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Messages - ModernNorseman

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1
Gameplay questions / Re: Tufted duck?
« on: September 01, 2019, 06:06:52 PM »

But mallards and swans do appear just right, and in my experience (even today in the game) are spotted quite often.
If something is extremely rare for one player it doesn't really tell anything. And you have to remember, even if something isn't seen it doesn't mean they don't exists.

I absolutely agree. Just wanted to mention it, in case the spawning rate had been affected by something else :)

2
Gameplay questions / Re: Tufted duck?
« on: September 01, 2019, 06:01:40 PM »
Are you sure they are spawning as they should, Sami? It seems people aren't encountering them, especially seeing as the Wiki page has not yet been created either.

I'm pretty sure I've met them, at least upon introducing and testing the aquatic birds back in the day, but I'll check if their appearance frequency stats and all that is on proper level.

Please keep us updated :) If you are at it anyway, perhaps you could check for mallards and swans too? It's extremely rare I see those as well, perhaps 1 or 2 times during 1100 hours of playing the game.

3
Gameplay questions / Re: Tufted duck?
« on: August 23, 2019, 05:13:58 PM »
Huh .. I've spent over 1100 hours according to Steam playing Unreal World, and I've never seen one either.

4
Character usually tire FAST in UrW. I engage Njerps with missiles from maximum range and then back away. In most cases the Njerp is slowed to a speed lower than that of my character before reaching it, and thus become easy pickings, in particular if I managed to injure the enemy with the bow. That doesn't work every time though, as some manage to reach my character and thus force melee combat (because I bring a dog which is typically leashed when I engage Njerps, and I try to save the dog). When alone, wearing maximum armor and backing away will cause the enemy to tire from swinging their weapon. Whether you should dodge or perform counter strikes as your response to their attacks is probably dependent on your skill and the weapons, but if you back away on your turn they'll have to catch up and continue to tire, and rarely get any hits in because it's a lot of "they close" - "you move away" - "they close"...

Yes, can confirm. Even managed (with a quick character), to use this tactic till they are tired out, and effective kill them using nothing but a stone i hurled at him several times.

5
Well, I actually became quite content with the way the "throw-sword-one-tile-away"-practice technique. It is extremely tedious to grind it a skill from lvl 10 to 90-95-ish by this method, but I think of it as sort of realistic in way. If the throw simulates swinging and stab techniques, (it does in my head, when I'm immerged in the game) it is quite a challenge, and often takes me about one to two year ingame to get really good with a weapon. Could be faster, but that depends how tedious you think it is.

6
Yes although I wouldn't think too hard about the realism in the following; You take the weapon and throw it. To do this most efficiently, throw your weapon right next to you, and pick it up with the SHIFT + , command, and repeat. It can take alot of attempts, like maybe 300 throws before you go up a single level, or you can get lucky and it happens faster sometimes. Give it a try. It does not work with shields however.

7
Development News / Re: Messing with measures
« on: July 11, 2019, 03:04:43 PM »
Super excited about this! Will change alot of dynamics in the game (at least for me) now that we can reuse materials for smoking and drying.

8
Modding / Re: First Mod: Seafood
« on: June 26, 2019, 05:07:08 AM »
Thank you once again for a great mod run37!
Since I use this quite alot in my collection of mods, I decided to give the graphics another overhaul, if anyone would fancy that. Now there is a clear distinction between the objects in the water and after you have "picked" them and drops them at the ground, and the models have been adjusted a bit. I have however edited a little in the mod, so everything spawns in water and not on the shore, since that would probably make the graphics worse.






9
Development News / Re: Bark stuff, birch-bark stuff
« on: May 29, 2019, 05:35:06 PM »
Holy moly, that's actually quite big .. but now I bring the 1.000.000 dollar question - how do you stand about making cords from the birch-bark? Will that be an official thing in the game? It does seem rather unrealistic not being able to hang up meat unless it's from cloth or fur, but at the same time I guess it brings some discussion about how much easier it will be to survive a winter.

10
Gameplay questions / Re: Rye and Barley are not good crop?
« on: May 28, 2019, 04:13:02 PM »
I do get what you are saying - but I think it's a part of the charm. It's nutritious and the yield of a medium sized field should get you through a winter easily. As for the labor, I often make it a winter job grinding out flour next to a warm fire as the freezing winds and snow roam outside of the hut. As PALU said, using various mods with cooking recipes makes it more fun by far (from my perspective) by for example using crops for making beer or new sorts of bread.

11
Gameplay questions / Re: What craft skill is it?
« on: May 05, 2019, 03:10:43 PM »
You can view most of these in the "diy_glossary" in your Unreal World folder.

The stone axe uses the *COMMON* skill, which I believe is set at 50 as a sort of all around skill you can't improve. Same goes for javelin.

Wooden bowl uses carpentry, and that skill can be improved :)

I believe the clothing will also be *COMMON*.

12
Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 03:49:33 PM »
Thank you so much Privateer!! It was there all along, I'm glad computers don't have AI or it would have been yelling at me by now  :)
You can tell I have not been playing it for ages and had forgotten that keystroke.
It would probably also help if I look at *all* the keystrokes listed in the program as well and try them all out.
Thank you all for helping me out!

Good it worked out! Yeah it takes some time to get used to, but all the keys will soon be memorized in the fingers :)

13
Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 02:42:38 AM »
I am just looking at trying to mod, and I have been trying to create a top level menu  (on the same list as timbercraft and carpentry). I have tried to add one entry into menudef_additional.txt just using the suggestion listed, entering it after the last line with // and adding a blank line after it.

.my weapons -Z- *MAKE*

I changed the Y to a Z as there is already a 'Y' listed in the menu.

the menu item is not showing in the list and I cannot work out what I have done wrong.

I have also tried to save other mods with menus into my resource folder and still cannot get any of the menus to appear, eg Woodcarving by Wayfarer, Community mod BAC by Brygun and co, and the Massive menu by Privateer

I am using a mac, so I am saving them in the resources folder that is inside the UrW.app package.

If anyone can give me suggestions on what I can try or what I am doing wrong I would be very grateful.

I use mainly MAC for playing Unreal World. I can confirm that the Resources folder is the correct one for storing the files.

The thing that strikes me is if you have copy pasted your entrance:

".my weapons -Z- *MAKE*"

The statement lacks a period after my weapons, such as this:

".my weapons. -Z- *MAKE*"

Check if that could be the issue :)

14
General Discussion / Re: Question about farming barley
« on: March 29, 2019, 10:13:48 PM »
Completely normal. They will sprout back up in some time, so no worries :)

15
Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 02:25:05 PM »
Hi!

I also play on Mac, however, I'm using the Steam version so I don't know how much of a difference there is.

I have an Unreal World application in my Library I can right-click and press "Show Package Contents", which will open up for access to the folders Unreal World is using. Those are "Frameworks", "MacOS" and "Resources". Under Resources, each of my characters will have a folder named after their ingame-name.

I hope this is of use to you :)

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