See likes

See likes given/taken


Posts you liked

Pages: 1 ... 16 17 [18]
Post info No. of Likes
Re: Creating map markers  Hit f6, hit A(dd) Marker, dialog pops up, select message color of indicator etc.
This location/marker will now be visible from F6 mode

September 05, 2020, 01:17:07 AM
1
Re: Need help on the "Kaumo furs" quest It's in fine quality, can't remember the exact month, should be around dirt month through. If I recall correctly, it should an ordinary fine reindeer skin rather than fine winter reindeer skin.
September 09, 2020, 06:50:49 AM
1
Re: New fire mechanics? I answered this post earlier in reddit and I really doubt if this is a spam bot again, considering the suspicious links on the signature. 
September 24, 2020, 11:55:37 AM
1
Killing foreign traders in 10 easy steps! If you don't like exploits, don't read any further!  ;)

Hi guys,

I discovered (or re-discovered, surely somebody already thougth of this) a simpler, friendlier way to be a mass murderer to eliminate foreign traders.

First, about you:

1. Please have your bow skill as high as possible. Above 75 is fine, but YMMV. (Be nice and please be born as an Owl guy, with high eyesight and dexterity. Thanks)
2. Have in your posession many furs. Good furs. Winter furs, from the North.
3. Also, a good bow and some arrows/broadheads may be useful, or so people say.
4. Some armor, but not so heavy it impairs your bow skill significantly. A good fur overcoat and/or a cuirass (depending on your strength) are enough.

Location:

5. Meet the traders in some kind of open terrain. A frozen lake, an open mire or similar. No one's going to hide!

Time:

6. "Frozen lake" wasn't a poetic preference. Do this in the deepest winter, with the snow almost touching your cristallized but still functioning testicles.

 
Algorithm:

7. Look carefully at the happy traders. Ascertain which ones are selling arrows and broadheads. Buy all of them with your furs (you remembered to bring them, right?) Smile. Try to learn to say "hello" and "thanks" in their language. Also, "you suckers!". Keep smiling. It is a wonderful cultural exchange (you may also buy some of their swords and axes to be extra sure, if you have enough furs). 

8. Once you are the only one that has any arrows and/or  broadheads in a ten kilometer radius, step back to a comfortable distance, take your bow, bow, and start shooting. Use the broads at first against the nearest traders. Your objective is to kill or maim. Once a trader is unable to walk, let him crawl awhile and shoot the ones still standing. NEVER RUN! Ski backwards, let them tire themselves in the gonads-high snow. The more hurt they get, the faster they'll tire. After a few good-placed shots, all those sword-and-axe wielding capitalists will be either dead, crawling in the snow or so hurt/tired they will never harm you. If you are running out of arrows, give the coup-de-grace to the nearest blue sad sack and retrieve your arrows.

9. Recover your furs, arrows, and add an ungodly, game-breaking amount of loot.

10. Optionally, feel guilty. Not recommended. It is a game. (You know that, right?)

And that's it. I don't think this is an original find, but I discovered it with my latest character, a mad Owl with bow skill at 97 that got invaded by a band of traders that just wouldn't leave the settlement, and he was kind of a nervous little man. A sensitive, delicate soul, what can I say...


September 25, 2020, 01:57:19 AM
1
Re: Location, Location, Location As an alternative, I would feel like a characters could remember where their traps are.
Just like other fixed world structures: log buildings, shelters, etc are remembered and shown in the grayed out area of the screen; display set&found traps in the grayed out, memorized areas.
Only show them in set mode, don’t show them triggered, don’t show any animals on them. Until seen again.
“I remember setting a trap behind those spruces”

October 02, 2020, 06:40:42 PM
1
Re: Finding my arrows Maybe Sami could code in Njerpez knocking out the character instead of always going for the kill. And unlike robbers, character would wake up in far south east of the game world map with all (carried) belongings missing and wearing poor condition ragged clothes only.

(additional voluntary challenge: how many times can one get enslaved by Njerpez AND raze their camp?)

October 14, 2020, 07:50:01 AM
1
Re: Sub-categories for food in cellar Agreed. My current character had to build a dozen cellars to keep things sorted...
October 25, 2020, 07:55:11 AM
1
Seasonal sales and Kekri customs Harvest festival sales are on at Steam and Itch.io -- and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam, or from Itch.io.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



October 30, 2020, 11:53:03 AM
1
Buff up the elks, add swimming and jumping over fences Ok we all know Unreal predators (even lynxes) are dangerous. But that's cool and all, I'm not here because of that.

My point is: Unreal elks aren't. They really are wimpy compared to the real ones. My current char had so much trouble chasing an elk he dropped all weapons but a small knife in order to ski faster. In the end, he knifed and kicked an adult elk to death (with near or zero skill in those). Sure he got a crush in the eye and fractured ribs and some bruises.

Now watch this video I took when an adult bull elk was spooked by our approaching car and tried to jump over a reindeer fence.
Spoiler: Bull elk stuck on reindeer fence • show


Would you have gone there with a knife? ;D He tore up the fence and walked slowly away like a boss. Here's the fence afterwards:
Spoiler: Obliterated fence • show

What happened was just bad luck on its behalf. Normally they jump gracefully over no problem. That's actually a requirement of the modern reindeer fence.


So finally coming up to my suggestion:

1) I'd like to see elks, especially bull ones, buffed up considerably. It should be madness to go against them practically bare-handed. The reward is anyways a huge amount of meat. More strength, stamina and speed.

2) Elk AI: Naturally they should almost always just flee, but when cornered they shouldn't just run circles to exhaustion but stop to rest and threaten the pursuer with a snort and kicking the ground. Fight or flight, not flight until breathless (see no. 4) ;)

3) Enable elk to jump over fences or even break them when fleeing.

4) Elks are great swimmers irl, ought to be grandmasters in Urw.
Spoiler: Basic URW elk hunting tactic • show

It'd be cool to come to a new version of urw and try to exploit this old tactic only to realize the elk just swims away. Of course there should be some reluctance to animals wading and swimming, but it'd be a cool addition. Applies to reindeers too. Let's actually speak of ungulates.

EDIT: I found this bug report: https://www.unrealworld.fi/forums/index.php?topic=4731.0

5) Urw ungulates (hoofed herbivores) are pretty good to get out of a hole in ice?
I've noticed that ungulates fall through ice easily and get out just as easily. Imagine an elk in a hole in the ice. No way it's gonna get on the ice again unless wading. This would also be a bit of balancing to previous things that make elk hunting much more difficult. Also reluctance to enter thin ice would need to be somewhat increased, maybe only when escaping.

6) EDIT: Attack: Trampling. (Allow aggressive elks/big reindeer/beoars to enter a tile with a character, making them 'fallen'.) Hehe. And there it goes...

7) EDIT: Only pits should work for ungulates. This was always odd anyway... It's not in their nature to go into tight spots. I think all ungulates should pass all snares, lever and deadfall traps without harm or trigger. Well maybe the bear trap would be an obstacle, for a reindeer.

IRL, IRL...Why do I think this is so important game-wise?
- I think this is a major game balancing issue, increasing time span to get secure with food.
- Currently is easy to exploit big herbivore ai to get one's belly full for a long time. I'd like to see elks as a prize, not a potato.  ::)
- Making ungulates harder would make small game hunting/fishing for food more useful/needed.


Bring on the discussion! What do you think?

November 10, 2020, 08:24:01 PM
1
Re: Buff up the elks, add swimming and jumping over fences
What's the point of a trap fence if it doesn't guide the animals into the traps, but guides them into holes where there's a trap only the reindeer in the center of a tight formation wouldn't avoid? The same goes for trap lines.

You can make the argument that only pit traps (that can't be constructed on rocky or soggy terrain) are large enough to fill the 2 meter wide "hole" in between adjacent thingies, but it makes little sense for a trap fence where the fence can just automagically extend to fill the empty space,
I wasn't actually thinking nor talking about fences. Naturally it is as you say with fences.

(Though I think using fence with anything else than pits is unhistorical. There's bait + trap OR fence guiding into a pit trap or loop snare. Yes, loop snares are used without a bait. A little wall of twigs, hardly a fence though, so the birdie tries to walk through an opening in it.)
EDIT: This sounds too unflexible. See JPs comment below, it complements this well.

But in game I'm not so purist. I do use other traps in my fences too. But not to get ungulates but other animals.

and it would be rather arbitrary to say that you can't make a trap line of anything but pit traps because the the game happens to use 2 meter wide tiles and only allows you to place one trap on each tile, so you can't actually close the gaps without leaving most of the line as free space.
It would not make any sense in real life. And since I'm the role-playing type, I think using traps in long lines is exploitish and gamey. But that's just not my cup of cranberry juice. Of course people are free to play as they like.

Your bait argument indicates you're in favor of making any traps but pit traps useless unless baited (with traps placed on berry bushes being baited implicitly), and that would hold for trap lines as well as free standing traps (I agree I see no reason for an animal to enter a free standing trap unless it's baited, though).
No I'm not. The "drawn by the bait"-comment was a sidenote referring to real life traps, not changes I would make in Urw.

From realism and game immersion perspective:
My main argument was and is that deer-folk shouldn't be putting their heads and knees in tight places when they have no reason to. They can walk, jump or tatami roll over them or treat them as obstacles, idc that much. I just happen to still think they shouldn't trigger or be harmed by deadfall traps, of any size. Because of body dynamics and height. Reindeer are taller than wolves and on average taller than bears too. Elks couldn't possibly enter deadfall traps. Elk shoulder height is twice the height of the real life bear deadfall trap we have here in the museum.



EDIT: After finding this picture, make that elk shoulder height three times that trap. Reindeer shoulder height twice the height of the trap. Any sized reindeer would bolt over that thing in a second without a second thought. Of course I'm not saying this is the only model but close enough and understandably what I'm thinking of. Btw there's other Urw traps featured in the outside museum, welcome to the museum!  :)

EDIT: (while I'm still ruminating over this) I do believe irl it is possible for all these animals to get stuck somehow in weird human contraptions, it happens. But very, very rarely. I once found a mummified reindeer calf hanging in midair, stuck in wire fence. So sad :'( Actually the best thing in-game would be that deadfalls are almost never triggered by ungögögs, but that once in a urw characters lifetime they'd find a freakin' bull elk stuck in a bear trap by its antlers.

On game balance perspective:
I won't even get into this. It's even more needed to cut the possibilities to catch easy meat. (Though this little realism tweak doesn't really affect difficulty that much.)

Here I enclosed the leader of a group of reindeer. The others keep coming to him. I could chase them to breathless at my leisure.
Spoiler: I rest my case • show


I'm providing a save where I enclosed the whole herd in similar fashion, just in case someone wants to play around with it:


November 11, 2020, 06:22:03 PM
1
anything