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Messages - Saiko Kila

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46
General Discussion / Re: The currious case of Robbers
« on: February 14, 2019, 05:31:10 PM »
I once camped in a place where I killed two robbers, and no one was pestering me, so maybe there are so low number bands sometimes. Anyway I suppose you could be dragged by a cat, or even forest spirits, there could be no other survivors.

I'm not sure the animals are taken, maybe the ropes are taken, because the animals often can be found nearby.

47
General Discussion / Re: The currious case of Robbers
« on: February 14, 2019, 08:33:37 AM »
Robbers didn't take your bulls? Strange I say, because when I was travelling with 3x dogs, 2x bovines and 2x pigs (in v3.52), they did take ALL lashed animals (the dogs were unleashed before fight, and I've found them later).

I'm also curious about who dragged you, but from my experience it's rare if there are only three robbers. Usually there are 5 or 6. Sometimes it looks as if there are two, I kill them with arrows, but usually they are just a vanguard it seems, the others being far away enough to be disinterested.

The dogs may be not dead, because they ran away temporarily, or were unconscious and left to die. But it may be they are treated as a non-threat by AI, once you are down.

Though I think it may be the algorithm doesn't take all circumstances into consideration, and always drops the character away, even if it is the sole survivor. By the way, the things dropped may be protected partially from taking. Also although they took all my animals in my case, they left some masterwork items I had in inventory (like a handaxe) and other stuff.

Additionally there may be some roleplaying as an explanation - that it is the character, wounded and delirious, who just wandered away before regaining his senses. The text doesn't say that the character is dropped, it says "You come to your senses in unfamiliar surroundings".

48
General Discussion / Re: The Judas Deer
« on: February 14, 2019, 07:48:20 AM »
Maybe, but the trap rolls for this character are quite unlucky in general. It is in second winter now, and out of two longer trap-fences, only one and only once had a reindeer herd trapped. I have most luck with fox traps (though more arctic foxes than red foxes) and with small lever traps/loops (which trap grouses, owls, raptors and hares mostly). I have trapped a couple of bears, lynxes or wolves in bigger traps, as well as some single reindeer and elks, but most of the kills in these species is from "free ranging" combat. Actually, most of kills in grouse is also that, thanks to thrown javelins and high Spear skill.

Recently I decided to redo most of the traps (disassemble and assemble again), maybe this will reroll them better. Also my PC has just learned the bear-trap spell, so I see how it works. It has 47 trapping or so now.

My character started even with lower trapping than 40, and I was setting a two dozen paw-traps repeatedly to get to 40, to be able to make fine traps for trade. But later it was enough to just make traps, with loops being the most used.

49
Solved'n'fixed bug reports / Dog releases itself?
« on: February 11, 2019, 03:27:33 PM »
I don't know if it is a bug, but I don't remember reading about it as a feature. Maybe someone else also experiences it:
when the dogs are leashed to a tree, they sometimes release themselves. Then they come to the PC, who is busy in the vicinity.

My dogs are leashed to a tree near home base, to prevent them eating from the cellar or from items or carcasses temporarily dropped on the ground (usually when tanning). When I come I tie them to a tree, when I go exploring I take the ropes and dogs with them.

Sometimes (quite often recently), the dogs release themselves though, and come near. They can do it two ways: one is they are completely unleashed, and the ropes remain on the tree, without name markers. Second (rarer) is they behave as unleashed (come wherever they please) but the ropes remaining on the tree retain the markers (like "rope (barkster-80 leash)"), they can be collected and the dog the has to follow PC, though it may be necessary to zoom-out/zoom-in to get them teleported near.

If there are more than one, then not all of them release themselves, it may be that one remains, and two are released.

Anyone observed that? It happens to me mostly near the home cave, when they are tethered to a tree, not when away, in the distant lands.

EDIT: Upon further testing, it seems that when the dogs seemingly unleash (the rope in the tree doesn't show the name), they are often actually still remembered, and the unnamed rope when taken to PC's inventory automatically changes to to named rope (with dog's name), with no need to put it on leash.

50
Not bugs / Re: Not all animals available for sale
« on: February 09, 2019, 11:22:38 AM »
This isn't a bug, but an intentional component of trading animals. 

See https://www.tapatalk.com/groups/urwforum/size-specific-animal-purchases-t8594.html

Also https://www.unrealworld.fi/forums/index.php?topic=816.msg1846#msg1846

Edit: Also, the animals for sale will also change as you buy the ones in the list.  For example, if you want to buy the big bull, but it isn't listed, then buying other animals on the list will eventually allow the big bull to be available for purchase.

When I read it I understood it differently - that the queue mechanism is still employed, but modified to allow skips, probably by using more queues. This looks like a bug turned into a feature more like.

From my test the missing animal is always unlocked after buying another one (no matter if the same species, if there are two) if it frees up a slot (so is the last of its kind or is in the same queue). It just work as previous queue system, except there are more of these queues. So from the roleplaying perspective the people are not not-willing-to-sell, they are just trying to sell you a bundle (wanna buy that big dog, buy a small one first). If they were not willing to sell the animal just wouldn't show up on the list at all.

However, I admit that since it looks like it is recognised, but "adapted" to be a feature of kind, it is unlikely to be changed.

51
General Discussion / Re: The Judas Deer
« on: February 09, 2019, 10:58:04 AM »
How long will it last? Long enough to catch the whole herd? Because the trapped reindeer should eventually die.

I wonder if wolf have herd mentality. Unfortunately I couldn't test it. When recently I found a pack of wolves on the frozen river, eating the elk I was tracking for some time, I chased them off and took care of the elk, but they were coming back now and then. Then I went to collect 3o stones to make three wolf-traps. The wolves were nuisance during this work. After baiting and coming to the village for sleep I returned, and the wolves were around. But finally not one of them was trapped, and after couple of days they disappeared from area.

Similarly I had trouble trapping a single pig, even if they were encountered a month later in the same tile.

I've got no trouble with trapping reindeer though, so can confirm that they seem to return to others, or keep close at least.
What was the trapping skill of this character? take any precautions such as gloves, rituals, etc?  I wonder if perhaps it was just low trapping "rolls" when setting the trap

The character had 43% trapping skill when trying to catch these wolves. No related spells (I have only the anti-bear glove spell).

52
Not bugs / Re: Not all animals available for sale
« on: February 07, 2019, 07:57:45 AM »
I noticed this too but for me it's a limit on options if you buy out one of the other animals the missing one will appear.

When I thirst noticed it there were five options, so I thought it the limit, but the other village had five types of animals, and there were only four options. Yes, it is possible to unlock the remaining one by buying one of others, but I think it still is a bug, which prevents the last option to show up.

There is a list of animals, and before the ability to buy a size-varied animals was implemented, the animals were presented in a strict, hidden order. If the first available to buy animal was removed by the missing animal quest, and then you brought it back, it was pushed to the end of the list, and was available for sale last. I believe that a similar list is still used, and probably the last animal is not shown for some reason.

53
Not bugs / [not a bug] Not all animals available for sale
« on: February 06, 2019, 12:46:14 PM »
It happens sometimes in villages which have multiple kinds of animals, that some animals are not available in the buying options. Two examples I got:

First, village with nine reindeer.
Present:
small reindeer doe x2
reindeer doe x2
big reindeer doe x1
reindeer stag x3
big reindeer stag x1

Available for buying:
1. reindeer stag
2. reindeer doe
3. big reindeer stag
4. small reindeer doe

Big reindeer doe is missing from the list and cannot be bought.

Second, village with five bovines and three dogs:
Present:
small bull x1
bull x2
cow x1
small cow x1
small dog x2
female dog x1

Available for buying:
1. bull
2. cow
3. small bull
4. small cow
5. small dog

Here female dog is missing from the list and cannot be bought.

54
Suggestions / Re: Bait not req for fishing? Really?
« on: February 05, 2019, 11:25:48 AM »
These are some fish which don't give a damn about the lure, they will catch about anything they see (if they see the hook, the will catch the hook, if you attach a leaf or a small stick it will be better). When fishing with fly the fly looks like nothing you can find in nature, its the movement which counts mostly.

But this can be abstracted anyway - most anglers I know use mostly either synthetic lures or something they can catch at the site, like snails or earthworms. They sometimes experiment and make special baits (usually when they are unsuccessful at first), like from potato, or maize, but of course these couldn't be used in ancient Europe... Rice could be used, but not in Finland. Bread and wheat products are considered good baits, too. I think making it too realistic would make too much hassle - for example if you are targetting breams in real life, they like big bait, like several white worms at once, or even a sandwich, and probably won't get caught on something smaller (you will get a roach or similar instead). But in the game, kind of fish caught depends on something else, including apparently supernatural influence.

The anglers do use fishing bait, which I don't know English name for, which is thrown into water BEFORE fishing, and even if they don't want to fish on a particular day. It is used to keep the fish nearby and make them less skittish in future. This uses more baiting substance than actual fishing. But if the engine would support this - I doubt it.

Also - berries? I've never heard about berries used as a bait. And baiting nets is also a technique I'm unaware of.

55
Two thing related to names:
A small typo more than a bug, but "boar" (male of certain species) is named "board" under some circumstances. For example when you buy a male pig, it is named "board" when looked at or moved to (e.g. "You see a big board called Epsiloin-240 (leashed) here").

Additionally there is a crash when trying to name the animal with a special character. Specifically when trying a name beginning with ">", the game immediately exits.

56
Bug reports / Only one spell rewarded for second course
« on: February 05, 2019, 10:35:27 AM »
When the second course is finished (the one with pleasing the forest as the last task), and the spell reward is chosen, only one spell is given. This is despite the prompt "learn two new spells", and with many spells still remaining to learn. Reloading the save from before finishing the task gives a different spell every time, but only one.

Additional Note: This was with imported character (from version 3.40 to 3.52), but the same character learns two spells when finishing the first course in v3.52.

57
General Discussion / Re: The Judas Deer
« on: January 31, 2019, 09:14:52 AM »
I once trapped a reindeer inside a fence (in a home cave, no less), but after a couple of months it disappeared. Before that it could be used for training bows, and then was recovering.

58
General Discussion / Re: The Judas Deer
« on: January 29, 2019, 08:10:59 PM »
How long will it last? Long enough to catch the whole herd? Because the trapped reindeer should eventually die.

I wonder if wolf have herd mentality. Unfortunately I couldn't test it. When recently I found a pack of wolves on the frozen river, eating the elk I was tracking for some time, I chased them off and took care of the elk, but they were coming back now and then. Then I went to collect 3o stones to make three wolf-traps. The wolves were nuisance during this work. After baiting and coming to the village for sleep I returned, and the wolves were around. But finally not one of them was trapped, and after couple of days they disappeared from area.

Similarly I had trouble trapping a single pig, even if they were encountered a month later in the same tile.

I've got no trouble with trapping reindeer though, so can confirm that they seem to return to others, or keep close at least.

59
General Discussion / Re: course reward
« on: January 29, 2019, 08:02:33 PM »
Strength directly affects your carrying capacity.

Sorry PALU, I have to correct you on this one - STR doesn't affect capacity, though it does affect heaviness of the load you can pickup at one time (it's tested then). Maybe you had this in mind, but for most people capacity is what the maximum encumbrance can be. Capacity is simply your own weight * 1.5. For example if you weight 179 176 lbs, your capacity is 264 lbs. This, unfortunately, cannot be raised now, because your weight doesn't change. no matter how much you will eat.

60
General Discussion / Re: course reward
« on: January 29, 2019, 07:53:58 PM »
I always choose attributes, though sometimes I make an archive save before finishing to be able to choose spells, for testing. But for continued play it's attributes.

Attributes generally are most important when creating the character (they govern how much initial skill will be), but some affect it all the time or during special events:

Endurance decreases penalty for encumbrance (and thus indirectly increases Mobility, and most if not all skills), it is also tested for shock (when you lose consciousness from heavy injuries). It's probably tested during swimming trouble (for drowning), though admittedly if this happens you're almost certain dead anyway.

Dexterity is tested with fumble tests (when you fight and drop your weapon it was a failed DEX test, in addition to failure in an attack/defence skill)

Agility is tested with stumble test (when you fight and trip over you failed AGL test)

Speed you mentioned, it increases Mobility directly

Touch is tested when eating for some reason (maybe how long it will take), it's also tested when performing crafting, at the start. It is actually tested when performing item related functions like shootin from bow or felling a tree, but I don't know it this is only to determine if you gain a skill point, or maybe if you don't drop a weapon or axe (something similar to fumble test but not in fight, but that's my speculation).

Eyesight is tested when on overland map, to notice animals and people (it is actually tested more if there are more tiles seen), maybe also when noticing tracks without explicitly involving tracking skill, but I'm not sure on this one.

Hearing is tested when on zoomed in map, for example when tracking unseen animal.

Smell probably too, though I'm not sure how important it is, I SUPPOSE you may detect the readiness of food from further distance with higher smell, but I'm not sure at all.

Also some attributes (probably Endurance, but maybe combination) are tested under certain conditions when deciding sickness or sickness level: for example flu or nausea. When I got influenza TWICE during my first summer, despite being decently clothed and warm, I'm sure it was a failed attribute test, END most probably.

Attributes also govern skill affinity (the asterisks to the right of skill), the higher affinity the easier it is to gain a skill after performing a task. I haven't noticed that affinity changes  when attributes increase though, so maybe it is set only in the beginning. The "resolution" of affinity is too small to be certain.

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