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.

Topics - ineedcords

Pages: [1] 2
General Discussion / Unreal World in the Media
« on: November 20, 2021, 01:11:24 AM »

Last week Nov 17th 2021 Nookrium (129K subscribers) made a video about Unreal World on his YouTube channel, which already has some 6K views and favourable thumbs up, as expected. Below is the link for your enjoyment.

UnReal World - (Open World Wilderness Survival Sandbox) 2h15m video

Only the link above has "news" value, being about a week old but I might add newer videos here as I discover them, or older ones as time permits...
There is probably value to add here even previously posted stuff, best ones, just to list all good media together, particularly for people who recently discovered the game and are hungry for more content.
To help, feel free to reply to this thread to add Unreal World media links you would like to share, 3rd party or even your own content.

These two playlists below, both are from 2020 and from relatively small channels - I found them very enjoyable and they are "long playlists" which is rare to find for this game.
Links below in case you haven't seen them yet.

2020-2021 Season3 playlist (73 videos) by BirdDana

2020 Epic series playlist (266 videos) by Jonathan Ferguson
First 200 episodes:
Last 66 episodes:


Edit 20220424: It appears on Jan 16th 2022, Retromation (155K subscribers) made a video about Unreal World on his YouTube channel, which already has some ~24K views and many thumbs up, as expected. Here is the link for your enjoyment:

Bug reports / MOVED: Digging problem
« on: November 14, 2021, 04:33:43 PM »

Suggestions / New setting to auto-hide mouse pointer (after n seconds)
« on: October 17, 2021, 02:03:27 AM »

Please add a new setting to "optionally auto-hide the mouse pointer (after n seconds)".
As this is a primarily keyboard-driven game, the mouse-pointer is not a requirement - on the contrary, it is mostly a distraction.
If the n value is not going to be configurable, then it could be whatever makes sense to the developers, 3/5/10 seconds perhaps.


Edit: it is particularly bothersome for video production & streaming.

This is a guide to obtaining Unreal World version 1.00b (1992) and running it on your modern PC.

Background Information
9 years ago, in July 2012, Sami has got the flu and posted this on the old forums:
Summer flu - that's evil, but I've been touched by one.
Five days of coughing and sneezing - no stamina for more than handling e-mails....and browsing archives for ancient UrW versions!
The very first UrW version - 1.00b from 1992 is now available for download as a full version. Get it from here: (website to be updated later)
(editor's note this URL is no longer working --> )

Remember to view and follow the readme file.


It's been so long that I'm no expert in gameplay questions so good luck and have fun! Achoo.

To be clear he has included a registration code in the archive file and thus gifted the very first version of the game to the Internet. I would like to thank Sami for the registration code gift and for utilising his down time beneficial to the masses.

Step by Step Guide
Here is what you need to do to successfully run UrW1.00b on a modern PC.

1. Download and install DOSBox (or any other emulator you prefer such as dosemu although this guide mentions only DOSBox)
If you have never heard of it before here is a description from Wikipedia: "DOSBox is a free and open-source emulator which runs software for MS-DOS compatible disk operating systems".
It runs on many modern operating systems including the big three (Windows, Linux, macOS). Download it from the official website here:
If you have issues with setting up DOSBox, please refer to the online documentation here
Or if you are a video learner perhaps check YouTube for one of the step by step tutorials.

2. (Before getting into URW at all) First launch DOSBox and ensure you can boot into it successfully and reach the C:\> prompt. Then, exit DOSBox return to your normal O/S.

3. (Only once you have confirmed that your DOSBox is healthy) Download URW100b from reference #2 at the bottom of this post, then extract (unZIP) it on to your DOSBox C:\ volume's root thus you should have "C:\URW100B" and all game files under that directory.

4. DOSBox steps
4a. Launch DOSBox.
4b. (Do this only if you are not using DOSBox auto-mount feature) Manually mount the volume which holds URW100b so that it becomes visible to DOSBox.
4c. In DOSBox command prompt, go into the UrW1.00 directory with the command: CD \URW100B
4d. Use DOSBox special key combinations (listed in reference #3 at the bottom of this post) to speed up the emulation, set it to maximum cycles you can based on your actual PC hardware.
Note: that the purpose of using MAX EMULATION SPEED at this stage is to complete the next step as soon as possible because it is a heavy computation step and takes several minutes to complete (waiting patiently is incompatible with most modern people).

5. (Before creating a new character, one need to run world randomiser) To run the UnrealWorld1.00 World-Randomiser mini program execute this: RNDWORLD then wait patiently 2-5 minutes (or a few seconds if you are using MAX EMULATION SPEED).
Note: Sami provides information on this, in Reference #1 (at the bottom of this post).

6. Prepare for launching game: Use DOSBox special key combinations (listed in reference #3 at the bottom of this post) to slow down/speed up the emulation and try to set it to about 3750 cycles.
Note: If you do not do this, you might get lucky and it might work but the most likely outcome is you will get 'stuck' at the URW game main screen where it lists F1, F2 keys etc. - will look like your key presses are ignored.

7. Finally, launch the game with: URW
You will see that the on-screen instructions list;
F1 show story
F2 create a new character
F3 exit the game (back to DOS)
F4 will 'Enter to Ankhyrnia'

If you need help , please REPLY to this thread and I -and probably others too- will try to help.
If you spot missing steps or errors, likewise please REPLY and report so that we can improve the guide.


Reference #1: README for UnReal World 1.00b - full, registered version
UnReal World 1.00b - full, registered version

This is the very first version of UnReal World RPG (UrW) released in 1992.
You may be able to run the game from command prompt in Windows systems, but sometimes
DosBox emulator ( may be needed to play this ancient MS-DOS version.


This version is pre-configured to run in C:\URW100B directory.
For easy installation, extract contents of URW100B.ZiP to C:\URW100B folder.
(If you prefer to use alternate path you need to CONFIG.EXE after
 installation to change settings.)

Before starting the game you should run RNDWORLD.EXE. Rndworld needs to be
run EVERY TIME your character dies and you wish to create a new one - otherwise the
game maps won't renew. After running RNDWORLD you can start the game by
running URW.EXE. If you can't get the game running after creating the
character, you should exit the game and try to run it like URW CHARACTER
where CHARACTER is savefile name of the character you created. And once
more, when your character dies remember to run RNDWORLD before you start the 
game again.

All of this (and more) has been explained also in URW.DOC.

Have fun,

UrW author
Jul-6th-2012, celebrating 20th year of development of UrW

Reference #2: Unreal World version 1.00b (1992) download URL   (linked with permission from Sami)

File signatures (if you would like to check to be safe) are listed below. If you have not used this file signature concept before, here is a guide for MD5 signature verification on Windows:
     MD5: 38826fb600db8fdcb7fd738340310a28
   SHA-1: 3f3f5738b1a79ddd0fe79e698e87b1bafa258906
 SHA-256: 992fbbc90003f332c01fc785343acf85e0ebb6ce6df23a624f1e4d12e502385a
 SHA-512: 83fec8de5d6be51fbd7b355e0e9006b5345b972970b8ec6693eb1dc54b25e73770c2d43b8a9e7d69e5c3fd9dd3800bf2bfcc6b14829319fbff661410bf80c659

Reference #3: DOSBox Special Keys
CTRL-F11   Decrease DOSBox cycles (slows down the emulation).
CTRL-F12   Increase DOSBox cycles (speeds up the emulation).
Note: more special keys are listed here:

Edit 20211003: Received Sami's approval & added fileserver link to the file Removed MediaFire link.


What do you think of adding 'Fire Starter Kit' as a new trade good which makes it easier & quicker to start a fire?

Reason: The logic behind it would be similar to the existence reason for most other tools: just to make life easier, such as splitting axe. A person with the means would like to obtain one, just be able to perform actionX much better & quicker. Not having it is not a blocker though, similar to crafting some items -without having the best tools for it-, one can still make/craft whatever it is but it will take longer and output quality will be lowered although output quality of fire is probably irrelevant.

Usage Mechanic: For such a fire starter kit usage mechanic similar to axes/knives etc. would make sense e.g.: as long as this 'kit' is in player's inventory or nearby on the ground it is automatically chosen as the preferred method and relevant action bonus is applied.

Benefits: As mentioned in Reason section, when used, such a kit should greatly reduce increase (or even guarantee?) successful fire-starting chance, and also greatly reduce the time it takes to start one.

Kit Contents: Based on my brief research, I can think of at least three options, as detailed below.

A) All wooden hand-drill kit (which is presumably the current/default fire starting kit?)
Based on the demonstration on this video (reference #1a):
Another similar video (reference #1b):
For this all-wooden hand-drill kit as background info & F1 in-game encyclopaedia text idea: This comes in a leather pouch which makes it water-resistant against precipitation. It probably should not be fully water-proof (against entering water with it), if game engine is capable of tracking that detail on objects.

B) Flint stone + Pyrite kit:
Here is one example video that does not use any wood or any human-made steel component (reference #2):

C) Flint stone + Steel kit:
When I started drafting this suggestion, I assumed only options A & B made historical sense for Iron Age but then I found reference #3b which brings the date of steel to much earlier than what I originally thought. If that is accurate perhaps flint stone + steel kit could be a candidate as well?

Example video (reference #3a):
Article that claims steel was used as fire starter in early Iron Age (reference #3b):
("It was quickly replaced during the early Iron Age when flint and steel became the preferred materials. Fire making “kits” of flint and variously shaped steel strikers were still used by a few isolated cultures in the late 1800s.")

A note on current "fire starting mechanism": Presumably option A is the current fire starter mechanism that is in the game as an abstract item without being listed in the inventory or named anywhere; even so I wonder if it would still make sense to leave it as is and also add option A/B/C as a "higher-quality version" that comes with a price tag in the sense one needs to trade items for it as well as needs to put some effort into obtaining one from someone that is open to trading it.


Edit: In the Reason section, I obviously meant 'fire starter kit should increase fire starting chance' but in the original post I somehow put the word the 'decrease' there! Edited & fixed.

Bug reports / Reindeer carcass blocking vision when I think it should not?
« on: September 19, 2021, 06:39:56 AM »

This might very well be an accepted limitation of tile based vision system or maybe an accepted simplification of the vision system (that is unlikely to change) but I thought I should report and confirm if it is so...

When standing on flat ground as a tall PC (206 cm tall), if there is a reindeer carcass on the adjacent tile to the PC, the carcass should not block almost any of the PC's field of vision.
To be more clear: I am thinking in none of the 8 directions supported by the game at about 14-16 meter range (or in any range really) there should be a vision block by the carcass. This is of course because of the clearly mismatching height of PC-eye-level vs carcass-height from ground, even if it is a 'big reindeer' carcass.
If the PC were a particularly short character (e.g.: ) a block would make sense but in this instance PC should be seeing over the carcass.

Here is a visual example in the form of a YouTube video:
10:06 link starts playing
10:08 "You hear a bawl of pain from the south". <- At this point, in SSW direction (at about 200 degrees mark) there is a glutton attacking a reindeer which is not visible YET and on my mind at this point it SHOULD be visible.
10:11 PC takes one step towards south which removes carcass-vision-block and the glutton & reindeer become visible.


Hi @Sami

Keyword 'LiberaPay' does not come up in forums search, not sure if you've considered this in the past already but please consider signing up for LiberaPay (a recurrent donations platform).

Why invest another 30 (or 60 minutes) to set it up?
It is open source, it self-funds, doesn't take a cut (processing fees do exist, obviously). While 'image' of companies/projects/people is of course subjective, on my mind, LP is a much better fit for UrW compared to the current donation platform option (PayPal). I am *guessing* some others might also find it a better fit once it gets known better (promoted on Donation page).

PayPal has $25B annual revenue
Patreon (a leading recurring donations platform) has $4B market evaluation.
LP in contrast receives $2037.46 annual donations (based on this week's donation rate). For the curious, more LP stats in spoiler below.
Spoiler: show

Liberapay was launched 5 years ago and has 51,469 users.
The last payday was 3 days ago and transferred £10,147.57 between 9,557 users.
8,568 participants gave money.
1,116 participants received money.
127 participants were both donors and recipients.
On average, people who donate give £0.77 each to 2 other users.

These are copied from their web page, here:

When buying stuff/sending money I personally prefer to go with a known platform (such as PayPal) rather than a never heard of tiny platform and I assume others do also however in this case because it is open source and has been around for 5 years, combined with the tiny financial amounts involved I am happy to use LP.

Disclaimer: Not sure if it makes sense to say this (as it is not a commercial product) but just to be crystal clear I am not involved with LP project, I just like using it to support projects I like and will be happy to use it to set up a small recurring donation for my favourite game also.

Off-topic / How to access (some of) the old invision forum messages
« on: July 04, 2021, 03:43:33 PM »
Edit: Updated in light of second post in this thread; to access old forum, simply go to instead of the instructions below.

1) Go to this URL:*/*
2) In the top right corner "Filter results" search box, type in "showtopic"
3) Sort by "Captures", in descending order.
4) Click on a URL to open it - preferably open in a new tab so that you don't lose the original URL list.
5) In the calendar view, click on a date that is circle-marked and then the time-of-day detail in the popup window to visit the page on that date + time.

Some of the snapshots may be "Unable to crawl page" errors but others work so you will be able to see some old posts but many are missing.
The URL in the first post reports: "1,620 URLs have been captured for this domain."

Not too practical and the pages you're really interested are most likely will be missing but for the old timers, might still be a good nostalgia run for a while!

If you have a better archived-view option, please post below.

Off-topic / Iron Age Common Names: ideas for next UrW Character
« on: July 03, 2021, 01:10:44 PM »
I was looking for traditional names and found this resource linked below. The web page from 2013 & looks like one that can disappear any time so I did a full quote below, just in case.

I am neither Finnish, nor have any knowledge on the matter so any input from knowledgeable people whether this list makes sense would be appreciated.
Any additions welcome, please post below.

EDIT: See post Plotinus' reply below for list of names supplied by the game split into 3 cultural region files and subcategorised by gender. This post below has the filenames:

Baby Names (Iron Age: Common Names)

These are some of the more common names used in Scandinavia during the Iron Age. Only a few of these are regularly used today.

Female Names
Alfdis, Arnora, Asa, Asgerd, Asleif, Asta, Astrid, Aud, Bera, Bergljot, Bergthora, Dotta, Freydis, Gjaflaug, Grima, Grimhild, Groa, Gudrid, Gudrun, Gunnhild, Gyda, Halldis, Hallfrid, Hallgerd, Hallveig, Helga, Herdis, Hild, Hildigunn, Hlif, Hrefna, Hrodny, Ingibjorg, Ingigerd, Ingirid, Ingunn, Jorunn, Katla, Ragna, Ragnhild, Rannveig, Saeunn, Sigrid, Svala, Thjodhild, Thora, Thorsbjorg, Thordis, Thorfinna, Thorgerd, Thorgunna, Thorhalla, Thorhild, Thorkatla, Thorunn, Thurid, Thyra, Unn, Valgerd, Vigdis.

Male Names
Aki, Alf, Alfgeir, Amundi, Ari, Armond, Arnfinn, Arnlaug, Arnor, Aslak, Bardi, Bergthor, Bersi, Bjarni, Bjorn, Bodvar, Bork, Botolf, Brand, Bui, Egil, Einar, Eindridi, Eirik, Eldgrim, Erlend, Eyjolf, Eystein, Eyvind, Finn, Finnbogi, Fridgeir, Gardi, Geir, Geirmund, Geirstein, Gest, Gizur, Glum, Grani, Grim, Gudmund, Gunnar, Gunnbjorn, Gunnlaug, Hafgrim, Hakon, Halfdan, Hall, Halldor, Hallfred, Harald, Harek, Hastein, Hauk, Havard, Hedin, Helgi, Herjolf, Hjalti, Hogni, Hord, Hrafn, Hring, Hroald, Hrut, Illugi, Ingi, Ingjald, Ingolf, Isleif, Ivar, Kalf, Kari, Karlsefni, Ketil, Knut, Kol, Kolbein, Lambi, Leif, Ljot, Ljotolf, Lodin, Mord, Odd, Ofeig, Ogmund, Olaf, Olvir, Onund, Orm, Otkel, Otrygg, Ottar, Ozur, Ragnar, Rognvald, Runolf, Sam, Sighvat, Sigmund, Sigtrygg, Sigulf, Sigurd, Sigwulf, Skapti, Snorri, Solmund, Solvi, Starkad, Stein, Steinkel, Steinthor, Sturla, Styrkar, Sumarlidi.
retrieved: July 3 2021

I've been playing Runaway Slave scenario today, I gave it 13 tries and about 1/3 of them were near insta-death.

One-shot one-kill or similar quick end games were particularly annoying, such as getting a serious cut in the leg in the first hit or second, which then prevented me from standing & resulted in getting surrounded by 3 Njerps & got fast-killed and so on.

Focusing on the luckier rounds: a few of the attempts lasted longer in the form of 1v1 in a single-internal-tile Kota but ultimately I never got out of the Kota in any attempt. Managed to kill the 1st Njerp about 2 times but the next Njerp quickly steps in and being relatively fresh, well armoured etc..

I have never managed to slip away as each one of the 13 games. I spawned in very close to Njerps a couple of times & in all games except one, I was in 'detected-by-next-turn' state by the time of spawn. This screenshot below is a typical starting setup although in some rounds Njerps were either half screen away or at the edge of the screen; in the final analysis distance did not seem to make any difference though, they insta detect & start closing in:

I wonder if I have been really unlucky with RNG tonight or have I been trying wrong tactics by running to a Kota?
I would like to ask, on the more recent versions of the game, what is your running away success rate in Runaway Slave scenario?

Edit: Gave it 3 more tries, 1st and 2nd the same result. Latest attempt though, my luck finally turned. Used the same tacti just got much much luckier with RNG!

I was just watching a YouTube video, PC had 3 fine javelins, the enemy (single Njerp) had none.
On a side note enemy appeared to be the poorest Njerp in Finland BTW with linen clothing and just a handaxe and a rope.

What happened in the early battle is: PC threw all 3 javs as opening move, hurting but not killing Njerp. Njerp did pick up only the 1st jav then wielded it. PC had no other missiles weapons left. At this point in time in the battle, there are ~3 empty tiles in between the two, as per picture below:

Here is my Combat AI Suggestion (which I think would be an improvement): at this point, holding the single missile weapon in hand and having adjacent-tile access to the only other two remaining missiles in the battlefield, Njerp should have used its missile advantage to execute ranged attacks. Perhaps AI actively should check whether one-sided ranged-attack capability exists to evaluate this kind of situation.

What happened later in the battle is: Njerp completely ignored its ranged capability and closed distance to attack with wielded jav as a spear.

On my mind it does not make sense to close distance to the sole enemy when you have one missile in your and and two missiles on the ground next to you.
Why not throw them first and see if you get a lucky hit. Is this not pretty much every human would do? Please let me know what would YOU do here? (That is, assuming you actually care about your character and would like it to survive the battle and not after any particular skill point training such as shield/dodge/spear/unarmed etc. Let's just say you just want to eliminate the threat ASAP).

Evaluating other options/approaches I can think of:
1) I can understand the idea of keeping one (out of three) javelins in hand as wielded weapon, as sort-of-a-spear but cannot understand why not utilise the remaining two javs as ranged attack capability.
2) A potential explanation "Njerp did not ranged-attack because its spear-skill was low" does not make much sense to me as even low spear-skill Njerp should throw it and see if it gets lucky - furthermore it did wield the jav indicating a not-so-bad spear-skill anyway.

While RNG adds spice to games, it probably should be 90% chance in the above scenario to pick up and throw javs (at least one if not two of them).
I might be overlooking something simple, please feel free to correct me if so and share your thoughts on this... Thanks in advance.

Version/Setup Details: Unreal World 3.70b, Steam build, unmodded (except rope quick cutting), Windows 10.

Action Taken: (Using metric system in game settings) I dropped a single reindeer cut (0.5 kg) -sole object in my inventory- from personal inventory to the ground.

Expected Outcome: A -0.5 kg change in the displayed Carrying Weight value.

Observed Outcome: A +145.5 kg change in the displayed Carrying Weight value.

Steps to reproduce:
1. Remove everything from personal inventory but a single item.
2. Drop the single item while watching the change in Carrying Weight value.

Notes: Two screenshots attached below, demonstrating the issue. It appears to be a display bug rather than actual Carrying Weight insane-jump bug because penalty stays as is (1%).

P.S.: Other than minor issues, enjoying 3.70b immensely. Thanks a lot!

Edit: Before posting I did search for weight and did not see a similar post. There are 11 pages of posts for weight though, only checked the front so I could be wrong.


Playing on 3.70b, I noticed that loop snares are getting disassembled.
As per screenshot below, I have 5-cellar wide cellar location, on top of each of these I always had active loop snare traps which once set, stayed active until an animal got trapped.

With 3.70b (continuing a long running 3.63 game), I just set them, and went to sleep; in the morning noticed that they are disassembled. Loop snares ended up as an item in the cellar. Savegame available upon demand.

Is this a bug or the new intended behaviour?


Pages: [1] 2