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Messages - Homocommando

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1
Off-topic / Gays do you also
« on: August 22, 2025, 01:52:43 PM »
sometimes wish that everything goes to shit and civilization collapses?

2
Off-topic / Re: Four young ladies in their underwear
« on: August 22, 2025, 01:47:31 PM »
hot

3
Mod Releases / Re: Baitseeking for worms mod
« on: August 21, 2025, 07:44:45 AM »
Make it a spell you can learn from the local Shaman after you have completed a quest from him/her/it/them.  ;D
It's not magic it's a real technique... If you carve notches into a stick, stick it into the ground and rub it with another stick it sends vibrations into the earth which makes the worms surface.

4
Mod Releases / Re: Baitseeking for worms mod
« on: August 20, 2025, 03:02:50 AM »
They should add summoning worms by rubbing a stick with grooves

And worms just crawling out of the ground after it has rained

5
Suggestions / Trading
« on: August 19, 2025, 09:13:06 AM »
Since you are able to trade raw meat I think it would be also cool if you could trade untanned hides. The villagers can tan them themselves, and it might be impractical for a vagabond to tan hides.


Also I don't know why would you prevent people from paying with the same type of item but worse for a better item... But all it achieves is forces people to trade X for Y, and then Y for Z instead of X for Z.
I think it at least shouldn't stop you from paying with that item in bigger trades. I.e. if you are buying a lot of items and one of them is a fine longbow, you should be able to pay with a decent longbow as long as its value can cover items other than fine longbow. Instead of just doing 2 separate trades.

6
Suggestions / Foreign lands
« on: August 18, 2025, 05:34:08 AM »
Do you think neighbouring regions will be ever added to the game? Like baltic tribes, pomerania, ruthenia, scandinavia?

7
General Discussion / Re: Personal House-Rules?
« on: August 17, 2025, 07:44:08 AM »
The Baltic Sea around Finland is brackish, which means you can drink it.
I asked google and he told me it's still too salty

And yeah, I pine for the age of anarchy, too!   8)
I think we need other solutions. Anarchy doesn't make sense, because hierarchy will evolve naturally, and there is nothing to stop it, and the odds are such primitive hierarchy will be even worse than the current one.

8
Suggestions / Re: Bigger settlements and warfare?
« on: August 17, 2025, 04:21:07 AM »
There is no evidence in iron-age Finland of any formation of villages at all much larger than the ones represented in game. There is evidence of hillforts, which may have acted as some sort of occasional trade hubs, but the archaeology has so far overwhelmingly disproved that any examined sites would've been characterised by a population beyond even a hundred people. If that. No excavated sites, or much less any written evidence, indicates a definite city-type place anywhere in Finland before gradual Swedish immigration and conquest around the start of the 1st millenium. It is not impossible that there could have been something like a city, but highly unlikely considering that absolutely no evidence of such a structure has been discovered. In short, it simply seems like the pre-christian finnish population was highly mobile and not interested in forming many long-lasting and large settlements. Agriculture, a typical example of a factor producing settled life, was in Finland also highly mobile, as the traditional forms of agriculture demanded a frankly huge amount of forest, which was left more or less unusable for growing plants after a few years. And, as others have already pointed out, finnish lifestyle was also largely marked by hunter-gatherer activities which also do not enable dense settlements or a settled lifestyle.
You have a point. It was hard for me to estimate how big those settlements could be, and I based the estimation on wrong factors, but even then by "somewhere in the hundreds" I meant quite possibly just above 100 ))

But I still think, if there was just one bigger village per culture, just bigger enough from other villages to have a different vibe, it might be realistic, and even if not, urw is not 100% realistic anyway. There are some things that are non-historical, unrealistic, and some that are just based on educated guesses )) And I think it would be a good feature.

With all that said, trade posts and hillforts could absolutely be added.
Nice )))

9
General Discussion / Fantasy?
« on: August 16, 2025, 05:13:50 PM »
I looked at development history and in the very first posts I see something about Ankhyrnia, elves, etc.
Interesting... Are there any mods that return fantasy to modern urw?

10
General Discussion / Re: Personal House-Rules?
« on: August 16, 2025, 05:08:36 PM »
1. Can you imagine how awesome it was back in the day for people to hunt an elk and be set for months? And there was noone to tell them they cannot just build a hut in a random place in the forest and live there... Or that they cannot travel from one region to another... Or that they need to pay taxes...

3. You cannot drink sea water though... You will get sick immediately... Marsh water will hydrate you, and you may or may not get sick later.
On the other hand consequences of drinking marsh water can be potentially much higher... But still, drinking sea water is pointless, it only dehydrates you.

11
Gameplay questions / Re: Is it possible to swim off this island
« on: November 21, 2024, 06:52:17 PM »
Withes were added in 3.60. If he has a real knife, he could get his timbercraft or carpentry high enough to make fine or perfect withes and make a fine stone axe that way, but if he only has a stone knife, it won't work, he'll get poor ones only, and his island is small, so the saplings are limited and he shouldn't attempt making them until the skill is quite high. But that's another viable option, and some more skills to work on training up once he's got his three skill ups in swimming for the day.
ooooo how much timbercraft and what's the best way to level it up, apart from making boards???

12
Gameplay questions / Is it possible to swim off this island
« on: October 30, 2024, 04:31:53 PM »
Gaps between islands were small when the ice was there... But it wasn't possible to swim (unrealistic I could swim in ice cold water)... Now you can swim but the gaps are larger...

Apparently you can only swim 7 wilderness tiles with 100 swimming skill... But I am not sure how diagonal movement works? Technically I would only have to swim across 3 tiles diagonally NE, and then 2 tiles straight to the north...

Also to me it seems that the fatigue is random... Once I swim 1 tile, get 1% fatigue, once I have to swim many tiles to get 1 fatigue... Weird...

13
It's not hard to imagine strikes going downwards have more impact than those going upwards, considering existence of the gravity. Upwards attacks also should be considered more tiring. Might be less visible for stab attacks while for slashes it will be clear, though all the small things make a difference.
I am pretty sure that has mostly to do with ergonomics, not gravity. You can slash much faster, with much faster acceleration than just dropping a sword. And I wouldn't say someone standing lower immediately means all your attacks have +9.8m/s² acceleration, while his get -9.8m/s².

Although with heavier two handed weapons it would probably start getting more significant.

By my bruises given and received. Some of us, like myself, have been re-enactors doing high impact sports... like armored combat and I don't mean tanks.
But you are not usually reenacting duels, with one of the combatants standing uphill, right? I can agree high ground gives you an advantage in group combat, but I don't see how it helps you in a duel. (And that was the original point, player fighting an NPC.) Especially when you are standing so much higher... In the discussed scenario, when NPC has their shoulders at the height of the player's ankles, assuming both parties are armed with a sword NPC can hit player's ankles while being ~1,5 meters away, while player would barely be able to even reach the raft he's standing on with his sword.

Battle of Hastings... the Saxons were all fine until they came off the high ground. The fate of Angleland was all down hill from there. yuk yuk yuk.
But that wasn't because they came off the high ground, rather because they ignored their orders, broke their formation and chased after the "retreating" enemy. And again, this is group combat.

It is probably mentioned by many pre-gunpowder era warfare texts. There is also a detailed Wikipedia article on this matter, here:
https://en.wikipedia.org/wiki/High_ground
This is about large scale group combat as well.
AND including cavalry and archers... And for those units high ground definitely matters more... It's harder and less effective to charge uphill, projectiles are affected by gravity for a longer period, so gravity affects their range more. Also if the enemy is above you, fortifications make it much harder to shoot them. If they are below you, fortifications provide cover only to those immediately in front of them.

So yeah it definitely matters, but without cavalry, without archers, it matters less. In a duel I am not sure if it matters, and I definitely wouldn't want to engage alone someone who's standing so much below me his head is at my ankle level.

14
Suggestions / Re: Bigger settlements and warfare?
« on: October 28, 2024, 05:08:07 AM »
Are you thinking of 2x1, 2x2, or even larger wilderness map tiles for the size?
Populate each 1x1 with “current density” of people, and give villagers/townsfolk knowledge of people in other (1x1) parts of the larger town?
Not necessarily. When I said bigger I meant more inhabitants. I think it should rather have a higher density of population.

15
General Discussion / Re: That's very silly of this game
« on: October 28, 2024, 05:04:45 AM »
Harvest all the nettles that you can and plant a giant field with all the seeds, and then next year harvest all those nettles too. Make nettle yarns until you have enough fine/perfect ones, then make nettle cords until you have enough fine/perfect ones, then finally make a fine or perfect nettle rope. With that, you can make a fine stone axe, which can make boards.
With that much time I would probably be able to just wait until I don't freeze to death in water and swim to the mainland.

Also, in the summers, practice your swimming until you get the skill to 100%
And what am I supposed to do in winters? With nothing else to do I may as well just go swimming in cold water and warm up by a fire to prepare my swimming skills, so I can escape immediately when it's warm enough.


Put bear traps along the shore for catching seals to make warm clothes. Prepare a ton of wooden blocks to survive the winter, you'll need the fire going almost continuously.
Wiki says seals are not attracted to bait, and I haven't seen one yet, so I am not sure that would be worth it?

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