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Messages - Brygun

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1231
Update

Investigation to Kkarlsson query on Axe haft found it showing under the diy_BAC_lumber.txt

Relocation of .Axe haft. from lumber to carpentry.  Likely lumber was chosen before the carpentry menu even existed.


Along the way carpentry was separated from lumber for menu space. The concepts being :
= Lumber is now a more raw materials handling.
= Carpentry is now the more finished goods.

Axe haft in Carpentry should now be easier to find.


1232
To make a Stone Hammer it's asking for a axe haft.

Investigating.

Possible the recipe for axe haft got poofed. It should be getting made now from a short quarter log.


1233
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.

BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.




1234
There is value for trade versus value of use.

A very common mistake in roleplaying games is to assume that higher costing materials perform better. Gold is the worst example. Weapons and armor made of gold are heavy, soft and ineffective. Iron carburized* into steel is tough.

Gold being soft is what makes it able to take a decorative shape.

Gold has another decorative property in that it stays shiny. It doesn't oxidize like iron turning into rust or copper getting the green layer.

Modern day gold also has use for its conductivity which combined with the non-rusting make it useful in the sockets, connectors and plugs where two electronics interface.

A random idea put forward was to have a gold pot. The pot itself would weigh more than an iron pot for some holding contents. It would look fancy, trade well but perform poorly.

* carburized : to have a small amount, 1-3%, of carbon worked into the material. Thus a steel sword is still 97% iron.

1235
General Discussion / Re: An observation on a lost adventurer
« on: January 20, 2019, 04:26:39 AM »
I bet you go around wearing plundered Nerjpez armor and have Nerjpez clothes stockpiled in the house. No wonder you smell the same.

 ::)

1236
Off-topic / Winter survival and WW 2 heroes
« on: January 20, 2019, 04:23:57 AM »
The Real Heroes of Telemark

Survival expert Ray Mears hosts 3 shows, hosted as ~16 youtube 10 min snips, on the real World War 2 special operations at Telemark. There are various other movies and shows about this. This one focuses a lot on the winter survival methods not unlike what our characters go through in Unreal World

https://www.youtube.com/playlist?list=PL9pMBAGDqeF1NvdiD4FsTaayfPs7UvJ6I

1237
I've heard references to the Norse armbands of metal (gold or otherwise) being traded off piece by piece. The pieces would be weighed at the time of transaction.

I do think it could be an interesting chat in another thread.

Other ingots might be possible to create the bronze decorations already in vanilla.

BAC at this point is running into space issues.

A set of bronze creation is likely go be ~5 recipes just to mine/process/refine the materials to make bronze. Remember bronze isn't a natural ore like iron. Its copper with other things added in.

Then you would need ~5 recipes for making bronze things.

Thats ~10 recipes for bronze decorations.

I'm also not sure I could even fit it into BAC. Remember one of the goals for BAC is to leave 1-2 menus open for customization. Items created keep their properties so long as you leave any graphics in you can on/off custom mods as your character is doing different things.

If the other ore mod is developed it could be BAC Compatible without being in the core BAC mod maintained in this thread.

1238
Solved'n'fixed bug reports / Re: Bugged cooking names
« on: January 19, 2019, 11:30:09 PM »
A pea soup becomes "a pot of pea".

And then you drink it.

The English similarity of "pee" as fluid urine makes this a rather colored joke. Yellow in fact.

1239
Gameplay questions / Re: I can't do anything with plant type turnips.
« on: January 19, 2019, 11:23:36 PM »
doh fixed

1240
Gameplay questions / Re: How exactly to make elk leather
« on: January 19, 2019, 11:22:49 PM »
The need to track when de-hairing is done is often how players start writing a character journal.

Dehair is just once.

The process will be like

kill animal
skin animal
clean skin
dehair skin (takes weeks of soaking)
tan skin
rinse skin
finish skin

you can usually put the animal fat into a cellar to have it available for the tanning. If not use bark from rowan or adler


1241
The economics have always been a question.

Currently IIRC the prices of the bloom and iron billet are unchanged from Boudidda's mod. Other iron goods like iron nails were then based on the iron billet to be (was it) 2 times to value a simple worked iron object.

Axes themselves have their prices as per the Unreal World vanilla objects. Don't recall shifting anything unless it was to lower a stone version.

It was only really in the carpentry decorations I had little to go by in terms of what value to give them. Even the punts have a base vanilla punt with a known price.

All of this assumes the "price" from the wiki is the same as the [Price:#] which if its not an issue.

Was the wiki set to price 1 = 1 squirrel hide? if so how does 1 squirrel hide compare to arrows?


>>>>>

A coin system is pretty much contrary to the intended barter system of vanilla Unreal World.  I actually find the non-coin system in UrW refreshing from most fantasy games.  You are happy to develop one but I don't expect to bring it into the BAC.

I suggest making a seperate thread for a coin mod.

You can keep BAC compatibility if you aim for the 1-2 menu lists which BAC left free for personal customization.

>>>>

On the metal values though...

Being early iron age the iron itself is a very valuable item. As you can see in games where you are not a smith getting a collection of axes is a major achievement. A set of five axes if you weighed just the iron might be 15-20 lbs of worked up iron for months of work. Arrows can be made a several in a day.

The values of metals need to be considered for the period values vs the modern age. In today's world there is a comparatively vast amount of metal. Think of a locker from school or a sports facility. That amount of metal by weight could make you how many tools?

Bronze is now in UrW as a vanilla trade good. Decorative pieces get much of their value from the quality of art. So I wouldn't want to hazard a guess on simple coin values. Gold is even trickier. Both bronze and gold are of course period items.

Likewise extending discussion on the bronze/gold values should be moved off to a separate thread though you have my initial views on the subject for your perusal.

 

1242
Update

Adds Frostbit's .Big Rock. to biy_BAC_standard.txt

This adds a late game activity of making stone walls around your compound


1243
Off-topic / Working with tree nails
« on: January 19, 2019, 03:52:33 AM »

1244
Suggestions / Re: Spiky Fences and Fence Gates
« on: January 18, 2019, 11:07:11 PM »
All right to put .Big Rock. in the BAC mod?


1245
Gameplay questions / Re: I can't do anything with plant type turnips.
« on: January 18, 2019, 01:39:48 AM »
If you "pick" as in "pick up" turnips you get edible turnip under the food category

If you use agriculture to "harvest" you get turnip under the plant category

The plant category needs to be threshed. IIRC this produces food type turnips and turnip seeds.

Seeds can then be planted on prepared soil, which can be made on on unfrozen ground by having a small fire burn out to leave the ash mark of "burned out fire"


edit: doh, that is unfrozen ground

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