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Messages - PALU

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Gameplay questions / Re: How do animals scent bait? distances?
« on: May 31, 2017, 06:41:06 PM »
The old fox spawning incantation spawns a fox, and so would be effective with other rituals, while the new style rituals  (all I know of, anyway) would draw the type of prey into the trap if they are nearby, but if there is no bear around, no bear will be spawned to get into your trap.
I haven't performed any controlled experiments where some traps are subjected to rituals and some are left without, so it's hard to say if the rituals are effecting: I try to perform the appropriate ones on my character when they are known.

I think I've have been fairly lucky with catching bears while using rituals, though. I don't think I've had any bears visit the vicinity of my traps without getting trapped after learning the ritual (but it have taken some time, in some cases).

Suggestions / Re: Containers, like bags
« on: May 29, 2017, 02:31:29 PM »
The item limit is not in items, but in item stacks. This means you can stuff 4000 black grouse feathers in your inventory as a single item.
The current containers can take items other than food/fluids, but the crucial thing is that they don't allow mixing of items (nor taking things out unless part of a "reaction" such a crafting or eating, barring dumping and destroying items, which is a kind of reaction).

I agree stack compatible containers would be useful, in particular when you realize it takes a horrendous amount of time to load light items onto an animal of burden (I once swept my pile of feathers out of the way (push), and it took most of the day...).
Containers both for animals and as a backpack (where you lift or drop the pack as a whole, keeping only what's in your hands and in a quiver) would be rather useful, for instance.
It can also be noted that there IS one kind of multi stack container in UrW currently: the cellar is actually a kind of container that hides things visually. but you can't pick it up, of course...

Bug reports / Re: Food spoliling drops items
« on: May 28, 2017, 02:51:55 PM »
I posted a bug report on the old board sometime late last year, I think. I don't think it's a problem if there's a bug report on this board, though.

Suggestions / Re: non random start
« on: May 28, 2017, 11:26:55 AM »
I believe there are hack tools to allow you to mess around with stats and equipment.

While UrW auto saves, those saves are NOT reliable for save scumming purposes, because they're not complete. UrW performs some integration of temporary data files when performing a proper save. Most of the time save scumming through crashing UrW (or recovery from a crash) will work fine, but at times the save is corrupted.
You should make regular backups of your save folder (the (copy) generated by a simple copy/paste work fine, as it won't interfere with the game, so Brygun's method seems like overkill). If you want to save scum you can delete the save folder and replace it with the previous backup. However, that is not the way UrW is intended to be played. You take risks and you live (and die) with the consequences of your actions. If you want to play with save scumming it's your business of course (but don't brag about things you achieved through save scumming), but you're playing the game in a way it wasn't intended to be played.

I think you have to delete/rename ANCESTORS to revive a dead character. At least you have to if you want to create a new character with the same name as a previous one.

Bug reports / Re: Food spoliling drops items
« on: May 28, 2017, 11:07:58 AM »
There is a bug when carrying close to the maximum number of items and the food spoilage check is made. I think the spoil check items are removed from the pack and then added back after potential degradation (which doesn't have to result in any visible change), but the removal doesn't reduce the count of items carried, so when adding them back the limit check cuts in and things are dropped. The item count is probably adjusted at the end of the whole transaction.

Gameplay questions / Re: How do animals scent bait? distances?
« on: May 28, 2017, 11:01:25 AM »
My attempts to use dried and smoked meat as bait have been completely fruitless as well. Dogs eat roasted, dried, and smoked meat in addition to raw meat. However, they don't eat spoiled roasted meat, while spoiled raw meat is fine.

Gameplay questions / Re: Stews
« on: May 28, 2017, 10:58:26 AM »
There are no radishes in UrW, so I assume you mean turnips...

As Brygun said, nutrition input is preserved (no losses and nothing gained through breakdown for easier digestion), so adding just water dilutes the food, making it more filling but with a lesser nutrient density (and it also satisfies thirst to some extent). Thus, a "stew" consisting of just meat boiled in water mean the nutrients are just diluted. If, however, you add other things, such as herbs or vegetables, you add to the nutrient contents on top of the meat, but you're still diluting it.

I use the Njerpezit Cooking Mod, so it was a while since I used vanilla stews. With that mod I tend to make Hunter's Borsch (a meat stew with fresh meat plus dried meat, vegetables, and herbs, most of it optional) as my first choice, a rather boring fish soup (I'd like to see something more like bouillabaisse) as the second one, and Goulash (a vegetable stew with some smoked meat) as my third choice. Dried/smoked meat is used on trips.
Berries in UrW are nearly useless as food, unfortunately, and trying to live on it will drop your nutrition level, but keep you alive (I don't know for how long, though), and an occasional addition of meat from a bird helps a lot in that desperate case. I'm not sure you're better off picking the berries rather than trying to hunt, though.

Bug reports / Re: Snow & ice don't melt (spring start)
« on: May 28, 2017, 01:07:58 AM »
"Up until summer" is a bit unspecific. "Summer season" starts in April, and it's unusual for the snow to be gone in the first week of April as it can take quite a lot of time before the snow melts (I think my worst case was around "mid summer", i.e. a bit into July).

However, there has also been reports of bugged saves where the seasons do fail to change. Sami's recommendation was to delete weather.dat file inside the save (and I'd back up the save before doing that: regular backups should be made anyway, because of fairly rare crashes). The weather file should be recreated with fresh data the next time you play the save.

Solved'n'fixed bug reports / Re: Treasure not spawning in a "Pit"
« on: May 27, 2017, 10:53:45 AM »
Are you completely sure the previous pit is the only location in that whole area that matches the treasure location description? If not, keep looking. If you are, you ought to ask Sami to take a look.

Gameplay questions / Re: Stews
« on: May 27, 2017, 10:49:14 AM »
I haven't bothered with the details of nutrition, so I can't answer that part.
- However, smoked and dried meat last for a long time, and I think you eat a bit more of it than fresh meat. Thus, fresh food is a way to save the preserved food for later, while using up the perishable one.
- Stew adds other stuff to the meat, which means you'll get more food out of a given amount of meat, so it lasts longer. I also think a stew lasts slightly longer than roasted meat, but I'm not sure of that.
- From a role playing point of view, variation is good, and a delicious stew surely is better than delicious dried meat?
- The nutrition model is rather incomplete. I believe it's intended to be fleshed out in the future to request more of a balance to the diet.

Gameplay questions / Re: How do animals scent bait? distances?
« on: May 26, 2017, 06:11:20 PM »
As far as I've seen all animals that take fresh meat bait also eat spoiled meat, and birds that eat berries also eat spoiled berries. However, spoiled items on the ground disappear a lot faster than things in traps, so I suspect the trapping skill if both the making of the trap and the setting of the trap (plus any rituals used) affect the probability of an animal taking the bait.
I've seen animals circling traps on quite a few occasions, and I guess traps provide a deterrence factor as per the above to work against the attraction of the bait. However, picking all the fresh berries in an area seems to increase the chance of getting birds in traps baited with that kind of berries, so there might be a supply-and-demand thing as well.

Suggestions / Re: Regarding dog's behaviour in front of danger
« on: May 25, 2017, 10:19:58 AM »
I'm not sure what you're getting at. Dogs sometimes do flee when injured and sometimes fight to the death. They also ignore orders when enraged (as do companions). As to them following orders, well, just because the blasted dog barked a "yes" when I called it, it doesn't mean the bugger actually comes...

I've seen someone claiming different dogs have different personalities (brave/cowardly, energetic/lazy...).

Suggestions / Re: Increased and Expanded Valuables
« on: May 24, 2017, 12:18:02 AM »
Why would you want to get small useless pieces of metal in exchange for your goods? UrW has a barter economy, as coin usage hadn't spread that far north at the time.

Religious relics doesn't make sense, because the locals wouldn't make them, and foreign relics would be for a weirdo family of one god being 3 or some such nonsense.

I don't think there's much room for ornamented weapons and armor, given the poverty of the region. so the only gear found would probably have been taken from a leader of a trader company, if any are found at all.

Glass beads, I believe, have been found in graves from about that time in the general area.

Suggestions / Re: Material Ash
« on: May 23, 2017, 10:35:01 AM »
The UrW mechanics for slash-and-burn means you need to use some techniques that aren't realistic to do it because of the restriction on how quickly you'd have to convert the land.

My current protocol is to clear cut the future farming area during the winter and move the trunks/logs out of the way and then place branches in 9 tile long rows with one empty tile in between the rows in 9*9 patterns. I then set fire to one row and return to the start to process the soil (the first tile has burned out when the last one is done). Most days two such rows can be processed. Why 9*9? When harvesting you have to process tiles one tile away, which means you can reach 3 tiles in front of you, so I can just move along the center of a 3*9 stretch, and 9*9 is symmetric. It can be noted, though, that UrW village farming areas consist of individual plots scattered throughout the area, possibly where trees once stood.

If I were to do it in a somewhat realistic fashion, I'd cover the whole area with branches (not cutting any trees beforehand, at least not in the area, but possibly beyond to limit the spread of fire) and set fire to one end, letting the fire spread and then spend weeks processing the soil, but that's currently not possible with UrW's model.

Suggestions / Re: Auto-tresher
« on: May 22, 2017, 09:29:04 PM »
Neither compost nor ash or any other fertilizer were used in the UrW time line. The ash resulting from the slash-and-burn may sort of be considered fertilizer, but I don't know how much peoples who used that technique realized it (as opposed to being a result of burning everything to clear the area).

I don't think the concept of water powered equipment had spread very far into the backwards areas at that time, even if they would have been able to build it if they'd known about the concept.

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