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 - Silenia

Pages: 1 [2] 3 4
16
Suggestions / Re: Scene pics for time of day
« on: October 13, 2017, 03:20:15 AM »
As far as crowd-sourcing the pics goes, it would be doable to turn it into a contest of sorts. Just create a couple of threads for 'm and let the forumers vote, I'd think. Polls would work, I don't think Unreal World has an audience so huge there's a real risk of people signing up for dozens of throwaway accounts to votestack without it being rather, eh, noticable in the total numbers.

Maybe one thread (preferably stickied and maybe in the forum index news) to inform people of the upcoming contest, the various scenes and times of day needing pictures, whatever rules are necessary (I'd say that at the least, pictures must be relevant, own work and released under one of the appropriate creative commons licenses to avoid a myriad of potential issues. Probably a limit on number of pictures folks can send in, too. Either one or two per scene-type per time of day, I'd suppose.) due date and how to send in the pictures (I'd think an e-mail account created for just that purpose to avoid hitting the PM inbox limits/various PM shenanigans?) as well as relevant info on how and how long the voting will be.

Then a poll-thread per scene-and-time combination with all the relevant pictures in it, with a set runtime for the poll and links to each of them edited into the info-thread's first post (& repeated as new post in thread for those only checking new posts). Would be nice if there could be a separate subforum somewhere for the sake of the contest to avoid flooding any particular existing subforum, but not strictly necessary. If in an existing subforum, the vote-threads should probably all be pinned to keep some from getting lost in the middle of everything else.

All in all, that would require no more from Sami than to sticky a bunch of threads (at minimum) or to sticky a single thread and create a subforum (which, if Simple Machines is anything like the forum sites I've worked with, shouldn't be overly much work nor very difficult) for the vote-threads.

It would involve a fair bit more work from one or more regular users, but certainly not beyond what is possible with a bit of proper planning (and some real-time communication/coordination through irc-chat or text-skype or w/e) and a few people willing to put in some time and effort.

17
Non-stacking is because there are two types of tree trunk, those cut during rain/snowfall and those not cut in rain/snowfall. (This has to do with a certain quest). There are no actual quality differences between them (although the quest makes claim one type is better than another for making punts--not exactly relevant when punts are not a player-craftable item and all that)

At current time, there is no risk of trees falling on you or the likes, though there are plans for such things to happen in the future (per the Developments page on-site: http://www.unrealworld.fi/urw_development.html, section Skills -"Special consequences from failed attempts to use certain skills; e.g. hitting your knee with an axe when felling a tree etc." - though there is no predicted timespan in which such changes will happen)

For some parts of timbercraft--splitting trunks into boards, since boards do actually have quality modifiers--I believe the message has some impact on quality. My suspicion has also been that it has some influence on the average time needed to complete such a task, but I do not have solid proof of this nor have I extensively tested to verify this suspicion; it may well be that my impressions are merely self-reinforcing.

There are other contexts in which such a message--or its variations regarding the other penalty stats (injury & weight carried) or a mixture of those--displays, in various degrees of severity (other than "prone to succeed poorly", there's also "slightly disturbed", for one, and some stuff in between). Setting or retrieving nets while carrying significant weight, for example.

18
Not bugs / Re: Returning already eaten food
« on: October 10, 2017, 11:11:20 AM »
Yes, it is little odd, but from my experience, if you keep doing that, your relationship with said village is going to deteriorate. It's possible to do it without anyone seeing that and dropping half eaten food. Not sure if in that case villagers are going to notice it later.

This got me an idea to try similar thing with bags of grain. But if I pour some grain into my container, container gets marked as unpaid even if I return the grain to the original bag. Changing that so you only have to pay for the grain you've taken could help starting farmers who need some seeds, but can't afford full bag of grain.

Most probably, what you're seeing there is the usual slight relationship-drop associated with not-actually-going-through with a trade after letting it get to the point they're demanding you to pay up; not something specific to the fact that eaten food is not actually returned.

19
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 07, 2017, 09:53:59 PM »
One way to handle that issue it to equip a single-handed weapon on main hand and use the other to throw javelins or rocks. That way if your enemy closes the distance before you expect it, at least you don't lose yet more rounds to switch to melee weaponry.

Working with a double two-handed set (bow&arrows for distance, two-handed melee weapon) is a perfectly valid method as well but timing becomes a *lot* more tricky and you will frequently end up giving your enemy a free round either to attack you, to close the distance/maneuver in such a way that they, not you, will likely have the first attack, or if not will see you forced to attack/counterstrike with a double-handed weapon used single-handedly for a turn. Because of this, it's mostly viable for characters with good dodge, good armor, or both.

Judgement of when to move towards an enemy or when to move slightly away/to the side to increase chances of the first attack being yours once it comes to melee is useful as well.

20
Not bugs / Re: Segmentation fault
« on: October 07, 2017, 11:19:48 AM »
Appears to be the same issue as described here. https://www.unrealworld.fi/forums/index.php?topic=857.0

If it's the same issue, you might be able to play with audio off for the moment as a work-around. As you probably can't actually load up the game far enough to change settings, you'd have to change it in the urw_ini.txt

21
Suggestions / Re: Anachronistic swords
« on: October 06, 2017, 10:13:13 AM »
I absolutely agree. I avoid swords completely because of this :(

Broadsword, bastard sword and battlesword definitely need to be reviewed. I would also check that the two-handed battleaxe is accurate. Is that supposed to be the Dane axe? From what I recall it weights too much for that. To have a glaive would be interesting, although the Kaumo spear is already close to that. No halberds though.

This is a good article on Viking swords. Seems like Viking swords never arrived to anything close to the "bastard sword" (very rarely up to 100cm, but more commonly less than 90cm) but I'm not sure about other cultures.
Mwa. Battleaxe could be a Dane axe, weight-wise, albeit somewhat on the heavy side. It's 4lbs in-game and a Dane axe averaged 2-4lbs, from what I can find. Certainly not as off as the swords are, at least. (Even if 3lbs or so might be a bit more realistic)

22
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 06, 2017, 02:19:59 AM »
And this right here is what I love about the Unreal World community: we all play the game our own way, and that's not only okay: it is welcomed and celebrated.

23
Stories / Re: Poems of the Fallen
« on: October 05, 2017, 04:50:42 PM »
Glad to hear so!

24
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 05, 2017, 02:19:00 AM »
(presuming one lives)

This is the important part for me, I make no qualms about essentially playing this game wrong, but that's the best part about it! I pretty much just pick fights with anyone Spiritually safe to do so with, pile up the loot and farm animals, trade for food til I have the basic smokehouse and trap fence, and see how long I can go before I drown or something else stupid (of me). I pretty much don't die in fights anymore, I used to easily and early with better set up characters, so it's worth practicing. My one save scummed character was a really great way to experiment, kept testing the same situation for better and better outcomes until I could handle it safely anytime it comes up.

I usually have at least two characters active between which I switch. One is for surviving and playing it safe, the other is for when I'm more in the mood for risky behaviour. Gives me the best of two worlds.

25
Stories / Re: Poems of the Fallen
« on: October 05, 2017, 02:09:11 AM »
The (not-so-)sage

Once I believed a sage had to be wise
then I saw this fool standing on rather thin ice
The ice broke and so fell he straight in
Got frozen and soaked right down to his skin

The bitter cold addled his quite feeble brain
And he got so tired he could have slept in the rain
Tired enough that on that spot fell he asleep
And drowned in a puddle barely three inches deep.

26
Stories / Re: Poems of the Fallen
« on: October 03, 2017, 07:02:40 PM »
Njerpez fallen

He was a starving redshirt,
oh, a Njerpez do I mean
Hanging 'round my island's outskirts
Unaware that he'd been seen

So I took my fine broadhead
and my longbow in my hands
By nightfall would he be dead
His stain cleansed off my lands

He was a starving redshirt,
oh, a Njerpez did I mean
He bled out on the frozen dirt
Where he's ever since been

27
I've always been rather fond of the Njerpez Cookery Mod, myself. It doesn't seem to be up on the new forums yet, but the old board thread is here: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=7253

28
Suggestions / Compare stats of armour equipped on same "slot"
« on: October 03, 2017, 12:28:11 AM »
It would be nice/a fair bit less tedious if we had an in-game* way to directly compare the stats of different pieces of armour that can't be equipped together because they're on the same slot. (And memorizing the stats of, say, different kinds of fur only helps marginally when you also take the whole "damaged/worn" issue into account) Right now, it requires I for inventory->move down to relevant piece of armour->Enter (to check armor)->various arrows to check the various stats (and remembering them, or noting them down)->esc->repeat for however many other pieces of armour you want to examine for that slot. Then repeat for every other slot you want to check out.

*In-game because yes, there is the wiki (though it does nothing when it comes to partially-degraded armour) and I suspect there's ways to tell from the game-files as well. Doesn't mean I want to switch out of the game every time I'm trying to figure out whether normally-better-but-heavily-degraded armour A is still better than lousy-but-whole armour B.

29
Stories / Re: Poems of the Fallen
« on: October 02, 2017, 03:37:21 AM »
Drowning

Ominous cracking heard a second too late
Far out from the shore with my mind on a kill
But the ice could no longer hold up my weight
Just as the forest reindeer finally lay still

Breathless was I from chasing after my prey
Across two miles of forest and a mile of ice
I had forgotten what my old man would say
My mind had been on nothing but the bloody prize

But 't was not a bloody prize but a price I would pay
"It offends the spirits to bloody the ice in early spring--"
I heard dad's voice in my mind as I felt my strength sway
"--and 'tis surely your death the spirits will bring."


(Yeah, that happened, a few characters back. Just as the damn reindeer died, it became morning, the ice grew weak and I fell through. And drowned.)

30
Bug reports / Re: Couple of weight issues
« on: October 02, 2017, 03:18:09 AM »
Thanks for the heads-up. Most of the time, the weight that can be seen through the right-hand panel is more than accurate enough for my purposes, so I had never bothered looking into an official way to get the weight of items. (Usually, one number past the period is more than exact enough, and there's not that many things weighing less than >0.1lbs)

As to modded plants: yup. Non-modded plants occasionally give more than they actually weigh, too, now that I think of it.

Pages: 1 [2] 3 4
anything