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Messages - JEB Davis

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61
I'm not the final word on modding, but making anything produce a noise with that effect on birds does not seem possible, Petike.

62
Development News / Re: 2019, here we come, slowly but steadily.
« on: January 30, 2019, 08:03:12 PM »
Sami, it's great you are recovering well and could go out skiing  :)

Two questions:
1. What are the animal tracks?
2. What a beautiful setting, is that a cabin you use for fishing?

In my part of the world (Michigan) it is -16F (-27C) and very windy.
Many folks were told to stay home from work today.  :)

63
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 10:53:05 AM »
It appears this discussion could go on for some time, lol.
Correct, Acolyte, my mod is a poor compromise and I don't have knowledge of leatherworking you do.
Good points, Signatus.

In the end, any skin you find on a NPC or trade for in a village will be the stock one. This simple reality points out the tip of the iceberg when it comes to striving for realism in mods. You can't change what's generated by the game for NPCs unless you convince the devs to help.

64
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 02:25:06 AM »
Here is what I did a couple of years ago, my changes listed in commented lines at bottom.
I figure cutting the skin's rounded shape would leave lots of wasted leather and using some of the leather as strips to stitch the edges. It's just a roughly done recipe, not thought out in that much detail.


.Skin.   [effort:1] [phys:hands]  *COMMON* /120/   %40%   
{Leather} #3# [remove]
{Knife}
{*Cord} [remove]
[WEIGHT:1]
// Tying equipment changed to Cord
// DEFAULT JEB added [WEIGHT] (default was 0.3 pound), {Leather} was #4#

65
Gameplay questions / Re: How exactly to make elk leather
« on: January 25, 2019, 01:04:13 AM »
So mod the skin to be how you want it. Make a bigger one.
I modded mine to be heavier because I agree with you on the 0.3 lbs.
But nobody can convince me carrying a bowl of water around is feasible except for a short distance.
And bags & birchbark boxes can't really hold water, can they?

66
Suggestions / Re: Universal size in URW
« on: January 24, 2019, 05:38:12 PM »
I'm guessing not much in the way of elasticity, at least compared to modern clothing.

Any difficulties clothing sizes would cause the character are completely acceptable, because they would be completely realistic if programmed to be so. Large clothes could cause a penalty, or be altered and lose a step or two of quality due to the character's amateurish efforts. Small clothes just couldn't be worn at all.

But I think this topic has been raised before, and the devs said something along the lines of while it would be a nice realism touch, the programming time/effort involved puts it low on the priority list. There are much more important things for the game's forward progress.

67
Gameplay questions / Re: How exactly to make elk leather
« on: January 24, 2019, 03:32:08 PM »
PALU beat me to it.
I think it's logical to assume the bags are not waterproof, as they are used for grain & seeds.

68
Suggestions / Re: Universal size in URW
« on: January 24, 2019, 03:28:53 PM »
snip... it would be even harder to get high quality gear than it currently is, in particular for armor that you can't make yourself.

Which might not be a bad thing.

69
Bug reports / Re: Persistent injury effect on speed?
« on: January 23, 2019, 11:20:36 PM »
I think there was something about persistent injuries, but can't remember for sure.

Check news.txt if you like.

70
Gameplay questions / Re: How exactly to make elk leather
« on: January 23, 2019, 05:58:22 PM »
Leather armor is valuable (especially if you roleplay) for the summer. A layer of leather underneath mail or lamellar for example. While I know there are not penalties in-game for wearing fur when it's hot, there will be when Sami implements heat penalties.

Also, leather skins for water are great because who would carry a wooden bowl full of water as they tramp through the wilderness? Again... realism / roleplay versus what game mechanics allow.

71
Yes, silver is more dense, and gold even more so. But seriously, nobody in Iron Age Finland would have so much silver laying around that they would waste it on a mace-head and then damage it in combat, especially not a 16 year old kid that just left home. Why not do a reality check here before putting time into mods that are out of the scope of reality.

I'm also saying this because aside from it only being "realistic" in Dwarf Fortress, this kind of fantastic wealth is against the intent of UnReal World. Just a casual look at how the devs have made the game's valuables & trading system makes that obvious, doesn't it?

I think all the wealth owned by all the NPC's would hardly account for one gold mace. Who could possibly barter it from you?

All that said, of course, I'm not trying to stop anyone from modding whatever they want. Go for it. But claims that those precious metals are good for anything other than ornamentation on prize weapons need to be refuted.

72
Mod Releases / Re: Making salt out of sea water
« on: January 20, 2019, 10:42:47 PM »
Apparently, the sea around Finland has much lower salinity, which is why it is drinkable in the game.

73
I'm in agreement with Brygun that coins are out of place in UrW.

This is shaping up to be quite a mod  :)
Thanks to ALL of you working on it.

74
Solved'n'fixed bug reports / Re: Bugged cooking names
« on: January 20, 2019, 12:04:24 AM »
A pea soup becomes "a pot of pea".

And then you drink it.

The English similarity of "pee" as fluid urine makes this a rather colored joke. Yellow in fact.

Well...   this IS a survival game!

75
I think you're right, Signatus. Probably because for purposes of food, hides, and antlers there is no difference between male & female in the game.

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