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Messages - PALU

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Gameplay questions / Re: Craft question
« on: June 14, 2019, 11:17:20 AM »
Yes. It means that the success roll was sufficient for a better result than the material used allowed for, so in that particular case, having use a perfect board would have resulted in a top level trap.

The same logic applies to other cases as well. Tanning stages often result in that message for me, for example, and you can also get it when making javelins, as it's very hard to get hold of staves of better than normal quality (you can very occasionally buy them, but you can't craft them).

It can also be mentioned that there's a similar (but different) message when it's the quality of the tools used that holds the result back.

As far as I've seen, they never use throwing weapons (like javelins and rocks), at least not for throwing, and when I gave a henchman a weapon he was good at he still kept the one he didn't have any skill in equipped.

Gameplay questions / Re: In the forest cover Quest
« on: June 11, 2019, 03:42:08 PM »
Once you've located the tracks you shouldn't need to burn twigs on all tracks, as you can follow them to see where they end, but given that you can miss tracks I agree you may need to try multiple possible "ends" (I've had to do so in the past), and burning the tiles surrounding the suspected last one in the possible movement directions sounds like a smart move.

I agree there's a need for something to help you to find the general area of the tracks (i.e. an area much smaller than the current circle) as long as you have to stumble on the tracks to find them. I have no idea if there's anything of use for that purpose in Finnish folklore, though.

For the bird thief quest I use the technique of walking along the border indicated within sight distance of the "other" type of tile mentioned, and so far I've managed to do them all, but it's easy to be unlucky and have all the traps and feathers blocked by trees. (I've also been lucky with search quests a couple of times with the "other" tile type being a river, limiting the number of tiles to search significantly).

Gameplay questions / Re: In the forest cover Quest
« on: June 09, 2019, 10:53:21 AM »
It's probably the most tedious of the area search quests. It MAY be that track origins are only found in forests, but I've at least followed them out of it.

My search technique is to visit each tile in the area by going back and forth (or up and down) one world tile at a time, zoom in, turn 180 degrees, zoom out, turn again and move one tile...
However, it's very easy to miss tracks in spruce infested forests because of all the vision blocking spruces.
I've given up of such quests at least once after visiting all tiles in the area.

I've tried searching for tracks on each world tile, but gave up on that because it more or less doubled the in game search time. Since I've never actually searched for tracks on the world tile level and then zoomed in I don't know how good that method is for locating the tracks, although I suspect you may both fail to get any report and get a report of seeing some uninteresting tracks.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: June 05, 2019, 12:40:49 AM »
Something has "picked" barley/rye for me in the past, and since you can't do it yourself even accidentally, I suspect it's been done by birds, but it's been nothing like badgers eating most of other crops.

I keep animals away by a fence (with a few bear traps in gaps to actually trap big ones), with a complete line of fox pawboard traps inside of it (I enter/leave the area by zooming in/out). I'm not sure animals have ever gotten themselves caught in the inner traps, quite possibly because a fence with traps inside aren't considered pathable to animals. I do catch large animals in the bear traps, though, even with the pawboards inside of them.

Development News / Re: Bark stuff, birch-bark stuff
« on: June 03, 2019, 10:40:57 AM »
@Prae: Introduction of iron working would probably do nothing to help you getting a starting axe, as you'd probably need a fair bit of infrastructure in place (probably requiring an axe to make) to prepare the stage for iron working, so it would probably be a mid/late game activity, not a starting game one.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: May 29, 2019, 07:03:12 PM »
Yes, the long shelf life of grain and vegetables is an important reason to produce them as backups (although dried/smoked meat works well too).
In most cases there's not much point in trying to alternate with other food stuff to use up meat slower, as the meat tends to spoil before it's all used up anyway (and then be used as dog food).

I basically never carry a pot around, as the contents of the pot is poured into a bowl as soon as the cooking is done, so carrying a pot is either a mistake (forgot to change the container), or because I'm going on a longer trip and have a little bit left from the first bowl (I alternate between two bowls). As soon as the bowl is empty I then pour the contents of the pot into it and let the dog carry the pot.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: May 27, 2019, 08:54:34 PM »
I use the Njerpezit Cooking mod to get some variation and "better" cooking options, in particular the pot prepared food that combine multiple ingredients to fill a pot completely, allowing you to cook less often. Combining items also means you can get some high nutrient food (meat) together with lower quality ones to end up with a good total amount. The Goulash also used a limited amount of flour, which means you don't have to grid flour as often (and, as a result, don't have to use as much flour in total). The mod also contains a number of nicer bread options. If I remember correctly, the flatbread one simply uses more ingredients, resulting in more bread per baking session.

Unfortunately, the UrW nutrition model means using ingredients such as mushrooms and berries are loss activities. I'm not sure if you're going to starve to death trying to live only on berries (and they'll go out of season eventually anyway), but you sure get gradually hungrier and hungrier even with a constantly full belly because of the low nutrient concentration (an occasional addition of the meat from e.g. a bird can keep you going, though).

Development News / Re: NPC hunters gone wild
« on: May 26, 2019, 06:50:32 PM »
For a difference in access time between the free version and the paid version to make sense with regards to donation incentives, donating users ought to be treated on par with third party platform purchasers, at least when the donations are above some threshold (probably around when the developers get about the same amount). That can be achieved either by introducing a new tier between free and Lifetime Member, or by lowering the threshold for the latter, possibly discarding perks that aren't sustainable in the process.

It can be noted that the Lifetime Member category is in a somewhat uneasy position currently, because releases are supposed to be discussed in the members only section before they become available as freely downloaded, but as far as I know the third party platform purchasers aren't given access to that section, which means those who have payed for a license to use UrW and want to discuss the game in its own forum end up doing so in the open section.

The UrW nutrition model is a bit simplistic, so nutrients are neither gained nor lost by (poor) processing, but some (drying and smoking in particular) concentrate those nutrients in a smaller package, allowing characters to eat more nutrients before the belly gets full.
Water, naturally, doesn't contain any nutrients at all, and so is merely a filler. However, some foods need to be processed in various ways, and all kinds of processing are not available to all foods (you can't roast grain, for instance).

Development News / Re: NPC hunters gone wild
« on: May 24, 2019, 12:12:38 AM »
Sounds like a nice piece of ownership logic.

If you were to make your home in a cave I assume you'd either build a wooden floor (which probably doesn't match how things were done in reality), or just use "carpets", i.e. hides, which I think have been used by cultures using mobile structures (yurts, kotas, tipis, etc.).

General Discussion / Re: How to get burn damage?
« on: May 15, 2019, 02:13:19 PM »
You've got a useful answer already, but I'll add mine as well: The time I accidentally burned my character I'd set fire to a line of branches for a future set of farm plots, while standing at a tile beside the line cutting new branches, with one lot already at my character's feet. Apparently the process of cutting branches (and thus being occupied doing something) prevented the character from immediately jumping away (dogs get out of the way when I've set fire to branches underneath them, and do not get injured in the process).

Suggestions / Re: Rules of engagement for adventurers in the wild
« on: May 13, 2019, 02:56:42 PM »
While the requirement to unwield weapons when entering villages makes logical sense, it's a pain in the posterior in practice, as shown by games that have such rules: it adds busywork and you're likely to forget either to remove the weapons before entering, or forget to reequip them while leaving (or both).

Having weapons at the ready while traveling makes sense, as you can easily stumble upon aggressive wildlife, so a traveler not being armed would probably be seen as somewhat reckless.

General Discussion / Re: Exploit - overloaded traders
« on: May 09, 2019, 02:28:23 PM »
The problem with traders having beasts of burden is that it requires the implementation of logic to handle the "inventory", so there's an implementation technical issue. In addition to that, I'm not sure the ships of the era were suitable for transport of cows/horses, so there might be an issue with historical accuracy there. On the other hand, Scandinavians definitely used their ships/boats on water ways.

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