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 - trowftd

Pages: 1 [2] 3 4 ... 8
16
Not bugs / Re: [3.63] "NUMPAD 0" registering as "0"
« on: June 28, 2021, 12:39:10 PM »
Sorry for necroposting, but I think I found a possible solution for this. Some keyboards or standalone tenkeys(a "keyboard" with just the numeric keypads) configure their keys as the number rows above qwerty, I think this creates a problem when both tenkeys and rows are configured. This bug occurred again while I was testing 3.70b.

For a possible solution: Turn off your "NUMLOCK" if it is activated. In some keyboards activating Numlock results in tenkeys registering as number rows to override any tenkey commands like left, right, end, home, page down and such.

I am using a Logitech G810 Orion btw, this could be helpful to know.

My keyboard consistently registers "NUMPAD 0" as kick(as this is the key for kick in number rows). But after I turn off num lock it does not. I cannot believe that the solution was this easy :P, I am reviving this old post but maybe someone else will search for something like this, it is at least a possible solution.

17
Sorry for a very quick report, but it seems that if you press "-" button to take away points in skills page enough times when you create your character in too easy mode, the game prompts all options used and the only way out is pressing yes. Even though I had points remaining the game doesnt let you use them. Windows 10.

It may also caused by remaining points reaching 8, I am looking into that as well. Edit: Remaining points do not matter I've got the same bug with 6 remaining points.

It seems to have no consistency regarding how many times you need to press, sometimes it is 6, sometimes 2, sometimes 3.

I also should mention, I can't choose other skills, game locks to the agriculture skill, if I say no and try to add points, change skills(even with hovering the mouse over the skills), it prompts again with all options used.

18
If there are any critters about, and your character has mediocre+ hearing, you’ll get woken up sleeping on the bunk the same as sleeping on floor or in a shelter...

Good to know, most of the interruptions I have doesn't yield any action or an animal sight so for a long time my idea was that you get rid of these "unimportant" interruptions by sleeping inside.

19
I don't think I have ever woken non-vigorous unless interrupted in some manner.

Yes, my idea is that you are less likely to be interrupted by non-threatening stuff if you sleep on a comfortable spot. But I didn't really look for it.

Apologies, I clicked edit, not reply by accidentJP_Finn

20
Suggestions / Re: Creating Settlements
« on: June 01, 2021, 01:13:10 AM »
Kenshi and Mount & Blade are both good examples of games where progress feels organic and "earned," optionally allowing the player to advance from a single individual to controlling your own settlements, yet the timeline it takes to accomplish this in both cases isn't remotely realistic. Like I said, it's all a matter of striking a balance where what you accomplish in the game feels earned and organic.

These are good examples, I kind of went wrong with just talking about the timeline and not really the flow of the game. And I admit, it is probably very hard to strike the balance between major and minor events and make both timelines realistic. Maybe the distance between cultural areas can be longer? So that we can't just go to the one from the other. The trading then would require a lot more planning ahead. This could make the progression flow a bit better I guess. Unreal World is a survival game in the first place, I do not think it would be too detrimental to make the player only busy about surviving a little longer I guess.

I just realised that my main "annoyance" here is that I think the overworld map travelling is way too fast. I am fine with how cutting down trees, fishing, building, trapping and so on takes our character's time in a day. So I kind of contradicted myself in one or two sentences in my first post. It is just that I can move on the world map very quickly.

21
Suggestions / Re: Creating Settlements
« on: May 31, 2021, 01:40:36 PM »
To be honest, we may not even need marriage at the start. I honestly would be very pleasant with a "partner" that is just a companion that doesn't leave you. Maybe after that is settled, we could have a chance to have offsprings if we are "partners" with the opposite gender.

But my problem with this whole thing is, how old are your characters when you actually get all masterwork gear and everything settled? Probably very young, I don't know about other people's playthroughs but the "endgame" can be reached pretty quickly tbh. And to think that a 20 something year old adventurer is looking for immigrants for his newly founded settlement is kind of unrealistic, to me at least.

The perception of time is very slow in the game. You can basicaly visit every single cultural area in the game, do different trades, get all shiny and powerful equipment and barely pass your teenage years. Because the game is also concerned about micro, everyday decisions of your character. I feel like this is a little too pronounced. I think Erkka's game in development, Ancient Savo, can give this bigger time period feeling better because it is not concerned about every single decision of your character, but then again, those two games are in a whole two different game genres.

Having bigger goals like this can be really good and all but I can see a 25 year old guy or girl being the chief of a very populated village and I don't think this is very realistic of those times. But maybe I'm wrong, maybe the Finns all had young people founding new settlements I have no knowledge about that. I would like to read someone's opinion about all the things I wrote above.


22
Suggestions / Re: An Easy(?) way to replace lost trees?
« on: May 28, 2021, 12:37:58 PM »
This would definitely be hard, another member Buoidda was making a mod in which it had custom flora with trees, and I was helping him draw the tree models. In a post Sami wrote:
Quote
Tree modding isn’t truly really possible, and I don’t know if it ever will be. Within the game mechanics and internal structures the trees are handled completely differently than the flora_* plants. Even if those tags would be added, the things generated wouldn’t really be trees for the game.
So there isn't really a way, at least right now, to add a new "real" tree. In the mod Buoidda's Craft, the trees were mostly berries and mushrooms, just very cleverly edited by Buoidda to behave like a tree.

But Night's URW Mod Extender looks very promising, maybe you can request a way to add trees into the game and see if its possible or not, if you come to URW Modding discord channel. There should be a link in the forums somewhere. ;D

23
Cheers to everyone involved in the project. You guys are the best dev team ever. ;D

24
I looked over the news.txt in the game files, CTRL+F "sleep" and couldn't find anything that points to a patch note mentioning an advantage. But I still make a bed and even put some skin over it as it kind of makes sense in my head in a roleplaying perspective. I would want some soft stuff to lay down on. ;D

25
Can you use boiling water for faster retting? Or is it too much work and not much improvement over it? I think this could add another functionality for pots in game but I have no idea if you can even do this.

26
Gameplay questions / Re: What exactly do the attributes affect?
« on: May 12, 2021, 12:50:01 AM »
They affect the skills you have, if you want to learn which affects which, you can look at it in ini_skills.txt file in the game folder. I personally don't know the formula in how the numbers affect the skills.

Things like strength also affect how much you can carry(if there is anything more correct me on that).
This turned out to be wrong

Edit: And eyesight should help with your view distance in both zoomed in and zoomed out map.

27
Okay, it is a little over a year I first found this game so I wanted to write my story about it. ;D

I've always liked survival games, mostly played arcadey games like Don't Starve, Minecraft and so on. At the end of 2019 I've become interested in indigenous cultures and survival skills. While I was doing little projects of mine, I wanted a deeper and more realistic survival game too. I remember exactly searching "Hunter gatherer sim" in google. Led me to a reddit post which one user was suggesting Unreal World. It was a indie game subreddit If I remember correctly. To be honest, I was kind of dissapointed at first. I was not expecting a turn based rogue-like game. I watched some videos, saw the devs and how "real" they were about the whole atmosphere of the game. The videos which they have uploaded made me change my opinions about the game and I didn't even try the free version, I just bought it off Steam at full price :D (The price was very pocket friendly for my currency even at full). And later I bought one for my friend at sale. Now I don't even look back as I stray further away from video games, URW became the only game I still play and it is the only game which I actually joined its community. I first joined because I wanted to try some mods, but after seeing the other users were pretty chill overall, I decided to join.

I don't really know why but URW is really a special game for me, the theme the message in the outro everything is just perfect. Thank you Sami and Erkka for this amazing game.

28
I am personally fine with how the save system works right now. I had to format my pc and I just copied my save files to not lose my characters. And it is nice to be able to copy the save if I wanna get really far with my characters. This game gets very hard sometimes. :P
Overall, cheating or save scumming in this case, in singleplayer games are completely fine IMO. I am not affecting anybodies game experience. If the game is multiplayer however, that's another case.

29
Off-topic / Re: Hunting by car
« on: April 09, 2021, 09:50:59 PM »
I think what Homocommando thought about the post is that the hunter is just going on a wasteful spree of hunting animals. It kind of gives that vibe too at first but at the end if you don't waste the meat and actually have a good use for it I don't think it matters if you kill the animal with weapons or stick and stones aboriginal style. This has been the cycle of life for many years.

30
Gameplay questions / Re: Trapping advice
« on: March 31, 2021, 12:42:29 AM »
Thanks for the advice PALU, do you just completely encircle your crops in traps?

I have a trap fence that I'm working on along a treeline, so far no dice, but I will try and incorporate more than just trap pits in that trap fence line
One thing to also keep in mind is that the game's mechanic of how to handle the animal spawns and such is written in news.txt in game folder.

To summarise, if you have a successful trap set, you will no longer have animals spawned automatically in that area just for the sake of the trap you set. Game will check if there are animals in the area that you set the trap in and then check if your trapping is successful and will attract animals to that trap. Now this doesn't mean your traps will always be empty, animals do move quite long distances and if one stumbles upon your trap lines, you should get a chance.

So in order to have some success in trapping, find a place where there are visible wildlife. That way you'll get result a lot quicker and if you find some reindeers you may not even be able to butcher them all ;D

Hope these are useful, I personally don't go all that much into trapping but it is super fun too just planning out where to and how to build traps and you can get lots of furs quite easily.

Pages: 1 [2] 3 4 ... 8