Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - PALU

Pages: 1 ... 39 40 [41] 42 43 ... 109
601
Gameplay questions / Re: Problems with rituals
« on: April 13, 2020, 12:24:24 AM »
You've got the timing wrong, Tom H. The UrW timeline is approximately 800-1200 AD.

602
Gameplay questions / Re: Problems with rituals
« on: April 12, 2020, 02:45:49 PM »
The rituals are based on actual folk lore superstition, i.e. what people have actually thought worked, which most people nowadays write that off as pure superstition (which doesn't stop a large portion of those same people from engaging in superstition, rituals, and omens when it comes to gambling their money away...).

The "open water" season is when the ice is gone, presumably when you can use a boat to get out onto the water without smashing ice at the places that get ice. The corresponding ritual has the fish sink when "successful", and I your fish was fresh because the (air) temperature was below freezing.

603
Suggestions / Re: Dog commands
« on: April 12, 2020, 12:01:01 AM »
Dogs have better hearing than humans for starters. Also, when entering villages, the villagers keep greeting you from further away than the range from which you can respond. Conversation is one thing, which shouting is another, so it would be useful to have one range for shouted, simple commands, and another for conversations. Coordinating a posse of villagers in robber quests is problematic because of the short conversation range, where the morons de-aggro while a buddy gets beaten to death in the tile next to them, while your character is engaging another robber further away.

604
Development News / Re: The situation and stuff
« on: April 11, 2020, 02:22:26 PM »
Take care yourself, and make extra sure not to spread the virus to or between those you help.

While I agree a good game is welcome when forced into inactivity, there is not an urgent need to update it at an express rate. Spend your time the way you feel is the best one.

605
Gameplay questions / Re: Various questions from a new player
« on: April 10, 2020, 09:03:37 AM »
There's a fixed number of item stacks the PC can carry, and there are similar, but much lower, limits for craft, animals, and companions. There is not a limit for dropped item stacks on a time, as far as I know, although there is a limit to the number of items that's allowed in the "vicinity" (something like 3 * 3 or 5 * 5 world tiles) numbering a number of thousand. Note that this number includes the stacks in built structures such as walls, fences, etc., so a fence might consist of two stacks of 1 withe each and 2 stacks of stakes (where the 2 different stacks comes from two different levels of quality), resulting in a "cost" of 4 stacks.

606
Did you zoom out without moving, i.e. directly from a land tile? It shouldn't be possible to move with an overloaded craft, but if you didn't actually move it first, a check may be missing. There also was a recent bug of landing a craft and then zooming out directly after having dropped the paddle on a land tile (i.e. one not belonging to a river/lake). This might be related.

The modded items aren't that hard to make again (assuming the tools needed to make them weren't among the lost items), assuming the logic is close to that of Buiodda's mod, but losing quality items and the only tool of various kinds hurts.

607
In my case I had my character move in a "random" facing direction after turning on the spot for a while, and I suspect I actually had the character walking away from the spirit, based on what I think the original facing was and where the spirit showed up when light was available, which (I think) facing in the same direction.

608
Thanks, didn't know that was possible.

609
I'd like something even simpler (in real world terms) for stable/indoors animals: hooks on the walls (or poles on the floor) to which you can tile the ropes holding animals.

The problem with using doors of various kinds is that animals tend to tail gate you when you leave. I build my "stables" around trees to provide something to the the animals to (leaving holes in the roof, of course, but that has no game play effects beyond seeing snow "indoors").

610
Not bugs / Re: Spirit of the forest quest doesn't work in winter
« on: April 01, 2020, 08:18:14 PM »
Yes, a big fire did the trick. I'm not sure I'd have seen him if he'd been on the other side of my character, rather than on the other side of the fire, though.

611
While I've found the only way to get away from robber is to run and zoom out, I don't buy the complaint that you're attacked back while sniping (and killing).

It can also be noted that you CAN yield (and it's not the usual outcome to die when encountering robbers: they're unexpectedly merciful in just robbing and dumping you after having killed some of their buddies most of the time).

I've encountered robbers that were extremely good fighters, though, where the only way to stop them from mowing down my posse was to move and attack from behind, as all attacks from the front were either blocked or counter attacked, with my highly skilled characters losing out. Some robbers, on the other hand, go down almost immediately.

612
It's caused by items (typically food) deteriorating (or at least it did a few years ago, but I thought that had been fixed). As far as I understand, you're at your maximum item limit, and then your piece of tasty snake meat loses a bit of it's quality and becomes just plain old snake meat. That seem to cause UrW to try to add the piece of plain snake meat to your inventory and find it full, resulting in it being dropped, after which the tasty piece of snake meat is removed.

There is a maximum weight characters, creatures and craft can carry, but there is also an item (stack) limit, with the PC's limit being much higher than that of other creatures and craft. Thus, when collecting the spoils after defeating robbers, give the big heavy stacks to other creatures (henchmen or animals), and take all the light stack yourself.

If you find yourself frequently hitting the item limit you're probably doing yourself a disservice, as encumbrance is a killer: it increases the rate of fatigue build up, as well as lowering your success chances with tasks outright. There are hauling situations when you carry as much as you can, but when going about your daily life you ought to carry only what you need for the immediate future. My characters drop everything carried (you need your tools [used from the ground], some food for the day, etc.) before starting tasks, and picks them up afterwards.

613
Not bugs / Re: Spirit of the forest quest doesn't work in winter
« on: March 31, 2020, 10:00:26 PM »
Nope, didn't think of that (and when the problem is apparent it's probably too late to start a fire, but it's worth trying for a second attempt [with a bonfire, to ensure it won't go out before the geezer shows up]. I don't think a torch would be useful, as they burn for a very short time, and it can take hour of failed attempts to light a fire from which the torches can be lit).

614
General Discussion / Re: Thick skull!
« on: March 31, 2020, 10:08:28 AM »
I generally pound my prey with the shaft of the javelin (until I manage to upgrade to spears), and yes, it takes a lot of whacks to kill them (for sleeping Njerps I use the sharp end... It's happened one or two times).

615
My character received the spirit of the forest quest a week before mid winter, and performed the ritual 2 weeks later. However, when my character felt the presence of the spirit, it was so dark that the visibility was a single tile, so the spirit wasn't visible (spirits don't wear light vests like humans do). I waited and turned, waited and turned, ... for a fair while, but nothing happened. Then I took a step in a random direction, and was spoken to by a still invisible grey bearded man. I waited a fair while more, but nothing more was said (or seen, of course). I then walked in a rectangle around the ant nest, but nothing was happening or seen, after which I gave up and went to bed. When reporting the quest to the sage that had given it, it hadn't registered, so I guess it will have to sit there for some months to wait for brighter times (there's still two or 3 usages left on the item bought for the quest)...

Pages: 1 ... 39 40 [41] 42 43 ... 109