Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - PALU

Pages: [1] 2 3 ... 38
1
Suggestions / Re: wishing for socks and undergarments
« on: September 21, 2018, 08:29:04 PM »
Yes, they can be annoyingly hard to get hold of, as well as woolen mittens. Njerps are probably the best (or at least most common: they tend to be worn) source of these. There are mods providing sheep shearing and knitting, but that's obviously not vanilla functionality.

2
Suggestions / Re: Use spruce twig to cover/erase tracks in snow.
« on: September 21, 2018, 08:26:16 PM »
Currently the main character doesn't generate track, and clearing out all tracks in an area would take quite a lot of time.

3
Suggestions / Re: Add pickaxe
« on: September 18, 2018, 08:57:11 AM »
There isn't much color variation in wood (at least not those that would have been available in Finland at the time), although there are some slight ones, so it would be a matter of hue rather than color, and would increase item count (not to mention having to deal with displaying mixing of wood in items such as walls, fences, and doors). Brightly colored trees are nice in games not rooted in realism.
Mining is not thought to have been practiced in the area at the time. The somewhat more advanced Vikings used bog iron, not mining from mines, so there's no reason to assume the iron age Finns used mines.

4
Bug reports / Re: not installing on Ubuntu
« on: September 17, 2018, 11:43:29 PM »
Presumably the anti-virus SW didn't recognize UrW and butchered it. Trying to reinstall it will probably just cause the AV to repeat the process. To get UrW to work you probably will have to get the AV to recognize it as legitimate, but whether that is done by you through some settings or whether you'll have to go through some process to get the AV vendor to verify UrW is beyond me. I don't know about that AV and don't use Linux.
Removing the AV and reinstalling UrW will probably work, but I assume you actually wanted to have an AV program installed (although you might possibly try another one).

5
Gameplay questions / Re: Trying to smoke meat
« on: September 17, 2018, 02:41:24 PM »
The gap is there because there is no wall on that tile. I walked your character onto the tile. Thus, you need to get yourself another 6 logs to plug that hole. The wall section to the south of the hole looks like it partially covers the hole, but is actually located on the tile to the south of it.

6
Gameplay questions / Re: Trying to smoke meat
« on: September 17, 2018, 09:34:32 AM »
It's easy focus too much on a problem so you forget other things. The hides are lost, but you can use the spoiled meat as dog food, at least.

Are you sure you've built a corner at the corner, and not just a wall (or missing the corner completely)? It can be tricky to see sometimes. It's probably unrelated, but there's a display glitch with walls containing windows that cause them to be displayed as oriented the wrong way until an adjacent floor is built.

7
Gameplay questions / Re: Trying to smoke meat
« on: September 16, 2018, 06:00:53 PM »
No, I use 16 branches. The only thing I can think of is if the building is incomplete, i.e. doesn't have floor/roof everywhere, missing some wall, or a door. I've never tried with an incomplete building, though.

8
Gameplay questions / Re: Fords - do animals use it to cross rivers?
« on: September 14, 2018, 11:16:56 PM »
I don't actually know, but given how they avoid shallow water normally I doubt it.

9
Gameplay questions / Re: Dont understand how trapping fence works
« on: September 09, 2018, 02:53:37 PM »
A fence keeps large animals (elks, reindeer, bear) from passing through the tile with a fence (although bears can smash fences if trying to get at prey), forcing them to go around to either side. Wolves can jump fences, but unless there's prey, they go around. "Going around" a trap fence means going through the gap, where your trap is (one of multiple traps, typically).

Blocking off a passage (such as e.g. an isthmus) ought to be the most effective trap fence, but even a line in the middle of nowhere should catch things occasionally. The longer the fence, the more wildlife you reroute, so the more you catch.

I used to surround a single tile lake with a trap fence, and that worked well. Currently I've surrounded my farm plot area with one, and it catches things occasionally, but I complement that with active hunting.

10
Gameplay questions / Re: Populated cave?
« on: September 09, 2018, 09:58:45 AM »
Your danger of getting gutted in your sleep is the same there as anywhere else: if a Njerps happens to find you sleeping I assume that might happen. No other people (except players) murder people in the sleep.

I haven't heard of an inhabited caves before (although people have found caves with a person in it at times). The root is just of a kind your character doesn't recognize (yet) due to insufficient herb lore skill.

Loot can be found in caves (I haven't found any personally), but I expect that to look the same as treasures elsewhere: a pile of stuff, rather than individual items spread out.

11
@tedomedo: I assume you haven't looked in urw_init.txt to find
- [AUTO_CLIMB_FENCE:ASK]
- [AUTO_WADE:ASK]
- [AUTO_SWIM:ASK]
then (and other settings, of course)?

The next version will most likely not include family, as that requires a fair bit of other functionality to support it first.

Sami isn't producing this game to roll in cash (I suspect it would be classified as a failure if that was the case), but to produce the game he wants to produce (while not ignoring input from players).

12
Modding / Re: How do I Mod?
« on: September 05, 2018, 02:32:32 PM »
Better late than never ;)

I'd move the text about making backups to before the copying step, as it's not uncommon to follow instructions one step at a time without reading them through first. Also, given the quirkiness of UrW, I'd mention some backup methods (copy elsewhere, or prefix the file names with something that isn't used), as adding a different suffix doesn't work (I've tried...).

The instruction also says you shouldn't copy over any of the truexx folder files, but it would be useful with an indication of what to do if there is a question about writing over a file (as I suspect there isn't expected to be a clash). Mr Newbie won't know...

13
Gameplay questions / Re: Is this normal? - Culture lost
« on: September 04, 2018, 11:18:35 PM »
Thanks for that report, Dungeon Smash.

14
Gameplay questions / Re: Is this normal? - Culture lost
« on: September 03, 2018, 08:39:27 PM »
The only Njerp warcamp I've ever seen is the one you start in with the escaping slave scenario. They are supposed to exist (Sami hasn't removed them), but I haven't seen anyone on the forum claim to have seen one since I started with UrW a number of years ago.

Culture control is based on villages of that culture exerting influence on the surroundings, and that village is typically close to the center of the region "block", although there may be several villages within a block, in particular clusters connected with roads.
There should be a village in the region that formerly belonged to your culture (or just inside the border of the current region, if the part lost isn't a whole "block", and that village ought to be abandoned if inside the region, or either abandoned or populated by "vagabonds" if outside.

There was a bug that caused depopulation of a village to sometimes remove the culture as well as a neighboring unvisited village, which then was replaced by vagabond settlement (one or a few tents and a small family), but I think that one was fixed (in my case it was my character's doing: trying to purge the world of Njerps, with the expected result: eventual death).

Anyway, I haven't seen it happen spontaneously, or heard any other case of it happening, but Njerp or beast attacks, and possibly robbers should be capable of doing it. I think you can be reasonably sure the biggest threat to your culture is your character, and if your character isn't bent in its destruction it should remain (although UrW currently doesn't have any repopulation mechanism, so every death is a permanent loss, which means gradual depopulation of villages over the very long term).

15
Suggestions / Re: Rare random dead bodies
« on: September 03, 2018, 09:46:44 AM »
There could be a quest... "My husband has not returned from hunting for 7 days, last I heard he was heading in the direction of Wolf Falls in the north-east..."  When you find the hunter, he is already dead.  Not dissimilar to the "Wounded Adventurer" quest.

I've thought for a while that it would be cool to occasionally find abandoned camps/settlements.  Some of the starting scenarios allow you to do this but it would also be neat for it to originate organically during play.
And you would get a reward for bringing back the body for her. This would be a good quest to introduce along with a new item, either a travois drawn by an animal or a smaller one or sled (in snow) pulled by the character.
And it would be even better if the missing hunter was injured rather than dead some of the time, although that would require mechanics for carrying/loading injured people onto "crafts", which is a good thing in itself, but requires additional code.

Pages: [1] 2 3 ... 38