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Messages - PALU

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1441
General Discussion / Re: Question for Sami
« on: November 22, 2017, 06:32:07 PM »
What version have you been playing? Magic has been in the game for a long time (longer than I've played it, although that's just a couple of years), although the latest and next set of releases have revamped the magic system.

We are not talking fireballs here, but magic based on Finnish folklore, where effects are subtle or possible wholly imaginary (various rituals for better fishing luck, for instance), although some seem to actually work (ritual for getting certain thieves to confess, for instance).
The latest set of releases saw a rework of the old magic system into a new one, and also introduced embodied spirits. The current set of spirits are the spirits of the water and forest maidens, while the spirits of the forest are introduced in the next one.
The forest maiden is somewhat similar to the Scandinavian 'huldra' but isn't a wholly malignant creature as the Scandinavian counterpart.

Edit:
What's the point of double posting the above as a new thread? It only serves to annoy people.

1442
Given that beavers eat "fresh" bark from slender trees, you won't have any luck with bait for beavers. You can, however, place deadfall or pit traps where they go ashore, but you need a bit of luck for them to happen to enter the traps.
I've only hunted beavers once, when a group of them invaded my character's homestead, interrupting activities all the time. It took quite some time to manage to kill them off, as they flee into the water all the time.

1443
If your character has a poor herb lore skill the grains may not be identified beyond something like "interesting grain" (but they can still be planted). However, all agricultural crops can be bought as seeds in villages that grow those crops (you won't have any luck in finding seeds among the northern tribes, as they don't practice agriculture), in particular shortly after harvest (when there may be a small window left for autumn planting), but I haven't seen much in the way of seeds during the summer (presumably all they have left after planting is for their own use).
Also, a small number of wild plants can be harvested and planted. Turnips are very good with a poor agriculture skill as they yield a good harvest (for the skill), while the more difficult crops may have you just get your seeds back (plus some agriculture experience), especially if wildlife starts to munch on your crops.
Turnips is the exception to the rule that the edible part and the seeds are the same thing (well, some wild plants can provide leaves and roots as well), as turnips provide both the root part (the turnips themselves) and separate seeds (and those seeds are edible as well, should you have a need for seeds in cooking and have an excess of seeds).

In general, a completely vegetarian diet is a difficult path to follow, as the nutrition value of vegetables is fairly low.

1444
General Discussion / Re: Question for Sami
« on: November 21, 2017, 06:52:32 PM »
It's probably not on the active development horizon. UrW has been in development for a couple of decades, so it might be as much time left before it's implemented. It very much depends on where Sami spends his development efforts, and the current emphasis is mainly on the magic. UrW is very much a game you can play for a year or two, make a pause for 5 years, and then return to with new appetite to find that new features to explore have been implemented in the mean time.

It can also be noted that there are probably very few people who play their characters for 17+ years so that they could have had "adult" offspring. This means you could potentially start a family, but any children would be unlikely to be adult when your character expires, so if a generational feature would be introduced it would probably have to be able to skip a number of years, which would require some kind of logic to advance the world (which should include repopulating village animal stocks, at the least, and probably replace some of all those villagers who died fighting robbers with your ex character as well).

1445
Gameplay questions / Re: Short Questions/Quick Answers
« on: November 09, 2017, 10:33:44 PM »
It's a bug, and it's happened to me as well. Sami has looked into the issue, and I think it's fixed in the next release, but I don't remember for sure (I believe you'll find the bug thread in the old UrW board, if you care to look it up). I think it's a matter of the cultural region withdrawing as you clear the larger village causing the smaller one to end up outside of the border, even though it should generate a border on its own.

1446
Gameplay questions / Re: Short Questions/Quick Answers
« on: November 09, 2017, 01:23:35 PM »
I've seen swans very occasionally, and I'm not sure if that's only on the overland map. You can probably check the files to see if swans are tied to any particular region, although I don't think they are.

When it comes to trapping swans you have the problem that they probably can't be lured with bait, and I'm not sure which trap size they'd fall into, given that they're fairly large.

1447
Suggestions / Re: Endgame economics - Money sink ideas
« on: November 07, 2017, 01:32:03 PM »
Buying all the jewelry you can get hold of and hoard it is a fairly good money sink that's available currently.

What's the point of this, besides the better weight/value ratio?
There's no actual point beyond what you role play into it (apart from the portability). And it doesn't attract robbers either...

1448
Gameplay questions / Re: The Water Folk Quest
« on: November 07, 2017, 01:29:19 PM »
Suitable rocks are not that easy to find, as most that you DO find can't be climbed, and mentioned. I've had some luck with rivers (one character had the luck of having one suitable rock 4 meters from the homestead). However, I've also had a character who spent a lot of time first walking around a mid sized lake, and then punting along the shore of a huge lake to eventually find a suitable rock.

I think the advice to keep the eyes open for them from the start is a very good one, as is the marking of fords.

1449
Suggestions / Re: Endgame economics - Money sink ideas
« on: November 06, 2017, 10:29:57 PM »
Buying all the jewelry you can get hold of and hoard it is a fairly good money sink that's available currently.

1450
Gameplay questions / Re: Bow accuracy
« on: November 05, 2017, 12:35:56 AM »
A yard is 3 feet, which are 12 inches, which are 2.54 cm. This means a yard is marginally longer than 90 cm, so 40 yards should be about 35 meters.

1451
Gameplay questions / Re: Injured adventurer clarification
« on: November 05, 2017, 12:32:49 AM »
Have you checked the tile partially hidden by the shelter? There may be stuff there as well. However, the most valuable thing from those quests tends to be the teaching anyway.

1452
Gameplay questions / Re: Prognosis for the dog
« on: November 05, 2017, 12:31:13 AM »
If the dog isn't bleeding it will recover, provided it doesn't drown on the overland map.

1453
Not bugs / Re: Arrow disappears
« on: November 04, 2017, 04:39:45 PM »
I'd add the broken arrow since it will remove the confusion of having it disappear (resulting in more bug reports, most likely). The player can chose to dispose of the arrow or just let it lie on the ground as with any "normal" broken arrows, and if a mod allows you to recover the point a broken arrow is valuable if the point is of a high quality.
That, however, is low priority, as Sami said, and he should know ;)

1454
Solved'n'fixed bug reports / Re: Performance issues when issuing commands
« on: November 02, 2017, 06:44:06 PM »
UrW performs incremental saves in a number of situations, so disk activity is to be expected. I have no idea about the lag issue, though.

1455
Bug reports / Re: Sleeping dog followed me on wilderness map
« on: November 02, 2017, 06:40:38 PM »
My character's grievously wounded unconscious dog followed my character "sleeping" the rest of the way home to the homestead from a trading trip (the injury was a warp out of hyperspace Nerp encounter on the way back; I don't "trade" like that). I then decided to check on the traps one tile away from the homestead, the dog followed, still unconscious, was there when I checked the traps, and didn't show up when I returned to the homestead. Looking for it, I found it dead on the overland map on the tile to the east of he one with the traps, and that tile happened to be a water tile, so I think it somehow drowned.

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