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Messages - PALU

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736
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: October 01, 2019, 12:48:57 PM »
It says in news.txt that you won't learn unless it's at least 5 tiles away.

Quote
Version: 3.14-b3
Released: Jan-28-2012

- balanced: skill improvement with target practice

    * Target practice skill improvement rate has been decreased a bit.
        * Throwing/shooting at targets less than 5 tiles away isn't considered
          a proper target practice and doesn't improve your skills.
Interesting, given that I haven't played such an old version. I still believe I have skilled up with next tile targeting, but my memory isn't always reliable (and I've stopped using that kind of practice in favor of the rather silly method of firing blunt arrows at animals caught in traps at the neighboring tile, which definitely does improve the skill occasionally, but then you have a live target [when it comes to trapped predators I stay two tiles away]).

737
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: September 30, 2019, 08:00:47 PM »
I've skilled up using the next tile, and doubt anything but the current skill level affects the chance of increasing the skill.
Also note that as far as I know it's a fixed chance to increase the skill, so it may happen on the first one or it may happen on the 1000:ths (I've had "training sessions" for dodge and parrying where I've given up after 600 attempts with no skill increase).

738
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: September 30, 2019, 01:18:32 PM »
For archery grinding without arrow loss you can aim at the ground tile in front of you. Note, though, that it requires a huge number of shots to advance the skill when at high levels.

739
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: September 30, 2019, 11:21:25 AM »
Yes, as Tinker said, it's 2*2 and 100*100 meters respectively (and thus there are 50*50 zoomed in tiles in each world tile).

Also note that UrW uses the unusual system of rounding announced measurements upwards, so an item in your inventory can weigh 1.1 pounds but is displayed as 2 (which is why making 10 bandages can require many more items than you'd think to make if the source items are displayed as weighing 2 each). Similarly, distances are rounded up, so "4 km away" means 3.1 - 4.0 km (i.e. 31-40 world tiles).

Also, information about nearby villages/caves/lakes doesn't even seem to use that system. At least when you ask about things further away I believe it is always described as 20 km (quest directions use the system above).

Directions have a low resolution, being limited to N, NE, E, SE, S, SW, W, and NW (I wouldn't mind twice the resolution, i.e. N, NEN, NE, ENE, etc.).

And yes, it's somewhat odd to mix metric and more archaic measurements, but it doesn't really matter as it's just numbers with given relations between them (and there's no reasonable relation between the inch/foot/yard measurements and the larger one, i.e. English (or nautical) mile which would make world tiles and overland distances awkward to relate).

740
Not bugs / Re: Wild animals suiciding on melting ice?
« on: September 29, 2019, 08:29:41 PM »
Ice is indeed tricky to judge. A trick I haven't used often (instead erring on the side of caution, staying away from ice during autumn/spring) is to load up the character with the maximum carrying load and take off the skis. If you don't get a warning when moving out onto the ice on the overland map you ought to be safe with skis and reasonable loads (assuming you're not going to travel significant distances over the ice, in which case melting during your travel can be an issue).

741
Not bugs / Re: Wild animals suiciding on melting ice?
« on: September 29, 2019, 03:44:18 PM »
I've answered the poll, of course, but here's a somewhat more extensive description.

I'd say my characters tend to encounter recoverable carcasses of drowned elks and reindeer around once per game year, possibly up to twice per year. It helped my last character that two traps were close to the water, so those areas were visited essentially daily. My characters tend to settle beside rapids for the easy access to water in addition to the defensive value of having one side safe from attacks, which means at least some travel along the (ice covered) water happens.

As an example, during the character's last autumn an elk was seen wandering around the area of the traps, and one day, on a hunch, the character decided to take a closer look after having seen the elk in the distance on the river tile, and sure enough, the elk was found drowned (although that's the only time I've actively looked for a specific animal, but I've walked along the shore a number of times to check for signs of elk/reindeer straying out onto the thin ice, and have found such victims several times, as well as ones that are still alive and struggling, with my character just sitting back and watching for the struggle to end so recovery can be commenced).
This comes in addition to actively scaring animals out onto thin ice as a form of active hunting, which I think works about as it ought to (maybe a bit on the easy side, as the animals might be a bit more reluctant to move out onto thin ice rather than moving along the shore).

742
Not bugs / Re: Wild animals suiciding on melting ice?
« on: September 29, 2019, 11:28:50 AM »
The frequency with which it "should" happen has to be a judgement call. My personal gut feeling is that it happens a little too often and that the rate could easily be cut in half without becoming exceedingly rare. However, it's in the right ballpark as it is currently, at least in my opinion.

743
Not bugs / Re: Wild animals suiciding on melting ice?
« on: September 28, 2019, 10:58:51 AM »
It's fairly common. I've found elks and reindeer in particular on thin ice repeatedly falling through, held back until they drowned, and then slowly and carefully crawled out on the ice (after dropping everything carried, although I think a knife actually is useful if you fall through) to pull the carcasses back towards the shore one tile at a time to skin and butcher it (with branches prepared for a fire should the character fall into the water.
I've also actively scared large animals out onto thin ice and scared them away from the shore to get them to drown.

744
sami@unrealworld.fi, or a link to a web storage (e.g. Dropbox).

745
I'm in favor of the idea to use the whole cord even when longer than necessary. However, I'd also want a note/warning of the type "The cord is longer than necessary, and all of it will be used. You can abort the task and cut a piece of the required length for the task if desired before retrying".

746
It can be noted that a standard length of tying equipment is 15 ft, the amount used was 3, and that 15 - 3 = 12, i.e. I'd investigate if the length of tying equipment was the length retained rather than the one removed.
An experiment would be to use the 12 ft rope (I'd use the original rather than the retrieved one to rule out any potential corruption transfer) to build a trap, verify that the rope remaining is 9 ft, dismantle the trap, and check the length of the recovered rope. I wouldn't be surprised if it turned out to be 9 ft.
A third test would be to use a 3 ft rope and verify that building and retrieval worked correctly).

Edit: I went through with a test sequence:
- Built two small deadfall traps using a single pristine willow bark cord (a modded item, but I don't think that matters here), verifying the amount left was 12 and 9 ft, respectively.
- Disassembled both traps, and checking the length of the cord returned: 15 and 12 ft, respectively.
- Built two new traps (from the material used for the first trap pair, except for the cord. The material was used directly from the ground (shouldn't matter). Again, the length of the remaining piece of cord was as expected: 6 and 3 ft.
- Disassembled both traps. Length of cords returned: 9 and 6 ft.
- Built a last trap with the final piece of cord and disassembled it. The cord retrieved was 3 ft long, as it should be.

Thus, it seems the cord built into the trap is a copy of the one used as it looked when the recipe was initiated, rather than a 3 ft length cut from it, with the original then being shortened after the copying took place. I'd guess the copying of the original is done to ensure all the relevant properties (quality, type as a minimum) are carried over, but the step where the length of the cut piece is set has been omitted.

I don't know if the 3 ft piece of cord returned when disassembling the last trap in the sequence is that same object as the one used to build it, but that probably doesn't matter as items with exactly the same set of properties are completely interchangeable (and thus can be stacked), as long as any item destruction is handled properly.

747
Gameplay questions / Re: Anyone ever clear out Njerp territory?
« on: September 21, 2019, 11:18:29 PM »
About a quarter of the Njerp territory before bad luck and some questionable player decisions led to the inevitable end.

748
Hm, reindeer are the only animal in the game that can be found both as domesticated ones and in the wild. Wild boars are a different (sub?)species from domestic pigs, and so don't need any special handling, and wolves and dogs are similarly different subspecies.

749
Modding / Re: I need a 3.60 Beta biy_glossary.txt
« on: September 20, 2019, 07:21:38 PM »
I don't see why there would be any differences in the files between the lifetimer and Steam versions. I believe you could just rename your UrW directory to something else and then reinstall UrW (or copy the directory and "repair" it) to get hold of the proper vanilla version of the file.
I'm following the lifetimer rather than the Steam route (typically using alternatives to Steam whenever there is one), so I guess you might not be interested in my copy anyway, in case it might be different for some reason.

750
Suggestions / Re: Quality of Life Improvements
« on: September 20, 2019, 06:33:47 PM »
The door was open and not damaged after the bear barged in, which I consider to be opening rather than bashing.
(I tried to be smart by firing at the bear through the window, so it wasn't surprising that the bear went after the character).

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