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Topics - Brygun

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1
Stories / [Brygun] Pekka
« on: December 04, 2020, 01:35:44 AM »
Setting up for another character writing project.


2
Bug reports / [Forum] Reached posting limit in Suggestions
« on: December 04, 2020, 12:58:03 AM »
in the Suggestions area I made a suggestion thread

Even hours later I can't start another

keeps saying "you have reached your posting limit"

From the practical side I can understand wanting to have flood brakes but hours later? Did it bug out on me? Obviously I can post in other forums like here. Is there a life time limit? I've been around many years so it could be that too.

Experience with managing suggestions encourages one thread per suggestion so it can be discussed and tracked separatly. Having fired up the game Id like to make some other suggestions.

[So I don't forget its to have an option on random map location to be only the currently visible area so that players can zoom into an area of interest. Thought came to me while setting up for the island challenge]





3
Stories / [Brygun] Iltros and the island challenge
« on: December 03, 2020, 11:08:21 PM »
Character name: Iltros

Objective: Fresh play with game changes, writing practice

Rules of play: It is another writing practice so I might reload after a death like for accidents. Example: If I’m real life tired and not paying attention then walk onto ice that breaks and drown.

MODs: BAC
Might add a weapon trainer mod later.


Culture:
Driik

Attributes:
Well… I did do one where I did a lot of rerolls not for a superman but at least not crippled. Rereading the rules for Bouddia’s challenge I deleted that character. This new one was on the first roll set and at least not a cripple. This one wasn’t a reroll.
On a scale of 1-5
Intel 3
Will 4.5
Str 2.5
End 2
Dex 4.5
Agility 3
Speed 3
Eyesight 4
Hearing 3
Smell/taste 3
Touch 4




Rituals:
General Sacrifice
Bear Skull Rite - place a bear skull in a tree to return the bear spirit
Net favorableness - have your sheep walk over a net
Blood stanching incantation - recite to stop blood loss



Skills:
Wanted to have a concept of a viable pre-adventure life. Did lower his skiing skill reflecting mostly in the Driik area or out fishing. Settled into high “skilled” for fishing and carpentry skills. During the warm seasons out fishing with the family who made their own boat. Other laborers were hired to fell logs (timbercraft). They made clinkered punts for themselves or sale. In the winter time they worked on carpentry (or other skills using that score).


Scenario:
Hurt, helpless and afraid

Game Course:
Unreal world

Wounds: on a scale of 1-5
Deep cut in left eye, bright red, 5! (GAAAH!)
Minor puncture in fight forearm 0.5
Fracture in left eye, 3
Shallow cut in abdomen, 2

Backstory:
His family were boat builders and fishermen among the Driik. In the warm seasons they fished more. In the winter they built more. They among the few that made the larger clinkered punts. Laborers were hired to do the timber craft like felling logs while they built the boats. If boat work wasn’t needed they crafted other things or worked with the iron smith.
This winter time Iltros was hired to sail traders among the islands. The trader’s own ocean craft wasn’t expected until spring. This was their effort to make a few more trades over the winter.
While among the islands a great storm blew up. Giant waves tossed about. One might see shapes in the foam of faces of people, horses and octopus. They say a foreigner with a fishing trident walked amid the storm waves.  Iltros fell out of their boat and was speared by the stranger, in his left eye! As blackness of pain was overtaking him Iltros recited the blood-stanching ritual.
Iltros woke up on the land, naked, hurt and afraid.He was limbs spread over a knoll on the ground looking up to the open the sky. Looking that is with only his right eye.
His left eye was caked over with blood and salt. He worried he would his sight in that eye. Yet he could remember a tale that in other lands of a man who gave away one eye to see in the spirit realm.
This is how Iltros remembered being brought into the island challenge.


Links to my other stories:

Pekka
https://www.unrealworld.fi/forums/index.php?topic=6016.0

Iltros
The island challenge
http://www.unrealworld.fi/forums/index.php?topic=6007.0

Cornan
An adventure to emulate Conan
http://www.unrealworld.fi/forums/index.php?topic=5461.0

Novrus
A long adventure establishing a first winter house
https://www.unrealworld.fi/forums/index.php?topic=4640.0


4
Suggestions / Character custom picture slot
« on: December 03, 2020, 09:33:33 PM »
Suggestion is that for the list of character pictures the player be allowed a custom picture slot. This would let the character feel the slot however they feel.

The initial loading would be from the game directory, or game data directory.

When the game creates the character directory the current custom slot would be saved into the character directory. To be done for whatever picture was selected

This allows that after creating charter ALPHA that ALPHA always has that picture. The player could change the custom_load slot to that character BETA looks different with BETA saved into BETA's file directory.

It would also mean that the player could at any time go into the character directory and change the character picture.


5
Off-topic / 18th century America Frontier skills
« on: November 19, 2020, 07:46:23 PM »
Townsends has over 50 videos about life and skills for18th century America frontier skills. Though different from the Unreal world certainly quite a few ideas and interesting things after all wood and cordage have been around a long time.

https://www.youtube.com/watch?v=gMskLUQyo5g&list=PL4e4wpjna1vxyNqamEYB-DzQ9twY_sUWV&ab_channel=Townsends

6
Suggestions / Modding, Optional items affect output
« on: November 19, 2020, 05:52:01 AM »
it would be interesting if optional items could have a way of modifying the output with:

= changes chance of better results (more like to get fine or master item), like if you have an extra type of tool or extra nails to strengthen a shield

= the price value, adding more to the base value if we add things like bits of metal of decorations


7
Bug reports / The name '+' command
« on: November 03, 2020, 04:45:49 AM »


Thought it would say:

"Short quarter log For core wood"

from this recipe... so I need to fix it a different way... bother... or at least report it as a bug...

wasn't '+' supposed to keep the original name and then add to it, hence plus.

Cause if not there is a ton of work for me to fix.



.Axe haft. "Hunting horn" (4) [effort:2] [phys:arms,hands,stance]   *TIMBERCRAFT* %10% |-1| /120/ [patch:4]
{Short quarter log}       [remove] [patchwise]   '+For core wood'
{Axe}<Carving axe>       [noquality]
{Knife}<Small knife>
[MATERIAL:wood]
[WEIGHT:1]
[PRICE:0]
[TILEGFX:bc-axehaft]
//was 30 min for 1
//Now produces multiple with longer time

8
Off-topic / Why I carry a rock in real life
« on: October 07, 2020, 09:33:49 PM »
Why I carry a rock in real life.

Lessons (mostly) from the Unreal World game:

= Its a hammer for building
= Its a digging tool, better than my hands
= Digging can get me to flexible thin roots for cordage
= Roots and plants can be rubbed against an edge of the rock to cut them
= It can be weight to help braid roots into stronger "rope"
= It can bash against branches as a crude axe
= Two rocks can start a fire and I already have one
= It can be thrown to get food, by pinging a squirrel or wounding a rabbit
= It can be put in a fist as a knuckle puncher
= It can be rolled in the fingers as a stress relief mediation
= It can be banded on a rock or tree as a rescue signal
= Rocks can be pets to talk too, I mean its only bad when the rock talks back

Yes I carry a rock. When people ask me why these are rambled off.

Unreal World crafting if stranded and unequipped begins with: a rock.

So I start with a rock!

Get a rock.

Have a rock.

Be one with the earth.




9
Passing this over to the suggestions area after thoughts on the BAC maintenance vs avoiding editing core files.

This is probably a "biggie" so might not be viable to make but here we go for filing if nothing else:

The suggestion is to allow a method for modders to change what menu a vanilla item goes into without editing the core game files. Currently AFAIK the only option is to put it in within a set of menu blocks thus to relocated vanilla items I need to edit the core vanilla files.

If I'm wrong and its already possible then that's great and I have my next major edit project to do after finishing a novel.


10
Not bugs / [3.63] Steam news text goes into underline mode
« on: July 09, 2020, 01:44:28 AM »
IT appears that the steam text editor under "vasta" sees the [ U ] (without spaces) for the "utility" article menu reference as the code to turn on underlining. It remains active so all the text going forward is underlined until the end of the long article.

This was decoded as the [ U ] (without spaces) doesn't appear so it says "tility article".

Heck even this editor did it so I had to rewrite it with spaces around the U. Does mean you can probably fix the steam article the same way.

Posted as a bug note here as not sure how else to inform you.

11
Bug reports / [Fixed - persists in 3.62] Stay becomes a charge
« on: April 25, 2020, 09:47:02 PM »
Been trying to have companions support a raid on an Nerjpez camp.

Even using stay they keep going forward into battle.

Cornan has 2 companions with him, an adventurer and a hunter. It is early morning in Center month (day 5 of the 13th week before summer) so it is moderately dark. Sight is about 10 ish squares on the local map.

One time I had them in low ground and they wandered out to start fighting the camp. This was about 10 local squares into the tree line around the camp.

Another time I was more like 20-30 local map squares back hiding them with the Stay command. The adventurer stayed put. The hunter made a straight line to the enemy camp. This later one seems more out of place given that there was no way they could see the enemy both by light range and numerous layers of trees blocking sight to the clear camp. Then the Nerjpez would have been a few to many tiles into the clear camp. This seems the hunter either has a vengeful wish or its a bit of a bug.

A game file for testing raiding methods with companions is available but is too large to post to the forum.







12
Bug reports / Slave escape and slaver dead body location
« on: April 25, 2020, 08:44:20 PM »
Cornan was sneaking back to the original slaver camp.

Saw the dead body which matches the escaped slave story. That is on the return I saw it.

The initial dead body location might not be near the character's starting position in the world.

Maybe it should be placed within ~3 tiles of the character's starting position.

Not a huge issue.


13
Suggestions / Have companions call out
« on: April 25, 2020, 04:24:42 AM »
Cornan lost sight of his two buddies.

Thought it might be nice if there was a command to shout and have them shout back. Something to give a direction to companions. Maybe also with dogs.


14
Suggestions / NPC Hunters in party help with tracking
« on: April 25, 2020, 04:02:20 AM »
Hired a Hunter and found badger tracks.

The idea is someway for hunter NPCs to help with tracking.

perhaps a message in the log of "[hunter] points out tracks]" and tracks the character failed to see become visible


15
Bug reports / [not a bug] Loading a save game uses a tick of time
« on: April 24, 2020, 06:29:08 PM »
As part of my character blogging when there is something worth a picture I also save the game and post my writing to that point. Keeps things co-ordinated if I have to reload.

This time I definitely see that the other creatures get a tick of time.

If you look at the attached picture you will see the elk with foot prints to its north west. It is at the foot prints the elk was when I saved. When I reloaded the elk moved that one square. This means on loading the game is executing a tick of time (perhaps to check on various things).

Thus the save and reload isn't at precisely the same point though very close.

Might be to avoid save-reload in combat exploits.


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