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Messages - PALU

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1561
Gameplay questions / Re: Help with bird thief quest
« on: July 30, 2017, 05:04:04 PM »
I certainly wouldn't mind if the areas were shrunk considerably.

1562
Gameplay questions / Re: Help with bird thief quest
« on: July 30, 2017, 03:09:07 PM »
In your case the traps are located on the heathland, but if the heathland doesn't have coniferous forest as its western border tile it's not of interest. Heathland is sufficiently open that you ought to see the traps using zoom in/look forward/look backwards/zoom out. The site can be quite some distance from the border (I believe injured adventurer shelters have been found close to the center of the tile), but so far walking on the border has been sufficient for me to find clues. I'd say the bird thief one is one of the harder, because the traps and feathers do not stand out the way blood splatter does (but your tile mod should ease that a bit).
If you want to use the "follow the border" search method I'd recommend walking a fair bit inside the heathland tile within view of the border to cover as much of the tile as possible.

1563
Not bugs / Re: Portraits won't show.
« on: July 30, 2017, 11:11:56 AM »
I wouldn't be surprised if the tilde modified character isn't recognized properly in one of the path interpretations UrW uses (but apparently it works in some of the others). Sami should probably take a look at that.

I generally place my games in my Games folder and I avoid installing to program files, as that path is on the OS disk, which is full of junk the OS installed/keeps cluttering up.

Anyway, good to hear it works, and it's also good to get feedback about what appears to be the problem (for any others encountering the same problem).

1564
Gameplay questions / Re: Help with bird thief quest
« on: July 30, 2017, 11:02:14 AM »
The snares exist in the game world from the time the quest is generated (or at least accepted), so you can find the snares while waiting for your traps to bag a bird.
This quest, like all the other "find things within area" quest, requires a tedious search through every tile within the area that matches the description: it does not have to be near the center.
I use two techniques for these area searches:
1. The preferred one is to sweep back and forth over the area on the world map, zooming in to every tile of the right type, look forward, look back, zoom out, move to the next tile, repeat. This covers an area is less than 5 days (but it generally takes more than one).
2. When the target is in spruce infested forest visibility is too poor for the previous technique to work. In that case I follow the borderline on the zoomed in map for as long as that feature is relevant, zoom out, move to the next one, etc. This technique generally takes longer and is more prone to overlooking a tile.

Thus, when going on these quests I make sure to bring food for at least a week.

1565
Not bugs / Re: Portraits won't show.
« on: July 29, 2017, 09:48:00 AM »
The error report is probably too short on details to allow for any investigation:
- What OS and UrW version are you using? Any mods?
- Has it worked before? If so, have you done anything recently that might have caused things to change? (OS/UrW upgrades, driver upgrades, installed/removed mods...)
- Have you experimented with replacing portraits with your own?
- What's being displayed instead of the character portrait?
- Does it happen when you generate new characters as well?
- Anything else you can think of?

1566
Suggestions / Re: Suggestion for the upcoming Trophies
« on: July 28, 2017, 06:18:22 PM »
I find those suggestions reasonable (although not necessarily my top priority ones), with the exception of fish: until such a time that you can either smoke/dry different species/sizes of fish together, or you smoke "cuts" (i.e. fillets) that have a standard size, individual sized fish would be a processing nightmare (it' already one of the reasons I don't do much fishing with my characters, because it's hard to get full batches of any species even in winter).

1567
Bug reports / Re: Impossible quest
« on: July 27, 2017, 05:49:08 PM »
I'll be more direct than trying a joke: It might be a good idea to ask in the Gameplay questions forum about something that seems wrong rather than immediately jumping to the conclusion that the issue is a bug.

1568
Gameplay questions / Re: Does fur spoil?
« on: July 27, 2017, 09:59:00 AM »
Well, if you start the game in summer, your hideworking skill will be lower in summer during the winter, and hence you'd get a better outcome in the winter. The quality of the result of the skin making process is not dependent on the type of skin used, only on skill, input material quality, tools, and RNGs. The discussion concerns skin of the same quality (thus having an identical name), not various qualities.
Winter fur and summer fur are distinct in the game with the winter versions being more valuable due to having a thicker pelt, but it's currently not possible to distinguish between them apart from dividing them into like quality stacks and use trading to find out which stack is the most valuable one.

1569
Bug reports / Re: Impossible quest
« on: July 26, 2017, 06:49:53 PM »
No, you CAN do most of these quests by gathering the fresh leaves rather than wait for a proper harvest. I haven't checked your case, but most of mine were given prior to proper harvest, but while the leaves could be gathered.
Silly young kid who believes to know it all ;)

1570
Not bugs / Re: Can't plant sorrel
« on: July 26, 2017, 12:36:23 PM »
Not any other crop. It seems there are two groups of crops, one of while appears immediately and one which follows the old behavior. Most or all of the "normal" agricultural crops appear immediately, while many or all of the "wild" ones seem to take their time showing up.

1571
Suggestions / Re: Material Coal
« on: July 26, 2017, 12:28:37 PM »
Refueling won't be possible until tasks can be interrupted and resumed. In the case of the modded functionality of forging you can easily do that: just require a sufficient amount of fuel as part of the process. You can easily assume feeding fuel to the fire at appropriate moments is just a regular part of the process: there is no need to micro manage it as it just adds tedium. The fuel requirement is still valid though, but just bake it into the process.
A case where you might want to actually handle refueling is the smoking of meat/fish, but you don't want to be tied to your homestead for the rather lengthy process (yes, you can check nearby traps, but hardly perform any quests).

1572
Not bugs / Re: Can't plant sorrel
« on: July 25, 2017, 11:20:48 PM »
There are some plants that seem to take time to appear above ground (yarrow being one). In addition to that, some have a color that blends perfectly with one kind of ground (yarrow again).

1573
Not bugs / Re: Skills are not improving
« on: July 25, 2017, 05:31:20 PM »
Ritual doesn't improve at all. Weatherlore does, but it's very slow (my characters check the weather 5-10 times a day, and it's still very slow).

1574
Not bugs / Re: Crafting staves and javelins
« on: July 25, 2017, 05:29:36 PM »
This is well known (check any discussions about item quality). It can also be noted that you can't craft clothing of higher quality than decent (it's capped), but you can find higher quality clothing in villages.
The logic for clothing and bowls at the least, is that once the item it's fully functional with no flaws, it just doesn't get better without embellishments the character cannot engage in. In the case of bowls it could be intricate carving, while in the case of clothes it's because well tailored clothing takes a lot of time to make, and the current UrW model for tasks generally doesn't allow for interruptions (there are some exceptions, with more to come in the future), so you just can't spend 40 hours one making a masterful bear skin cloak with all the bazillion smal,l quality, stitches and whatnot required.

1575
Gameplay questions / Re: Does fur spoil?
« on: July 25, 2017, 05:21:09 PM »
Furs do not decay, but hides being process do, if not processed in a timely manner.

What you've seen, though, is probably that there is a difference between winter and summer furs (and there may be two additional modifiers as well). The next UrW version will make a distinction between the names of winter and summer version to make it clear (not only is winter fur more valuable, but it's rather annoying to have traders want your fine stag fur and a hare fur, and then demand more on top of that because he actually wanted the *winter* one).

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