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Re: Keeping the game fresh I'm not much of a modder. I don't know how to create this as a separate entity to be applied as a mod. Normally I just overwrite the existing ingame file but this gets wiped every time there is an update.

I suppose next time I get back into the game I could make a backup copy somewhere and post that to the forums.

May 10, 2017, 01:05:07 PM
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Re: My first bear. Ahh one's first bear. Your character seems to be out in the frosty snow. A trusted companion Reindeer with you. The vast wilds.

What was everyone else's most memorable bear?

Well mine comes from the tale of Beodrin.

His story began with the tragic death of his father on a hunting trip. The random generated creature.... a bear!!  :o

It gets better. We were on an island! The man killing bear, dead dad and me.

At his point in my gaming and modding I thought you could only use leather to make rope. Rope to make a raft. To get off the island. To escape the man killer bear.

Now where could I get leather?
Oh oh.
There is only one source.
The bear that killed my dad!

For weeks I lived on the southern part of the island. The bear ruled the north. On one daring dash I recovered dad's gear.

I learned to sleep surrounded by traps. Fences, too, later learning man and bear alike could easily kick them down.

When a night's sleep was interrupted with "you think you hear something nearby" oh spirits was I worried!

There was only so many berry bushes on the island. Both me and the bear were eating them.

Finally I had enough leather from small game to make one, not three, ropes. So I made a the three tree trunk bear killer.

Coming back later indeed the bear had gotten into the trap. Alive. Angry. Roaring.

I tossed my three javelins for minor wounds. I tossed rocks and stones. I tossed many things. Where I could I went close to toss them again. Again and again I tossed things at the father killer. All the while the risk of it escaping the trap growing.

Perhaps my father's spirit was there. Holding the trap down on the bear.

After an arc of the sun the bear fell unconscious from dozens of minor wounds and blood loss. Most of bleeding wounds had even stopped bleeding.

Cautiously creeping forward the death stabs to the neck were made.

The bear died soon.

I had, I thought, to turn the bear into leather. So Beodrin lived a few weeks more on Bear Island to dehair the hide. Finally the raft was made and he sailed onto greater adventures. Before his death becoming known as Beodrin Two Bears, who killed two bears and wore them both. Yes he wore his father's killer. As leather armor. Ah, but those are stories for another day.











May 26, 2017, 03:35:59 AM
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UnReal World Mod Experiment UnReal World Mod Loader

This is a modding tool which aims to extend the current game modding capabilities and make using and making mods easier, especially several mods at a time while leaving the game folder pristine which means no custom edits are lost when the game is updated.

Current stage is proof of concept however the tool is nearly fully featured and ready to be used.

Features for users
Simple installation of mods
Enable and disable mods quickly and easily
Set mods priority (load order)
Keep mods in separate folders
Mod files are cached and loaded faster
Changing mod configuration and editing mod files without restarting the game

Features for developers
Override parts of vanilla files or files from other mods
Add custom in game encyclopedia pages (automatically linked to the START page)
Automatic crafting menu shortcut key conflict resolution (coming soon)

Requirements
Windows 7 or newer
.NET Framework 4.5.2

Usage
It's recommended to make a new installation of the game so you can transfer your mods and saves. Then extract the zip file into your pristine game folder.

To add a mod create a subfolder in the mods folder, and in the subfolder create another folder called 'files'. Mods files go to the 'files' folder. The following directory tree  indicates an example mod structure.

Mods/
    My mod/
        files/
            truetile/
                some-tile.png
            messages/
                urw_chat.txt
            diy_mystuff.txt
            game.nfo
        readme.txt
        license.txt
    modlist.txt

For more information about the folder structure please see the mod examples.

Mod Loader ready mod should allow you to extract its content into the mods folder, or simply follow the instructions provided by the mod developer.

File modlist.txt indicates which mods are active and also the load order. First rename modlist-sample.txt to modlist.txt. To activate a mod add new line that begins with '+' followed by the mod folder name. Mods are loaded from top to bottom and because mods can override changes made by other mods the last mod change wins.

History
1.0 - Initial verison
1.1 - Support for Windows 10

Downloads
Loader 1.1 binaries
English Mod Names mod - translates month names to English

Screenshots
Spoiler: In Game Encyclopedia Start Page • show

May 31, 2017, 01:15:17 AM
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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






July 02, 2017, 08:09:25 PM
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Re: Forest maids (possible quest spoilers) I've never caught her after having her spawn, but I have a method that, for me, lets her spawn basically every time I try, including after finishing the quest (which didn't require receiving her gift, just seeing her once, extra dialogue with quest giver for having her speak with you). This works sleeping on snowed-over ground I knew to be mossy right outside my cabin, ~5 tiles from a lake, and it works in the dead of summer, miles and miles from home in the middle of a swamp. It's even made her show up at about 6pm in winter, as I was sleepy and it was dark enough for her to spawn already. She would also come back to the same spot several nights of trying to catch her in a row, so long as I didn't offend her by trying to talk. She won't trust you for a few days when you try that.

EDIT: The quest can only be failed by allowing time to expire without performing the ritual. Also you can complete the quest simply by seeing her, but there is extra dialogue with the quest giver if you don't frighten her off and allow her to speak with you. As I recall from someone on the old forum who DID get her item, it will disappear if you tell anyone about it, so if there is even more additional dialog with the quest giver when you catch her, using it might make your hard-won item disappear.

Building the fire and sleeping both have to be done on mossy ground, and the fire must be lit before midnight. After placing EXACTLY seven spruce twigs on the spot you want the fire, on top you build the rest large enough to burn well into the next day, usually an entire tree trunk and about 200 branches. Light it up and go to sleep nearby, not necessarily right next to the fire, just on mossy ground within the light. She shows up almost every time and begins her little routine of luring you into the woods. Of course, I also keep on as good of terms as I can with the spirits and usually bless the tree I cut down for the fire if I haven't done it somewhere else too recently.

Be careful in winter, I had a Forest Maiden lure me out onto soft ice and to my death by drowning. Could be the easiest way to catch her if the ice is thick enough, there are no obstructions to your vision, and you might be able to risk trying to ski after her rather than taking a torch.

July 25, 2017, 01:36:55 AM
1
More kinds of structures I was reading the thread about bridge-building, and it brought to bear for me the fact that the world of the game would be a lot more interesting if there were kinds of structures other than just villages.

For example,
- Primitive bridges
- Hill forts
- Burial grounds
- Giant's churches
- Various forms of cairns
- Ceremonial/sacrificial sites
- Quarries, iron foundries

As far as hill forts go, I was also reading about the Old Castle at Lieto, and about how there would have been a watchtower, and it also made me think back to the issue of multi-story buildings.

Something that's currently not listed on the long term development plans, but I would certainly like to see as a player, is a revamp of the game system for creating interior spaces. So for example, on houses, this would mean that when you see a house from the outside, you see the building height, the roof on top and smoke from the chimney. You go inside, and you see the floor you go in on, and then can go up and down floors if its multi-story. You could even go down into cellar basements. Sort of how old isometric games like Ultima VII handled it. This would also lead to a better game system for caves, because they could actually be inside mountains and hills rather than inside a group of stones.

While I'm guessing this is definitely require major work compared to other game features, I think it would be something worth seeing.

Also, I don't know if any evidence of this exists for Iron Age Finland, but I know that in other areas, there were stone buildings in forts.

In general, I think the more that there's variety in structures, the more there will be a feeling that you're in a world with a history, and that would also tie into quests and things like that.




September 27, 2017, 04:22:49 AM
1
Scene pics for time of day Currently, if you go into a pine mire at midnight, you'll get a photo of a pine mire in broad daylight. I think it would add to the game if the photos reflected the time of day somehow...

So we could have pictures of certain biomes in twilight hours (maybe with sunset/sunrise), at night, etc.

And it would still be nice I think to see the character pics with some transparency so it could be placed on a type of background representing the biome of the scene you're in.

September 27, 2017, 10:13:13 PM
1
Re: Bridge Building it's a bit of a hack but you can build doors on water, then deconstruct them to get ground. You could build a thin path to the mainland this way if you wanted.
September 28, 2017, 11:41:53 AM
1
"Spirit of the forest, I presume" Now that sort of a phrase may actually slip from your lips in the next version of the game as the Spirit of the Forest gets added to our small cast of otherworldly creatures.
Reworked spells and many kind of spirit world additions has a major part in the galore of upcoming features, and manifestation and actual appearance of spirit of the forest is now featured and off my to-do list. Implementing a related quest (or two) is still required, but step by step the planned spirit world additions do gets wrapped up.

As a necessary spin-off feature we also had to expand possible sacrifices to include not only foodstuff, but also valuables. See, offering silver has been traditionally very much linked to pleasing the certain spirits. And as the spells in the game now are actual collected old spells we had to add silver sacrifices if we wanted to add proper spells for "summoning" the spirit of the forest. (You may want to see post about the used "spellbooks" at old forums).

You know, with this version it feels like our to-do things are proceeding really slow compared to the amount of work and energy put in. Seems like we're dealing with complex entities rather than simple isolated features. But there's the spirit of the forest now. He brought in so much more code and features than first assumed, but it all just had to be done.

Let's not spoil too much about what the spirit of the forest can actually do for you, but we know he's an important spirit, watching over the forest and the animals. According to the folklore the spirit of the forest may sometimes tell you where the game is, if he's pleased with you. That, at least, is an actual feature now. And as a tidbit of our desired in-game perfection I gotta mention that these spirits often concentrate on only culturally important animals. Thus, the spirit of the forest can prioritize his observations differently for members of northern tribes than those of the western tribes.
But now look at this fellow of one of the eastern tribes...
He must have something right to hear this from..well...from the spirit of the forest, I presume.


November 04, 2017, 05:28:15 PM
1
Re: Paddles as weapons When I'm finished with the mod I'm currently working on, I've been considering adding some new tools which perform multiple roles (but not as well as specialized single-purpose tools) if I can figure out how to do it.  For instance, an adze which would be both broad axe and shovel, but doesn't count as a sharp tool for harvesting and makes a poor weapon.  Or a shoulder saw which acts as a woodsman's axe and carving axe.  Or a mattock which can be used as a good two-handed weapon, but also acts as a splitting axe.  And so on.  I like the idea of being able to mix-and-match tools according to need, preference, skill, and weight.
November 06, 2017, 04:14:41 AM
1