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Messages - Buoidda

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166
Suggestions / Buff up the elks, add swimming and jumping over fences
« on: November 10, 2020, 08:24:01 PM »
Ok we all know Unreal predators (even lynxes) are dangerous. But that's cool and all, I'm not here because of that.

My point is: Unreal elks aren't. They really are wimpy compared to the real ones. My current char had so much trouble chasing an elk he dropped all weapons but a small knife in order to ski faster. In the end, he knifed and kicked an adult elk to death (with near or zero skill in those). Sure he got a crush in the eye and fractured ribs and some bruises.

Now watch this video I took when an adult bull elk was spooked by our approaching car and tried to jump over a reindeer fence.
Spoiler: Bull elk stuck on reindeer fence • show


Would you have gone there with a knife? ;D He tore up the fence and walked slowly away like a boss. Here's the fence afterwards:
Spoiler: Obliterated fence • show

What happened was just bad luck on its behalf. Normally they jump gracefully over no problem. That's actually a requirement of the modern reindeer fence.


So finally coming up to my suggestion:

1) I'd like to see elks, especially bull ones, buffed up considerably. It should be madness to go against them practically bare-handed. The reward is anyways a huge amount of meat. More strength, stamina and speed.

2) Elk AI: Naturally they should almost always just flee, but when cornered they shouldn't just run circles to exhaustion but stop to rest and threaten the pursuer with a snort and kicking the ground. Fight or flight, not flight until breathless (see no. 4) ;)

3) Enable elk to jump over fences or even break them when fleeing.

4) Elks are great swimmers irl, ought to be grandmasters in Urw.
Spoiler: Basic URW elk hunting tactic • show

It'd be cool to come to a new version of urw and try to exploit this old tactic only to realize the elk just swims away. Of course there should be some reluctance to animals wading and swimming, but it'd be a cool addition. Applies to reindeers too. Let's actually speak of ungulates.

EDIT: I found this bug report: https://www.unrealworld.fi/forums/index.php?topic=4731.0

5) Urw ungulates (hoofed herbivores) are pretty good to get out of a hole in ice?
I've noticed that ungulates fall through ice easily and get out just as easily. Imagine an elk in a hole in the ice. No way it's gonna get on the ice again unless wading. This would also be a bit of balancing to previous things that make elk hunting much more difficult. Also reluctance to enter thin ice would need to be somewhat increased, maybe only when escaping.

6) EDIT: Attack: Trampling. (Allow aggressive elks/big reindeer/beoars to enter a tile with a character, making them 'fallen'.) Hehe. And there it goes...

7) EDIT: Only pits should work for ungulates. This was always odd anyway... It's not in their nature to go into tight spots. I think all ungulates should pass all snares, lever and deadfall traps without harm or trigger. Well maybe the bear trap would be an obstacle, for a reindeer.

IRL, IRL...Why do I think this is so important game-wise?
- I think this is a major game balancing issue, increasing time span to get secure with food.
- Currently is easy to exploit big herbivore ai to get one's belly full for a long time. I'd like to see elks as a prize, not a potato.  ::)
- Making ungulates harder would make small game hunting/fishing for food more useful/needed.


Bring on the discussion! What do you think?

167
Well waterways were pretty far away. I let the big one go since it is already spring. Half of the wolf pelts became regular instead of winter furs.

I waited and watched some of the wolves get trapped. But funny how I got the feeling the big one couldn't get into a big deadfall trap. I reset them many times and all the smaller wolves got trapped sooner or later. But the bear trap didn't work either. My char's skills are pretty low but since the other wolves were trapped I don't think it was because of that.

Can someone remember trapping a big wolf with a deadfall trap? Pits don't count.




168
I thought I was smart setting up 4 traps around a baited tree, for a wolf pack nearby...

Now its leader is in one of the traps and all seven wolves (update: nine) are stuck around it.

My 16yrs old is so poor and wimpy (axe is 12, all other weapon skills <10) he can't match even the smallest one 1vs1.

Any ideas? Another trap-complex? Do fences block wolves?

UPDATE: I was scared shitless with loose wolves within vision while setting new traps. Finally the first trapped ones died and the pack movement was freed. I managed to trap all but a big one. It just would not go into a trap. I also had to wait for the others to die and quickly go pick them up so as not to upset the big one that was loose. Left a bear trap, let's see. (Yeah, it's a turnip. Maybe it likes it. There's meat too.)

169
Suggestions / Re: Dog's Priority List for Food
« on: November 08, 2020, 04:15:52 PM »
...killing game, picking game, dropping everything, resetting trap, pushing berries as bait, picking up everything, picking up ...

JP knows this already, but just noting that setting traps doesn't involve burden penalty or any penalties for that matter.

Dogs of Unreal world sure are well-trained pedigree champions when it comes to eating habits but not when telling them to cease attacking  :D

Yes I too am a bit frustrated of dogs not eating the cuts of meat I've thrown them earlier. (Without telling them to eat.) Instead they starve, bark and gnaw on bones.

I think ideally dogs would eat everything I've thrown at them first, then other fresh foods, then carcasses, then bones. All this autonomously. Dogs are really greedy bastards irl and having such power as dogs in this game should have a bit of drawback of keeping their reckless eating in check. Also it'd be nice to tell dogs not to eat something when they're about to. Then they'd of course obey for only as long as they see me.  ;D


170
Bug reports / [3.63] Withering mushrooms, no description
« on: November 07, 2020, 07:21:40 AM »
I noticed a batch of mushrooms that didn't work properly. There wasn't any tile description and there wasn't anything to pickup.

If you look at the screenshot message log, I've looked with F3 at various tiles:

First at a pine.
Next at a ground tile next to the mushrooms.
Next at the pine.
Then at the mushrooms. No description.
Finally at the pine.

EDIT: They are likely withered mushrooms without message or should be withered away already but graphic persists. I found more of the same, but not consistently. Some mushrooms are described as withered.

Maybe related to the Dark spot on water bug report? https://www.unrealworld.fi/forums/index.php?topic=5827.0

Emailed save.

171
Since we can't pickup unconscious or trapped animals, I very much doubt it works. Even leashing doesn't work on unconscious non-tame animals anymore, which is a pity.

172
Zoomed in and moved next to a squirrel.
Spoiler: I plan to put fur on the underside of my skis • show

I tried to ski over the squirrel four times before it bothered to notice.
Spoiler: There is a squirrel in your way! x 4 • show

173
With reindeer its likely the flocking algorithm.

Here I haven't zoomed for ages. I just walked around and this stoopid feather cushion never lifted wings. It's moving about but like it was blind or smth.
Spoiler: About to smear a grouse • show

174
Stories / Re: Island challenge stories
« on: November 03, 2020, 04:11:53 PM »
@paulkorotoon How did you put a description on the spoiler tag?

175
Suggestions / Point and click start location
« on: November 03, 2020, 01:30:23 PM »
It would be nice to be able to choose start location more freely, for example on islands without having to choose Islander.

This would make it easier to make challenge scenarios more spesific. Or just to be able to start in an interesting place.

EDIT: Night has done excellent work and provided us with an external start location chooser:

Urw start location selector

176
Stories / Re: Island challenge stories
« on: November 03, 2020, 01:25:55 PM »
Hail Hroarr the Incarnate!  8)

Day 2, 4th week before midwinter: Found a drowned sow but the rest hid in the woods. Scouring traps. Pretty well small game. Here walked next to one.
Spoiler: Bird just sitting there • show

Day 3, 4th week: I have a tamed eagle owl.
Spoiler: Rip hare • show

Day 6, 4th week: Met Ilari who promised to help me off the island. But first some hunting.
Spoiler: Food for journey home • show

Day 1, 3rd week: Wolves! "Stay back, boy!" That was the last thing Ilari told me.
Spoiler: Wolves! • show

I was late to the fight carrying tons of goods and fatigued. Wolves killed poor Ilari. Luckily the commotion made the rest flee. I killed the injured wolf lying next to him. Then grabbed his stuff and ran away.
Spoiler: Battle log • show

Back at the raft-to-be, I couldn't leave Ilari to the wolves. I fetched his body and made a pyre for him. Luckily no sign of wolves. They'd probably been my death if not for Ilari, in this densely wooded place.
Spoiler: Funeral • show

Ok I know it's winter still, but not zooming out would've been insane. I also did a lot of dismantling traps zooming in and out ::)
Spoiler: show

Day 7, 3rd week before midwinter: Herded an elk onto sea ice, but everything didn't go as planned. Injuries 27.
Spoiler: Elk hoover • show

Spoiler: State of my ribs • show

Day 1, 2nd week: Now put it cold in exchange and hangin'. Injuries 25.
Spoiler: Elk on my mercy • show

Day 2, last week: Got a bit frostbitten processing the elk skin. But now got a full fur outfit. Driik was not far south. Traded for axes and tried to have a fine broad knife. Didn't have enough goods so I threw it against a wall. Later the villagers thought I still have it. Luckily saying I don't want it anymore solved the misunderstanding. Injuries 25.
Spoiler: In the village • show

Challenge complete.
Spoiler: Skills • show


X#X#X#X#X#X#X#X#X#X#X#X

Hmm. This was a lot less tedious training-wise but oh all that walk and getting lost in the woods. Didn't bother to zoom in anymore on the mainland. It's just too boring and tedious when you're not in danger anymore.

This is a nice blank skilled character to continue on. I think Áigin's going to winter in Driik and head north to find home in summer.

But that is another story.

EDIT: But a short one. I was doing the wounded adventurer quest, found the camp in a spruce mire and tried to set up a wolf trap, hearing an angry growl... Neck protection is soooooooo important in this game. (Other attacks didn't penetrate.) Always find a mail cowl.
Spoiler: RIP Áigin • show

177
Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 02, 2020, 06:01:15 AM »
Thank you! I wonder where the like button is...

178
Stories / Re: Island challenge stories
« on: November 01, 2020, 08:43:46 PM »
Edited the scenario story  :o I fear death is not far....

Spoiler: Scenario and character details • show








Extra challenge options:
- zooming out allowed only on cliffs and mountains during winter (closed eyes for game start)
- "zeroed" Seal Tribe, stats rerolled until bad enough

X#X#X#X#X#X#X#X#X#X


Day 4, 11th week before midwinter: Single tile heathland island. Injuries 76. I'm soo dead. :'(
Day 2, 10th week: Crawled across the ice and found a bigger island. Don't know how big. (Wow. This is much more exciting this way!) A week or so in game. Stone knife, light trap, shelter. A lot of cutting for firewood with a fire nearby, some torches, berry picking, urgently laying light traps following shoreline. First hare trapped already. Starvation 6, injuries 60.
Day 4, 10th week: A cliff. A big island is seen to the east. Life is following the shoreline and staying warm. Couple of birds in the traps. A hare runs through a trap and vanishes in the woods, limping. Later the critter is found in the same trap. Now rope and a stone axe. Starvation 13, injuries 49.
Spoiler: First cliff view • show

Day 4, 9th week: Here the not zooming out plays a big part. Some trouble finding a way to the big island. Dropped through the ice twice. Lost 17 pounds of lingonberries in total. Stone axe was saved by throwing it on the ice. Starvation rises and weather gets colder. Need to find big game. Starvation 29, injuries 24.
Day 1, 8th week: Spotted a lynx and moved north not to cross paths with it. Left a baitless big trap at the cliff. Met a group of reindeer which was moving along coastline. Left a bear trap and continued. Later the group turned back and voilá! one of them got caught in the bear trap. Fur! Starvation 34, injuries 20.
Spoiler: Trapped reindeer • show

Day 6, 8th week: Clad in fur! Didn't kill the trapped reindeer, but used it's flock effect to slay the other doe and calf first (94lbs calf carcass, 0.9lbs skin?). In the meantime, berries withered again. Have 40 fistfuls so that's enough bird feed. Now off to find some legging and coat material. Starvation 18, injuries 13.
Day 1, 6th week: Found some more berries. Set up a trap trail around a bay. Few catches. Zig-zagged through the island due south to look for big herbivore tracks. Saw a fox, but ignored it. Baited the lynx trap in the south tip of the island and while zooming out on the cliff, the lynx was already in the trap. Spotted a seal too from the cliff and found good big trunks near it, but lacking rope. Returned north to bay area to check the trail for birds. Starvation 0, injuries 8.
Spoiler: Bay • show

Spoiler: Trapped lynx • show

Day 5, 6th week: Two ropes more. Starting another island sweep while going to make a trap where I saw the seal. On the way a terrible sight! Drowned, rotten ( :'( :'( :'() reindeers near the place I first saw them. Curses! I wondered why the group was so small. Should've been investigating... Injuries 4.
Spoiler: drowned reindeers • show

Day 2, 5th week: Threw a rock at a seal. Didn't set up a trap because lack of trunks. Should've cut some... Very little
anything. There are birds on the island, but not in the bay area. Maybe the traps should be more widespread. But it's very troublesome not being able to move on wilderness map. Getting lost is easy and half the island being thick coniferous doesn't help either. Arranging feather arrow signs. Finally a sow moves far away in the woods. Starvation 6, injuries 2.
Spoiler: Sow sighted • show



179
Stories / Re: Island challenge stories
« on: November 01, 2020, 06:06:23 PM »
Finally in a land of familiar people. Driik villagers gather around Ukko to hear his amazing stories in the hands of the Njerpez and the long hermitry on the island. Battle scars turn even the hardest sceptics around. In return, he hears news from home. "It will be so good to see my family again, mum will burst in tears she will", Ukko yearns. After recuperating a day, trading and long evening talks, Ukko starts his journey home.

But that is another story.

X#X#X#X#X#X#X#X

Challenge complete. This wasn't too hard. More like tedious. I guess the big ones were light injuries at the start and some luck spawning a stag and reindeer early enough to get fur clothes. And of course Rikori, but he was really a fast-forward past the easy and tedious island hopping part. I was clubbing with pikes so well at that point that few starvation points were more result of player rush and Ukko's homesickness than his ability. Grandmaster swimmer in warm waters doesn't seem to be in any danger of drowning, either. It was different in winter. Three times fell through the ice. Each time almost didn't get out. Could've well have died then.

I'm already thinking of a retake with a zero skill guy. (My hand is stiched up and I can't get to work so I have plenty of play time now.)

Island swimming would really be a never-ending nightmare with the no-zoom constraint. I was thinking of only using minimum zoom in wilderness map, allowing max zooming out only on cliffs and mountains. But then again, that would be more of an annoyance than a real constraint. So, next time, I'm all in for not zooming out until finding a cliff in the first, critical part of survival.

A save:

180
Stories / Re: Island challenge stories
« on: November 01, 2020, 05:08:11 PM »
Long swims go easily after all food is left behind. Water is comfortable at last. It must be past midsommer already. On a bigger island, a fellow lost soul. Quite a character. Good swimmer too, has two axes but refuses to even talk about lending axe for making a raft or even a paddle. Finally he agreed to split some boards. Soon a raft and a paddle are made and Ukko heads back to camp to fetch all the accumulated furs and skins.

An islander village looms in the horizon. This Rikori is a real oddball. Even when Ukko is paddling, Rikori swims behind. With all that steel he's carrying? "He must be a spirit." Ukko decides. While in the quiet Islander village, Ukko tells his story. Villagers listen almost unbelievingly. Rikori is grateful for finding a village and stays there. He gives Ukko lesson in hideworking for his companionship. After trading for a broad knife, Ukko looks for Rikori to ask him once more for one of his handaxes. Ukko doesn't find him. "I've been blessed with a savior."

X#X#X#X#X#X#X#X

This was pure luck. But I'm relieved, it would've been pretty tedious to swim all the way to mainland. Highest fatigue was 36 after 10 wilderness tile swim. Some backtracking. No coldness problems after stepping into water was "comfortably warm". Everything but a few pieces of clothing was left behind. It was very handy to have leather shoes. Leather for rope which became stone axe for making a paddle and a raft.

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