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I'm sorry but UnReal World isn't that's why. Naaaaaaaaah j/k it's amazing 😍😍😆

Hi guys <3

April 15, 2022, 07:36:31 AM
Re: Hideworking Fell a full size tree and drag it to the waters' edge and use that, or pick a spot with a big rock next to the water.
April 22, 2022, 12:03:28 AM
Re: Hideworking I generally search for a tree trunk and bring a rock (which I carry anyway, for throwing at birds). The last step doesn't need water, so bringing the tree trunk/log to the water is worth the trouble only if you're going to do it a lot (and I don't bother, but rather remember where the tree trunk is, until I've constructed the sauna (and the table in it).
April 22, 2022, 07:36:16 AM
Re: Battleaxe vs Battlesword The following statements are mostly based on information from the wiki, particularly the pages for Weapons and Clothing.

Proficiency in axe skill is more common for most cultures than proficiency in sword skill. You would have to roll a specialized build to start with a high baseline skill in swords.
According to the ini_skills.txt file under the game's main directory, proficiency in axe is determined by strength and agility attributes. Same goes for sword, plus dexterity on top of those.

A battleaxe will be cheaper to acquire through bartering compared to a battlesword.
Base value on the wiki is 640 vs 1400; these numbers are equivalent to 80 squirrel hides vs 175 squirrel hides.

Battleaxe is lighter at 3.5 lbs compared to battlesword's 8 lbs.
Encumbrance penalty will matter more when you're wearing multiple layers of armor. The lighter you're outfitted, the less fatiguing it will be to maneuver around.

Defense class rating is 2 for both. It's better to counterattack as a defensive maneuver rather than use these weapons to block when fighting against certain other types of weapons. Otherwise, fall back on dodging if that skill is higher than your weapon skill.
Attack class rating is 4 for battleaxe vs 5 for battlesword. That means you'll be outclassing one-handed swords, knives, clubs, and every other type of axe. All spears are in the range of +/- 1 point in attack class compared to the battleaxe.

One-handed penalty is 15% for battleaxe vs 30% for battlesword.
Equipping a 6-pound roundshield with a battleaxe will raise the carry weight penalty on a level similar to the battlesword while gaining a boost in defense when blocking. Penalty can be mitigated if using masterwork-quality gear because of the +10% skill bonus they provide.
With that in mind, shield + battlesword offers less advantage because of the steeper one-handed penalty.
At the cost of movement speed, the different shield modes offer passive protection from MISSILE attacks only, contingent on direction of incoming projectiles based on which arm is equipped.

This next section is about weapon aspect and armor material types.
Use 'F3' or the 'l' command and select an NPC to bring up the list of equipment they're wearing, then target the body parts with whatever weapon aspect is more effective against a particular armor material type.

Both weapons have 5 in blunt aspect.
The effectiveness of blunt attacks is ordered most to least against the following armor material types (see table of Material Defensive Value under the wiki article for Clothing):
  • linen = nettle
  • birch-bark = generic leather
  • woolen
  • mail
  • generic fur = lamellar
  • iron
In general, it's better to resort to blunt aspect when dealing with the metals-based armors.

Edge aspect for battleaxe is 9 vs battlesword's 8.
The effectiveness of edge attacks is ordered most to least against the following armor material types:
  • linen = nettle
  • birch-bark = woolen
  • generic fur = generic leather
Edge aspect is VERY much less effective against mail, lamellar, & iron.

Battleaxe has no point aspect; battlesword has 4 in point.
The effectiveness of point attacks is ordered most to least against the following armor material types:
  • linen = nettle = woolen
  • birch-bark = generic fur
  • generic leather
  • lamellar = mail
  • iron
To overcome iron armor, you're better off bringing in a powerful bow/crossbow, or one of the cultural spears (northern, kaumolais, or ango).

Another thing to keep in mind is the weapon degradation system (a toggle-able feature introduced in URW v3.19), wherein damage may be sustained TO weapons when blocking or having counterstrikes intercepted based on:
  • weapon weight
  • material (wood vs iron)
  • impact area
  • strike velocity
  • attack aspect
  • force threshold
Besides the first two, these hard-coded properties can be inherited from base objects for modded weapons but cannot be altered in the current state of the modding syntax.
When you have [WEAPON_DAMAGE:YES] in your urw_ini.txt file, you'll want to pay even more attention to what weapon aspect your opponent is attacking with. These are telegraphed with the following attack declaration strings from messages\urw_combat.txt:
  • point = stab
  • edge = slash
  • blunt = swing

April 23, 2022, 12:31:04 AM
Re: How to convince a Hunter/Woodsman/Adventurer into going to hunt with you? The reason for them to refuse when no negative factors are involved is unknown. It happens, and it might be that they may soften up after getting to know you better (i.e. you have a better standing with the village), although that's speculation. It may also be that they're less likely to accept jobs during sowing and harvest seasons, although that's speculation as well.

There was a bug that caused former hirelings to never get out of "not now, maybe later", but I believe that bug has been fixed.

However, if they say they're not interested I think you're out of luck for quite some time at the least (and they're in luck for not getting murdered by a greedy serial killer).

April 23, 2022, 08:20:40 AM
LARPing the Unreal World I expect many of you have already heard of this guy (Erik Grankvist), but for those that haven't:

Young Swede decides that the world has become Unreal.  Does the obvious, and heads off into the woods to build a cabin.

May 11, 2022, 11:32:32 PM
Re: Everything about Njerpezit? All Njerps are rabid. They'll all attack you on sight, and that includes children. Like (other) animals they can get scared and run away, but they'll eventually turn back and attack you again until either you or they are dead.

According to what I remember from my single Njerp purge attempt (PC died after extermination of about a third of the territory), civilians seem to carry the same kind of stuff civilians elsewhere tend to carry. Warriors carry varying kinds of weapons and armor, including Njerp weapons. I don't know if I've encountered Njerps with culture specific weapons of other cultures, though (as you might expect raiders to do).

If I remember correctly their villages looked like villages elsewhere in the non northern parts (i.e. wooden buildings, not kotas). I've never seen a war camp that wasn't a starting scenario one.

June 03, 2022, 09:04:49 AM
Re: Everything about Njerpezit? Njerps have a tendency to fight well with swords (their cultural proficiency is 4 out of 5 according to the text file ini_skills.txt under the main game directory) but the average redshirt will be, well, average in other disciplines (default is 3 for almost all combat skills, 2 in crossbow, and 2 in flail).
Although they're famous for their lamellar armor and one-handed scimitars*, not every warrior necessarily will be using these types of equipment. It's quite possible to encounter in various states of geared-up-ness (adequately, or less so) archers, spearmen, axemen, club-handlers, as well as dogs in the warband camps that occasionally spawn as a regional event in the east, i.e. Kiesse, Reemi, Kaumo lands.

*In terms of offensive capability, the scimitars are characterized by their 5 points in edge aspect, which may inflict bleeding wounds. They also have a couple of points in blunt aspect: 2 for standard scimitar, 3 for the signature cultural version.
The Njerpez scimitar performs comparably to the broadsword (same attack and defense class ratings, equal in attack aspect points except the broadsword in addition has 3 points in point aspect) and is well-suited to a sword-and-board fighting style. But watch out when your opponent has already figured out the same thing!

You might be wondering what do the Njerps even want with the eastern part of the Unreal World. According to the lore in the GAME.NFO [F1] encyclopedia, they're competing with the local tribes (mainly Kaumo) for hunting grounds in order to get rich from the fur trade.
When the warbands are in the area, you can see in the [F6] world map where they have spread their cultural influence in the form of a purple circle.
Generally, the camp will consist of a couple of wooden buildings and a few kota tents; deconstructing the kotas will net you some loot in the form of ragged reindeer furs as long as you don't have any active BIY building mods.

It's also possible to encounter a few wandering Njerpez warriors, which can be an unpleasant surprise when you're traveling without companions. Don't rush to meet a strange man in red the moment you see one on the zoomed-out map!
But when it does happen, getting away from them can be tough; their stealth skill is above average (4 out of 5 proficiency), which makes it all the more tricky to stay hidden long enough to move out of range from their activity.

However, not every Njerp is a bloodthirsty savage. Depending on an individual NPC's personality profile, one might adhere to the adage of "discretion is the greater part of valor": sometimes you'll find a Njerp who behaves more cautiously by trying to get out of your way (with some swearing involved) if you happen to be well-armed.
More behavioral patterns are described in this spoiler-tagged excerpt from the v3.19 changelog, which can be found in the text file news.txt:
Spoiler: show
- added: NPC "prey-predator" relationships

        * NPCs now actively react to presence of other human beings, specifically those
          of another culture

          For now this is most notable when Njerpez meet other cultures, but later on the
          system will be expanded to create cultural conflicts. These NPC reactions are
          effective regardless of your character's presence so you may occasionally find
          traces of violent confrontations in the wild. Or you may now get to witness a lone
          woodsman espacing an aggressive Njerpez warrior, villagers attacking the Njerpez
          first, or your companion being attacked before you have even spotted the red shirts.

        * NPCs can have wider scope of attitudes towards other people

          In a sense variety of NPC reactions gets closer to behaviour repertoire we already
          have in use with wild animals. In addition to being blunt aggressive or peaceful
          people may now try to avoid you, stay hidden, try to chase you away or prefer to
          escape upon being spotted. And it is the Njerpez who have this new behaviour and
          attitude system currently in use.

        * Njerpez aren't always hostile, but not friendly either

          Njerpez behaviour of attacking with 100% certainty is history. Especially the lone
          warriors may very well choose to escape or stay hidden instead of attacking. Njerpez
          still don't want to interact with other cultures, but encountering them doesn't
          always lead to spilling of blood anymore. It's now possible that Njerpez circles
          around your camp while you are a sleep, and instead of waking up with an arrow
          in the eye you now just noticed his footprints. For Njerpez who are encountered in
          their war camps or villages attacking the intruders still remains a top priority.

And this is an excerpt from the v3.63 changelog covering the composition of wandering Njerp parties:
Spoiler: show
 - added: wandering Njerpez can be met in small groups too

          Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them.

 - adjusted: wandering Njerpez commonness based on the region

          Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely.

Another thing to remark about the Njerpez culture's skills proficiency distribution is that they're above average in timbercraft and below average in skiing. But you won't be seeing any NPCs on skis since that feature hasn't been implemented yet.
The winter season is a popular time to go on counter-raids against the Njerpez in their own cultural territory located in the furthest southeastern part of the Unreal World landmass. They're about as susceptible as everybody else to fatigue from running in deep snow, which is quite conducive to the kiting-on-skis strategy (better be wielding a bow in the primary equip slot and go switching between ski stick and arrow in the secondary slot).

Keep in mind, though, that the v3.71 snow update makes it so that snow depth is neutralized within the immediate boundaries of a village map tile; you'll have to lure villagers out further to get them exhausted.
Night-time raids during the winter will give you the visibility advantage since the field of view for NPCs will light up zoomed-in map tiles as they wander around. It's also recommended to do some scouting yourself in better lighting conditions in order to be familiarized with the vicinity and establish some escape routes.
Perhaps you might even take the time to set up some traps, but NPCs generally are savvy about how traplines work and can disarm them. Another downside about winter is that permafrost makes it impossible to dig out trap pits.

So, who lives in a Njerp village? Besides warriors, there also are the typical tribesmen, womenfolk, and children as you would encounter on less hostile territory. But unlike other cultures, they don't keep elders around.
Some villages are fortified, which in this case means they have a fence around the village perimeter. Nothing fancy. Such settlements are indicated on the F6 map by the color red when you have toggled off the map marker display.

Once you have eliminated all the residents, you're free to try your hand at taming their livestock. But dogs will always remain loyal to their dead masters and never can tolerate accepting a new leash under these violent circumstances. As for any cattle, sheep, or pigs, there's a chance that they'll attempt to fight back upon being leashed for the first time (unlike animals acquired through honest barter), but they'll calm down if you unleash the animal and try again.

June 03, 2022, 11:11:24 AM