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Messages - Mati256

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61
Gameplay questions / Re: Battleaxe or Battlesword?
« on: December 10, 2017, 05:52:50 AM »
I believe the long of the weapons is represented in the attack properties and bonus so that's all you need to check.
And I think that battleaxe is a two handed weapon with a big penalty on one handed use, so using a shield with it is not recommended.

62
Suggestions / Re: Paddles as weapons
« on: November 06, 2017, 01:58:49 AM »
Yes, I would love this feature. In many occasions I have needed a close range weapon and found I had only a bow and a paddle equipped. Also, It makes sense.

63
Sadly I live far away from any lakes to hunt beavers but blunt arrows should work.
Any trap even without bait should work if they step on it, if they even go to land.

I vaguely remember starting a topic in the old forums requesting a water trap for beavers.

64
This looks like a great improvement! Now, It's not nice to ask and ask, but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?  ;D ;D

65
Suggestions / Re: More Signs of Robber's Camps in Overland Maps
« on: October 12, 2017, 12:01:43 AM »
I would prefer it if quests could be solved different ways depending on a character's strengths. Getting information, or even someone to lead you to them should cost you some goods. That works for a talented craftsman/trapper. Alternatively, more tracks (as you say) should be good for the skilled woodsman type character. It should be about using game skills, not trying your patience in the real world.

This is a great idea. Like RPG games where you can use charisma, or threat someone to solve quests.

66
Modding / Re: Buoidda's Crafts 1.6.2 (Help)
« on: September 05, 2017, 05:23:59 AM »
You should probably start by using a bow and not a leather belt as base object. Maybe you could create a projectile by slamming two rocks together and the base object for that projectile would be an arrow, so basically you would shoot a blunt arrow with your sling. But you could also shoot this projectile with a regular bow, so you should use some discipline as player.
Sling with bow skill is strange.  :-\

67
Modding / Re: Whittling away
« on: August 31, 2017, 10:58:26 PM »
I had tought in the past of a whittling mod but never went ahead with it.

UnrealWorld animals would be interesting. Like carving a reindeer.
Net needles for a mod that lets you craft nets.
Knife + Axe = Axe with decorative handle.
Wood knives and swords, just as toys for the village kids.
You could whittle Axe handles and a handle + Axe = a new axe, for those who like to parry with their axes.

Will let you know if I can think of something else.

68
Suggestions / Re: Increased and Expanded Valuables
« on: August 25, 2017, 07:00:05 PM »
Ah! Yes. I completely agree with you on that point. I thought you were talking about valuables and completely forgot that OP had mentioned coins.

69
Suggestions / Re: Increased and Expanded Valuables
« on: August 25, 2017, 05:08:13 PM »
I like the rolerplayer aproach to this. Having more uses for current valuables is a great idea.
And PALU, I don't think valuables are useless pieces of metal. I would rather carry a silver bracelet to trade for that sword or chainmail, than 10 furs or so. You still have the buying power but for a fraction of the weight.

70
Bug reports / Re: Empty container and loose contents
« on: August 25, 2017, 05:02:08 PM »
I would also like to see smaller containers option. There is currently a set minimum size for the containers. I don't remember what it is right now.
I remember I was trying to create small containers like spoons to use two kinds of vegetables in a recipe. The idea was that you need .10 vegetables. So you would have a container with .05 broad beans and other with a lot of peas for example. So you would use first the one with .05 broad beans and then the one with peas and you would have two different vegetables in your recipe.
A work around would be to have two .05 entries for vegetables but the recipes entries are getting quite big as it is...

71
Suggestions / Re: Reindeer genders
« on: August 25, 2017, 03:35:30 PM »
I like this idea. Anything that's good for Reindeer.
Didn't know sheep shielded milk.  :o

72
General Discussion / Re: Suggested forum modifications
« on: August 12, 2017, 06:49:29 PM »
I have noticed that you can select an avatar from a couple of galleries. Are this galleries editable? Maybe we could have some UrW related avatars. Like the pictures of the game characters, some tiles, some random Finnish stuff. I would rather have that than SciFy and Simpsons stuff like now, I'm ok with the cats tough.

73
Suggestions / Re: Animals eat garden
« on: August 11, 2017, 11:33:40 PM »
Welcome. If you have not been around for a couple of years, this is a new forum so everyone had to create a new account.
Animals will eat your crops. I lost a parcel of Nettle to an Elk because I was too lazy to build a fence. The parcel next to it, that did have a fence was ok.

74
I don't really see the point in this approach. If you want to be rich, instead of grinding your way trough boards and living off milk, just mod the game and turn rocks into expensive things.

75
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 09, 2017, 01:11:11 AM »
I have like 8 or 9 spots with 4 to 8 fox traps in each. My primary target was Artic Fox. I also have some deadfalls that where responsible for the animals that are not fox.

As for trading, usually flour, grains, vegetables. I need a proper shovel because my last one was burned in the incident of the first post. And anything else I happen to come by in the masterwork category. And I have already traded a couple of fox furs for a dog.

I found this spot today. A perfect natural platform for diving. Sadly there is no splash sound when you move into water.


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