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Messages - Brygun

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General Discussion / Bark shoes
« on: April 23, 2018, 06:08:49 PM »
For those of us dabbling in the low resource side of the survival here is a pair of real world bark shoes

Suggestions / Re: Confirmation before eating unknown items!
« on: June 08, 2017, 07:47:06 AM »
i would like the confirmation for eating unknown added in.

Various keystroke errors by the player can ruin the gaming experience in a way not intended. Lets not User Interface or User Error shatter a play through.

IF they confirmed then truly they have made their choice.

Suggestions / Re: using "reputation" as currency
« on: June 08, 2017, 07:44:53 AM »
There is sort of currency beyond meat cuts and that is arrows. They have a fair value for a light weight. They are better than meat cuts in that they dont spoil.

Im a little concerned of reputation currency. Reading the thread it isnt quite what I thought nor quite right to me.

One suggestion along the way that might be useful would be for beside 'what of my items do you want' is if we could ask 'how many of item <select item>' would you want. If its a select item it could be arrow, meat cuts, bowls, boards or an item from a mod. That I think would help.

Im also sometimes concerned about offering to high a value item, say a chain shirt, for far too less of value, like a bag of beans. It would be harder to code for the NPC to offer items to make up the difference. We can simply stop that trade and pick out more things if it is way off.


new players dont know it is way off or to use arrows as currency. Or squirrel hides.

Off-topic / Re: Mors Kochanski, 40+ years of Bushcraft
« on: June 08, 2017, 07:37:55 AM »
<he says to a community of folks gaming a bushcraft survival wilderness adventure game>

Don't bust any copyrights but seriously... if not here... where?

Bug reports / Re: Rafting, ice and shallow water
« on: June 08, 2017, 07:24:37 AM »
Sorry for lateness. Took out tablet where the unreal game is. Files sent.

General Discussion / Re: What's Going On In Your Unreal World?
« on: May 31, 2017, 07:06:28 AM »
Got a Tablet computer recently. My now 5 year old laptop has issues running the newer Unreal via steam. It was one of the signs the laptop needs replacement. Long story short rather then get a new laptop I went with a Tablet as the current mobile computing platform.

Unreal world on a Win10 Tablet working fine through steam. Restarting using mods Boudia's (an update on Rain's) and my own (Added items).

Story line is a young Driik starting in winter. Pre-start  you were needed in the fall to help with the harvest. Now in winter it is you adult year. (that much could be for any culture). Winter for a while near home (villages close to your start position) to build up gear, tools and skis and/or water craft. Then travel to far and distant land to find and make a stead. If you travel when there is snow you can ski and have more spring time for planting crops. IF you wait for spring you can water travel instead but can probably only harvest turnips in your first gardens.

With the mod the young Driik will become a smith those nearby. This being my 'young smith' challenge. I prefer to aim for the large inland lake the maps generate to be south of the Owl, north of 2-3 other cultures and you can use the rivers to raid the Nerjpez.

Right now the new character made enough home crafts to get a shovel. An important part for agriculture, clay work and ironworking.

Off-topic / Mors Kochanski, 40+ years of Bushcraft
« on: May 31, 2017, 06:46:56 AM »
Mors Kochanski has spent 40+ years in Boreal forests. Canada mostly as far as I know. As well as writing books on how to skills for survival and bushcraft he setup a youtube channel with lots of information.


Bug reports / Rafting, ice and shallow water
« on: May 28, 2017, 09:11:06 AM »
game version 3.4
Was rafting in the early winter, aka slush, season. Crossing a river. The opposite bank had thin ice and shallow water. Moving forward paddling the raft it dumped me into the water. I believe it attempted to consider me as being on land standing with the raft rather than floating on the raft. The resulting situation was the ice broke dumping me into cold waste deep water in the same tile as the raft. I moved off the tile then back to the raft and could paddle back to my camp for a survival fire.

Gameplay questions / Re: How do animals scent bait? distances?
« on: May 28, 2017, 08:05:28 AM »
Meat can be fresh or spoiled but not cooked. Once cooked it no longer registers to the animals as bait.

The spoiled feature is there so you can put out a hunk of meat on a trap and still have it there a week later, now thoroughly spoiled, still acting as bait.

Gameplay questions / Re: Stews
« on: May 28, 2017, 08:04:02 AM »
AFAIK the nutrition system preserves the aspects like protein and carbs. The mass and thus density can change.

A stew has a lot of water, which has no protein and no carbs.

As an example
1 lb of meat
3 lbs of water

Eat 1 lb of that stew gives you 1/4 lb meat so 1/4 the nutrition but 1 lb worth of hunger is used. Plus a reduction in your thirst (not sure)

This might be what you are seeing.

Gameplay questions / Re: Armor - Maximum Protection
« on: May 28, 2017, 08:01:34 AM »
IIRC a poor quality reduces the affect value by -1. So a 5 point protection would be just 4. IIRC the Wiki explains this. There is something like:

fine +1 affect, + XX price
fine  + X price
weak - X price
poor -1 affect, - XX price

Off-topic / Re: Bear vs Archer IRL
« on: May 28, 2017, 07:48:11 AM »
Ive had some real life unexpected proximity to bears. In each case an update of my horizontal position datum was applied.

I think one of this guys mistakes was staying near the bear that long. Unless he was hunting it. Plus that chirping noise. Was he calling it over?

Suggestions / Re: The ability to name or label a peice of equipment
« on: May 28, 2017, 07:37:56 AM »
its a nice idea

code wise there could be a 'display name' field added to the database. If 'display name' is empty then display the original name. This way it could be compatible with existing saves

Suggestions / Re: non random start
« on: May 28, 2017, 07:35:08 AM »
The game does autosave when you go to sleep (or is it wakeup?). If you abort (not exit) the game you can 'scum save' to that point. The mod structure for saves is also easy to work with. I save copy of [person] to my_Documents. Once there I change the directory name to include a note like [person hunting deer] or [person got shovel]

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