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Messages - redfish

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Off-topic / Swedish archaeologists uncover remains of 8,400-year-old dog
« on: September 24, 2020, 03:37:23 AM »
"The remains of a dog dating back several millennia have been uncovered at a pre-Viking era burial site in Sweden, making it the oldest such find in the country.

The dog was discovered at an Iron Age burial site in Blekinge, southern Sweden, along with what archaeologists believe are grave goods – valuable or sentimental possessions buried with the dead.

"This is the oldest burial find of a dog in the country. The dog is well-preserved, and the fact that it lies buried in the middle of a stone age building is unique," said osteologist Ola Magnell."
https://www.thelocal.se/20200923/remains-of-8400-year-old-dog-uncovered-in-sweden

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Suggestions / Leucism, etc.
« on: November 14, 2017, 10:22:05 PM »
There was a post on this on the old forums, about occasionally finding animals with some sort of pigmentation disorder like leucism, melanism. You would then be able to obtain a fur from them that would be very valuable.

Thought I'd bring it up again after seeing a story about a white elk making news in Sweden

https://www.thelocal.se/20171114/swedes-rally-to-save-famous-white-elk-from-being-shot

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Suggestions / Re: Corpses
« on: November 09, 2017, 02:21:47 AM »
I was just thinking, it might make sense for rotting corpses to also carry diseases and have worms or maggots.

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Suggestions / Corpses
« on: November 06, 2017, 09:20:22 PM »
I know that corpses will attract scavengers, but wouldn't they also be effective in warding off certain types of animals who see it as evidence that there's a threat in the area ?

Just the same, I was thinking about what the effects of leaving Njerpez corpses outside the perimeter of your home would be? Would they scare off Njerpez, and ward them away? Or would they come and investigate? What of the same with foreign traders, adventurers, huntsmen, and other types of NPCs?

It might be worthwhile just to put in a little game logic around how animals and NPCs react to the presence of corpses, jut to make things more interesting and create more depth and emergent behavior.

It would also be interesting to be able to get animal skulls and the like, and skulls from Njperpez you killed for the same purpose (see the thread on the old forum with sprite graphics for skulls, bones, organs, meats). Even putting severed heads on pikes, which is a bit outside of the "normal" gameplay of UrW, and which I wouldn't do myself, but in my view anything that adds to realistic player options in the game's world makes it feel more immersive.

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Suggestions / Re: More kinds of structures
« on: October 14, 2017, 06:22:40 AM »
I was thinking that another extension of developing a system for "interior spaces" that would be used for inside buildings and in caverns would be letting players dive into water, where the inside of the water would be treated as an "interior space."

So, imagine diving into a pond,


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Suggestions / Re: Scene pics for time of day
« on: October 12, 2017, 11:29:08 PM »
The code would be the easy part. Its just an if-then or switch-case block.

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Suggestions / Scene pics for time of day
« on: September 27, 2017, 10:13:13 PM »
Currently, if you go into a pine mire at midnight, you'll get a photo of a pine mire in broad daylight. I think it would add to the game if the photos reflected the time of day somehow...

So we could have pictures of certain biomes in twilight hours (maybe with sunset/sunrise), at night, etc.

And it would still be nice I think to see the character pics with some transparency so it could be placed on a type of background representing the biome of the scene you're in.

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Suggestions / More kinds of structures
« on: September 27, 2017, 04:22:49 AM »
I was reading the thread about bridge-building, and it brought to bear for me the fact that the world of the game would be a lot more interesting if there were kinds of structures other than just villages.

For example,
- Primitive bridges
- Hill forts
- Burial grounds
- Giant's churches
- Various forms of cairns
- Ceremonial/sacrificial sites
- Quarries, iron foundries

As far as hill forts go, I was also reading about the Old Castle at Lieto, and about how there would have been a watchtower, and it also made me think back to the issue of multi-story buildings.

Something that's currently not listed on the long term development plans, but I would certainly like to see as a player, is a revamp of the game system for creating interior spaces. So for example, on houses, this would mean that when you see a house from the outside, you see the building height, the roof on top and smoke from the chimney. You go inside, and you see the floor you go in on, and then can go up and down floors if its multi-story. You could even go down into cellar basements. Sort of how old isometric games like Ultima VII handled it. This would also lead to a better game system for caves, because they could actually be inside mountains and hills rather than inside a group of stones.

While I'm guessing this is definitely require major work compared to other game features, I think it would be something worth seeing.

Also, I don't know if any evidence of this exists for Iron Age Finland, but I know that in other areas, there were stone buildings in forts.

In general, I think the more that there's variety in structures, the more there will be a feeling that you're in a world with a history, and that would also tie into quests and things like that.




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Suggestions / Re: Add "wetness" penalty to clothes
« on: September 26, 2017, 01:43:15 AM »
Well I think it depends on how much its made necessary and also how relevant you can make the mechanics. :D

As far it being necessary -- people don't really need to wash or bathe as much as they do in modern times. They certainly didn't always do it as commonly all throughout history. So, its a matter there being certain circumstances in the game which would either be a reason for you to bathe or wash.

Then as far as relevant mechanics goes, your reference to other forms of realism I think hits this point. For me, its not so much that these things are so far out to include in a game; you find them all in a game like The Sims, for instance. Its just that there aren't any relevant mechanics that could serve them well in a typical RPG -- or that I can think of in UrW -- because there's not much meaningful gameplay or consequences associated with doing them or not doing them. What's the game going to do? Tell you "you defecated in your pants like a four year old, this embarrasses you greatly"? As far as bathing and washing goes, you would then need particular reasons to do these things.

But I can think of a way of implementing them both where both the need to do these things would be rare enough and relative to the circumstances and there would be benefits of doing them. Even just for roleplay in some circumstances; because lets say you want to marry a bride and can't do so while you're dirty, so you take a bath. And I can imagine, as I mentioned in another thread here, villagers themselves bathing and washing in rivers as part of their routines.

In any case, I'm sorry if this diverts from the topic of your thread a bit; I just thought it might be relevant to suggest it because if Sami and Erkka ever think of adding a wetness property to clothing, maybe there could be thought to other states and conditions as well.



10
Suggestions / Re: Village schedule/role
« on: September 25, 2017, 11:35:01 PM »
Something that might fit in also would be water carriers that bring water to the village from the nearest body of water, and also bathing and washing things like clothes.

Longer term, more communal life can be thought about... like what happens when someone in the village is killed? Do the villagers participate in a funeral?

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Suggestions / Re: Add "wetness" penalty to clothes
« on: September 25, 2017, 11:22:22 PM »
I've always thought that, from a perspective of developing a realistic game, you wouldn't only want a "wetness" modifier to clothing, but you'd also want to have all sorts of conditions of being soiled somehow. So, for instance, if you're cut and are bleeding, the clothing would become soiled with blood. There might be ways for clothes to pick up dirt or mud. This would create an element to the game where you wouldn't only have to dry wet clothes, but would have to wash ones with other sorts of conditions. On top of that, metals would have problems like rust if they weren't taken care of well enough.

While this would not fit the style of most games, to me, UrW has always been a slow-going game, where these types of requirements just add to the sense of "being there", and give you more to do as a player.

To the extent that not only your clothes and metals can get conditioned, possibly your character could also get dirty; and this would be a condition for taking a bath.

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