Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Saukko

Pages: [1] 2 3
I played a bit more just now, and came across items with no name, just a number - suspecting corrupt files, I did Steam verification and it reported a few files that didn't pass verification and were reacquired (in addition to some of the glossary files I had edited myself). So that save had more problems than just this - as I wasn't very far into it, I just started a new game. I did have a complete lock-up while playing URW a while ago (not related to URW, but a background process), and it must have messed up some files. So perhaps just a false alarm, but I'll keep an eye out if something like this happens in this save.

In my current game, I've discovered a fortified vagabond village that has no actual fortifications, it only has a single kota. It's one village in a cluster of eight villages on the edge of Islander, Driik and No mans's land. The cluster has three vagabond villages, two Islander villages and three Driik villages quite close to each other. It feels like the map generation is a bit off, because that is such an odd mix of villages clustered very close to each other - could it be an actual bug (the non-fortified fortified vagabond village does sound like one), or is it just an extreme result of random generation?

Suggestions / Re: Live fish sometimes visible in nearby water
« on: March 27, 2021, 07:54:36 PM »
Seeing the fish or their splashes has been suggested before at times. It would be nice atmospheric effect but I don’t know if we get into it anytime soon. The same goes for messages/sounds. This is foremostly because the fish population checks s are activated only when the fishing is started. Having them to be run with certain interval, and to generate the visible result on the map, is a bit tedious to add. But we agree this would be cool.

How about if you did this way: generate the splashing effect randomly, then only if/when the character starts fishing in the same vicinity (same zoom map, within X tiles of the splash tile, etc), you'd just add a positive modifier to the checks? Would this kind of implementation be lighter than generating a population check and only then showing any splashing? The immersive effect would be more or less the same.

Bug reports / Re: Punt stuck inland when zooming in [3.63]
« on: March 21, 2021, 10:08:49 AM »
Yes, it's probably the same bug or at least very closely related. Maybe the game needs to add a few checks to see if the zoomed in location is feasible: if on a boat, make sure the placement is a water tile surrounded by other water tiles; or in that other case, make sure you are spawning on solid ground so you don't spawn on thin ice.

Development News / Re: Lots of angling improvements on their way
« on: March 20, 2021, 11:09:29 PM »
Any plans to have some visual indicators of particularly fishy fishing grounds? I guess the current fishing works on a more or less random basis, because you don't actually track individual fishes like you do with animals, so that when you fish, the game just calculates a probability of catching a fish based on some modifiers (like skill), with one tile of water being as good as any other. It would be great if the waters had some particularly fish rich areas, which could then be indicated by some visual cues - like you get in RL with something like salmon jumping, or seeing schools of fish feeding near the surface - where your chances of catching fish, or even a particular type of fish (like salmon/trout at rapids) were increased.

After modifying some cookery recipes more to my taste, I started wondering if it's possible to make some of the tools optional in case the ingredient you would need it for is optional and is omitted. For example, I modified Mushroom soup to have vegetables as optional (because when I make mushroom soup in RL, I always add vegetables too), and put a knife in as a tool needed for chopping and peeling the vegetables - but since the veggies are optional, it should only require the knife if they are included. As far as I can tell, it's not possible, so I ended up omitting the tool requirement in this case. Would there be any point in if the game behaved like that, or would it just make things too complicated for no real gain?

Bug reports / Punt stuck inland when zooming in [3.63]
« on: March 20, 2021, 10:41:01 PM »
Started playing again after a longish hiatus, and noticed that when you are on a boat and next to a coastal tile on the overland map and zoom in, your punt often gets stuck a couple of tiles inland (maybe something to do with the layout of the zoomed-in map?). It's not a big deal since it's easy enough to push the punt back in - and the behaviour has been there since forever as far as I can recall - but I didn't find it reported before on a quick glance, so here it is.

Off-topic / The Long Dark
« on: October 27, 2019, 03:44:26 PM »
I just bought The Long Dark at a Steam sale. Seems like an interesting game, though it shares some of the same weirnesses as many other modern survival games - for example, you can run out of fuel to burn even when standing in the middle of a forest full of trees, because you can't fell a tree as it isn't scripted in... Still, seems to have less tedious micromanagement and assorted jank that's so common for many other games in the survival genre.

Suggestions / More realistic terrain generation?
« on: August 21, 2019, 10:50:20 AM »
There's been something that's been bothering me about the terrain - the rivers are always very wide, and there are lots of lakes and ponds with no outlets and inlets. Ponds and lakes without inlets are relatively easy handwave away - they are fed by underwater springs - but lakes and ponds without outlets are less so (in Finland, the geology is not conductive to underground rivers, being mostly hard granite instead of limestone or other porous rock). I don't know how complex the terrain generation system is, but if it were possible to make it produce natural-like waterways  - lakes almost always having outlets that flow into another lake or streams that join another stream to form larger rivers - it would make the world more life-like. But then again, the waterways do not have any defined flow direction either, do they? Maybe it would be just too much and would require overhauling the entire generation system....

Modding / Re: Desire for more
« on: August 04, 2019, 06:22:45 PM »
Unreal World hasn't been built from the ground up as fully moddable (you can mod some parameters - the stuff that's in the diy text files - but not the underlying mechanics), so to mod it, we would need access to the source code, which isn't likely to happen... unless Sami decides one day that he's had enough and releases the code to public domain.... Games like Mount & Blade, or Bethesda's Elder Scrolls games like Skyrim have been made with modding in mind from the start - in their case the game engine is just a sort of interpreter for scripts and resource files which make up the actual game (I belive M&B relies on Python, for example), so they are much easier to mod.

Development News / Re: Summer Sale, Summer opportunities
« on: July 03, 2019, 06:16:36 PM »
Unrelated, but.. how's M&B working for you on Linux? A memory leak plagued me and others for years, and had to start playing it on Windows, sadly.

Haven't noticed any problems so far. The basic M&B runs on Steam Play, which means it's a Windows binary, running on top of Steam's Proton emulation layer (sort of Valve's own WINE fork, I think) - M&B is one of the games it has been tested for, so it was just a matter of clicking Install in Steam to get it working just fine. I haven't installed Warband yet - that's a native SteamOS/Linux port, but I don't really expect much problems there either - it's an older, fairly high-profile game, so I'd expect I'd heard plenty of complaints by now if did't work.

Development News / Re: Summer Sale, Summer opportunities
« on: June 30, 2019, 09:55:13 AM »
I've played this game for a few months (again after so many years) - I just recently installed Steam on Linux to buy the Mount & Blade bundle, and while I was at it, I bought this game, too. Listening to the newly-released album by Heilung and playing Unreal World just feels... natural.

Bug reports / Re: Magic Berrys!
« on: June 21, 2019, 11:55:03 AM »
There really is something weird going on. I went trading in south-eastern Driik in early Seedtime/May (my base is in northwest Driik), and upon entering one village, discovered lots of peas and rye for harvest - I immediately saved the game and made a copy of my character folder, then reloaded the save - and all the harvest was gone! The field is now completely empty of rye and peas - just some dog pipes, milkweed and clayweed here and there (aren't these also out of season?). Seems like the logic is something like this: when you first enter an area where something has new sprouted, the game shows it as fully grown and harvestable - however, if you reload, or move to a new area where similar crops are growing, the game catches up on unseasonal crops and from then on, it shows the correct harvest time. I've attached a screenshot of unseasonal milkweed - these seem to persist even after reload - sadly I didn't think of getting a screenshot of the unseasonal rye harvest...

Bug reports / Re: Magic Berrys!
« on: June 19, 2019, 05:15:40 PM »
Hmm. I think it's something else. Or at least I can't think of a reason why changing month names would interfere. They are just plain text additions to game messages.

I thought maybe there was some string matching going on that threw things off, but upon further testing, it must be something else - the hemp and broad beans have now vanished, but I still find harvestable black ear mushrooms in late Swidden/April, which shouldn't be possible according to the wiki (if they sprout in Swidden, grow 60 days and are harvestable in Fallow) - in this case, might the wiki be wrong? I also found harvestable crowberries, but they are again back to normal. So, I haven't been able to repeat whatever glitch caused this, but next time I come across it, I'll make a save game right there and then...

The only downside I can see to have footwear wear out is that it would be rather pointless to put in the effort to try to hunt down Masterworks quality (or even Fine) ones, as they'd wear out and you'd be back to the ones you can craft yourself. It's bad enough when the only "wear" is battle/injury damage...

With leather boots or shoes it shouldn't matter, as they are repairable - there would still be an incentive to track down quality footgear as you can repair them before they get worn out too much. Maybe, if this change is introduced, the ability to repair footwear (and clothes?) could be extended to cover all items, regardless of material? Then the amount of wear wouldn't matter that much - unless there are other factors at play that would throw the game balance out of whack.

Pages: [1] 2 3