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Messages - Dungeon Smash

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271
Suggestions / Re: Modding Wishlist
« on: January 04, 2018, 03:28:23 PM »
Definitely all good ideas.

272
Off-topic / Re: Other roguelikes
« on: December 31, 2017, 01:54:54 PM »
don't really play roguelikes as much as i used to, but i still hop into Dungeon Crawl: Stone Soup from time to time.  i used to LOVE dwarf fortress, i probably spent several hundred hours on that game in 2005-2006 but my time became less available as the game got more complex and nowadays the various subsystems are just too much for me.  i also used to love IVAN, Nethack, and casually played Angband, Incursion, TOME, and others. 

surprised not to hear more love for Caves of Qud, other than Unreal World I would say it's the most interesting RL around currently ;)
https://www.youtube.com/watch?v=Qqz0p_kiDIQ

273
General Discussion / Re: Old death song?
« on: December 30, 2017, 03:36:36 PM »
always loved this song :)

274
Modding / Re: Old mods
« on: December 25, 2017, 06:37:43 PM »
could you consider posting your revised version of buoidda's mod, for others to use? 

275
Mod Releases / Re: URW sufficiency mod
« on: December 12, 2017, 04:11:50 AM »
looking forward to testing!

276
yes, all owl tribe villages seem to have this.  when first spotted on the world map, they appear as a normal village.  when you walk over the village tile, you are transported to the village as normal with the message "you shake the pine needles from your shoulders..."

however, on subsequent visits the village icon is gone and replaced with either a kota or a shelter icon or both.  walking over it no longer automatically takes you to the village, instead you get the message "there is a kota here", "there is a shelter here" etc.  i also often get a string of messages telling me i have found human tracks, reindeer tracks etc. sometimes it even treats it as an encounter - "you have encountered an owl tribe maiden"

277
Suggestions / Re: Plankwood wall
« on: November 16, 2017, 12:02:00 AM »
great idea.

278
Stories / Re: Orja Reemailainen
« on: November 10, 2017, 05:33:26 PM »
a fine story.  thank you

279
General Discussion / Re: Luckiest kill?
« on: November 10, 2017, 05:21:58 PM »
One time, i chased an elk out onto the ice, where she fell through.  I stood on the solid ground nearby and was casually clubbing her to death.  as the elk became severely wounded, she turned to fight.  On her first strike, she somehow hit me in the eye with her hoof and i was killed in an instant.  still not sure how that could have physically happened irl

280
Suggestions / Re: Scene pics for time of day
« on: October 06, 2017, 03:19:46 PM »
more scene pics in general would be nice ;)

281
Suggestions / Re: More kinds of structures
« on: October 06, 2017, 03:19:09 PM »
Cavern systems is an interesting idea.  Hill forts already exist in the game, in the form of walled Driik settlements.  I think quarries and iron foundries are beyond the capabilities of all the cultures except perhaps the Driik.  I would imagine most blacksmiths in URW are individualistic shaman-types, and probably gather their iron from bogs or lakes.  Otherwise though, I like the sounds of all of those!

282
Suggestions / Re: Anachronistic swords
« on: October 06, 2017, 03:14:21 PM »
It seems that every so often, a topic appears about anachronistic elements in URW.  To my mind, the creators have already addressed this issue adequately.  They have stated that URW is a fantasy game, and takes place in a fantasy world which is close to 9th-11th century Finland, but not identical.  I think this makes sense.  After all, the game already has spells and mystical spirits.  Surely longer and heavier swords does not stretch the imagination any further?

For the record, I was also fine with the "anachronistic" armor choices, but I don't mind them being gone, either.

283
Development News / Re: Time flies, the autumn comes
« on: October 01, 2017, 12:37:03 AM »
this summer did seem to fly, didn't it?  Glad you are well. 

284
Suggestions / Re: Material Coal
« on: August 16, 2017, 03:58:08 AM »
yeah, agreed.  it would be nice if smoking required constant fuel, or else the smoked goods would spoil.  for roleplaying sake, i often try to keep my smokehouse nice and stoked.  it does start to feel pointless after a while...

285
Suggestions / Re: Removing old tracks
« on: August 16, 2017, 03:32:30 AM »
yeah... it really would be nice if tracks disappeared a little quicker.  i mean, right now "old tracks" often have no utility.  the only use is determining where migration paths might be, otherwise they are very cluttering.  it's very distracting to have ancient tracks all over your settlement, from animals that disappeared or were killed months ago.  especially since they obscure new tracks, and it doesn't even really make sense that you would be able to determine which direction an animal traveled months prior, with many rains and such inbetween.  it would be nice even if it were possible to erase old tracks using a spruce branch or some such.

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