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Topics - Buoidda

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Since I'm out of Urw modding points, I'm throwing this idea on the boards just in case this spark meets some flammable material.

I never liked the fact that iron ore could be harvested anywhere in suitable terrain - indefinitely.

I think flora files could be used to mimic iron ore as well as other minerals.

That way ore wouldn't be an infinite resource, but required to actually find.

There's an example code about vitriol, which could be modified to harvest lake or bog ore. I would start by studying lake reed tags.

What do you guys and girls think?

Not bugs / [Fixed - persists in 3.63] Grouses will not land
« on: January 24, 2021, 10:10:04 AM »
The other day I saw a black grouse land on the ground I realized they almost never do that.

I started bird watching and on one occasion a grouse "flying high" did so for more than an hour on a single tile.

I'm sure this "staying in flight" time should be checked at least for grouse family birds. They are heavy birds and don't want to stay in flight for very long as in once they take off they are already looking for a spot to land.

Suggestions / Easier to find masterwork small and broad knives
« on: January 24, 2021, 09:53:28 AM »
Now I'm not sure if they are more common in other than Driik villages, where I'll always shop, but:

I'm guaranteed to find at least two complete sets of masterwork axes (8 axes) before I find a masterwork small knife.

On top of that, yesterday I found my first ever masterwork broad knife. (You should've seen my celebration! If my memory serves me right. Believe me I've played this game a lot.)

This is a very old issue I've had with Urw: this sparked me to start modding ironworking in the ancient past...

It's about time to rectify it.

Suggestions / Kotas for Northern tribes' overmap village tile
« on: January 23, 2021, 07:45:30 AM »
I'm colour blind and I have a serious difficulty spotting villages in the North, when they are surrounded by forest. There are no clearings around. I have to usually check the map to find the general area I'm supposed to look. (I used my "color blind pal"-app to tell what colour the little houses were. It tells the roofs are orange.)

Suggestion: Change Northern tribes' village graphic to gray kotas instead of houses.

Bug reports / [3.63] Cave floor retains snow cover if built on
« on: January 19, 2021, 04:27:25 PM »
Bug-like game behavior:

The subject pretty much sums it up. In the picture below, part of the cave is "inside of a building" and part "cave floor".

Graphically they are indistinguishable. Even with snow cover.

(This part might as well be a suggestion: It doesn't really make sense for caves to have snow at all, btw. Maybe snow on just on those squares were the "surface of the earth" generates light, near the entrance?)

Modding / scrapped modding idea - silversmithing
« on: January 16, 2021, 07:38:22 PM »
I got all hyped up reading about Oil of vitriol - the medieval name for sulphuric acid - which is used in gold- and silversmithing.

It can be made by pyrolysis (dry distillation - like charcoal) of vitriols - certain metallic salts that can occur in old mines for example.

So I made this blue vitriol graphic that was supposed to spawn very rarely inside Urw caves.

The thought was then to process it to oil of vitriol which would be fundamental in allowing to craft precious metals.

But - I couldn't mod it to appear (only) inside caves. So I decided to scrap the idea for now. Here's the graphic I already made for blue vitriol - just in case someone gets a spark for making semiprecious stone mod or smth. I was thinking about it but lacking this mysterious poison my enthusiasm vaned. Maybe later. Need to do more reseach.

Here's the code I got to work. ("Cave" and "Cave_floor" don't seem to work)

Code: [Select]
.Blue vitriol.      (4)  [root]
[NAME:Blue vitriol]
[REGION:northern southern western eastern]


Stories / Anna's escape
« on: January 12, 2021, 10:05:13 PM »
I tried a female character for a change, a runaway slave. Was lucky enough to start inside a kota. Waited until dark, took down a wall for the fur and got slain with a humongous sverd after a long naked run. So a short story. She was sporting pretty manly fighting voices...  :o

Spoiler: show

Sadly I can't bring myself to practise necromancy and continue the story, but I'm providing a save if someone else wants to have a go with Anna in a parallel universe.

Dropbox: Annas escape.7z

Mod Releases / uprooted turnips
« on: January 10, 2021, 12:37:44 PM »
My mod isn't perhaps for all, but this certainly is: uprooted turnip graphic

(The middle column shows the new graphic. Vanilla style is the same as the ripe ones on left, with added "running dots".)

Afaik, there is no drawback: the new graphic is only used when turnips are harvested.

It's nice to see turnips being actually pulled out on the field. And a lot easier to distinguish.

Modding / [patch]-tag used in cooking multiplies pots
« on: January 09, 2021, 01:38:47 PM »
I tried to modify BAC sour milk so that I could make variable amount in one pot by adding [patch] and [patchwise]-tags and reducing the needed requirements by dividing them with 5 (originally 1lbs leaves and 5 lbs milk).

Code: [Select]
// from BAC v111
//   originally Cheese mod by zhihao1
// edited smaller amounts
.Sour Milk. *COOKERY* /20/  \1d\ %20% [patch]
{nettle leaves}   #0.2#  [boil] [remove] [patchwise]
{Milk} #1#   [remove] [boil] [patchwise]

Then I made a patch 3 sour milks with one pot, which resulted me having 3 pots of sour milk.

Is there another way to make a variable amount of sour milk where the ingredients still retain the same ratio?

I know with [optional] tag it can be done with single ingredient divided into small amount of compulsory and second optional line like here:

Code: [Select]
// Got idea from Privateer
.Render fat into tallow.  *COOKERY* %50% /15/ \1h\  |-2|
{* fat} #0.1# [remove] [boil] 'some fat'
{* fat} #5# [remove] [boil] [optional] 'more fat'
{Water} #4# [remove]
[NAME:rendered fat]

But sour milk is more complicated, supposedly having a fixed ratio of two ingredients.

EDIT: Currently decided to just shrink the recipe to 0.5lbs nettle and 2.5 lbs of milk. (Since tanning sludge needs 3lbs of sour milk and nettle cheese 6lbs of sour milk. Less than ideal, but reasonable.)

Suggestions / Dropping everything when wielding paddle or ski stick
« on: January 08, 2021, 09:02:38 PM »
I reckon paddle and ski stick are among the most wielded/unwielded items in the game and it wouldn't hurt to streamline their use.

QoL: when on a watercraft and dropping everything (to set a net), one shouldn't drop the paddle if it's wielded. Same should be with ski stick when skiing.

I would classify these both as (poor) weapons since on top of inventory they are much faster to find.
QoL: paddle is quite a formidable ad-hoc weapon - i want to finish off those squirrels with it rather that kicking and punching

it tried to mod the latter, but only succeeded with ski stick

Suggestions / get lost
« on: January 03, 2021, 06:16:06 PM »
...that's what I'd like to be able to do in this game.

But even if I toggle out the cultural regions, but my characters GPS navigator is way too sophisticated on the mainscreen (see picture).

I tried playing with a piece of post-it note on top of it. It became bothersome after a while, covering inventory screen etc.

So: please hide the location help when cultural regions are toggled off.

General Discussion / Geographical inspiration for the Unreal north
« on: January 01, 2021, 09:14:22 AM »
I personally always thought it was the arctic ocean, until I read this.

I've always interpreted the "north" side of the UrW map as being cognate to the Gulf of Bothnia rather than the Arctic Sea, but I guess the interpretation isn't exactly clear. 

Correct  :)
That is about what I thought when coding the random map generator. That the map loosely resembles Finnish geography but is not 1:1 equivalent. And that the sea is modelled by real life Baltic Sea, although in UrW map we don't see anything resembling Sweden and Norway. So the interpretation isn't exactly clear - I never thought of a accurate explanation of how the land masses are formed beoynd the UrW map.

Also, the basic philosophy is that the game world doesn't actually simulate the world as such, but the way the people at that time experienced the world they are living in. So, it might be that there are some land masses behind the sea, but they just aren't drawn on the map as the peoples of UnReal World might not know exactlty where and how those lands are.

So let's talk, shall we?

Suggestions / more sea-ness of the sea: seatic species
« on: January 01, 2021, 06:18:49 AM »
So you got your breath of fresh air from the open sea. Time to relax and take a nap... such a peaceful - THOSE DAMN SEAGULLS! Shouldn't have left the catch unguarded mur mur...

European herring gull wiki : captures my idea: "Their loud, laughing call is well known in the Northern Hemisphere, and is often seen as a symbol of the seaside in countries such as the United Kingdom."

Add seagulls to the game. Make them generally misbehave like steal fish and bicker (audio?) noisily.

And would be nice for some of those fish to be only sea-dwellers too.

Gameplay questions / Trapped wild animals' nutrition?
« on: December 29, 2020, 05:41:45 PM »
I read this in the changelog:

- added: trapped animals will eventually die

        Depending on their nutrition and overall physical condition it usually takes from few days to a week
        for a trapped animal to perish.

I've noticed wild animals (elks) dying in pens after being released from traps. I failed to find more info in the file so I'm asking here. How is (trapped) animal's nutrition tracked, or is it, really?

Animals that are only herded into pens seem to survive well, so currently it seems the trap installs a death-timer. Is there a way to preserve trapped and then released animals?

Guides and tutorials / Seal hunting tactics
« on: December 29, 2020, 04:12:08 PM »
Another post led me to think I should share some of my experience in hunting seals of the Unreal world [3.63].

  • Seals have a place on land/ice/skerry they favor, often returning to it. This changes from time to time. Bothering the seal may lead to this too.
  • Set heavy deadfall traps on favored spots. They do not respond to bait.
  • Shelters work as effective blinds. Stand and wait behind a row of shelters on a favored beach. A seal might just wander next to you.
  • Darkness works pretty much the same way. Stand and wait in an area you know has been recently visited by a seal.
  • They are pretty slow on land. Try running up to them or at least close enough to score a hit with a missile.
  • You can also try running along a beach/edge of ice favored by seals when visibility is very low.
  • Once wounded, above tactics become even easier.
  • Counter-intuitively, it is worth targeting the legs in melee just as with other animals too.
  • If a seal escapes bleeding, it may die out at sea. The carcass will not sink. Try to have a watercraft ready to scout.
  • Exploitish tactic: zoom out near a favored spot. Zoom in later and a seal might be very close.

Things than haven't worked for me:
  • Only shooting at them beyond escape range takes a lot of arrows, patience, hits and skill. I did this before, but above ways are more efficient. It might be worthwile to get first couple of hits this way, though. Target body or just maybe the head. Especially in summer when there is no darkness. EDIT: It's still very usable in the right situation: read about @Dr.Hossa's bay-herding tactic below.
  • Many know the iconic image of an inuk waiting by a breathing hole, harpoon in hand. I've tried this - and would love for it to work - but haven't yet had a seal dive up from a hole next to me. EDIT: Also this has been touched in our discussion.

Please tell the community about your experiences in hunting seals.

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