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Messages - JEB Davis

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76
Mod Releases / Re: BAC Mod = Brygun and Community Mod
« on: December 28, 2018, 06:01:18 PM »
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Dang!    Are you okay?

77
Mod Releases / Re: Brygun's Added Items
« on: December 25, 2018, 03:06:08 AM »
Quote
Lamellar armour consists of small platelets known as "lamellae" or "lames", which are punched and laced together, typically in horizontal rows. Lamellae can be made of metal, leather cuir bouilli, horn, stone, bone or more exotic substances. Unlike scale armour, which it resembles, lamellar armour is not attached to a cloth or leather backing (although it is typically worn over a padded undergarment).

I just wanted to point this out from wikipedia, because you seem to be making the wrong assumption. It's essentially something like {* plates} and {* cord}.
I stand corrected, thank you Signatus... and I knew better actually *duh*.

78
Development News / Re: Season's recovery greetings
« on: December 25, 2018, 01:23:03 AM »
The tree is 14 times Sami's height... maybe 80+ feet.

79
Mod Releases / Re: Brygun's Added Items
« on: December 25, 2018, 01:09:29 AM »
In case you have not seen the mod for salvaging lamellar scales from enemy armor, here it is.
When I changed the original, it is noted.
Assuming lamellar scales are sewn onto leather backing, I recommend adding the appropriate leather garment into the recipes... not sure why I didn't think of that long ago and add them.

//
// JEB included 2018-01-03
//        for UrW 3.50
// JEB's modifications noted below.
// Credit for this mod is not mine, it was found on the old forum.

[SUBMENU_START:Armor]

.Lamellar Piece.    "Rock" [effort:0] *COMMON* /2/ [noquality] [patch:10]
{Knife}
{*lamellar*} #0.2# [remove] [patchwise]
[WEIGHT:0.18]
[MATERIAL:iron]
[ARMOUR_MATERIAL:lamellar]
[TYPE:valuable]
[PRICE:0]
[TILEGFX:fw-lamelpce]
// JEB: added [PRICE:0], added [TYPE:valuable]

.Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /300/ |-1|
{Lamellar Piece} (175) [remove]
{Tying equipment} #3.5# [remove]
{Knife}

.Lamellar Cuirass. "Lamellar Cuirass" *HIDEWORKING* [effort:1] [phys:hands] %-30% /240/ |-1|
{Lamellar Piece} (75) [remove]
{Tying equipment} #1.5# [remove]
{Knife}

.Lamellar Forearm Guards. "Lamellar Forearm Guards" *HIDEWORKING* [effort:1] [phys:hands] %-30% /80/ |-1|
{Lamellar Piece} (20) [remove]
{Tying equipment} #0.4# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Lamellar Shin Guards. "Lamellar Shin Guards" *HIDEWORKING* [effort:1] [phys:hands] %-30% /80/ |-1|
{Lamellar Piece} (45) [remove]
{Tying equipment} #0.9# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Lamellar Rerebraces. "Lamellar Rerebraces" *HIDEWORKING* [effort:1] [phys:hands] %-30% /60/ |-1|
{Lamellar Piece} (25) [remove]
{Tying equipment} #0.5# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Long Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /360/ |-1|
{Lamellar Piece} (190) [remove]
{Tying equipment} #3.8# [remove]
{Knife}
[WEIGHT:38]
[ARMOUR_COVERAGE:long_hauberk]

[SUBMENU_END:Armor]



80
Off-topic / Re: Happy People on Netflix
« on: December 03, 2018, 10:43:59 PM »
It was informative and a good watch. I was surprised at how large a land area the trapper was assigned by the government.

81
Suggestions / Re: Craftable punts ? And what should the limitations be ?
« on: December 02, 2018, 03:10:04 AM »
On reflection, it's puzzling that a raft made up of 3 500lb tree trunks winds up so comparatively light! heh
Some have reset the weight of their raft(s) to 1500 lbs.
Here's what I did:

.Raft.  [effort:3] [phys:stance,arms]   *COMMON* /20/
{Log}   (3)    [remove]   
{Rope}      (3)   [remove]
{Cutting weapon} <Axe>          
[WEIGHT:1200]
// JEB: VANILLA was {Tree trunk} added [WEIGHT]
// JEB: was /80/ (reduced because logs had to be carved beforehand)

82
Not bugs / Re: sacrificing dried fish pleases the forest, not the water
« on: November 15, 2018, 05:20:37 PM »
This makes sense to me because when a fish is first caught is when I think the sacrifice would be meaningful to the water spirits, rather than many days later after the fish is dried. Besides, water spirits are wet and dried fish has no water in it, so it may be insulting to the spirits to give it back to them in that condition.

For similar reasons, it would make sense to me if NO dried fish or meat was acceptable to ANY spirit. I could see any spirit being insulted by dried flesh. 

"Why did you wait so long to say thank you to me for this beautiful animal you took away from my domain?" or "What have you done to the juicy, blood-filled flesh of my creature, you defiler!"

83
Same here.  It's been that way as long as I remember.

84
Mod Releases / Re: Combat Training Dummies v3.5 (Kalma's Revenge module)
« on: October 26, 2018, 07:23:21 PM »
After fighting a dummy, I get a "dummy sliver". Is there a particular use for this item, or should I just throw it away?
Keep them in a pile in the dummy's square so you can count how many training sessions you've done compared to your skill increases.

85
Gameplay questions / Re: How to burn npc alive?
« on: October 25, 2018, 03:21:08 AM »
Yes. My suggestion is to try a different game.
This game is not intended as a venue for homicidal maniacs, lol.

That being said, what human would allow someone to pile wood
around them and burn them alive?  (Other than one of those monks
in orange robes over in India.)
Well I made sure they are completely immobile, but thank you for sharing your opinion.
It's all good. We all enjoy the game in our own way. While I've not tried the method you're using, there have been times when my character went berserk and senselessly homicidal.
 :)

86
Gameplay questions / Re: How to burn npc alive?
« on: October 24, 2018, 01:29:33 AM »
Yes. My suggestion is to try a different game.
This game is not intended as a venue for homicidal maniacs, lol.

That being said, what human would allow someone to pile wood
around them and burn them alive?  (Other than one of those monks
in orange robes over in India.)

87
Gameplay questions / Re: Change the wilderness map?
« on: October 23, 2018, 02:41:38 AM »
In most cases, no.

However, I actually have gone out of my way to cut down every single tree in a map tile, and managed to turn a spruce forest into an open plains tile.
:o Wow! That's neat, I didn't think it would do it.

88
It isn't too difficult to mod your own spears, bows & arrows if you would like to make them the way you want them. But this would only affect the ones you use unless you gave them to companions or dropped them for your enemies to pick up.

I'm of the opinion that it's a toss-up because the much higher velocity of an arrow gives it deeper penetration (generally speaking, not always). Kinetic energy increases with the square of velocity, so when the velocity gets high it will overtake the mass and give greater overall energy. No, I'm not going to get into any calculations to prove anything because I don't have a problem with this in the game. Just food for thought.

89
Congratulations Sami and Erkka on this well-deserved recognition!
 ;D  ;D

90
Gameplay questions / Re: Stay!... Hey, that's on you!
« on: October 14, 2018, 12:34:33 AM »
Sounds like some folks don't want companions, they want slaves  ;)
I like them having some "free will".

Try deconstructing the door on your cabin, and when your companion is inside, construct a wall in the door's place. You might get lucky and trap him.

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