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Messages - PALU

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526
General Discussion / Re: Inconsistencies/problems with rope?
« on: June 24, 2020, 06:08:44 PM »
As princebunnyboy mentioned towards the end: you don't need cord for smoking/drying/fence making, as withes work perfectly fine for these purposes, and withes are fairly easy to make from reasonably abundant material. You don't really need to bother about splitting and splicing withes, as you get them back after smoking/drying, so you build up a sufficient stock reasonably quickly.
"Real" cord and rope should be cut to the desired length, however, in order not to waste this precious resource.
You can also make rope out of bark for making a raft, although you have to harvest the bark in spring.

527
It's currently unknown, I think, whether "forest cover" is to be taken literally or not. I've definitely seen the tracks go out into open terrain, but I can't remember if any of the "last" tracks have been in open terrain. In my last case new tracks appeared after a day of fruitless burning on "last" tracks, and I eventually found the missing creature.

Thus, you probably have to search each and every tile within the circle (probably excluding the village). Also note that it's easy to miss the tracks in spruce forest because of the limited visibility. In pine forest you can get away with moving on the overland map and zoom into each tile, look around, and then zoom out again, while you have to be lucky for that to work out in spruce infested terrain. I walk back and forth mostly zoomed in for one row/column of tiles at a time, which is extremely tedious.

Also, you're unlucky to get a boar, as, unless the track changes have modified it, you can't see the difference between the tracks of a tame boar and those of a wild one.

It is the most tedious quest in the game, and one I'm prepared to skip or fail because of the extreme tedium involved.

528
Gameplay questions / Re: Kota
« on: June 23, 2020, 11:17:56 PM »
My guess, without having built a kota for years, is that you've made it too small so it actually only has a single tile of space in it. If possibly try to compare your kota with the ones in the game and see if yours are smaller (you might start a new character in an easy start up in the north and walk to the nearest village).

529
If you're using Windows I'd expect the deleted character folder to be moved to the recycle bin, but whether that folder contains info marking it as dead is unknown to me. Also note that resurrection requires you to get rid of the ancestors file (or whatever it's called), as its log of the character's death prevents the usage of that character name for a new character.

If the character folder is in the recycle bin, I'd expect it not to show up in a disk search for removed files/folders, as the folder still exists (unless the bin has been emptied).

Personally I try to copy the character folder after every play session, removing the set once there's a hundred or so of them (keeping the latest, of course). While UrW is very stable, there is still the occasional fatal corruption (I think my latest case was caused by a power outage, something that's very hard to protect against in a program).

Obviously, though, it makes it very tempting to resurrect characters that died legitimately.

530
Solved'n'fixed bug reports / Re: Skinning
« on: June 21, 2020, 09:16:49 AM »
I believe that's a bug that's been fixed for the next version.

531
Gameplay questions / Re: Companians and Rituals
« on: June 19, 2020, 06:05:11 PM »
As Owlant said, rituals are taught by NPCs either as quests in themselves or as payment for quests. Your standing with the spirits probably does not have anything to do with that.
Note that you'll have to find the quests, i.e. visit villages where quests are available, without knowing where that may be.

I use companions exclusively for the game course event that requires you to get one and for robber quests. I don't use companions for labor both because I'll eventually run out of projects anyway, and because I want my character's skills to increase, and that's slow enough as it is (and the projects tend to run out well before 100%).

532
General Discussion / Re: A Hunting Goshawk
« on: June 18, 2020, 02:29:54 PM »
It's not unheard of for my early characters to steal the kill from hunting birds (once, I think I've even stole the kill from a wolf, before legging it).

533
General Discussion / Re: Need some help with Unreal World please
« on: June 18, 2020, 10:23:10 AM »
Note that using tracking on a tile that ought to have a track on it (e.g. because it's to the north of a tile with tracks leading to the north) can sometimes reveal tracks (I guess it means the character is looking more carefully and finds them), and using tracking on a tile can also reveal tracks in neighboring tiles (for the same reason).

534
I've played various types of characters, from an enormous Kaumo warrior (eventually doomed by an unlucky hit and possibly some questionable decisions when he was already losing after having wiped out about a third of the Njerp villages), a minute Owl tribe girl (as small as I was able to make the character, aiming for a low strength as well), quick as greased lightning, but struggling mightily with heavy work (one slender trunk at a time),  eventually one shot by a Njerp, to an escaped slave (resulting in essentially random stats, I think, who kept fainting all the time when hit, which wasn't good when the injury was caused by an attacking wolf). I'm currently playing in the "make the roll and take it" territory, resulting in an about average character.

535
Nope (but I haven't created any throwaway characters, except, sort of, the ones for the runaway slave start, where you lose 20 or so before you actually get away alive with one).

I don't think I've lost any characters to robbers, because they usually beat the crap out of your character and then dump it. Wolves, yes, Njerps, yes, most, bear I'm not sure. However, I never attack bears or wolves as they're too dangerous, and I'm careful with Njerps (always losing eventually, though), returning home to gear up before engaging them (unless it's a random encounter, in which case I try to retreat). Also, I don't engage Njerps in spruce forests.

536
General Discussion / Re: Starving dogs refuse fresh Njerp? (6.1)
« on: June 14, 2020, 08:41:54 PM »
Is that standard now or a mistake from me?

As i bring my starving dogs a really tasty fresh Njerpes Warrior they shake their heads. Such waste of food should anger the spirits. Would be a shame :)

Didnt see it in the change log, overlooked?

 I don't think dogs (in game) will eat large whole carcasses. If you chop him up into cuts, I bet the dog(s) will eat it.
Dogs eat freshly killed game, ruining the fur when starving, so I think that applies to njerp corpses as well. However, I don't think hungry is enough: I think it has to be starving.

537
I don't think putting fresh wood on embers should automatically restart the fire, as that's usually not what's happening in real life (where the embers are covered by ash). However, I fully support the automatic quick success suggestion.

538
Gameplay questions / Re: Question about Combat and Accuracy!!
« on: June 09, 2020, 08:34:56 AM »
UrW combat is deadly and unpredictable: it only takes a single lucky shot to kill, and the combatant who draws the first blood usually ends up being the one who lives. Also, as mentioned, NPC skill varies hugely, so some are pushovers, while some are overcome only by cheesy tactics (or lots of luck).

Maximum armor protection helps a great deal in reducing or negating the effect of enemy hits, but it also reduces your skill and increases the rate of fatigue accumulation, so you need to find a balance.

Note that aiming is makes it even harder to hit a target, so you need to decide whether you want to go for a lucky blow to an unprotected head, or trying to get at least some hits in that would whittle away at the enemy's health.

539
Gameplay questions / Re: Stop me, before I kill again!
« on: June 09, 2020, 08:25:14 AM »
Not really (and I have the same issue). Having the items on the ground will block inventory access and make the mistake impossible, but you'd be tied to a specific location.

My routine is to check the weather, the herbs, and then eat, whenever my character gets hungry. I also tend to avoid carrying unidentified mushrooms, although there is now a check and warning for eating those.

540
General Discussion / Re: Take it or leave it - Forest Reindeer Meat?
« on: June 08, 2020, 08:52:27 AM »
I don't kill more than one at a time (obviously, successfully defending against a wolf pack, or a herd of reindeer getting themselves trapped in a trap line is a somewhat different case).
In general I kill, skin, haul, drop in cellar (return to get the rest of the meat if an elk), clean, tan, prepare meat (dry or smoke), tan, dry/smoke again if there's more to process, finish tanning (essentially takes a day for an elk hide), with sleeping in between as needed. For trapped animals I'd then proceed to the next one.
If I were to deal with multiple dead wolves (or, potentially a bear and her cub, which so far hasn't happened to me), I'd skin first and butcher afterwards, doing as much as I can before having to sleep, storing hides in the cellar. I'd prioritize tanning over meat processing.
Also note that you've got a lot more time in winter when meat basically doesn't degrade (I don't know to what extent carcass degradation is modeled, though, but given that you can sometimes find perfectly fine elk cadavers from ice accidents in autumns, I suspect it isn't a factor).

Another thing to consider is fatigue. I don't do skinning or tanning when having fatigue (sometimes I don't care if the skin preservation has already failed in a previous step), but wait to do that until the fatigue is gone (to get the best possible skin), and meat processing is a process that actually reduces fatigue, so I may well process a small batch of meat rather than just twiddle my thumbs.

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