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Messages - PALU

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1201
Mod Releases / Re: Basic survival items mod
« on: April 28, 2018, 04:55:18 PM »
Looking a Rain's crafts in Buiodda's crafts it appears Rain had the same issue. It's apparently worked around by requiring huge amounts of water:
Code: [Select]
{Water} (1000) 'Be near water'
//[TILE:Water River Rapids]
That snippet is the same for soaking nettles as for hemp. Note that the tile part is commented out, so it probably didn't work.
I guess this would work with stagnant water as well (as in mires), but if the player doesn't want to play along a little, it's up to them.

1202
Gameplay questions / Re: Getting fatigued while... walking?
« on: April 28, 2018, 10:27:28 AM »
None of my Njerps seem to be affected by snow in any way. However, running is racking up fatigue quickly if they have more than a light load, and most of mine have been lightly loaded, so they've caught up more often than I like.

If I remember correctly, the runaway slave Njerps were typically carrying a medium to high load, so they were possible to tire over a reasonable distance (but it was a real pain to actually manage to escape in the first place).

@JEB Davis:
Yes, the loads the characters are carrying while still able to walk at a decent pace is impressive. One thing that was different in the Iron age is that everyone were subject to a lot of hard work, and so were probably incredibly more fit than the couch potatoes of our age. Still, I suspect the UrW model is on the forgiving side of things.

1203
Gameplay questions / Re: Getting fatigued while... walking?
« on: April 28, 2018, 12:24:47 AM »
Fatigue due to snow and skis was revamped fairly recently, with walking in deep snow getting a larger penalty than before, while skiing is getting a lesser one.

My current character (with a maxed out endurance) is able to ski through open terrain without gaining fatigue, while forest builds up some fatigue, recovered on open terrain. All that is assuming "normal" carrying load, not weighted down with trade goods or hunting results. A 100% skiing skill helps as well.

It should also be noted that NPCs do not seem to be affected by snow at all, and since you can't run on skis (ignoring an odd bug/exploit) they'll catch up unless they're very heavily weighted down.

1204
Gameplay questions / Re: Getting fatigued while... walking?
« on: April 27, 2018, 09:08:11 AM »
Have you double checked that you haven't enabled "Running" by mistake? That fatigue loss rate is similar to the running one.

Also, as Edico mentions, deep snow causes fatigue to increase, in particular if your character is extremely loaded down with loot from those who caused the injuries...

A third alternative is that you're hauling something (e.g. the body of a slain enemy by mistake?).

1205
General Discussion / Re: Testing ending in poisoning
« on: April 26, 2018, 12:13:43 AM »
There was recently a change that introduced a warning about eating unknown mushrooms, but I don't think there's a warning about eating known poisonous ones.
Bearpaw is poisonous (but not deadly so) according to the wiki page on plants, unless cooked (as far as I understand, those types of RL mushrooms can be treated either by drying or by boiling and pouring out the water, but I won't pick any of them [The Njerp Cooking Mod drying does not detoxify them, which isn't exactly surprising]).

I tried Noadi some time early in my UrW career, found the hallucination effects annoying, and lack of spiritual effects disappointing, so I haven't tried since. As far as I recall there was no poisoning involved.

1206
Solved'n'fixed bug reports / Re: After power outage bug
« on: April 23, 2018, 10:42:24 PM »
I use 7-zip to split the zip file into 10 MB chunks and send each chunk into a separate mail. The chunks would be added as mail attachments.
Sami's mail address is found on the Contact page of the forum (sami@unrealworld.fi).

1207
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 08:47:56 PM »
I suspect fatigue/injury not being recovered is probably affected by whether the Njerps are active or not. At least in my runaway slave scenarios my characters have been staying only a few tiles from the Njerp war camp, and the Njerps may still be active (I don't know how large the active area is), while if you move away to a "safe" base, e.g. on a single tile island after each raid they may get offloaded and then reloaded in the same state as you return.

I've seen similar anomalies with meat during the height of summer: I've gone away on trips several weeks long, but the meat in the cellar was still fresh as if it hadn't been touched by the degradation checks when returning.

A third anomaly was with a character with a low endurance, which lead to a lot of fainting when getting injured (usually by stupid hirelings who insisted on firing arrows into my character's back). In one robber quest the character was hit by a robber's arrow (for a change), fainted, and promptly transported away and dumped (after being relieved of a lot of gear, of course). The character woke up, returned to the homestead and grabbed new gear (the injury wasn't that bad), and returned to the robbers' tile and was pulled out of the world tile down to exactly the same tile as when fainting, and as far as I could tell everyone had been rooted in place, including the hirelings (one of which blocked physical access to the character by the robbers, by occupying the only access tile).

1208
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 09:25:34 AM »
I'm not aware of any food increasing the blood recovery rate (lingonberries and liver might help a little in real life as they're rich in iron, but I don't think lingonberries have any such effect in UrW).

When my characters have suffered significant blood loss I won't touch the wounds until the blood has recovered, and when starting to treat the wounds again I'd keep blood staunching herbs/blends at the ready.

I doubt UrW actually takes activity level into account. You may try taking sauna baths as they may or may not help (they shouldn't be harmful, anyway, and are certainly the right thing to do from an RP perspective).

And, by the way, how do you manage to get an unfortunate encounter with 4 Njerp warriors? The escaped slave scenario has a war camp, but if you actually managed to flee, you should know it's there. You can also attack Njerp villages (or pass near them, to get attacked), but again, you see the village at a distance.
The third option is that you've managed to find a Njerp war camp that isn't tied to the starting scenario, which would be exciting, as I'm not aware of anyone having found any of these (although they should exist, if I've understood Sami correctly).

1209
Solved'n'fixed bug reports / Re: After power outage bug
« on: April 21, 2018, 06:19:24 PM »
I would expect them to get a lot of those.
I also would expect the to refer to the EULA that states that the OS may not be used for anything important, and that Microsoft takes no responsibility for any losses making sure that holds even for when they are negligent.

1210
Suggestions / Re: Defense in a building
« on: April 19, 2018, 11:01:46 PM »
I'm not sure a dog would actually help against Njerps, based on my experience: I had a Njerp who tore down my bear traps around my homestead, so I repaired them while stealthed. I saw something "in the corner of my eye" flicking past, and sure enough, when done and turning around, there were footprints from the bugger passing about 5 tiles away from my character. The dog had been completely silent (this was before the introduction of bones).
The problem is that dogs only react to Njerps when they (the Njerps) aggro, not before. Dogs bark in alarm when robbers close in to demand your stuff, though, as well as at the sight of predators (but their hearing and smell is really poor: a predator can be just a few steps behind a dogs back without it noticing).

Njerps can, and will, destroy traps in trap lines. It's possible to make "mine fields" of traps, but my test of those while fighting Njerps (moving so they'd move into the traps) wasn't encouraging: pit traps with and without stakes caused some minor damage and delayed them slightly, but passing through two or three of them didn't neutralize them. A bear trap rendered a Njerp unconscious for a few turns, after which he broke free and resumed the attacks.
However, in my current game I've found a dead trader in one of my stand alone pit traps (no stakes), and in the game above, with the Njerp burglar, I had an adventurer/woodsman arrive, chop down two trees in my trap array, and then proceed to step into the pit trap that was in between them as he'd broken the line. He claimed to be fine for the two months it took to heal up...
However, it seems Njerps wear less armor now than they did, so they won't tire as quickly, but on the other hand they have less protection against trap damage.

As a final note, I've got a fox trap trap line around my current homestead (I don't really want to trap stuff with it, but just keep birds and other small animals out), but a vagabond woodsman has been observed crossing that line without any issues a lot of times, without disturbing the traps, indicating a Njerp ought to be able to do the same.

1211
Solved'n'fixed bug reports / Re: After power outage bug
« on: April 18, 2018, 11:09:11 PM »
Only Sami can give a definite answer, but UrW isn't as good at handling crashes as one might want (although Sami took some steps lately, which I think is for the next update). UrW writes things to file at check points, and in addition to that the OS may decide on its own that it won't actually commit the written data to disk for some time, and if the power goes at that time what was committed but not written is obviously lost. The OS might not like incorrectly terminated files either (as happens when the application gets killed before it has closed the files).

If Sami says he can try to help you, it would normally be the complete folder for that character that should be zipped up.

The standard recommendation for UrW is to make regular backups of the character folder (I typically copy it after every sitting) in case things go horribly wrong. Obviously, that doesn't help you after the fact, though.

1212
Gameplay questions / Re: Utility knives and axes in 3.50
« on: April 18, 2018, 10:58:35 PM »
Does anyone know what type of knife the broad knife represents in real life?  Why is a knife with a wider blade preferable for hideworking?
Given its usage I'd say it would be some kind of skinning knife. As I don't hunt and am not a butcher I have no real life experience of skinning.

1213
Suggestions / Re: Spirit relation re-balancing
« on: April 17, 2018, 01:18:47 AM »
I agree the spirits should be mysterious (and quite possibly fickle), but I believe the player should be told what the character knows, that is, how you're supposed to use the rituals according to the custom. That might not be the "optimal" way, but should be good enough. Rebellious/adventurous/curious characters/players may then try variations of the custom(s) [plural, as different cultures may have differences in their customs].

I can no longer sacrifice a fish after using the fishing rod ritual, as I sacrifice a piece of (spoiled) meat every morning, and "double" sacrifices result in a reaction of displeasure (which also happens when my character wakes up early, and so the invisible date line hasn't been crossed yet when the morning sacrifice is conducted).

1214
Geographic directions are limited to 8 directions (N, NE, E, SE, S, SW, W, NW) and distances are in integral km ROUNDED UP (and I don't think diagonal distances are longer than horizontal, so 31 tiles is 4 km both straight north and straight NE (instead of 5 [31 * square root of 2])).This system means two or even 3 villages can match the "directions", which is rather annoying.  I've proposed introduction of directions such as NEN as a past suggestion.

Yes, the ability to ask for people involved in current quests would help a lot. Even a simple branch gathering quest can be a pain when the quest giver has decided to go on a walkabout around a double village with 10 people having the same outfit.

And I second the suggestion for named villages, unless that actually wasn't a thing in the Finnish iron age.

Potential, completely speculative reason for a lack of village names: Slash & burn farming requires reasonably frequent relocation as the soil got depleted and the depleted area around the village grew, so villages would be sort of temporary (on a decades scale, probably). If the population of abandoned villages didn't all go to the same spot to form a new settlement, but rather split up and mixed, settlements might not be worthy of a name (but all settlements wouldn't be abandoned at the same time, so you wouldn't have that many options to join up with nicer people than the assholes you FINALLY got away from).

1215
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 17, 2018, 12:41:04 AM »
1. I've been under the impression clothing quality only affects value, but clothing material does (with bear fur being the best fur material, if I remember correctly). Note that this is far from a confirmation of any kind.

2. Bear skull/teeth: as MrMotorhead said. There is a use for bear teeth as well...
- Bones: dogs can eat them, but I've found it's a pain as the mutt barks every time it nibbles at a bone, and it isn't really sufficient to keep it fed. Dogs eat bones of the same type in a round robin fashion, so you'll end up with a lot of partially eaten single bones if you try to stack everything into one pile. Also note that human corpses decay into bones as well, and dogs eat those too, without being starved. Thus, I pile the bones of slain foes in a big pile on a rock in the rapids my character's homestead is located by.
Interestingly, the bones from different humans do not stack; Njerps, Reemi, and Vagabond robbers form 3 stacks.
- Antlers: I've found no use for them beyond being a source of mod reactions (such as e.g. Buiodda's Crafting, which also uses bone and bear teeth).

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