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Re: Vagabonds I never kill them. They are non-threatening to me.

Its not like they are walking around with bags of gold coins. Im not going to kill a man just to steal his woodaxe.


if they look friendly ill greet them and have a chat about the places we have been and things we have seen.

If they look a bit intimidating and I don't yet have decent weapons to defend myself with ill just back off quietly into the bush. 

June 10, 2018, 01:00:34 PM
1
Re: Animals aggro? Animals can become less scared It's possible to endurance hunt prey without a dog even if your character isn't particularly fast (I never use my dog for hunting after a reindeer killed the dog of a previous character). It's fairly hard, and you should be prepared to give up. Tracking is very important, as you often have to follow the tracks to keep up with it.
A very useful trick is to place yourself such that the animal runs back and forth along a river or lake edge until it tires.

See this thread for wolves... https://www.unrealworld.fi/forums/index.php?topic=1749.0

Wild boar and badgers often attack you when injured. Large predators do so as well. However, most animals avoid humans, with the exception of old weak bears that can get over their fears and start to hunt humans because they can't catch anything else. However, those man eaters are currently not in the game.

(So you're Best Regards? ;) I guess it's intended to be interpreted as Brazilian?)

June 15, 2018, 08:46:08 PM
1
Re: Adding marriage - poll about how you find its priority
I doubt there was much slavery in iron age Finland, as slavery implies a social structure both where some people are wealthy enough to have slaves, and there being labor to apply those slaves to.

Vikings crossed the thrall sea to Finland and the Baltic countries to catch thralls and secondary wives, but being the victims in not the same.

Regardless, the question was about marriage, not slavery, although I guess this can be considered an "other important features first" post for a feature that I doubt will be included.

Thanks for your input. I do agree that full scale slavery does not seem to be practice in Iron age Finland.

As for capturing female for spouse, I do have succesfully lock up the last of Nperz Maiden. If she died, the entire Nperz cultural would be elimanated from the map.  :'(


June 18, 2018, 06:27:20 PM
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Re: Skill Training Guide The weapon training trick is awesome, never thought of that! It's a great parallel to training ranged weapons, now.

I would probably not use |2| to avoid maxing it too quickly, but very cool recipe nonetheless :D

June 19, 2018, 08:31:33 PM
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Re: Animals aggro? Animals can become less scared Most animals not accustomed to humans are fairly shy, so 50 meters is probably not too much.

I never plan to have my character fight enemies that aren't breathless, although things don't always go according to plan...

Real world bears (and other carnivores) normally avoid people, so often running away even when wounded is probably not a bad simulation.
Animals (excluding cats, which slaughter for the sheer joy of pain and misery) typically kill to eat with as little risk as possible. Humans are dangerous prey that aren't particularly good eating (far too bony).

I know a guy who's been chased by a bull elk twice when out jogging (probably not the same elk). Does that answer your question? ;)

Otherwise females with young are typically a larger danger. Getting in between a bear and her cub is really bad business, and I wouldn't like to get in between a reindeer and it's calf either.
I've seen elks and reindeer with young in the game. Bears and hares should be in there as well, but I haven't seen those.

Bandits don't attack you outright. They rob you, and attack if you resist, but if you hand over your things they'll let you go unharmed. Njerps are bat crazy, and sometimes attack, sometimes not. It feels like they've become more cowardly/gotten a small grain of self preservation in later versions, though.

June 20, 2018, 12:25:02 AM
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Where's the Sling? First of all, not new to the community or forums. I never post on here much, but I did write a stone knife mod for 3.20 UW which gave us all an alternative to not having the ability to craft a knife for ourselves in the wild should we find ourselves without.

Recently I've been working on a much larger project for UW involving the use of a sling in game, provided with variables and damage modifiers as well as using different GFX tiles. I hope to release it to the community probably within the next 30 days.
But that's not why I started this post. Just wanted to ask why the sling hasn't been added to the game sooner? It's a very old weapon that did see great popularity in Iron-age Scandinavia as well as Europe and the Americas.  Simple ammo consisted of stones and lead shot, but could be modified to throw anything. Given, it was considered the ranged weapon of the poor back then. The Bada** Finns during a war lobbed molotovs at Soviet tanks in just the past 80 years. If that isn't bravery, to use stone-age technology against modern war machines, Idk what is.
Still, we have leather, cords, tying equipment and what have you, plus rocks... The beauty of the sling is in it's simplicity.
It would only seem realistic that it would be in game.  :)

Anybody else wanna see the sling in UW? Any of you guys have any opinions on why it should or shouldn't be added to vanilla?  :)


"Similarly, the Finns made use of sling-launched Molotov cocktails in the Winter War against Soviet tanks."   ----https://en.wikipedia.org/wiki/Sling_(weapon)

July 01, 2018, 02:23:11 PM
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Re: Where's the Sling? This is the current script I've come up with to put a sling into the game. Seems balanced enough. Store it in your diy_glossary and test it if you'd like. I've made a Tile to replace the belt but it will be out with my "Primitive World' mod.  The belt is the closest thing in game to the sling imo.

.Sling. "Shortbow" [effort:1] [phys:hands] *COMMON* /25/
{Tying equipment} (3) [remove] [noquality]
{Cutting weapon}
[TILEGFX:ar-leabelt]
[TYPE:weapon]
[WEIGHT:0.5]
[PRICE:1]
[SKILL:flail]
[POINT_ATTACK:1]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:6]

.Stone Ammo. "Blunt arrow" [effort:0] [phys:hand] *COMMON* /1/ [patch:10]
{Rock} [remove] [patchwise] [noquality]
[TILEGFX:rock]
[TYPE:weapon]
[WEIGHT:1.0]
[PRICE:0]
[SKILL:flail]
[POINT_ATTACK:1]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:6]

July 01, 2018, 07:08:47 PM
1
Alternative recipes? Is there anyway to give an alternative recipe under the same recipe? Like for example:

.Grass. (12) "Spruce twig" [effort:2] [phys:stance,one-armed] *COMMON* /90/
{[NEARBY_TILE:thicket]} +'Be near a thicket'
[NAME:Grass]
[TILEGFX:it-grss]
[TYPE:plant]
[WEIGHT:4.0]


{[NEARBY_TILE:grove]} +'Be near a grove'
[NAME:Grass] (3)
[TILEGFX:it-grss]
[TYPE:plant]
[WEIGHT:1.0]

===============================

I've been trying to make this work, but not sure how to give multiple options for one item. I really don't want a separate crafting recipe for each and every grass from different terrains...

July 02, 2018, 08:43:27 PM
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Re: Alternative recipes? Not as described.
You can combine crafts to use same the same resources ie;

.North wall. etc etc
.South wall. etc etc
{Tree trunk] (6) [remove]
etc. etc.

{[NEARBY_TILE:]} may support multiple locations.

"Optional" is the supported parameter to go in that direction, though I don't know if the location tag supports the optional tag.

You could just do away with the location.

July 02, 2018, 09:12:22 PM
1
Re: HOW TO CREATE BUILDINGS? Not supported at this time, unfortunately.

As you said only replacement of vanilla graphics.
"World Tiles" are defined internally in the game. This prevents them from being pushed/pulled/moved, as well as path blocking or other properties.

 It is possible to place "world tiles" with some additions to biy file, ie: placing a water tile.

July 03, 2018, 10:09:43 PM
1
anything