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Messages - Dr.Hossa

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61
General Discussion / Re: Micromanaging Rope lengths problem
« on: March 11, 2020, 12:28:00 PM »
yea, that of course would make things more convenient.
i just offered a workaround for the current system. what i do, is precutting a big number of tying stuff, so i end up with some straight, and some uneven numbers of cord. So i dont have to cut all of them down to 1ft. It is a method of moderate effort, yet it has the downside having many different lenthgs of tying stuff, and if theres different qualities, it can get somewhat messy...

but perhaps there is another option, although it would turn over the whole system again:

treat it just like repairing or crafting clothes. e.g. when you repair a coat which is missing 1,2 lmbs and you choose the cloth for repair, the game system automatically cuts off 1,2 lmbs of that, and does not waste the rest.
It is actually just a realistic thing that if you got a 15 ft cord and you craft a bow, for which you need a cutting tool anyway, the character cuts of that needed 5 ft for the bow, as part of the crafting process – and saves the spare 10 ft. i mean, where should that spare cord go anyway...?

62
General Discussion / Re: Just wanna be loved...
« on: March 11, 2020, 12:06:06 PM »
interesting, that making gifts is pleasing them less than trading.
I sometimes spread roasted meat gifts of a freshly hunted big animal in a town, when i cannot trade and cannot dry or smoke. wondered if that would make them sympathetic to me faster, but i never could measure that. but perhaps the gift just has to be i little bigger

63
Suggestions / Re: Clothing: Wear and Tear and Protection
« on: March 11, 2020, 01:56:11 AM »
Quote
Edit: Also should probably add a chance for clothes to degrade in quality when you repair. With masterwork fur/leather you can use for cords and get fine cords then just repair with normal leather.
I actually can report trying that out, and the game actually is calculating it seemingly accurate. I think the amount of the used quality is just calculated and the outcome will resemble that. To clarify: i repeatedly cut bandages of my coat and repaired it with crude clothes. at the beginning it stayed decent, but after 4 or 5 repairs i think the coat suddenly became a rough one. I think one can get the point

did the same thing with a bear coat, which stayed a bear coat despite being repaired by elk fur, until (i think) the coat consisted of more than 50% elk and it became an elk coat, after 4 or 5 repairs 

64
Modding / Re: Bow Balance question
« on: March 11, 2020, 01:19:00 AM »
Yeah dont get me wrong, i gratefully look up to these people who are sacrificing their time.
The wiki is and will be the most important pool of information. Especially for quick look-up it is way better, and does cover more ground than the ingame enzyklopedia.

But it has just become so big of a topic that there is damn much work, and perhaps just too few people, and when some author is wrong he didnt necessarily make a bad job. I just want to bring some light into the dark corners where misunderstandings and oppositional information is sitting.

And of course, just because I dont think the enzy is wrong doesnt mean it has to be like that.
Perhaps the longbow is unintentionally easy to use, the best bow ingame and plain paper stats tell the truth alone... who could know?  ::)...
I mean, there wouldnt be the need of tweaking and patching the game itself if it were perfect, and i am looking forward for the next package. whatever will be delivered(i dont think it will be the spouse at first ;)).

and perhaps somebody has an answer to one or more of my 4 questions... otherwise there's only waiting for test results. time to get to work

65
Modding / Re: Bow Balance question
« on: March 10, 2020, 02:10:27 PM »
Ok, uhm... perhaps first of all sorry for digging up and penetrating you with that seemingly old topic...
I can well understand it is "not your playstyle" to know everything about the mechanics, it's not mine either.
And sure some correlations should not be too visible for players in order to have a nice gaming experience. Some day, i will find out if the spirits like pike or roach better, before or after the catch, every or every second day...

On the other hand, some are realy, realy foggy. And repeatedly testing is not delivering any technical expertise. So there must be a balance between knowing all, and knowing nothing about game mechanics.
Second, my problems do not concern gameplay. Gameplay is actually very fine – if not perfect, considering balance, realism, and ambient feeling.
But when i mod new things in, i want to know what i am changing, just because the base game is balanced that well.
It is almost for sure that the new item or thing or whutever i add, is not fitting in the balanced system when i just dont have basic information like, for example:

 – Does the name of the bow lead the enginge to treat it differently? (i guess so, will test. Trusting the realistic calculations of the devs, i think/hope that will actually have the biggest impact)
 – Is weight of the bow changing something? (i guess so, will test)
 – Is the bow damage combined with the arrow damage?(i guess so, but thats almost impossible to test) 
 – Is the Rate of fire differing?

I have already soaked up all information i could find and i am well aware of the forum search possibility, but actually for these answers there are not really any information found.
Or perhaps i have to dig deeper?... Additionally i cannot browse the old forum, dunno if its broken but i cannot visit that website.
What i can find, are people complaining about not hitting a moving bird at 50 yards despite being the best archer in the (Unreal)World, and i think many of us are tired of that one.

I think there is a lack of centralized information on some things, many infos are scattered over different sites. The Wiki is a extremely useful and important tool, yet giving much outdated or wrong information. The Enzyklopedia is more reliable imho, because its written my the devs themselves, but does only give you cryptic or abstract info.

Just an example: 

Longbow:

Wiki says, its good when you have low bow skill, because of the high accuracy.
Enzyklopedia says, it takes years of training to shoot one.


If that is not a paradoxon, i dont know what is. So one of them must be wrong, and i dont think its the Enzy...
Perhaps i can put that stuff a little bit together here, because people like me will repeatedly ask those questions. And if somebody wants to join, much appreciated. If not, feel free to ignore ::) Really no sarkasm intended ;). I mean, what's the point in having a wiki or a forum with people who talk about the game... It's all about knowledge

66
Modding / Re: Bow Balance question
« on: March 07, 2020, 11:31:56 PM »
Oh, glad a veteran showed up ;D

Did you guys experience the Northern bow being the best?

What would a professional archer say about how the different bows perform relative to each other, i mean IRL...

Btw, should i test that elven bow too?


67
Modding / Re: Bow Balance question
« on: March 07, 2020, 11:59:57 AM »
Yeah, "not the whole story" is probably the most accurate description... I can well imagine that the weight of the bow for example does affect the handling and therefore the actual accuracy of the bow. I will start testing that and trying to put up some statistics. But that would lead to the hunting bow having a overall mediocre performance, considering the shortbow beeing half as heavy and having better acc.
So i guess that the type of the bow also affects how the game engine is handling the shooting.

I mean, deep inside i hope the Northern Bow will be the one with the best performance! ;D
Or is it that Longbows are in fact "unbalanced irl"  which led to the extinction of the heavy armored medieval knight...  ::) ?

But how should i set up the testing?
Test one type of bow with extremely different weights?
For example

.very heavy Hunting Bow. "Hunting Bow"
[WEIGHT:8]

.heavy Hunting Bow. "Hunting Bow"
[WEIGHT:6]

.vanilla Hunting bow. "Hunting Bow"

.light Hunting Bow. "Hunting Bow"
[WEIGHT:2]

Or even out the stats of the bows, so all have the same weight, acc value and point damage, see what happens?
If i remember correctly, the tag for the accuracy would the [Accuracy Value:X] but i cannot find it anymore on the web.

I think i will start by just shooting some hundreds of arrows with unmodded Bows first...
Test range: 5 tiles(perhaps a second or third test range, say 10 and 15 tiles??)
Bow skill should be 50%

man, that'll be a lot of work, but should clear out some of the fog.

Second, all the different bows, with same weight.
3rd, all dif. bows but only same damage
4th, all dif. bows, only same accuracy(need confirming of the tag!)

Then, if i'm still alive: Test no. 2
Each bow with different weight, and so on, blabla
By then, i will need a statistics expert to interprete all that data xD


68
Modding / Re: Bow Balance question
« on: March 04, 2020, 01:54:54 PM »
Hey guys
Anybody here who could give me at least a hint to my problems? :'(
I dont know if its just my post being too long, my questions too inaccurate, or the answers too obvious – although i cannot nail it...

Or are vanilla bow stats somewhat "un"balanced?
For example, why does the Longbow have better Accuracy than the laboriously crafted composite/recurve(=Northern) Bow?
Or is the weight difference of the bows (LB: 4lbs, NB: 3 lbs) such a signicant factor that it makes up for the inferior Accuracy?


If that is the case, i can neither retrace the Hunting bow's nor the Juniper bow's stats. I simply cannot identify any system here...
Is there any visible number that tells me the effective range and the firerate?

I really want to twerk and balance stats and understand mechanics. Some things can be tested, like accuracy, given enough(although hundrets or thousands of test shots), time and tries. Next thing, its really hard to find out/test out how much damage my arrows do (if i change bow damage, or arrow damage, or both).

THANKs ppl

69
Modding / Item Tags and valid descriptions
« on: February 18, 2020, 03:13:04 PM »
Next modding question:

I am currently working on building my own mod from the bottom, so one of the first and important things is tying equipment from plants.
Irl, plants that can be used for cordage are quite abundant, such as nettle and the garden-annihilating blackberry bramble. which doesnt mean that its easy to make quality cord.

But i ran in the the problem that my character wouldnt recognize the shrubs.
I tried different tags for the shrubs: SHRUBS, shrubs, cloud_ber, cloudberry bramble, cloudberry shrub (my test character has cloudberries nearby)

I cannot really find a valid list of tags on the web, the list on the wiki seems to be broken, many others i find do not contain the information i need or are outdated.

Am i missing the correct NEARBY_TILE: Tag?
Or is it something with the gathering mechanic... perhaps i have to mod that in the plant file?

Here's the code(in the diy_glossary)

.Gather Twigs from a wild Bramble. "Birch withe" [effort:1] [phys:hands,one-armed] *COMMON*   [patch:5]  /15/ %50% |-2|
{[NEARBY_TILE:SHRUBS]}
[TILEGFX:Twig]
[TYPE:plant]
[WEIGHT:0.5]
[MATERIAL:wood]
[NAME:Bramble Twig]   

I found an unsatisfying workaround: {[NEARBY_TILE:bushes]} is working fine, but limits bramble gathering to a very restricted number of areas in the world.

Another thing is, i would like to be able to cut nettle and hemp for their Stems outside of their ripe-season. with a penalty of quantity, ofc...
And, to get really crazy, i would like all bramble cordage to be of the best quality when gathered in late spring... but that is really not important.

My fear is that i will have to mod a new plant in...

big THANKS if you can open my eyes


70
Modding / Bow Balance question
« on: February 18, 2020, 01:56:20 PM »
Morning ladies

tl:dr

(actual questions highlighted)


I started getting into modding lately, and got nice results with simple stuff.
but even my "better stone axe", as i call it – because its basically a handaxe with inferior damage stats that cannot be crafted beyond rough quality without really good (iron) tools – needed quite a lot of time to try and twerk. But i finally managed it

(for those who are interested or want to put in their two cents – much appreciated:)
Spoiler: show
.Stone-axe-head. "Stone" [effort:3] [phys:arms,hands] *COMMON*    /4h/         
{Stone}   [remove]   
{Stone} [Ground] '+for grinding, chipping and sharpening'   
[WEIGHT:2.0]
[EDGE_ATTACK:3]   
[NAME:Stone-axe-head]

.Better Stone-axe. "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>
[TILEGFX:Stone-Axe]
[WEIGHT:4.0]
[PRICE:50] 
[BLUNT_ATTACK:6]   
[EDGE_ATTACK:4]   
[POINT_ATTACK:-]   
[1H_PENALTY:0]
[AD_CLASS:2/1]


Because i really want every single item i create to fit in the game and not being OP, or make existing items redundant. For i believe that sami and erkka the Great know best how powerful an item should be, because they do know the full mechanics... may the the gods forgive me to nerf the vanilla javelin down one damage-point, to fit my stone-tipped spear in... :-\

Which leads me to some rather (at least for me)big questions...:

1.
I have always been wondering about the bow-stats.
Apparently, the long bow is the best bow of all, if you just look at plain stats. Accuracy 7, damage 8.
Obviously, damage stats are transparent, as draw-weight of the bow is controlling it.

But there has to be more to it, something you cannot see about the properties of a bow.
I mean, the Northern bow does have the same AC value as a simble, primitive juniper bow, and worse than a short bow, which you can craft.
Nevertheless i believe that it is actually more accutate than the juniper stick.
I really dont want (developers) to deconstruct everything here, but its hard to balance self made items when you dont exactly know what the values actually resemble.
There are two hints in the encyclopedia:

Long Bow: "(...)amazing power and accuracy,but it takes years of training to become proficient in its use."
Northern Bow"(...)outstanding performance, and these bows are the finest and the fastest ones(...)"

1.1 What about accuracy?

I mean, ease of use has to be hidden in the items' properties, because both northern and long bow are hard to use but have different accuracy. 

Bowstats at a glance
Spoiler: show
       
                       Acc    Bl    EdPnt    Weight    Val    Val/lbs.    Comments

Northern Bow    5    0    0    8    3 lbs.    176    58,66    Cultural item of Northern tribes

Hunting Bow    5    0    0    7    4 lbs.    144    36    

Long Bow        7    0    0    8    4 lbs.    80    20    

Shortbow        6    0    0    6    2 lbs.    40    20    Can be crafted

Juniper Bow     5    0    0    6    2 lbs.    16    8    Can be crafted (called Primitive Bow)

Is Accuracy stat reciprocally proportional to the handling of a bow?
The outstanding crossbow stat(8) tells me: No.
I am definitely no expert, but i think a crossbow is much easier to handle than a long bow... and a recurve bow also needs training... or not?

1.2 What about "speed"(referring to the description of the Northern bow)?

Has anyone experienced differences in shooting speed of different bows, besides the crossbow, which actually has a shown reload-time?


1.3 What about the actual inflicted damage output considering bow and arrow damage?

Can i control that as well by twerking the Arrow-damage stat?
For example, if i want to make a less powerful arrow, and i set its damage to 5, is the bow overwriting that with its own damage?
My speculation would be that the outcome is some kind of combination math here... at least that's what i expect.
But is there any method of estimating the damage output of a modified arrow...? 

Much thanks for Answering that stuff. It would really help me to understand which "model" items i can use to get the desired stats and properties in the self .modded. one.

71
General Discussion / Re: "The Challenge"
« on: January 09, 2020, 01:50:15 AM »
So,....

By the way, unsurprisingly UgaUga is from Sartola. But the description of the stats say everything.

I started in a hillariously big open mire/pine mire region. I think i spawned somewhere outside Owl tribe territory, i have to admit that i didnt close my eyes.
But i've never opened the minimap after starting and actually i cant remember now if i am north, or west, or northwest of the settlements...

Anyway, my stupid aproach is not finding a settlement, but trying to make a living in that cozy swamp...  :o
At least until beginning of dead month, i am well fed and got a almost complete(if torn and ragged) fur clothing...
But neither i have any food reserves, nor some way of permanent shelter to survive the winter.



Ok lets get started.
If i didnt get lucky with my stats, i am happy with the injuries. Just some bruises and punktures, one serious one in the shoulder, but no bleeding and i can walk.
And i can use my hands...!

"Fascinating" berries are quite everywhere in that mire, so first thing i do is pick as many as i can. Doesnt make sense to try making distance with 1 km/h.
The first two or three days, i am just gathering berries, tearing branches from trees with bare hands(while i sit near the fire – dont waste time...)
I cant clean my wounds, because i cant break ice without tools.
But cleaning has a risk of getting the wound to bleed anyway.
As i will learn later, you can (try) to stop bleeding with bare hands, which i didnt know before.

Nevertheless, i try to proceed south while berry-picking.
My walking speed climbs up to 2 km/h the third or fourth day, so i want to find a forest for stones.
Grouse and capercallie are commonly seen, but theres no way for me to catch one.


So i proceed until i finally get to the forest edge.
First thing i do, is searching two stones, make a knife. No time to waste.
I gotta cut those small trees asap.

Next, make a shelter. yeah, took long, be sure you pause the process before your nutrition gets low
As i managed to keep like 30-60 berries in my inventory, i can actually stay on scarce/temperate.
Next step, a staff. That one is quite important. It has the same damage as a club, but better bonuses, so that critical hit on the animal's head can make the difference when its unconcious.

when i have spare time (when i am cold, so i cant leave the camp, and its dark) i make more stone knives for thwrowing. I dont know if they do make sense, but i somehow feel they would perfom better than just a rock.

One thing, i guess is worth mentioning, is that i am constantly keep the wood-sprits pleased with one berry-sacrifice/day.
So, the next days i make trips on various locations of the swamp, where i am accumulating more berries, for having more time to craft stuff.
Returning to the camp just when its raining/snowing, otherwise cut a small tree and sleep by the berries outside.

Berry count rises to roughly 100, my nutrition starts to become good.
So i spend one day making two crude javelins at my shelter.
Injuries are healing well, i can walk with 3 km/h, run at 7.


On the next or overnext berry-trip, i get lucky.
A small reindeer doe with her calf is crossing my path!
I constantly have done my sacrifice, and the spirits understood, that birds wont help me. I am well fed, vigorous and ready, and it is early morning.
I do NOT drop anything, because the encumbrance penalty already kicks in at 6 or 7 lmbs, and doesnt change till 60 lmbs. Therefore i run around with almost all my stuff, just to be ready for everything.

The chase doesnt seem to go well at the beginning. I manage to get both slightly fatigued, but then i lose the track.
I find it again, but mixed with old tracks...

But after a while, can distinct old tracksm from fresh, catching up. I focus on the calf because it should exhaust sooner.
And one thing I have learned in that game comes to my mind: Dont be greedy, or you are going to lose it all. I can almost hear the spririts whisper that into my thoughts, as i stalk after the animals. 
As it seems, i was able to seperate them, and they try to join each other. i exploit that, by not going straight at them, but walking in a way that i am keeping in between.

I am getting awarded for my patience, with the mother doe running on pond-terrain and getting stuck on a swamp peninsula. I dont chase her right on, but make sure she cannot get to her calf, which is observing the situation from further away. The doe is becoming breathless, i close in. First, some knives, then a javelin from point blank-range.
Perhaps i could have killed her in melee only to preserve the hide, but i dont know if i would have been able to catch up, because still i am very slow. So i make absolutely sure my first hunt will be successfull.
The doe drops, i wield the staff and kill her.



I am tanning it right on the killing site. Of course, the spirits get some meat, although i only got 22 cuts from of the deer.

At my shelter, prepare the second-last step of rinsing in a small pond, while i search and pull a log to my camp and craft a club.
I am a very proud owner of 9 f***ing lmbs of rough forest reindeer-fur...

I am able to make an almost complete(but of course torn!) set of clothing:
First, fur leggings.
Then i craft the shirt, selecting the 3 remaining lmbs of fur and take the rest of the leggings.
Then i sew the mittens from the leggings, as they are overlapping anyway with the boots.
I make boots from the shirt... and the hood out of the boots... 8)

Call me Rag-Man, but i feel great
This is is actually stone-age-feeling...

Two weeks in, (mid of dead month)
I am gonna die.



tbc



72
General Discussion / Re: "The Challenge"
« on: January 09, 2020, 12:11:12 AM »
I think it is very interesting to try this. I made quite some valuable experiences...

I find it highly important to mention the lessons i have learned in that "stone age" approach. You definitely will be trained in some aspects of survival and basic way of ingame-life and surely will adapt your playstyle in general after that. Many of those lessons are kind of "obvious", but one tends to ignore these little rules now and then, because the game doesnt punish you enough for it, when you have gathered some wealth. I mean, THATS real - realism...

For example, sleeping at night and being awake at day is kind of important/favorable in urw. But here, it is vital to (at least try) to stick to the circadian rhythm, simply because you just cannot afford losing the berry-gathering time... you lose more resource when you are doing stuff at night, because its colder and you have to stop more often to make a fire... not to speak of the darkness. You will learn that pretty quickly. So, if you happen be be vigorous at night, best you can do is light a fire and sit down to craft some tools/torches/tan a hide...

Name: UgaUga
I thought that name would be appropriate for a guy probably mainly using stone tools...

UgaUga cannot fight very well, but isnt particular bad in any weapon skill also. the best one is club, with 53 %. Uga likes club, club smashes things.
He has good acgriculture and cooking skill(which will help tothing in the start), but the other adventure skills are quite crappy, at about 20-30 %. That is were i put all 5 points in.
He is not bad at swimming and climbing, at least climbing can be useful sometimes. but i think i will not risk that most of the time with 45%...
And he is slow. 4 km/h-slow. Means that even with a little encumbrance he is on 3 km/h... 25% penalty so to speak...

And yet he still managed to run down a deer XD

Report of events will follow shortly

73
Suggestions / Re: Footwraps needed
« on: January 07, 2020, 10:48:06 PM »
yeah, we went a little on a different path here, sry...

i also think that a simple thing like footrags should be craftable.
bandages are also not a different thing than stripes of cloth...

74
General Discussion / Re: "The Challenge"
« on: January 06, 2020, 07:35:46 PM »
Dug this out...

This is f***ing hard. im gonna die. winter month is starting in a few days, and i dont have anything but a crude javelin, berries,a stone knife, a crude staff, and crude club and some torches. they really help 


Really a completely different playstyle. I dont know if its really doable, if you arent getting really really lucky straight at the beginning.
You could also say that its a different game like this. And you learn a lot, even if you have been playing this for a long time...

75
Suggestions / Re: Footwraps needed
« on: January 05, 2020, 06:13:11 PM »
If something like knitting should be implemented, you should be able to pause and resume it...

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