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Re: Adding marriage - poll about how you find its priority @mosshobo yes! I want all of those things.

I am one of the players who remembers how marriage was implemented back in the day, before it was removed, and one thing i didnt like about it was the vending machine approach to getting a wife: if you put a lot of gifts in + put the right magic words in then eventually you get a wife. i would like it if sometimes an NPC approached me and tried to make me their spouse or sometimes I approached an NPC and no amount of gifts would work because they just weren't interested in me or sometimes it seemed to work for a while and then they changed their mind or found somebody else to be interested in or went off to marry a njerpez or whatever.

I want to sometimes ask my wife to do something and she says no or she says "I am in the middle of doing this other thing, can it wait?" or sometimes she asks me to do something. I want to take her with me to a village and have her point out some items she wants to buy or to say she wants to go on a trip to visit her family in Reemi do i want to come and then even if I don't then she says ok i'll be back in a month cya.

January 03, 2018, 12:31:51 PM
1
Re: Adding marriage - poll about how you find its priority I am a bit afraid it would turn the game community a bit weird as seen in different games that deal with such features such as stardew valley, rimworld... Maybe a  mariage that does not say its name would be enough, lifetime companion? A way to hire both genders as companions would do the trick, a little love for all these village maiden that are useless as for now.
January 09, 2018, 06:36:14 PM
1
Re: A new short film by Enormous Elk
Quote
Please, show that kantele some mercy! 

No musical instruments were harmed in the making of this film.

We took special care arranging all the scenes so that they could be filmed without risking the kantele getting damaged. In the final cut it looks more dangerous, but that is just the illusion of the motion picture doing its trick  :)

January 17, 2018, 09:36:35 AM
1
Re: Getting fatigued while... walking?
I don't know about the rest of you, but IRL carrying 50 or 100 or 200 pounds has always fatigued me when I walk around, whether at age 16 or 26 or 36, whether on dry ground or waist-deep snow. Maybe it was different in the Iron Age, who knows?
I can speak to this one.  For several years I worked as an elite wildland firefighter, battling forest fires in some of the most remote areas of the world.  We were often without support for weeks at a time, so all of our gear had to be carried in with us.  A standard day-to-day load would be about 60 pounds, and we would often carry as much as 180 pounds or more. 

I think that UnReal World actually does a decent job of modelling heavy pack loads.  Once you become accustomed to the weight, it does not necessarily continually fatigue you - however, it does slow and hinder everything that you do.  Now, of course, all elite firefighters must conform to a high standard of fitness.  Some people might say that it is unrealistic that Iron Age characters would have such high levels of fitness, but actually I think it is the opposite.  Our lifestyle as wildland firefighters is actually probably much closer to a prehistoric lifestyle than to a modern man.  All day is spent in the woods, tromping around and trying to survive.  There is no way to become more fit and mentally tough.  I would imagine that even UnReal characters with somewhat low Endurance and Strength are probably still more fit than the average sedentary modern person. 

Still, climbing up mountains whilst carrying 100+ pounds is always taxing.  A more realistic approach would probably be sort of a "weighted scale" if you will.  Weaker characters become more easily fatigued whilst bearing heavy loads, while stronger/tougher characters tire more slowly.  All characters fatigue more quickly whilst travelling across hills, and climbing a mountain should tax all but the strongest characters to the limit and take significantly more time than crossing a meadow.

April 29, 2018, 03:19:02 PM
1
First Mod: Seafood Hey all, I'm having a blast modding this game for myself. (Also I'm new to the forums in case I do something dumb.) I have a question and thought I'd share something I'm working on: adding seafood to the coasts. This was inspired by the bee hive mod that made me realize I could simulate a bunch of stuff as 'plants.' The thing I'm most proud of is realizing that the mussel symbiosis of rocky on sea terrain looks pretty cool: mussels litter the rocks along the coast.

Question: Does anyone know if there are different times of the year that ice freezes and unfreezes depending on whether you're in the northern, western, or southern/eastern part of the map? I don't want the seafood to pop up on ice, so I need to make sure most of them only 'sprout' once the ice melts. I tested it today in the north: month 5 was ice-free, month 4 was not. But is that how it works everywhere and each year?

Here's my mod so far:
Code: [Select]
 
.Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:5]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:50]
[COMMONNESS:1]
[HERB_KNOWN:all]

.Mussels.   [mushroom] (3)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:10]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:watery_soil]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Clams.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:4]
[MATURE:10]
[WITHER:11]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:3]
[MATURE:30]
[WITHER:9]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:3]
[MATURE:2]
[WITHER:10]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:5]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

.Northern Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:8]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:30]
[COMMONNESS:4]
[HERB_KNOWN:all]

.Northern Mussel.   [mushroom] (2)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:11]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:rocky]
[POPULATION:10]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Northern Clam.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:5]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:2]
[FREQUENCY:20]
[COMMONNESS:5]
[HERB_KNOWN:all]

.Northern Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:6]
[MATURE:2]
[WITHER:8]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Northern Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:6]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:4]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

May 29, 2018, 07:20:12 AM
1
Re: Some new player's feedback Welcome aboard, and thanks for the feedback Flibbo!

Quote
  A death that I think was complete BS, if I can't trust the ice please tell me from the start in the wilderness map, like it usually happens, and not after I'm halfway across just to death-troll me.

Well, things went like that because when you started crossing the lake the ice was still thick enough to be trusted. And only got weaker when you got that message telling so. That means that the game had no way of warning you the moment you stepped on the ice - at that very moment the ice was ok, and the game can't predict how many hours you are going to spend walking on the ice and how the weather will be during those hours.

The ice thickness is tracked hour by hour, millimetre by millimetre. And in real life it also is so that after a freezing cold night the ice can be safe early in the morning, but becomes dangerous after noon, as they day gets warmer. These are things that the game can't so easily tell you beforehand, so we just have to assume that players pay special attention always when moving on ice, especially in autumn and springtime.

Also, when crossing thin ice the same rules apply in the game as in real life; go crawling, as your weight gets spread on larger surface and you won't fall through that easily. And have a knife wielded, for in case the ice breaks you have greater changes of pulling yourself back to solid ice if you can trust your knife into the ice instead of desperately trying to grab slippery ice with your bare hands.

In real life Finland a few people drown because of this kind of reasons, every year. Sure, we can call it complete BS, but then I think it is more like a way the world works, and the game simulates the same BS  :)

July 24, 2018, 10:56:46 AM
1
Re: Some new player's feedback
Quote
  and I don't see the thawing that occurs and makes ice unsafe. When the game tells you in one situation it's not safe to do something but allows the same action in another, you of course logically assume that it's safe. It's the messages that create the whole problem with the unsafe ice in the first place. 

well, the way I think of it:

- the moment you stepped on the ice it was safe, and the game didn't warn you.
- you kept on happily walking on the safe ice
- the moment you noticed that the ice has been thawing while you walk, becoming dangerously thin, that very moment the game gives you a message and forces you to zoom in, as now every 2 metres counts

this is the logic now. I do understand that it would be very helpful if there were some kind of early warning messages like "you think the ice might be becoming dangerously thin rather soon" or something, but that is always a question of balance. I mean, if there was a small message in the message log, we could still get players complaining "I didn't pay attention to that humble small message, I'd like the game to tell me in big red letters on top of the map screen that things are soon getting dangerous!". Or, if the early warning messages were more attention-catching, I'd guess some players would be complaining "I'd like to have a config option to switch off these annoying spammy messages!". (And, again, we can still think that the system now is that the game tells you as soon as the character notices that the ice is becoming unsafe. The game can't tell you before the character notices that. You are told the moment your character spots the marks of the dangerous thawing. How could the game send you a message about a think your character is not aware of?)

Well, but I agree there could be more player-initiated means to check the ice. Maybe in some future version weatherlore or some other skill could be used to evaluate the ice thickness. I think that would be a realistic way, and leaving the decision up to the player.

ps. what comes to drinking waters; I'm not sure but I'd guess this is something which is different in places with warmer climate, and places with more dense population than iron age Finland. Even nowadays in Finland, especially in remote areas, about all waters are drinkable. The risk of catching a harmful bacterial infection is rather low, and I pretty much believe that the ancient people indeed were more resistant to the common bacteria living in local waters. Yet, I do agree there maybe could be some risk added to drinking bog waters in the warm summer months - but that goes into the more general category of not-yet-implemented features, like the risk of accidentally cutting your knee when felling trees with an axe.

July 31, 2018, 09:34:03 PM
1
Re: The winter bug (No priority) Though rare, or at least rare that it's caught on camera, water birds do get stuck/frozen into ice some times.
I've seen it happen to geese.

Goose frozen to ice on Smith Lake in Wash Park rescued by Denver Fire Department

August 11, 2018, 04:32:47 AM
1
Re: befriend wild animals  Am not sure if this is implemented yet, but my last char is seeing some strange stuff. Now he as a Mallard friend, cuz the Mallard seems to stay near him always. It's been around 2 months ingame since I started making my house, and this Mallard is been around since then, at the start he started fleeing as soon has he noticed me, but look at him now...
Spoiler: show

August 11, 2018, 04:55:58 AM
1
Survived the summer The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you.

Now it's whole lotta e-mails and post to go through to get an idea of how the community and unreal world has survived the summer of 2018.
And then, some fresh lines of code... One at a time...








August 14, 2018, 01:38:07 PM
1
anything