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 - paulkorotoon

Pages: 1 [2] 3 4 ... 10
16
So, today I've managed to unleash my favourite big cow (packed with all of my furs) and didn't noticrd it. I'd been heading hone from nothern lands, so the cow is definitely not somewhere close.

I looked into msglog.txt and found a string telling about unleashing. Does those numbers and codes at the beginning of each line mean something valuable for me? Can I use them to find where exactrly I've lost my cow?

17
Mod Releases / Re: Krutzel's Spirited Sprites
« on: October 17, 2023, 04:45:58 PM »
I was hoping to work further on plants, but due to lack of inspiration and health reasons, I haven't been working on it for a while now.
It's absolutely possible I'll get back to it some day, at least I hope so! I also had some ideas for the character generator Night and I made, we'll see :)

Best wishes, hope you'll feel better soon!

18
Just bought a sheep and leashed it with my own 2m rope, rather then default 5m rope you get when buying an animal. The sheep immediately started escaping. As soon as I unleashed it and then leashed with 5m rope, the sheep calmed down.

UPD.: This strange behaviour persist. Just leashed my sheep with 2m rope and it started escaping again.

19
Mod Releases / Re: Krutzel's Spirited Sprites
« on: October 15, 2023, 12:36:27 AM »
There's a typo in the a-SS-summer.bat: terspruces instead of ter-spruces.

Great mod, hope it will get even more updates.

20
Suggestions / Leather cords weight to be adjusted
« on: October 12, 2023, 09:18:07 PM »
Just noticed funny thing: when making leather cords of worn-out clothes, overall weight of character's stuff increases. One cord takes 0.23 kilos of leather, but its weight is 0.45 kilos, which is pretty much unrealistic.

I suppose a cord should require 0.45 kilos of leather, or its weight should be reduced to 0.23.

21
Maybe spirits thing would resolve the context problem? Beside of bringing back to a village dead companion's posessions (along with or without his body), which is pretty self-explaining by itself (because why would you kill someone and not steal his stuff, just for fun?), let a player be forced to perform some ritual, so the spirits tell villagers what really happened.

22
So, I started playing UrW again after a while, and noticed lone Njerpez camps appear here and there. Obviously, I started hiring companions and wiping Njerps. Obviously, few of my party members have been killed.

And now that I'm back on the warpath again, in some villages adventurers decline my proposals saying "Not until we see X who left with you again".

In the long term, it's going to become impossible to hire new companions from settlements nearby. In the even longer term, it's gonna be impossible to hire at all.

So, I suggest adding some way of calming people. Let a player tell one of villagers that their fellow fell in a battle. Or maybe, let a player deliver a dead adventurer along with his weapons ang cloths first (it would be also a nice act of respect, I guess).

23
Happened to me as well.

As a possible workaround, I trade all heavy hides for lightweight and valuable fur, like lynx and beaver. But yes, it would be definitely great if this is fixed.

24
Not bugs / Re: Dogs eating priorities
« on: February 14, 2021, 12:48:55 PM »
I think chewing bones is more of a slow leisure for dogs. (Don't they chew the big bones for days and days in real life too?)
In the game bones aren't all that nutritious since it's not actually tracked how meaty each bone is.

Got it, thanks. Never owned a dog. I've thought they just crack a bone and eat the marrow immediately :) .

25
Not bugs / Re: Dogs eating priorities
« on: February 14, 2021, 11:27:41 AM »
Thanks for the explanation, @Sami!

And what do you think of just making bones much less durable? So that a dog, say, eats them one at a time (exaclty like meat cuts)? My guess is, that would solve the case.

26
Suggestions / Re: Simplifying keystrokes?
« on: February 14, 2021, 10:56:54 AM »
I was in a village right now looking at items they had available for sale, and looking through all items in one area is a process of going to one tile, hitting enter, going to another tile, hitting enter, going to another tile, hitting enter, etc.

That seems like really hard way. I usually just glance at the quick message log. In most cases there's not too many items, so the list does not exceed a dozen of lines and finds room enough in there.

Spoiler: screenshot • show

Oh, also, the info box goes away with any click, not just Esc.

Wow, seems I either didn't know that exactly or just never noticed. Thanks for the info!

27
Not bugs / Re: Dogs eating priorities
« on: February 14, 2021, 10:43:37 AM »
I’m not sure it’s alphabetical either.
Often the dogs eat hare bones, even if the pile has bear and forest reindeer bones too.. I’ve still not figured the logic. Maybe weight of individual item?
My belief is that alphabetical sorting is performed by item's base name (bone, cut), not by prefixes like hare/bear, roasted/smoked, etc.

The character I play now has just travelled to Kaumo and bought a couple nets, so I guess soon I'll be able to perform a bunch of tests using various combinations of bones, meat and fish.

28
Suggestions / Re: Simplifying keystrokes?
« on: February 14, 2021, 02:05:38 AM »
It is really hard to create a layout for such a game that has so much functionality. <...> So rather than trying to create "comfortable" shortcuts, it is much more reasonable to create easier to remember keystrokes. Like Alt+H for Hide working and Alt+F for Fishing and such. <...> Another thing to regard is how shortcuts are actually coded in the game. It can be a really long and tedious task if shortcuts were not created with the intention of customizing in mind.

Agreed. If memory doesn't fails me now, Sami or Erkka said it would require a real lot of coding to implement customizable keys. Can't find that very message, but here are some other comments on the subject I saw before: 1, 2, 3.

That would help cover part of my suggestions, but I also like I mentioned, I think there are too many keystrokes for common tasks too.

If Sami and Erkka are able to put in customizable shortcuts, maybe then they could also review what default options are for common keyboard setups, too.

Mate, don't get me wrong, I sure mean no offence (it's just being Russian probably, hehe, we're used to speak out), yet to me suggestions of yours look like you just want UnReal World to change into your own Perfect Game. And that's completely fine, but also it should be always considered that all of us have developed our own playing styles, which differ more or less, and what is perfect to someone, can be unsuitable or simply insignificant to someone else.

Nevertheless, thanks a lot for this particular suggestion! It inspired an idea to make (and share, of course) a set of my own macros for common tasks that require the most fingerwork.

29
Suggestions / Re: Ambient wildlife
« on: February 13, 2021, 08:05:24 AM »
By the way on this, it would be nice if the player could just hold down a key, like SHIFT, to avoid the prompts from coming up... so it could be up to your discretion, rather than having to toggle the setting in the init file.

Implemented already! Hold down Space, and all the prompts on creatures entering your character's view are auto-answered ‘no’. An ultimate nerve-saver in cases like a bird flies around while you're performing some time-consuming task.

I don't "use" all the creatures either, but you know as a player that they're there because they're useful; my suggestion was just that not everything in the game world has to be useful, it can be there for flavor, too.

I consider this as a matter of personal way to percept things. My own perception, say, differs from yours. As a player (and, well, as a man of zen philosophy), I know that they are there... and that's all :) . Without any ‘because’. So it's completely up to me, to decide how to treat a particular creature. And in the long run, there are as many ways to percept things as many there are players.

Of course, I've got my own i-want-this-to-be-more-realistic stuff too. Part of them is implementable via mods, and the rest is quite easy to just imagine while playing. My point now is that there should be balance between level of realism and amount of code required to provide such a level, in order for the game to be neither too simplified from the players' view (and imo UrW is not), nor too complicated to develop. Dev.plans list is big enough already, I guess :) .

30
Suggestions / Re: Additional “trophies”
« on: February 12, 2021, 11:46:22 AM »
Well, I really would like to add some otherworldly consequences for messing with the dead. That would include for example even using the equipment of the dead. Bears wouldn't have any part in that, however.

Equipment thing looks interesting! As for bears, that were just random examples, not insisting at all.

Cannibalism isn't an intended feature, but just a thing that game mechanics allowed to happen. If it was suggested in the form it worked when somebody first discovered the possibility it wouldn't have made it on our list. It was left there in the current restricted form as desperate survival option.

Didn't know it wasn't intended, thanks.

but otherworldy and spirit influenced consequences can happen.

Yes, that's exactly what I wanted to figure out. So, it's just me haven't had them or noticed any yet.

Heh. Can be called an oversight. I rarely even remember human flesh being an option so it doesn't end up in the checks. How the spirits would treat human flesh as a sacrifice according to folklore... well.. I believe that is something that isn't mentioned in any written sources I have.

So, I'll just use my own imagination then. Not really a thing to implement as soon as possible, I guess.

I rarely continue replying to suggestions I've once replied because I'd easily end up in endless limbo where I find myself only talking about the game, in ever-increasing number of threads. But here was my additional two cents. Hopefully it helps.

Thanks a lot for your answers, Sami! It's always good to learn more about UnReal World.

And for me personally, it's also great to learn something from an experienced indie game developer, as I hope to become one too, someday :) .

Pages: 1 [2] 3 4 ... 10
anything