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Messages - Adamsor

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1
Suggestions / Bioluminescent mushrooms and wood
« on: November 27, 2024, 07:32:20 PM »
Hey!



I want to suggest content expansion in a form of bioluminescent fungi. This video https://www.youtube.com/watch?v=0em0Czk0eQo recently caught my eye and while video itself is in Polish language, at 17:25 there is a fragment with prolonged exposure of how it looks.

 What I’m talking about is Armillaria mellea or possibly in a case of the north Armillaria borealis. In video it is said that mycelium of those species can span area as big as 37 hectares in Europe and almost 1000 in America. Assuming 1000 hectares, given its growth rate, it would be as old as 10 000 years. I think it’s safe to say that such species were present 1000 years ago.

On top of that, there were legends of glowing trees and mushrooms until in XVIII century it was proven that timber supporting mine shafts indeed can glow in the dark.



So what I suggest is:
- Areas infected with Armillaria, where glowing wood could be found. Finding such area may not be so obvious considering bark need to be removed first and not all trees are infected. Possibly it could be harvested and reused by players to create some form of lantern posts. I assume it won’t glow very bright, but probably enough to create orientation spots?
- Maybe some quest involving finding such area? I think there are very clever ideas that could take place here, but I don't want to spoil the fun.

I think it would be a perfect fit for a game’s theme, where almost magical phenomena from legends comes true.

Most of the information contained in this post is based on the video (again sorry for language restriction), though I’ve been doing some research to check if this information is correct. If idea catches I can help find specific references on this topic.

I understand that such expansion may not sound as most pressing. I believe though that it's better to have more ideas/options than less.

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Mod Releases / Re: BAC 3.84
« on: November 16, 2024, 09:36:29 PM »
Not sure why and I vaguely remember something very similar occurring before and cant really remember what I did to fix the crashing.  Does anyone else remember how to get this installed on a Mac system?

 I remember a Mod issue that used to crash Mac OS, If I recall it had to do with something like; file name over 8 x 3 in the truetile image name.. Or a missing image file in truetile. I also remember something having to do with the background color of srites, but I don't think the last caused crashes.

Sorry for late response, but maybe someone will still be looking at the root cause. There were two problems.

1. Copying contents of the file on Mac didn't replace contents of truetile folder as expected and this caused crash. Solution to this problem is to apply contents of this folder manually. Original post is here https://www.unrealworld.fi/forums/index.php?topic=147.msg19551#msg19551.
2. Image files for objects (in truetile folder) had wrong background on Mac and it had something to do with alpha color and neutral background specified by corner pixel. It didn't cause crash as far as I remember. Original post is here https://www.unrealworld.fi/forums/index.php?topic=4712.msg15700#msg15700.

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Gameplay questions / Re: Throwing weapons
« on: October 10, 2023, 07:43:24 PM »
Javelins have smaller attack bonus when comparing for example to spears. They're still decent, but worse when compared to proper melee counterpart. Simplifying, lower attack bonus means lower chance to successfully hit your opponent.

Thrown weapon usefulness is restricted by given weapon's aerodynamics. Javelins along with arrows are very aerodynamic while grainflail not so much.

4
It's not hard to imagine strikes going downwards have more impact than those going upwards, considering existence of the gravity. Upwards attacks also should be considered more tiring. Might be less visible for stab attacks while for slashes it will be clear, though all the small things make a difference.

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Development News / Re: Version 3.80 released
« on: June 09, 2023, 05:19:56 PM »
I've just noticed that blacksmiths that are on master level (maybe it's also applied to different levels) can create either fine or masterwork quality of items. Probably it depends on real skill value while "master" is description of the level range.

Wouldn't it be more fitting that this level would clearly represent quality of the items? If one master creates fine items, and another masterworks, how one's skill level is measured and such blacksmiths are comparable while effects of their work clearly aren't? Are there other things that come up with given level, for example shorter delivery time?

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Thanks! Good to know, I've been searching for bugs in 3.71 so it's oversight from my side.

7
I've been extensively fishing during winter until I got communicate that my hook snapped off. Fishing rod seemed to still have a hook so I just removed it and applied again (maybe it's bug on it's own).

After that, during fishing, I started to receive branches (there are no logs to indicate that), some of which refuse to stack with the others. No other branches do it so I wonder if those branches are "replacements" for breaking fishing rod, that is not breaking at all?

Notes: While I use modded version of the game 3.71 (BAC), fishing rod have been obtained prior to mod introduction from the village and as far as I know, mods can't change core mechanics like fishing or changing fishing hooks.

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Suggestions / Re: Friendly Fire
« on: July 31, 2022, 12:15:54 AM »
I can confirm that elevation for sure have an effect on how you shoot.

I was training my bows skill by shooting at the hill on 2 separate characters, 2000 tries for each at least so I believe it's accurate. That hill looked the same graphically and shooting distance and location was the same.

Some of the shoots were of course fails, but for Kaumo ~180 cm character all of them never have traveled far, and stopped at most few tiles from the one I've targeted. For 150-160 Seal tribesmen some of them were traveling very high, even 1 map tile away.

That made me come up with conclusion, either height of character make a difference (high enough character would be always aiming downwards) or that even the terrain looked the same, height difference was actually different. If I'd have to guess I'd say both. I believe that terrain height is generated and only big differences in height are indicated visually. On attached photo you can see 2 arrows which point down and while red arrow indicates higher height change, terrain down is „flat”.

 Terrain that is then „flat” can be in (un)real world bumpy a little or small changes in terrain can accumulate over longer distances. To make a statement that size of the dogs doesn’t matter and those always block shooting line I believe more measurable experiment is required, for example shooting down from a hill and performing perfect head strike to a humanoid with dog in between.



That isn’t said anywhere, but for experienced shooter (97 skill level) it wouldn’t be a bad idea to aim at the legs to slow down pray, which would additionally increase odds of hitting low targets in between.

Edit: I found wrong example, on attached photo actually height change indicated by red arrow doesn't require climbing. I'll try to find better one as I'm pretty sure it happens.

Edit 2: Found example near the water which should have the same altitude.

9
Mod Releases / Re: [3.70] URW sufficiency mod
« on: September 04, 2021, 11:19:23 AM »
I've tried urw3.7_update and it's not working thus I've tried master (from the provided link) and it works for UrW 3.70 beta 3. But on master branch, staff and wooden stake recipes doesn't have [noquality] tag while readme states that those should have it.

Fixed the missing tag in the master branch.  Can you tell me what specifically is not working with the urw3.7_update branch?  I've been playtesting it and haven't run into problems yet.
I've checked again and it works, unlike before, when the game has been crashing. The only thing I changed during the installation, was manually coping contents of truetile folder instead of just moving the whole folder.

10
Mod Releases / Re: [3.70] URW sufficiency mod
« on: September 02, 2021, 10:57:42 PM »
I've tried urw3.7_update and it's not working thus I've tried master (from the provided link) and it works for UrW 3.70 beta 3. But on master branch, staff and wooden stake recipes doesn't have [noquality] tag while readme states that those should have it.

11
Solved'n'fixed bug reports / Re: 3.50 villagers dying in wells (again)
« on: September 02, 2021, 11:32:44 AM »
I don't know if that would be of any help, but problem persists in 3.70 beta 3.

Image is not proof by itself but I doubt villagers stack items in a well (neither I do).

12
Gameplay questions / Aren't dogs die of cold?
« on: August 25, 2021, 10:42:12 PM »
Today I encountered a dog, very focused on traveling to north-west (almost straight line so it was easy to track). But so was I, following him for over 10, if not 20 map tiles. 
At one point the dog reached land's end with a frozen lake ahead. That didn't stop him venturing further, while I took safety precautions (save) to check what's going on.

After a while I was freezing to death, while the dog was perfectly fine, probably ready to travel ahead.

Aren't dogs die of cold? Do anyone have an idea, what alone dog can be doing, to be so focused on traveling in one specific direction?

13
General Discussion / Re: What's Going On In Your Unreal World?
« on: November 02, 2020, 05:06:16 PM »
That's fine, settlements reference can be a minor bug. But that pesky thief was still wandering around my traps. Once I caught him red-handed there was no mercy. He killed fox inside my trap and fortunately for me that made him very tired. After piercing his neck and smashing his arms he became perfect short-term trainer.

14
General Discussion / Re: What's Going On In Your Unreal World?
« on: November 01, 2020, 11:09:08 PM »
Today I encountered robber and liar...

When I was checking my traps I immediately noticed one of them is triggered without prey inside. Human tracks were leading from it. After following those tracks I discovered "adventurer" as he introduced himself. Shocked I started conversation and he told me about Driik village. I checked my map and I was shocked that Driiks went all down to the Islanders territory but that had to be checked out. Instead of killing him I took my punt eager for new discovery. I knew two villages in that region so it wasn't hard to locate. Though after scouting rest new lands I found no Driiik village and now I'm standing bamboozled in my punt.

15
Today I had very similar thing with reindeer. It started approaching me while I was standing still (I was not hiding) and I was able to strike it with my javelin in the skull at point blank range.

What I was doing before is that I managed to split reindeers on a road. I noticed before that reindeers that run away eventually try to meet up with others. While in the forest it would be impossible for me to keep up this state, on the road it was quite easy to scare them off. My guess is that maybe after some time their behavior changed and one of them tried to push its luck.

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