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NPC hunters gone wild I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

May 22, 2019, 05:11:50 PM
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Bark stuff, birch-bark stuff Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

These are future additions, not yet functional in current version 3.52.

May 29, 2019, 12:21:31 PM
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Iron age shield made from bark discovered in England There has been a very significant find of martial a shield made from bark, rather than metal or timber as previously known examples from the period. The find is dated to the early iron age (~350-250BC) in England, used by Celtic warriors. This is especially rare and significant because a material like bark doesn't normally survive the centuries. I have no idea whether something like this would have been used in Finland, but of interest to people here nonetheless I'm sure.

https://www.independent.co.uk/news/science/archaeology/celtic-shield-leicestershire-archaeologist-ancient-warfare-a8927871.html?fbclid=IwAR0zkdCru1nancic6sPzg9It1IGhlK6Z--up-zTVrgQzFb-0PMvdF9j6aYU

Quote
The discovery reveals that the ancient Britons used the same lightweight shield-making material used at least in more recent centuries by Aboriginal Australian warriors.

It is likely that the Leicestershire shield was actually used in at least one battle. It has two probable spear impact marks and two probable blade marks, potentially made by metal swords.

Each blade impact mark gives a fascinating clue as to the defensive properties of bark shields.

Read more
 
Crusades fighters ‘had families with locals and recruited offspring’
Bark is more resilient than metal or wood – so sword blows (and arrows) tend to fully or partially rebound off them.

In the case of the blows which caused the blade impact marks on the Leicestershire shield, the blade had quite literally bounced off and back onto the surface, thus producing parallel five centimetre long repeat impact marks, just a few millimetres apart.

It demonstrates the almost rubber-like deflective nature of the shield’s bark composition.

But to make the bark behave in that extremely effective way, the shield’s Iron Age makers had to employ some very sophisticated manufacturing techniques, researchers have discovered.

First, they had dried the bark in such a way as to give it an inbuilt rubber-like weapon-deflecting “bounce” capacity.

They achieved this by inducing tension in the bark, as it dried, by deliberately bending it in the opposite direction to its natural tree-surface curve.

This enabled the inner face of the bark to become the outer impact-absorbing “business” face of the shield.

It is this deliberate curve-reversal-induced tension which gave the shield its protective qualities – and it was the ultra-lightweight nature of bark (as opposed to metal or ordinary timber) which would almost certainly have allowed the warriors to fight more agilely and for longer.

May 30, 2019, 07:14:46 PM
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Craftable birch-bark items and associated ponderings Craftable birch-bark items are a thing now.
You can make boxes, and baskets, and shoes and caps - and also birch-bark ropes.
Character's CARPENTRY skill determines the success of birch-bark crafting.

And while I was at it, leather/fur cloth crafting times and material requirements were also touched a bit. All the material requirements have been increased to slightly exceed the finished cloth weights, and crafting times of smaller clothes have been reasoned by increasing or decreasing the required time.

And while I was studying the nature and construction of birch-bark shoes, I found a remark that if birch-bark shoes were used in a field work they lasted in usable condition for maybe two weeks. So in real life birch-bark shoes should wear out pretty quickly if used extensively.  And as our characters usually tend to walk ridiculously excessive distances on almost daily basis it got me thinking of adding wearing out mechanism for shoes and boots so that you would need to replace them every once in a while.
So...something like that is also very likely to be added now.

June 14, 2019, 12:09:23 PM
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Re: Shaman_mod_pack_for3.30 Hello and welcome back travelers :]

Today's special menu serving is Jakspack vers 2.0 for Unreal World game.

Made some changes to the latest of shaman mod pack hopefuly for better.

Cant say i wrote all of this on my own but for further details look at Read me_Jackpack.

It simply would take me to long to rewrite all changes
from first version and i dont want to copy/paste all file to this post.

Check it out and hopefuly share your vewings. ;]

Enjoy

['LITTLE ' edit few hours later - i ve just checked and seems i uploaded working backup instead of glitch free :P]
Sorry and for some tears i ve added graphic for cley pot.

For all who already downloaded - id suggest to try this version unless you want some code repairing

Brewing barrel should be a pot not bag
There is missing ' * ' sign in tendon wraps component behind carcass
and lots of missin [remove] to components line : like in pottery -firewood and torches


Further uppdates:
Some balancing which i somehow missed:
* Drying plants - at 2nd starting proces in whole 3 linen crafting sections should be set to /1/
 - {[TILE:Shelter]} 'Shelter for drying' - shouldn't use '+'  in tile based description
* Roll-of birch should be "firewood" based

* Changes to diy_glossary:

 .Opened birch. "Tree trunk" *CARPENTRY* [effort:1] [phys:arm] /15/ \12h\
{Roll of Birch} [patch]
{Cutting weapon} <Axe> %+10%
{Slender trunk} (4) '+to shape it' [ground]
{Wooden stake} (4) 'Stake to uprights outside' [ground]
{Branch} (20) '+for bending to shape' [ground]
{Stone} (6) '+to force seat in it' [ground]
{Hunting horn} 'Most components laying nearby' [optional]
{Tree trunk} 'Birch trunk near' [remove] [ground]
[WEIGHT:200]

.Birch-trunk Canoe. "Punt" *TIMBERCRAFT* /120/ \1\ |1| [effort:2] [phys:arms stance]
{Opened birch} [remove] [ground]
{Wooden stake} (4) '+curved ribs' [remove] [ground]
{Bark} #3# '+sap to seal' [remove]
{Resin} #3# '+to tar cracks' [remove]
{Fire} '+lit nearby to heat resin' [ground]
{Knife} '+for last cuts'
{Axe} <Carving axe> %+10% '+just in case' [optional]
[WEIGHT:216]

Further balancing and debug:

Wooden bobber in Fishing rod recipe should have [noquality]

I'm also trying to get proces of making fire from Simon's shaman mod working:

//something to make firebuilding less cumbersome
.Fire Bow.   "Hunting horn"   [effort:2]   [phys:hands]   *CARPENTRY*   /60/   |-1|  [noquality]
{Branch}      [ground] [remove]
{Cord}                  [remove]
{Knife}
[TILEGFX:wp-shortbow]

//in conjunction with timber, more prepare time would be realistic
.Prepare tinder.   "Branch"    [noquality]   *HERBLORE*   /4/   \12h\   [patch:4]
{[TILE:Shelter]} 'Dry in a shelter'
{Resin}      #0.5#   [remove] [patchwise]   'Prepared resin'
{Birch-bark}      #1#   [remove] [patchwise]   'Prepared birch-bark'      
[NAME:Tinder]

Those parts are checked and working - update them if you want.
No clue how to write a commend for making fire thou...

.Prepare Fire.   (10)   "Firewood"   [effort:1] [phys:hands,arms [noquality] /7/ \1\   *TIMBERCRAFT*   
{Fire bow}
{Tinder}      (1)      [remove]
[NAME:Smouldering wood]

Just making new item based on firewood. Well i blocked all 3 (whole proces) at my PC - suggest you to do the same.
Alternate fire making is not that important to Lore or gameplay anyway.

24-06-19
Today i haven't found any major glitches :D
Due to minor balancing however you should change recipes for Northern longbow for 0.20~0.30 lbs of fat not 0.60 since this requires about 3 birds fat or 1.5 glutton one - think it will be easier to craft this way.

Also changed a bit recipe for murky-dye (it's so common colour it should have easier to make replacement).
Here is alternate version:

.Dye - Murky variation.      [noquality]   *COOKERY*   /45/   \4h\
{Peat}   #3#   [remove]   
{Water}      #3#   [remove][boil]
{Knife}
[EFFECT_RAW:gut_irritating]
[NAME:Dye - Murky]

With this in basic glosary you shouldnt have any problems getting it:

.Dig for peat. "Rock" [effort:1] [phys:arms,hands,stance] *AGRICULTURE* /60/ [noquality]
{Knife}
{Shovel}
{[TERRAIN:wetland pine_mire open_mire]} 'Boggy terrain, mire, or wetland'
[TILEGFX:fw-resin]
[WEIGHT:3]
[MATERIAL:wood]
[TYPE:timber]
[NAME:Peat]
[naming:Peat]

I suggest pasting it under Resin for some ulility management.

Whats more i will try to upload version with all changes at the end (i thought it's almost bug free but now when im playing it for real hero it's not that obvious) - debuging is quite a long and time-consuming proces thou, i pray for your patience.  :s

25-06-19

Todays quick changes:
Brews are back to Privateer’s base code – guess my changings were fail on this field.
Tying equipment In some advanced bow recipes now doesn’t bring quality into the process.
Advanced ironworking  ‘building’ constructions are now crafted on ground.
Added new graphic for simple chimney with some variations.
Advanced Ironworking :  Iron bloom is now no quality item and wrought iron has firm base of 40.
Peat is firewood based not stone like in sample code.
Linen cloths are needed for some shamanic recipes so I made 2 options in basic utilities to shred crafted clothings – they were originally different named from linen so without those new options  it’s impossible to made shamanic crafts.

Also uploaded this to the newest changes and debugs.

From now on i ll stop making those quick debugs or I will never be able to finish my campaign. :D
If I find something new I will hold with it to the ‘updated version ‘  if this will ever be existed.
Also , looking for some ideas of graphics which anybody would like to see or just needs.

PS: Ad word:
Somehow i forgot to mention some of cooking recipes were NAME changed from 1st pack version.. :S
All credits for code and balancing belongs to Bedlam - the author.

PS: Ad word 2:
Brewing section was originaly designed by Budzilla - Privateer was mainly a code DTPer.

PS3:
Ofcourse i forgot sth - change back the Seita Stone building time to original /80/ :P
Also quick checked basic moding tutorial and found some misleading info- thx to the Wiki one.
Last when i checked it modding section didnt have any guides still mine may be somehow usefull too hopefully.

June 20, 2019, 02:44:24 PM
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Re: First Mod: Seafood Thank you once again for a great mod run37!
Since I use this quite alot in my collection of mods, I decided to give the graphics another overhaul, if anyone would fancy that. Now there is a clear distinction between the objects in the water and after you have "picked" them and drops them at the ground, and the models have been adjusted a bit. I have however edited a little in the mod, so everything spawns in water and not on the shore, since that would probably make the graphics worse.






June 26, 2019, 05:07:08 AM
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Summer Sale, Summer opportunities I'm a bit late to announce this but it is live now: Steam Summer Sale, and you can get UnReal World  for discounted price until 9th of July.

I want to bring this to your attention because it is likely that when next version is released the interval between Steam version and standalone (donation-based, free-of-charge) installers will be significantly longer. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

Why this announcement is late then, is because while the sale was launching I was busy attending to 'science-art-forest' themed seminar and workshops at Koli in eastern Finland - a location famous of its hills and cliffs which are well-known national sceneries of Finland. 
In addition to presentation about working with the game I also performed an archery demonstration in the most awesome location I have ever shot a bow.
Summer is full of opportunities. Let's not hesitate. Cheers!


Archery demonstration, shooting with Japanese bow.


Giving a presentation about UnReal World and the related stuff..


The highest summit of Koli; "Ukko-Koli"

June 29, 2019, 07:39:39 PM
1
Finnish bear fight https://youtu.be/qmMBN8bpyzE sorry if this does not hyperlink I'm not very good with computers. Saw this video and it made me wonder. I have witnessed predator prey interactions, but what about territory disputes or fighting over mates? I would enjoy seeing two bull elk duking it out during mating season
July 03, 2019, 06:31:58 PM
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Re: Improved trading system For me, the game is all about role-playing, and my imagination tells me that Iron age villages would not be "convenient" trading centers for any stranger (the PC) who happens to wander by.  So from this aspect I believe the game hits trading just right.

I see learning the values of items (approximately) as part of the "growing up" of the character, who is, after all, a teenager who just left home. Perhaps the teenager should not have much knowledge of exact values of barter items (in my mind anyway).

I do agree that the mechanic of the actual trade could be improved, especially the "start over" part of trading.

Having the game tell the player anything like the value in squirrel hides of a list of items would be just flat wrong, IMHO.  Learning this for ourselves is part of the charm of the game and part of what separates it from the rest of the "pack".

Like you, I did keep a spreadsheet for a while so I could remember values of typical items. But it did become tedious and so I decided to simply quit doing it. Doing that was a liberating experience for me and afterwards I found the game's enjoyment increased.

July 04, 2019, 04:08:16 AM
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Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

July 10, 2019, 01:40:01 PM
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anything