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Re: Any way to find lost items? Ok here is an example problem.  Paulie started life at 07C70466 and now he's at 0773065A so let's calculate how far he has moved "as the crow flies"

First we'll look at east-west position 07C7-0773 = 54 (hex) = 84 squares to the west

Now for north-south 0466-065A=-214 (hex) = 532 squares to the south

I just use the stupid windows calculator to do the math in hex and then convert the answer to decimal (normal numbers), but realize that it doesn't like to get a negative result doing the subtraction, so just subtract the smaller number from the larger one and keep track of the direction separately.  Numbers get larger moving toward the east and south.


May 25, 2018, 09:15:46 PM
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Re: Why is the mushroom named Tellervo's gift? My guess is that they seem to be the last mushrooms to wither and they can be picked well into winter after the snows have started falling.  My latest character found many of them while hunting near his settlement (between Sartola and the Driik).  After boiling them, they kept well in the cellar for many months inside of a wooden bowl.  They were mostly used as an addition to meat stews.
August 24, 2020, 07:38:34 PM
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Re: Location, Location, Location Something that might help is a way for our characters to see farther on the zoomed in map.  This would be a way to show things that are visible on the zoomed out map and represent them in the zoomed in view.

In this example we see our dog beyond the zoomed in range, if we had zoomed out we would have been able to see it on the zoomed out view.  So if it went into a spruce mire or somehow got blocked from view the icon would disappear.

This could also represent traps that lie within a certain range, even if they are not visible, but shown because the character remembers where they were placed.

October 04, 2020, 10:02:33 PM
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Re: 25 stones quest I wonder if you gathered any stones from the village tile.  I bet those won't count toward the quest goal.  Try gathering a few more stones from tiles outside the village (lake shores and river banks seem pretty good) and try adding those to your pile.
October 05, 2020, 01:49:02 AM
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Re: Crowdfunding : your thoughts?
Quote
in what form did you submit your custom prisoner?

They had a selection of head and body sprites you could choose and then you could submit an optional text backstory as well as a name for your prisoner.  In the game, when a prisoner arrives, the game would choose from a large list.  The choice would be added to a machine generated personality and criminal sentence. 

I really like this reward, it's easily my favorite reward out of all the indie games I've supported.  Even though it's a small thing with no real effect on game play.  There is an option menu where you can search through all of the submitted prisoners and flag one "this is me" so the game would always select that prisoner when you are playing.

Compare and contrast that reward to the crayon drawing reward that the Dwarf Fortress creators used to send to each backer.  In that case, each donation would create a new task for the developers and the output of that task is nothing that adds to the game.

I would likely back your project just because I've had so much fun playing UnReal World and I'd like to see what else you come up with.

October 29, 2020, 06:55:36 PM
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Re: Traps should be nerfed I enjoyed reading the ideas for improving trapping.  Instead of saying nerf or buff, I would like to see some additional realism added to trapping.  I realize that the OP mostly talked about pit traps which are used with a fence.  My trapping experience mostly involves deadfall traps.
  • Traps should not be triggered just by an animal entering the tile, with the exception of pit traps and possibly loop snares.  When an animal tries taking the bait, the trap should have a chance to trigger.  A triggered trap should have a chance to hurt and/or capture the animal.
  • Traps should not last forever.  This could be modeled by them having a chance to trigger after a few days have passed.  Perhaps a new action could be added to replace the traditional kick and reset, (s)kill t(r)apping (i)nspect as a convenience to offset the additional work required.  Baits already spoil but they should probably diminish over time as they are consumed by insects.
  • Inspecting a trap which failed should give the character a chance to increase their trapping skill.  This could also give the player some feedback on why the trap failed and a hint about how to proceed.
  • Animals encountering wrong sized traps might steal the bait.  A lynx or wolf could probably escape from a paw board trap, but a bear would certainly knock it over and have a free meal.  A fox or other small predator might be able to steal bait from a larger deadfall trap without triggering it.
  • Some animals could learn over time and become trap shy or to follow your character around to steal your baits.  It seems like ravens do this already, I always seem to encounter them at my trapping sites.  Imagine a lynx that found a grouse that had been captured by a loop snare. This would encourage some problem solving and lead to great satisfaction when you finally bag that pesky critter.
  • Loop snares should require a tree nearby, possibly a bush, that would provide the tension.
  • Scattering additional bait could improve the chance of attracting animals.

November 21, 2020, 01:13:25 AM
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Re: Fire Starter Kit a new trade good which makes it easier & quicker to start fire I like this idea.  A firestarting kit would be very important to anyone surviving in the wilds.  The challenge with implementing it into the game is that there are so many ways to make a kit like this.  It's also a bit like a backpack, something that you -know- your character has but it's not really visible in the game.

I still think it would be worthwhile if your character could spend some time preparing to start a fire and have that be reflected with a better chance to start a fire quickly the next time it's attempted.  Possibly this could require some reagents, such as birch bark, branches (as a stand in for pitch or tar), some cloth or other fiber (could be consumed to represent charcloth), even a new plant could be added, tinder fungus which could be found growing near downed tree trunks.  If your character didn't have any of these things, the preparation might take a bit longer to complete, this would stand in for gathering some dry grass, or finely shaving some wood chips.

Press "f" then instead of a direction, you'd press "r" to restock your tinder supplies or "v" to view your tinder supplies.

This is somewhat already implemented if you consider using a torch, which I frequently do.

Also I think that if you don't have a knife or other iron implement, your character's firestarting attempt should be heavily penalized.

September 28, 2021, 03:13:46 AM
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Re: Groundworking and levelling terrain for building I agree that building sites would have been carefully selected for flat and level terrain.  Building on a slope is a huge headache and I'd never do it if there was any way it could possibly be avoided.  Almost all the land is unclaimed so we can choose any location for our cabins.  Also, I can't remember seeing any NPC building crossing terrain boundaries.

I think if any change was made in the game, it would be that player constructed buildings should not be allowed to be constructed on sloped terrain.

October 23, 2021, 09:02:55 PM
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Re: Losing Braincells While Trying to Find Camouflaged Reindeer I feel your pain, there are a number of quests that involve a search, forest cover is perhaps the worst of these because the only thing that you can find is tracks.  Here are the tips I can think of to help.
  • Search from the center of the circle on the map, the location always seems to be the very center of the search circle.
  • You can use your tracking skill in the zoomed out map, maybe try using it a few times on each square.
  • Sometimes the tracks are mislabeled, you might find bull tracks if you're looking for a cow (how would they know?!).

Bear in mind there's no great penalty for failing a quest, you can sometimes go back to the NPC and tell them you give up.  That might help you get another quest in a more timely manner, but I think I've had two quests active at a single time before.

I have somewhat of a love/hate relationship with the search quests but it always feels rewarding when I find what I've spent time looking for.

December 03, 2021, 03:20:39 AM
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Re: Herding animals I don't know this for sure, but I strongly suspect that animals don't react to your character when moving in the zoomed out map.  My reasoning is based on several incidents where my character has zoomed in and encountered animals at very short range, sometimes within 3 tiles in open terrain.  They will immediately flee, so how did my character get so close to them?  Many times I have zoomed into the middle of a reindeer herd, with animals on every side, always worried this will happen with a wolf pack.

In general animals will flee from my character within 60 feet (~20 meters) if there is clear line of sight.  It's certainly possible to herd animals on the zoomed in map.  I have often used this strategy when there is thin ice.


December 26, 2021, 09:57:06 PM
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