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Messages - Erkka

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Nice to see the metric units have been added.
Will it be a config?

yes it will

Tried to post the link but it says I'm not allowed to post external links.

We apologize for the inconvenience!

To reduce the spambot activity we've been gradually building up layers of automated anti-spam measures. One layer is that users with less than four posts can't have external links in their posts. But now when the spam-bot activity has been relatively silent, (thanks to the new and better mixture of invisible defences which filter out spam-bots when they try to create an account) I lowered the threshold to two posts. So derek should now be able to post external links. But all the new users still need to post at least two coherent on-topic posts before they can embed links in their posts.

This is a topic I've seen mentioned in the forums a few times before, and decided not to comment (for I've thought that this will be discussed again, once the need to feed livestock gets implemented in the game). So, not going to go into details of this discussion now, when plans for "the need to feed livestock" are just that - plans, and not yet in the works. Just a short mention, one point:

As a person living in the countryside, with decades of first-hand experience in feeding domestic animals like horses, cows and sheep, and as a person who has read something about the history of animal-rearing in Finland, and also has first-hand experience about the old traditional breeds like the Finnhorse and Finncattle, I'd like to make a point: "hay for food, straw for bedding" is a relatively modern invention. 1000 years ago it was more like "feed your animals with what ever you managed to gather in the summer", which meant things like dried bunches of broadleaved saplings, moss, straw, and yes - wild hay. (For bedding it was most likely peat and moss).

I've seen my own Finnhorses deliberately choosing to eat straw when hay is also available. Those old breeds have digestion all geared towards survival, they like to chew tree bark etc. Finncattle digestion is more like a reindeer, than a modern cow bred for maximum milk production.

Oh well. And in case someone disagrees and feels a need to continue this discussion, please do so in "general" or "off-topic" sections instead of which is for announcing features Sami is working on, not about going into details discussing future plans.

is there a plan that eventually animals such as cows and sheep will need to eat during winter,

The official development list, in section "Livestock and domestic animals" mentions:
"*Ability (and need) to feed animals, including grazing".

I'd guess this indicates that there is such a plan.

Gameplay questions / Re: 1 arrow = 15 feet cord
« on: April 22, 2021, 11:11:20 AM »
Is there a mod that changes that, making it consistent with the rest of the game, by any chance?

I think the next version release will change that.

Development News / Re: The Moon and The Crust
« on: April 08, 2021, 02:08:56 PM »
In UrW simulation there are two factors to the visibility:

1) how far you can see
2) how bright / dim is the area you see

(there, naturally, is a defined relationship between these two. But, speaking of the simulation, they are different variables)

If we use these variables to make sense of the real world phenomena, I think moonlight having snow on the ground doesn't affect variable 1. But it might slightly change variable 2. The main effect of having snow on the ground is that it creates a different kind of contrast. Let's imagine it this way:

there is no snow on the ground, you are standing on a middle of a field, looking at the edge of the forest. Next to the forest there is someone, maybe a person, maybe an animal. But the forest behind that creature is dark in color, and so is the creature. So you have very little of visual cue to distinguish the dark shape of the creature against the dark background.

Now, imagine the same scene with snow on the ground, and also a layer of snow on tree branches. Suddenly the background appears not dark, but more like dimly glowing blueish-white. But there is not snow on the creature, the creature is dark. In these conditions it is a lot easier to spot "aha, there is something there, near the edge of the forest!"

And I think something like this happens in UrW simulation, too.

Gameplay questions / Re: How do I ski
« on: April 07, 2021, 05:20:38 PM »
in real life wood sliding on icy snow would wear down from friction. 

based on real life experience I'd say that a wooden ski gliding on icy snow has a rather minimal friction, so I'd expect it won't wear down the ski.

What wears down wooden skis is when there isn't quite enough snow, and you suddenly hit sand, gravel, stones, rocks or asphalt (if crossing a modern road with skis on)

General Discussion / Re: Tree sap/syrup in spring?
« on: April 06, 2021, 08:16:01 PM »
In springtime birch sap has been consumed as such. Kind of a primitive Northern version of mineral water. But I don't know if it has been boiled down to syrup, at least I'm not aware of any such tradition in Finland.

Gameplay questions / Re: Active hunting tips?
« on: March 17, 2021, 08:07:27 AM »
I think PALU got it right. Technically speaking: Character and NPC movement code uses integers, but missile trajectory code is based on floating-point calculations.

Gameplay questions / Re: Active hunting tips?
« on: March 16, 2021, 05:50:09 PM »
If i shoot a animal or human that's at south-east, north-west the range is doubled? Like if the diagonal tile be 4m instead of 2m when it's a horizontal or vertical tile?

I just checked the code. Range is not doubled, yet it varies based on the angle you are aiming at. For example, if your target is 6 tiles to the south and 2 tiles to the east, the actual distance is about 6.32 tiles.

Off-topic / Re: Ancient Savo : A new Enormous Elk game in the making
« on: March 05, 2021, 09:19:07 AM »
Hello, again !

I was contacted by a person who wasn't actively reading the forums in January when this thread was active - asking if there still is a way to support the project. So I decided to open a second crowdfunding round, with pretty much the same idea as in January. If you missed the January campaign but still would like to support the project, you can find more info here.

After this post there won't be so much active campaign promotion or extra visibility for a few months, for the main focus is on the game development.

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 03:13:37 PM »
But there is a river ://

Hehe, well, but this is Finland  :D

Historically it has been rather common that a house on the one side of a river owns lands on the opposite side of that river as well. River is not seen as an obstacle, but more like an ancient equivalent of A-road, allowing easy travelling of short and long distances.

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 02:51:59 PM »
  Because I did not have any penalties for stealing all of their crops

Lucky you  :D

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 02:35:01 PM »
If we say village is on coordinates 0, 0 and a tile is equal to one, then my camp is on position 1, -2

Are there any fields around the village? Consider the village as a single farm house with an extended family living in it. From their point of view their ownership extends to lands around their home.

To be safe, I'd have three tiles between my camp and the village, ie. moving at least to 1, - 4

General Discussion / Re: Noob Questions
« on: February 10, 2021, 07:53:36 PM »
These questions have already been answered six years ago in Reddit. I'm afraid I have to judge the OP to have some spammy intentions.

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