you made a new character and want to send it to somebody. Don't do this if there are already 3-4 characters in circulation.
  • legacy next - find out who is next (the title of the chatroom should have this info too)
  • legacy char - find out which legacy characters are alive
  • legacy players - find out who is currently active.
  • legacy died - report to urwbot that your character has died. it will be removed from the roster and you'll be put back in line to wait for a new character.
  • legacy rule NAME - find out the rules for a character.
  • legacy rule RULE - set a new rule for the character that you have.

September 11, 2017, 12:54:41 PM
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Just Wow I have never played something like this quite in my life before.

The attention to detail and the realism is actually quite amazing. Being someone who has never played a rougelike (I think thats right), before, once I started I was instantly hooked. I could easily see myself playing this for many years to come. My like character drowned from swimming too far. It was a sad day indeed. But i say walk it off!

Seriously brava!

September 13, 2017, 07:16:21 AM
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Re: Baiting Wild Pigs I had excellent luck with trapping a herd of wild sows once (as described here: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=8130), and in my case, interestingly enough, it appears the successful bait was a captured wild sow from their herd.

I had a trap fence already set up with all pit traps and the sows happened to show up a few tiles away from it, so I chased them toward the fence and ended up trapping one in a pit. The others all took off, leaving their pal behind, and I corralled her on the inside of my trap fence (opposite side from the sow herd) and left. A few hours later, the sows returned and every single one of them ended up stuck in my trap pits, apparently in their efforts to reach the corralled sow. None of the pits were baited as I recall. That was the only time pigs showed up anywhere near one of my traps, so I haven't got any information on trapping them beyond that - I've never bothered making traps specifically for pigs because they're easy enough to hunt down, seeming to tire quickly and have pretty weak senses, as you mention.

If you do happen to trap another wild sow, it might be worth your while to keep her alive in a little fence and place deadfalls or pit traps around the outside in case the others try to come back to her. I suspect this might work with reindeer herds as well if you caught one of the bigger ones that they tend to follow, but I've never had the situation arise myself to test it out. I've tried it with wolf packs (leaving the wolf in the trap, obviously, since fences don't hold them), but that didn't turn out very well for my character. It seems wolves are clever enough not to all blunder into the traps and instead hang around their injured fellow waiting for *you* to come back...

September 14, 2017, 06:39:32 AM
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Re: Baiting Wild Pigs I haven't baited wild boar, but I'd try the standard baits, such as berries, turnips, and roots (and you can multi bait). While they're omnivores, I'm not sure if they are in UrW, but you can put a cut of meat on the bait pile as well, for good measure.
September 14, 2017, 10:18:08 AM
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Re: Does the quality of the skis effect usage? Ski quality has no effect whatsoever, unfortunately. As LoLotov mentioned, the skiing is tweaked from being a drag on the character to hopefully be useful in the next version. I will certainly try out skiing again to see if it has become useful.

The problem with skiing in the current version is that skis are heavy, and all of their weight is considered carried even when the skiis are on the feet. This weight causes fatigue build up (in particular for small characters), which quickly causes you to move slower with skis (due to fatigue) than without. The benefits of using skis is currently a marginal speed increase (initially), and there isn't enough of a penalty to trying to walk through deep snow without skis (or show shoes, which aren't featured in UrW).

September 14, 2017, 10:25:32 AM
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The History of Survival Games – From Archaic to ARK This was an interesting article. The genre and its roots opened up, many interesting games mentioned, and UnReal World naturally being part of the history:

https://survivethis.news/en/history-of-survival-games/

September 15, 2017, 10:30:31 AM
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Re: Herb Collecting Quest Yea. Knowing the plant (before mission completion) might be too overpowered, so getting pointers is definitely a good way. It can be a surprisingly hard quest (at least on the eyes) if the plant happens to be displayed as one of the really faint ones. I don't know if the image always matches the name but in my game "fancy grasses" were nearly invisible. And if it's rare (as you say), that makes it really challenging, at least to the human playing the game.

Learning about a plant as a general quest reward might be nice though if the quest was relatively tough (not 160 branches hah). I haven't done much analytical thought on the rewards you get for the plant quest now... but really good herbal blends seems already like quite a good reward... maybe once in a while it could be that he teaches you about the plant (Like how others teach you about stealth or ritual tricks) after the quest. I had a couple characters with really good herblore but even then learning about plants was often challenging.

September 17, 2017, 04:11:00 AM
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Re: Herb Collecting Quest My experience is that the "unknown" image of a plant is always the same, while the name is random. Thus, I'm usually able to recognize heather (but that's about it) even when my character isn't.

I typically find that my characters can't get 100% herb lore, as they eventually run out of things to train it on. In general, I consider skill increases to be very good rewards.

September 17, 2017, 09:19:14 AM
1
[NPC dialogue] Asking about other folks in town. Sometimes when you head into the civilized world, it's because you're looking for a specific NPC or specific kind of NPC. (E.g. you need healing and now are looking for a sage; you got a quest in the middle of Driik lands and you're trying to figure out *which* of the dozen villages 'a couple kilometers to the north-east' this Mielitty the Driikiläis craftsman actually lives in; hell, perhaps you're looking to hire a companion and you want one with specific skills.)

In those cases, it would be nice to be able to actually ask that tribesman that keeps crossing your path if the town has a sage/they know of anyone in town good at the skill you want your companion to have/they know [name of the person you're meant to give a message/etc to].*

*Considering how common some names are, this'd probably occasionally result in a false positive. "Oh, you're here to visit Old Man Ruuri? He doesn't get many visitors these days..." and it turns out that while yes, there is a Ruuri the Old driikiläis man living in this town, it's not the one you're looking for. That might actually be a good thing, though--after all, how is Random Townie supposed to know that you really mean Ruuri-the-Old-man-from-two-towns-away?

This could work in the same way as asking about locations does, in that sometimes you get a 'well, I wouldn't really know' kind of response (especially when it comes to skills; the towns are small enough that probably everyone at least knows whether or not they've got a sage and/or someone by a specific name).

Relatedly, it'd be nice that, when you've finished a quest and now are back in town looking for the quest-giver, you could ask other townspeople about the whereabouts of said NPC, at least similarly to how they act when you're first *looking* for that person. (So basically, the quests where there's no secrecy going on. Old man's punt, gathering branches for kindling, stones for rebuilding the sauna, etc.--stuff where the player most likely heard about the quest through the 'how's it going' option from someone else than the questgiver)

September 18, 2017, 06:04:02 AM
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