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Messages - Dungeon Smash

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211
Gameplay questions / Re: Any way to find lost items?
« on: May 25, 2018, 09:09:47 PM »
Wow!  Interesting!  I'll give it a shot.

212
Gameplay questions / Re: Any way to find lost items?
« on: May 25, 2018, 08:52:22 PM »
i wondered if perhaps that referred to location, but I'm not sure what it means...

213
Gameplay questions / Any way to find lost items?
« on: May 25, 2018, 07:44:37 PM »
I made a foolish error - I ran into a squirrel whilst travelling on the world map, and stopped to hunt it.  I dropped most my items to make it easier to throw spears at it, but after killling the squirrel, I simply walked off and accidentally left most my items.  I didn't realize until stopping later and trying to craft something.

Anyway, stupid mistake, I know.  But is there any way to use the game's files to easily find out where the items are?  I checked the message log, which gave me a vague idea (it's in a forest), but not the specific location.  Is there any way to look this up?  Has anybody more experienced figured this out before?

I realize it's cheating, but I've already searched for a while and I just want my stuff back.  Thanks in advance.

214
Off-topic / Re: Exploring the medieval hunt (blog)
« on: May 24, 2018, 11:29:54 PM »
Another interesting series of posts on an RPG blog - piece-by-piece analysis of a 12th century travel journal
https://coinsandscrolls.blogspot.ca/2018/05/a-12th-century-tour-part-1.html

215
Off-topic / Re: Exploring the medieval hunt (blog)
« on: May 24, 2018, 12:31:05 AM »
some people here might find this interesting as well:
https://imgur.com/MsXaOdV
Map of medieval trade routes

216
Off-topic / Re: Exploring the medieval hunt (blog)
« on: May 23, 2018, 12:49:39 AM »
Amazing blog!! thank you!

217
General Discussion / Re: Testing ending in poisoning
« on: May 20, 2018, 01:53:22 AM »
My characters sometimes eat them for "spiritual" reasons ;)

218
Suggestions / integration of animals into bargaining
« on: May 19, 2018, 04:10:50 AM »
Right now, it seems as though animal bargaining exists independently of standard item bargaining. 

It would be nice if the two were integrated.  For example, a masterwork sword might be worth far more than a cow.  it would be nice to be able to trade the sword for a cow, plus other items.

It would also be nice if the rewards from quests, such as "5 Squirrel Hides worth of Goods", could be applied towards purchasing animals.  Currently, it cannot be.

Thirdly, it would be nice to be able to trade animals for other animals.  For example, I could travel to the north and purchase a reindeer, then trade it down south for a cow.  Of course, a reindeer might not be worth a cow, but perhaps with a dog as well... or a few furs... it could be.

219
Suggestions / Re: Persistent world
« on: May 19, 2018, 04:06:14 AM »
I think this would be really cool.  Dwarf Fortress, for example, allows the ability to re-settle or re-explore abandoned fortresses. 

In Unreal World, you could re-discover abandoned shelters and cabins - perhaps in a delapidated state of decay, with some items missing from robbers and animals.

It would also be cool to sometimes discover randomly-generated camps, abandoned settlements, etc whilst traveling the world.

220
Gameplay questions / Re: Improving Bow Skill?
« on: May 05, 2018, 01:49:35 PM »
Has anyone ever tried throwing staves as "blunt javelins" to preserve hides?
i have.  i tried with a character who had high spear skill, and tossed staves at a squirrel hiding in a tree.  it took a long, long time.  i do not think they work based on spear skill.  possibly club skill.

221
I've met a few named Erkka... ;)

222
I've noticed this as well.  Personally, I use ropes for the recipe as it seems to me that this is the intention.

I agree with MrMotorhead, it's a small issue and easily fixed on an individual basis but it does seem odd and perhaps a mistake.

223
Gameplay questions / Re: Getting fatigued while... walking?
« on: April 29, 2018, 03:19:02 PM »
I don't know about the rest of you, but IRL carrying 50 or 100 or 200 pounds has always fatigued me when I walk around, whether at age 16 or 26 or 36, whether on dry ground or waist-deep snow. Maybe it was different in the Iron Age, who knows?
I can speak to this one.  For several years I worked as an elite wildland firefighter, battling forest fires in some of the most remote areas of the world.  We were often without support for weeks at a time, so all of our gear had to be carried in with us.  A standard day-to-day load would be about 60 pounds, and we would often carry as much as 180 pounds or more. 

I think that UnReal World actually does a decent job of modelling heavy pack loads.  Once you become accustomed to the weight, it does not necessarily continually fatigue you - however, it does slow and hinder everything that you do.  Now, of course, all elite firefighters must conform to a high standard of fitness.  Some people might say that it is unrealistic that Iron Age characters would have such high levels of fitness, but actually I think it is the opposite.  Our lifestyle as wildland firefighters is actually probably much closer to a prehistoric lifestyle than to a modern man.  All day is spent in the woods, tromping around and trying to survive.  There is no way to become more fit and mentally tough.  I would imagine that even UnReal characters with somewhat low Endurance and Strength are probably still more fit than the average sedentary modern person. 

Still, climbing up mountains whilst carrying 100+ pounds is always taxing.  A more realistic approach would probably be sort of a "weighted scale" if you will.  Weaker characters become more easily fatigued whilst bearing heavy loads, while stronger/tougher characters tire more slowly.  All characters fatigue more quickly whilst travelling across hills, and climbing a mountain should tax all but the strongest characters to the limit and take significantly more time than crossing a meadow.

224
Mod Releases / Re: Basic survival items mod
« on: April 28, 2018, 03:21:42 PM »
Cool!  Looks like good, simple additions for a minimalist survivalist.  I like the system for making cordage, seems very realistic.  I'm always a fan of added granularity in crafting, so this is up my alley.

225
Gameplay questions / Re: Caves
« on: April 27, 2018, 09:10:07 PM »
I've never personally had this happen, but I've heard that bears can also be found in caves sometimes.

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