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Re: Increased and Expanded Valuables The Roleplayer has a suggestion in this area
Perhaps instead of adding MORE valuables, we should focus on adding ways of using them. It's a given that Maidens like shiny metal trinkets, so they are probably going to be used when marriage is brought back into the game. But just that is boring, perhaps jewelry can be worn to make yourself seem more impressive, or for some other reason.

Also on the topic of fancy pants weapons, Making a waraxe or sword with some fancy patterns in it wasn't entirely uncommon, but there was little reason for it. However such weaponry is usually made by master smiths who possess the skill to do that. Thus the weapon is probably good anyway. However there is little demand for such things in the setting of UrW, Perhaps high ranking Kaumo warriors would have fancier spears and Knives, but thats about it.
@Brygun Also while you are right, the nitpicker in me forces me to point out that most games cheat by making strong AND beautiful materials, or Just go overboard with the magic excuse, One example I remember was in an anime where Gae Bolg appeared to be inlayed with GOLD and had a highly elegant design, when according to legend it was a great ugly spear covered in barbed wire, and the primary tactic of it's users broke the bro code.

August 17, 2017, 06:40:39 PM
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Reindeer genders One of my recurrent "themes" for playing is as a pure northern nomad. Small kota and furs carried by my docile reindeers Astrid and Gudrun and off to explore the north.

It occurred to me that reindeers should be "gendered" just like cattle and sheep. This would allow the collection of nice reindeer milk from domesticated female. Antlers grow on both sexes apparently, so that'd be the same, but males are bigger (eg, carry more and yield more fur/meat).

This would make my northern experience much more complete :)

According to this paper, this is the nutrition of reindeer milk:

Proteins: 9.9
Fats: 15.5
Carbs: 1.2

It's now clear why Sami people took good care of their reindeers!

This is a very nutritious milk but I believe it can be balanced by milk output: should be less than cows, maybe like sheep?

August 25, 2017, 01:39:31 PM
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Whittling away The Roleplayer has savvy friends

A friend of mine and myself have been discussing a whittling mod, as he has wanted a way to kill time during those long winter nights, or the hours of rest at camp. We have set out a step by step method so we can simulate the long process of whittling that can stopped midway. There is just one problem, we have no idea what could be whittled.

What we are thinking is basic doodads and decorative wooden things, but we don't really know what kind of knick knacks the ancient finns liked to make, does anyone have any suggestions. My friend also suggested we could make instruments and I could think of a few that were used, but we couldn't think of an ingame use for them, so if anyone can think of a use that we can code in right now, that would be excellent. And I do know that instruments are a planned feature, but some of us are impatient.

August 31, 2017, 08:48:31 PM
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Re: Add "wetness" penalty to clothes I've always thought that, from a perspective of developing a realistic game, you wouldn't only want a "wetness" modifier to clothing, but you'd also want to have all sorts of conditions of being soiled somehow. So, for instance, if you're cut and are bleeding, the clothing would become soiled with blood. There might be ways for clothes to pick up dirt or mud. This would create an element to the game where you wouldn't only have to dry wet clothes, but would have to wash ones with other sorts of conditions. On top of that, metals would have problems like rust if they weren't taken care of well enough.

While this would not fit the style of most games, to me, UrW has always been a slow-going game, where these types of requirements just add to the sense of "being there", and give you more to do as a player.

To the extent that not only your clothes and metals can get conditioned, possibly your character could also get dirty; and this would be a condition for taking a bath.

September 25, 2017, 11:22:22 PM
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Couple of weight issues Another "let's collect similar issues in one thread 'cause Sil ain't no board-spammer" thread, this time regarding weight issues.

Weight rounding on shown weight:
Displayed weight rounding* is a bit iffy and always rounds up, sometimes to the point of utter ridiculousness.

Example:
A pinch of heather flowers is, by my calculation, 0.025 lbs either exactly or so close to it that the difference is less than 0.0001--in other words, utterly negligible. (Did some testing with various amounts of heather pinches and the knowledge that even a minuscule amount over the full lbs causes the displayed weight to be rounded up to the next number.)

40 pinches of heather thus are exactly 1 lbs and the stack has a shown weight of 1lbs.

41 pinches of heather flowers, a weight of 1.025 lbs, is rounded to a displayed weight of 2 lbs.

*The game knows perfectly well the actual exact weight of an item or stack, as shown by various crafting and cooking options requiring set weights of items. The issue is, as far as I can tell, solely in the rounding displayed, not the actual behind-the-scenes weight calculation.

Small animal carcasses occasionally weigh less whole than in parts:
There's various factors in play that decide the exact weight of any particular animal, as well as the weight of however much you get off an animal. It does occasionally happen with small animals that the total parts gotten from a carcass (being fur+meat cuts+fat+feathers if any) weigh more together than the carcass did to start with. This is mostly a well-hidden thing due to the rounding issue described above.

Example:
Grisly willow carcass of "2"lbs//1.3lbs*

Rendered to:

No skin (mutilated beyond usage)
No feathers (due to no skinning possible)
2x  willow grouse cut
1x willow grouse fat
for a total weight of a fragment above 2 lbs. (In genuine, not fake-rounded, weight)

*Rounding issue. Going by "Carrying" field in upper right, 1.3 lbs. Rounding there too, but playing with heather flowers showed it has to be within 0.025 lbs of that amount, so let's go with a full 1.3 lbs.

Have witnessed the issue on above-mentioned 1.3 lbs willow grouse giving just over 2 lbs in parts and a small 0.6 lbs squirrel rendering to a little over 1.3 lbs in parts (which made me first look into this, as meat cuts are always 1 lbs exactly and I noticed the carcass weighed less than that), but suspect most of the smaller animals to occasionally have this issue.

Weight of skinned carcasses same as weight of "whole" carcasses:
Skinned carcasses don't have the weight of the skin removed from the carcass' total weight. If, as I suspect, the carcass' entire weight is used to calculate the number of cuts, skinned carcasses may systematically give slightly more cuts than they actually should.

Furthermore, it means that if someone for whatever reason opts to haul around both a skin and the skinned carcass it belonged to (as opposed to either skinning-and-butchering it in one go or moving it to wherever they aim to go before skinning and butchering--which are both probably significantly more common actions than skin-and-carry-the-carcass, but there *are* nonetheless various circumstances in which opting to skin-and-carry is a perfectly valid choice), they're hauling along more weight than ought to be the case. In some cases, it can well mean the difference between being over-encumbered or not.

Example:
Small stag carcass of "456"lbs (too heavy to carry, so it hardly mattered in this case, but the principle remains. As I can't carry, I can't determine the exact weight beyond "somewhere between 455-456.0 lbs")

Rendered to

Fine stag skin of "24"lbs//23.3lbs
Small stag carcass (skinned) of "456"lbs//455-456 lbs

Appears to occur with all non-fish animals.

September 28, 2017, 12:09:30 AM
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Time flies, the autumn comes Oh my, it's the last of september already, and there's been no news since entering the summer vacation. Let's fix that quickly now.
So, for those who only read news I should announce that I did survive the summer ;) -- and as a more concrete evident frequent forum browsers have spotted few replies and
here and there. Mostly concerning a few squashed or mysterious bugs.

At the moment, regarding the game, I seem to be very short of time for anything else than continuing the development from where it was paused before the summer vacation. And occasionally squashing the most relevant bugs with the left hand when possible. Once we get a fistful of more to-do's featued a roadmap towards the next version becomes more to clear announce verbally for you, good people. The last few weeks it's been mostly all about continuing to add a new spells and finalizing ritual system renewal. It's one of the big next version additions, and was vaguely briefed in this old forums thread.

With the shortage of more words and news to give you let's just say that the autumn is coming, but so are the future features of UnReal World.
Let there be code, and let there be swans.


September 2017, outside the development chambers.

September 30, 2017, 12:15:25 PM
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More Signs of Robber's Camps in Overland Maps After the second "Homeland Robbers" quest frustrating me with me impossible to find robbers, it comes to mind that it shouldn't be quite that hard, at least for a highly skilled tracker.

Specifically, a few things that come to mind as possibilities:
  • More trails than just on the specific tile the robbers are: Unless all of the robbers are ridiculously good outdoorsmen themselves, they'll probably be leaving track, specially if they move around a given area to find prey to rob.
  • Watching for smoke and light: Even the dude who stumbled upon them in the first place says that he stumbled upon then because he followed some smoke. Being able, at least if you have some advantage point over the area, for smoke (during the day) or light (during the night) should be feasible. Maybe only for a few hours every day or couple days, but there should be the possibility
  • The dude who got robbed mentions that rumor has that they have moved to the area where the quest points. You should be able to ask people in villages near (or even in the area in some cases), if they know where the robbers area to further narrow the search area.

October 09, 2017, 02:58:51 AM
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Re: What's Going On In Your Unreal World? I got into a scuffle with a bunch of pigs out in a bog, all while I had a boat strapped to my back. I don't know why but I found it really funny.

I was on my way to a distant village to see their sage, and the best way to get there is to carry my raft across a wide open bog to a lake, paddle across the lake and then up a river. Well on my way across the mire, I ran into a herd of wild pigs. Seeing an opportunity, I tossed some javelins into the herd, lightly wounding one of them. I spent the next several minutes chasing pigs all over the swampy morass, eventually wounding another one and separating it from the rest of the herd.

I was still carrying the heavy raft during all of this, since I didn't want to drop it and forget where I left it during the chase. My character was tired, and I was trying to line up a killing throw against that isolated, wounded pig. Right at the exact instant I was ready to throw, I took a heavy blow from behind me. It made me jump in my chair. One of the other pigs had separated from the herd, charged me and rammed itself right into my backside! I didn't even know they could do that (I'm still fairly new to this game). It knocked the javelin right out of my hands. It kept attacking me as I frantically pulled out my spear, and it caused a pretty serious injury to my arm along with some minor ones. For a minute I thought I was gonna get torn apart by pigs, but I managed to stab it and it took off running.

I turned around and continued the chase against the other wounded pig, and even though I was injured and over-encumbered, I managed to keep up with it until it had exhausted itself, then finished it off. The mental image I had of my big burly Kaumo guy chasing and getting knocked around by pigs while running through a bog with a boat strapped to his back made me laugh.

October 17, 2017, 06:42:51 AM
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Re: [grain] type plant always produce the same weight of grains True indeed. Checked out the code and grain type plant's fistful size is hardcoded for some reason.
I can't remember why that sort of decision has been made, especially as flora files have seed_size defined for grains...although it's defined as Small, which is a bit off for the grains in the game. Gotta reason my reasoning regarding this at some point.

October 22, 2017, 10:40:59 AM
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Re: Wounded or starving dogs refusing to attack on command @makute :
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You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry

and

@codyo :
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From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.

How far it is depends on the level of desired detail. Having domestic animals give birth and their young ones to grow isn't that tricky to do anymore now that we've got it for wild animals. However, with the many player tactics of hoarding dozens of animals huge farms would soon arise. Characters who would live a full year could sit still and be secured with all of their easily "re-generating" animals. I'd like to make having domestic animals far more laborous than it currently is, having to feed them, having them to get sick every now and them - sometimes lethally, not being able to drag a pack of cows with you across the whole map everytime you want, and so on. This sort of improvements feel more important than a sloppy and quick animal husbandry. But it's coming up eventually, we're now more certain of it than ever before ;)

@caius :
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Did this comment contribute to this addition?  ;)  https://www.unrealworld.fi/forums/index.php?topic=134.0

With all the stuff bubbling around it's hard to say what contributes to which  ::) but making dogs less of a war dogs has been on my mind for a loooong time.

@Mati256 :

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but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?

Mmm..that is a long awaited functionality but like said many times before it's made so that dogs (and all the pets) usually heal faster on their own than what would happen if low or mediocre physician skills were applied. So these pet healing thingies currently play for character's advantage in a sense.



October 22, 2017, 11:00:14 AM
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anything