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Messages - MrMotorhead

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General Discussion / Re: The Njerpez are destroying my tribe
« on: October 24, 2023, 02:32:19 AM »
This hits a little too close to home.

Development News / Re: Blacksmith NPCs and ordering their products
« on: March 16, 2023, 11:32:04 PM »
Great addition.  I feel like the blacksmith will always want firewood delivered.  Perhaps he could have work available or just a frequently offered version of the "Help with chores" quest to deliver firewood.

Really looking forward to when we'll be able to have a pair of socks made!

Gameplay questions / Re: Technical question
« on: October 26, 2022, 04:18:08 AM »
I don't know of any way to do this but it sounds like a great idea for a new feature.

Gameplay questions / Re: Herding animals
« on: December 26, 2021, 09:57:06 PM »
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.

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.

Gameplay questions / Re: Can't find any plantable seeds
« on: October 28, 2021, 09:24:46 PM »
I certainly feel your pain, my latest character spent over a month traveling around villages to find an axe.  I've had others completely unable to find a pair of socks.  While it is a bit frustrating I also appreciate that things are scarce, and that there are no NPC vendors that could sell you any of their unlimited inventory of items.

If I was looking for seeds, I'd try heading to Koivula or Kiesse.  I suspect these would be worth the journey from any of the northern tribe lands if you are looking for agricultural items.

If you know you want to start a farming character, there's a good starting scenario where you begin with seeds and tools for planting.

I hope you enjoy your time in the UnReal World.

Suggestions / Re: Groundworking and levelling terrain for building
« on: October 23, 2021, 09:02:55 PM »
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.

Bug reports / Re: No feathers from hunting birds
« on: October 03, 2021, 07:35:45 PM »
I don't mind that the skin can't be used, that's fair.  My survivor began in winter and missed out on berry picking; combined with low trapping skill has not been able to trap any birds.  However, I don't think that my survivor could inflict more damage than a fox does when it eats the bird's entire body.  Even when this happens and the bird is completely gobbled up, it leaves behind feathers.

Bug reports / No feathers from hunting birds
« on: October 03, 2021, 10:09:21 AM »
I started a new survivor with 3.70b.  I have been hunting birds with a bow+arrow in order to get feathers to make more arrows.  I have tried this with 5-6 birds, (raven, black grouse, hazel grouse).  However, every kill has been "gristly" and unable to be skinned.  So I butcher the body to receive meat+fat but no feathers.  I would expect to get feathers from the bird, even with a skin damaged beyond using.  I think I should be getting some feathers because I found 8 feathers at the location where another bird's body was eaten by a predator.

Most of the kills were just one arrow and then some punches on an unconscious bird.  It seems odd that the skin wasn't usable at all.

This seems different from the behavior that I remember.

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.

Suggestions / Re: Directions from the women
« on: November 29, 2020, 08:39:22 AM »
The subject fooled me, I can get directions from any villager, not just women.

The hard time I have with these directions is when they tell me a village is close but it turns out to be hard to reach.  This happens often when I'm near the large lakes and waterways.  I will be told that a nearby village is just an hour's walk away, but it turns out that if the water's not frozen, I won't be able to walk there in a whole day of traveling.  This would be a tougher problem to solve though.

Suggestions / Re: Directions from the women
« on: November 27, 2020, 07:17:01 PM »
Are you talking about the traveling/escort quest?

I remember that quest sends your character back to home territories and can successfully complete in any village there.  That would make a map marker more challenging because they'd have to place one on each village in your home culture.  I'm not sure that would even make sense. If they knew where to go, why would they ask for your character to escort them?

It would be pretty neat if your character had some memories of their home territory at the start of the game.

Suggestions / Re: Traps should be nerfed
« on: November 21, 2020, 01:13:25 AM »
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.

Suggestions / Re: Character and clothing&armor sizes
« on: November 09, 2020, 03:19:01 AM »
I like the idea especially as it would help smaller characters, who are harshly penalized.  I'm worried about the additional difficulty of finding properly fitting clothes.  As things exist right now, it's very hard to find any articles of certain clothes.  Adding differently sized clothing might make the search that much harder.

Maybe instead of changing items, encumbrance could be adjusted when these items are worn, with the assumption that they have been properly adjusted and fitted.

General Discussion / Re: Crowdfunding : your thoughts?
« on: October 29, 2020, 06:55:36 PM »
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.

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