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Re: Creating Settlements The travel issue isn't that overland map travel is too fast (I'm not sure it is faster in game than zoomed in travel, although it's obviously a lot faster for the player, which is a good thing). Instead, the issue from that perspective is that the game world is very small, so all the cultures of proto-Finland are crammed into a space that's maybe 1/10 of Finland's actual size.

A lot of development has happened on the HW front since UrW development started, so what may have been too large a world back then might not be now. However, the feel of the game would change a fair bit if distances were made realistic, although I'm not sure that would necessarily be a bad thing.

Edit: The size is more like 1/100 of the real world size, with 1/10 in each of the two dimensions.

June 01, 2021, 09:21:28 AM
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Re: Making sleeping more safe. “I can't wait for improved lynx behaviour as well as easier-waking-up PCs (in this case, by the time I woke up, it was already too late and the lynx was already harming the reindeer). I should wake up when it's approaching in the first place to have a chance to defend.”

I’m with you waiting for lynx behavior tune-up; they’re ... overtly aggressive.
Especially with your mentioned entourage of sizable dog pack.

One thing I disagree with, is the last sentence: “wake up when it’s approaching...”
Lynx hunt by sneaking upon their prey. If a human, however animalistic, could wake up to lynxes soft paws on the stalking approach: lynxes would have starved to death trying to catch hares or deer with hearing that’s orders of magnitude more astute than any humans’.

If your character has good relations with the forest spirits; it could be justified to have him/her wake up with eerie/suspicious feeling.

June 23, 2021, 06:33:10 AM
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Trading same item but different quality. Currently if you attempt to trade items with different qualities you'll be denied and told, "It's you who wants ItemName, not me."
Making it possible to trade items with different qualities will remove the need to sell my item for other items and then trading those recently bought items for a higher/lower quality item.

September 13, 2021, 05:24:26 PM
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Animals helping the player [P] and [M] stuff Good day everyone.

It's been a looong time since my last UrW game. I'm currently immersed in a runaway slave run and having a blast. My former masters camp has already been burnt to the ground with only two casualties in my warband, and the remaining companions are currently helping me build a small cottage to pass the winter in the cold Owl-tribe lands.

I forgot how time consuming it was, just moving the logs around is extremelly annoing. The help from my unoccupied companions is invaluable, but I came with a little idea that would make it even easier: What if animals could help [M]Move (draft) stuff around too? Only reindeers or bigger, and only if equipped with a harness made from ropes and slender trunks or planks. My guess that a regular reindeer could pull three or four times as much as a human, and a bull or cow maybe ten or twelve time more.

The sled from the BAC mod is a really cool idea, but once we have companions help the player, why not extend that behaviour to animals? I think it would be a first step on having proper vehicles and such.

September 09, 2022, 06:44:09 PM
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Let us automatically use tools carried by leashed animals Got me a tool pig but it's annoying to constantly manually grab tools off of them, drop, and push back onto them after each action, etc.
October 08, 2022, 09:56:57 AM
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Re: Friendly Fire Friendly fire adjustments are currently on the coding table so this is a good time to reply to this thread.
What will be done with the friendly fire is that the NPCs will be able to reason whether there's a chance to hit a friend/companion on the missile flight path, and then refuse to take a shot if the risk is high. The friendly fire problem mostly persists with companions, although all the NPCs can suffer from it at times. The planned additions will bring a lots of new variables to the missile combat, and there will be proper dev. news post about it soon enough.

When it comes to the mentions about hitting your own dog in front of you, eg. when shooting at a bear in the distance. Well, that's something that can happen, but on the contrary to common beliefs here the creature height are being considered in the missile hit calculations. And it goes without saying that terrain elevation is also considered. And the final outcome is naturally a combination of these. So, shortly, you should be able to shoot over your dog, especially if the target creature's height is greater.
Assuming you're on the same elevation there should be zero problems with this - also assuming that target creature isn't prone, which also matters.

So, the dog-hitting cases reported here would need a screenshots as a background information so that we could actually see what factors might interfere there.
If you feel like having made an unjust accidental hit eg. to your dog feel free to follow-up with a report and screenshot and we'll investigate.
See, even though there is math in place already everything can be always made more precise.

To see if things work as intended I did a little tests with a dog in the shooting line, and a bear as a target.
Here come the screenshots. Things worked as expected and intended for this character.


The bear is 3 paces, 6 meters away in the south. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the south. Shot over the dog with no problem.



The bear is 11 paces, 22 meters away in the north, and at slightly lower elevation than the character and his dog. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the north, at lower elevation and prone. Only now the shooting angle is the kind that the dog gets hit.


Well, it's true that if you imagine that you've got a dog right in front of you, very close, its body maybe touching your leg, and it's sitting still, not moving at all.
Then, surely you could shoot over it even in the latest scenario. You could lean over and hold the bow over it's head.
But in the game one tile is 2 meters, and we can assume there's possibility of free move. The dog isn't necessarily sitting against your leg.
It can move about and even leap. If it's even a meter away and suddenly raises it's head on the moment you take a slightly blown shot to a target between 70-150 cm in height (withers height of a bear) at 32 meters away and at lower than your elevation... well, it shouldn't be an accidental hit everytime, but occasionally, for sure.
If you take a shot at around 50 cm height, eg. the chest of a prone bear, 32 meters away... the propablity of an accident increases quite a bit.

All in all, feel free to report the related cases you may find odd, and rest assured that the NPC missile AI will be soon adjusted for quite a lot better.

November 07, 2022, 11:56:11 AM
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ModernNorseman's Portrait Mod 2.0 (Updated November '23, 1000 unique portraits) I'm glad to be able to release version 2.0 of my portrait mod. The old version contained 327 unique portraits, this new version contains 1000 unique portraits.

As previously mentioned, unpack the file with for example winrar, and copy all the imagefiles to the "truegfx" folder in your UnrealWorld folder. It's about 150 mb, as it's actually 2000 images because portraits of men is used in three categories - east, north and west, and the images of the categories, old men and sages, are the same. Due to the size, I have used mediafire to distribute this time.

Version 2.0
https://www.mediafire.com/file/5ylr9aa6zwcrn3z/ModernNorsemans_Portrait_Mod_2.0.rar/file

All portraits have been made by using artflow.ai.

Thank you for all the positive responses for the old version, I hope you will like this one as well.



Original post below
____________________________________________________________________________________________________________________________
I always saw Unreal World as one of the most immersive games I have ever played, and thanks to a tip from forum user MilitanttiTalitintti (Many thanks!) I started to create AI generated portraits that I deemed immersive to the game, through the website artflow.ai. With Sami upgrading the amount of available portraits ingame, it is my goal to keep this project going until all slots have been fully filled, so there will be alot of variety when meeting characters in the unreal world.

Adding these portraits is very easy - download the .rar file, unpack and copy all the images to the folder "truegfx" in your Unreal World folder, and overwrite existing files.

As for the version 1.0 there is currently 327 unique portraits. The pack of images of males are the same for all three categories (west, north, east) but renaming then can easily divide them up if you want. The amount of portraits per category are as follows:

Male: 130 portraits
Female: 60 portraits
Girl: 41 portraits
Boy: 44 portraits
Old male: 34
Sage: 18

I hope the portraits can be of joy for fellow Unreal World gamers, and I will continue the update the mod in the future to add many more portraits.

Due to the size of the folder (Approx. 50 mb), the following link will lead to downloading the folder from dropbox.com.

https://www.dropbox.com/s/h89vm85d7aqu8ov/ModernNorseman%27s%20Portrait%20Mod%20V1.0.rar?dl=0

@ruskerdax have created a version of these portraits created on artflow.ai with the watermark removed, which can be downloaded from the following link:
https://drive.google.com/file/d/1vnW4q-ib4IMRHXnwIGoXLxOZlMFPj85i/view?usp=drivesdk



November 25, 2022, 10:15:03 PM
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Re: Let us automatically use tools carried by leashed animals
Same with having to equip a paddle that you are already carrying before you can punt or raft.
I'm wondering if paddle could be attached to punt or raft. That will save a lot of effort from equipping/unequipping paddle or packing/unpacking it from the pack animal

December 31, 2022, 04:21:00 AM
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Re: Remove some armor and weapons.
Some of the items in the game seem far-fetched in the setting of URW, i think it would be more coherent if some armor and weapons were removed from the game.

Specifically: Iron Coudes, Iron Kneecops, Leather Cuirass and all two handed swords.

I completely agree. I think this topic need more space here!

The weapons of URW is very wierd and far from historical accurate, as the game is set in Iron Age Finland, that mean nothing, but I suppose the game is setted in early medieval times \ late nordic iron age(roughly from 8th to 11h)

Weapon i think shoul de changed or removed:

- 2-handed swords: apperead in europe only around 15th-16th century

- Bastardsword: another type of sword dated around 15th century

- Scimitar: shoud be more accurate to use the name saber, used by eastern cultures like nomadic peoples of the steppes and by the Byzantines in later times. The scimitar was a more curved blade used moslty by arabs as an evolution of the saber, around 9th. The scimitar started to be know in europe from 14th-15th

- Shortsword: is not that bad, but should make more sense to call it skramaseax and to remove the guard, since shortswrod where not used in northen europe until 15th century. Before we used sword (petersen type for example) with lenght roughly between 70 and 100 cm in length

- The CROSSBOW?!? I don't have really sources about it, I know there where primitive crossbow in roman and greek armies in the past, but far as I know, in early medieval northen-central europe, crossbow didn't exist.

- Battleaxe: it's just fine, even if I'm not sure that finnish used two-handed axe in battle. I know some rus and in general slavic cultures used two handed axe, as well romphaia as a two handed polearm to swing, but honestly i think was not a battle weapon, but just two handed axes for timberwork, trasfromed in war weapons. The only I'm sure were scandinavian population that used the famished dane axe, and some druzina. The use in battle was not that easy, and people usually prefer to use a shield with a shorter axe

- shield: not an error, since roundshield made of boards where very common at the time, but would be nice to add more primitive shield, used also by a lot of slavic cultures. A roundshield is not such a cheap equipment as a lot of people can think: you need fine boards to make it, some leather to reinforce the border, and a steel shield boss. In the past, the poor warriors used braided wicker shields, that can be a nice addiction



- Absolutely agree about kneekops, since first we see in europe are dated around 10th in byzantine cataphract, and later in almost all armies in europe around 14th

- Leather lamellar cuirass, i think work just fine, even if there is no evidence for any lamellar being worn by Scandinavian and Baltic cultures during the early medieval period and iron age. But was already used but some eastern cultures (Njerpez), and it is easy to think that warriors who could not afford steel armor, would have used leather instead (boiled in beeswax), which was much cheaper

March 10, 2023, 10:53:26 AM
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Where is the robber gang seems too awkward to complete Play Calle I spend some real life hours doing lots of wilderness map checks looking for the bandits. Did some zoomed in map work.

IIRC in the case of an angry bear that attacked a hunter (where you recover the hand axe) can't you at least spot tracks on the wilderness map?

Looking on the forums seems there is such frustration that this thread exists:
https://www.unrealworld.fi/forums/index.php?topic=6074.0

Where they decode where the robbers are.

I think the vanilla game needs to relook at how to play out that quest.

At least wilderness map tracking should come up with "human prints here" or "human prints going north west".

As it is I it turns out that playing a legit fair game and investing in three companions, one of whom was a hunter, was ever going to work.

As my war party has since dispersed my story is written as letting it go as unfindable.

I think this is feedback to make something in the vanilla game to make it practical.

I suggest the finding tracks on the wilderness map on a successful track check, thus character skills matter

or

If you walk onto the tile with their shelter you get a "there appears to be a shelter here"

or

On the wilderness tile a pop up with bloodscrapes from a battle, that then put you at one end of tracks leading to their camp. This blood scrape where they ambushed someone.


May 04, 2023, 01:58:40 AM
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