Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Brygun

Pages: 1 [2] 3 4 ... 112
16
General Discussion / Re: Thoughts on All Crops
« on: December 26, 2023, 12:17:57 AM »
In terms of medicines this is draft for a guide I've been working on but havent released. The idea was to come up with an in-character saying on what to carry for medicines:

>>>

Fighters medicine bag:

Caution: These are Unreal World results. Real world plants maybe different. Learn your local plants.

On consideration he comes up with new memory phrase: “Fighters need helpful medicinal herbs and bandages”.

Flax supports nutrition and recovery.
Nettles for binding wounds and sickness of the lungs.
Hemp is for eating.
Meadsweet tea reduces vomiting, reduces pain and lowers infection.
Heather is for washing wounds and as a tea for many internal illnesses.
“And bandages” means to have another two ready bandages.

A pot, be it iron or clay kettle pot, is needed to make the teas.

Flax, nettles and hemp leaves are all by products of agriculture. Threshing for straws also yields leaves so these can be grown in quantity or found around villages. Meadsweet needs to be gathered from the wild forests.  Heather flowers are light to carry for frequent offerings of peace with the spirits. When eating your daily leaves put heather out then.

For wounds and burns first wash with heather then include nettle in the bandage.
When wounded or vomiting have meadsweet tea.
Other illnesses have a heather tea.
Hemp for eating like when hiding to heal.


To make tea you need a boiling vessel like a pot with the BAC clay kettle pot being a light weight travel version.

Other herbs have their benefits. This set is a very good mix that is easy to remember, can be gathered in quantity and nutritious to eat.

17
General Discussion / Re: Thoughts on All Crops
« on: December 26, 2023, 12:14:14 AM »
Hello Felius,

Brygun of the BAC here.

Glad you are enjoying the mod.

One of my go to cooking recipes is the swirl bread using Rye and Hemp. I recall looking up that Rye was good on carbs and Hemp good on proteins. (Query, was Hemp modded in?). Thus making rye-hemp swirl breads and hard tacks would cover the full spectrum of nutrition.

My current character Calle has gone through a cycle of agriculture. Some general findings for him:

Rye-Hemp mixes work great. They off set the needs for meat and balance nutrition.

Nettle is great for making threads which in turn is used in various crafting and in making loop snares.

A mixed diet of one meat cut, a turnip and some leaves worked as good diet. The leaves were nettle, hemp and flax. Those were grown for making cordage, thread and cloth. The leaves are a very useful byproduct. Turnips can be grown or traded for in big quantities. Turnips don't spoil (or rarely), they are a root vegetable. The most expensive is the meat which is now only about a third of the diet. This really strecthed out the meats from catching animals.

If you have fields you will attract animals. A good indigenous teaching is to plant more crops than you need for yourself. Expect the animals to eat some. Then you can trap or hunt the animals. This means your crops are also a big giant batch of bait.

A mix of light lever traps and loop snares will deal with rabbits, squirrels and birds. Fences with a pit trap here and there (maybe 1 per four or five fences) will at times catch you a reindeer or elk for a big meat harvest! Combine these meats with the diet of meat-turnip-leaves and you can go a long time.

Prior to some of the cooking mods, like swirl bread, broad beans were a big deal. They are still very handy. Broad beans don't spoil much and can be eaten as is. Probably not cooking them would suck to actually eat but it works.

Calle pretty much gave up on growing peas. He is though far in the north. Agriculture is a little affected by your north-south as the weather patterns are AFAIK different.




18
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 25, 2023, 10:52:42 PM »
(Aborting attack as it is currently impossible to even single one out. Among the issues is the current game mechanics mean they have no penalty to move in heavy snow. It would be impossible to escape. Eventually the four plus Nerjpez will wear Calle down and there might be even more in the camp)






The elk’s eyes and his meet.

A swirl takes his mind.

Time and time again he tries alone to attack the camp. Each time he can manage to kill one, perhaps their war leader himself. Then the others swarm him. He watches Marikka suffer and die. No matter how he tries to battle they find him.

The elk’s side passes between trees as it turns away.

Overhead a billowing cloud with two spreading fans and a long streak fill in his mind the image of a swan.

Swan Maiden has warned him.

Calle accepts the warning.

<CALLE 160 didn’t attack>>>

19
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 25, 2023, 10:32:12 PM »
A short talk.

Now... by the rule of dying yes Calle would have died.

Writing stories based on Unreal World are very therapeutic for me. I've played this game for years, as the story list will show. Also when playing there is the motivation for modding and updating the mod. Now with years of play the starting from the beginning is something done so many times. I've decided to backup Calle's story a bit so that I can enjoy playing something different: that of an established homestead. Also the BAC mod will get a bit more updating.

Part of what was hoped for Calle, to shoot one and run away, doesn't seem to be viable in the snow.

There is some discussion of this in this suggestion thread:
https://www.unrealworld.fi/forums/index.php?topic=6177.0

That said those who enjoy the writing can continue with me.



20
BAC_3_82_w_2023-12-09-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>
cookery_glossary

= Fish cuts and bait removed based on reports that items in cooking become cooked food and no longer work as raw

>>>

diy_BAC_Fishing

= Fish cuts restored after failed use of cooking menu

>>>

diy_BAC_Utility

= Bait moved to here, managed to fit all 3 by removing line spaces

= line breaks removed to create space

>>>




21
Ive decided to going to back up Calle's story a bit. The reason this matters to the BAC is that I mod while playing. I don't really mod a game I'm not playing.

I'll be backing out the bait recipes from cooking as that didn't work.

I will try to find space for some of the bait but I don't expect to fit all of it.

The seeds for birds seem very good.

Fishing already uses in 0.1 lb bits so thats a low priority.

Maybe meat slices for the small game too. However in most of my play throughs once you catch a big animal you get excess of rotted meat which they will still go for as bait.


22
When I made the baits mod, the cut fish baits are indeed raw, but I don’t know if moving it to cookery messes it up somehow.

Huh...

if that's a thing, and it might be by the other feedback, I might be able to work the baits into BAC properly. Menu space limits.

23
Does this include the encyclopedia file?

BAC doesnt update the encyclopedia.

However if you open the various biy and diy files there are often notes.


24
A solution that might be easier to implement to look at what their moving on and add fatigue penalties. That is roughly the same as the PC.

As to having skis on/off maybe if its winter time issue higher-wealth opponents "ski" and "ski stick"....  or not. Since its hard to fight with a ski stick.

>>>

Sample logic:



= If encounter spawns in snow*
== then % chance to give them ski gear, higher chance for "wealthy" like those with lamellar cuirass
== if getting ski gear issue skis (worn) and ski stick
* maybe a depth related factor like if it is calf deep or deeper higher chance
=== If NPC is spawns indoors (inside a building or kota)
=== chance to delete ski gear (they weren;t wearing at time of attack)

= if no ski gear and AI moves
== then getting fatigue as PC does

= if wanting to use a bow and arrow
== equip bow and arrows storing ski stick

= if ski gear and wanting to melee* and more than 6 tiles away
== if not holding ski stick
=== then equip ski stick
== if holding ski stick
=== move as a ski (with an assumed high ski skill)



25
Going to add an example from Calle, which might be the end of his tale.

Winter with thigh or waist deep snow but with a crust appraoched a Nerjpez camp

Saw one alone who shouted, so okay might get help,

Shoot that one dead in 3 arrows, so a very short combat

2 more are coming and 2 more behind that

Attempted several times to escape:

1) "run" mode away fails as PC tires out but the Nerjpez don't seem to. They had to cross the warcamp area just to get where the PC started plus the PC's distance ran. They always catch up and start getting back hits.

2) ski mode away fails... they still catch up using running in deep crusted snow faster than a PC with 100% ski skill can go.

>_<


26
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 10, 2023, 07:58:15 AM »
four plus tries...

still dead.  :'(

27
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 10, 2023, 07:23:42 AM »
First go from here...

he died...

There was at least three that got up to him.

If you don't want to read reloaded games well the story probably ended much earlier.

Im doing this as a writing exercise and inspiration so giving another shot... with a focus on escaping.


28
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 10, 2023, 06:52:56 AM »
Aborted section

Seeing the east wall of a building. He steps to position to be able to see the door.

A curse blurts out!

He’s been seen.

It would seem a chief with a lamellar cuirass over his clothes. A large spear in his hand but no bow. The first arrow’s bone tip darts a graze on his hip. Other voices shout. At least two more coming.

Marikka snarls shifting beside Calle’s legs. Her leash restrains her. A style to keep her as a defense form melee attacks.

Nock and fire a broadhead catches a tree as the war chief charges. Plowing up the snow his double grip on the leveled spear with a gleaming metal point.

Nock and fire broadhead. Sweeping it passes between lamellar plates severing a wide sweep of blood and nerves. Twisting the chief falls eyes open upon the snow. Gaping mouth breathing no more.

<CALLE 159 shot chief dead>>>

29
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 10, 2023, 06:43:21 AM »
OOC:

Im actually pretty nervous. I haven't raided a Nerjpez village since like... uh.... Beodrin? Or there was a try made with Cronan. Suffice to say Im far more into the survival skills hence the BAC modding.


30
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 10, 2023, 06:38:29 AM »
Aborted section

In the spruce woods of the late afternoon Calle feds Marikka and himself. The dog barked an extra time. Calle wondered if it was the enemy she smelled. They were closing on the war camp. Skiing around the trees the approach needed to be careful. He hoped to ambush one or two not fight the whole camp.

A soft breeze kisses his cheek.

Looking to the sky he sees the clouds. Their billows taking shapes being puzzled into things he knows. White swan feathers falling become snow. A fresh blanket to ski on. A shroud of soft white to hide his movements.

Gliding under Swan Maiden’s blessing he passes to a point where he can see the open ground of the camp. He nibbles on his medicinal herbs, that their benefits may already be flowing in his body. Stowing the ski stick he notches his first arrow.

<CALLE 158 at camp edge>>>

Pages: 1 [2] 3 4 ... 112
anything