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Messages - trowftd

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Well, not as much as in extra content and stuff but there is actually a big change that would change your gameplay.
added: smoking requires continuous maintaining of fire
In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.

There is also a dedicated sauna stove (different than normal fireplace), other than that there isn't too much difference but there are little things that are nice to have like milking reindeers and njerpez(the bad guys) travelling in groups and stuff like that. But I would still prefer to be on the latest versions, because of the maintained mods usually working towards the steam version rather than free (although the steam versions eventually become free).

Here is the full patch note of 3.63

Gameplay questions / Re: Mercy for Elk mummy?
« on: March 09, 2021, 11:29:03 AM »
It would be very hard for the mother to survive with an injured leg anyway, you gotta do what you gotta do man. :'(

Suggestions / Re: Widescreen
« on: March 08, 2021, 03:24:48 PM »
Yep. This would be my biggest suggestion too. It would make it easier to spot stuff and whatnot. I wrote this before in a General Discussion post, but I think here is a lot more appropriate and I also support this. Your GUI mock up also doesn't look bad, I wouldn't mind the game looking that way tbh.

Suggestions / Re: More ancient weapons.
« on: March 01, 2021, 08:33:18 PM »
Oh yes, of course the atlatl was better for hunting big animals. But after the mega animals have died off slowly, bow was able to creep up to the top over atlatl. Maybe iron age Finns used it for elk hunting or animals that are similar size I don't know about that one. The reason I said this was because the Finns were not living purely as hunter-gatherers, so it seems a lot rarer to see atlatls in settled societies.

But disregarding all that, I would be pretty hyped if I were to see atlatls added into the game. ;D

Development News / Re: Lots of angling improvements on their way
« on: March 01, 2021, 06:13:56 PM »
It's pain to update, and I completely forget it at times, and it's constantly under construction.
Sorry about that.
Oh man I can only imagine going through 140,000 lines of C code I would probably go crazy.

Suggestions / Re: More ancient weapons.
« on: March 01, 2021, 06:08:59 PM »
I don't think atlatl stood around that long in Finland, considering they already have iron broad heads and all kind of bows tells me that they probably have forgotten it already. It is only the Aztecs and Australian aborigines that used it till the modern times if I'm not mistaken.
I did not do any research on this but slings should be around that time considering at least the northern tribes were animal herders all the populations that have done herding are known to use it. Modding the sling is actually pretty decent, primitive world mod is good I would also recommend it.

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 02:42:20 PM »
To be safe, I'd have three tiles between my camp and the village, ie. moving at least to 1, - 4

Wow. I did not realise that their ownership of lands extend that much. So this means if I build a cabin between their farmlands, they will continue to bother me? Because I did not have any penalties for stealing all of their crops (It was for the test I promise).

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 02:12:24 PM »
To be safe put a tile between you and the village (on the bigger map). So that you need to move 2 tiles on the bigger map. I think you can get away with half a tile but, you don't need to be that close to villages imo. If you look at the top of screen while in the village, it changes when you are outside the village borders.

Suggestions / Re: Simplifying keystrokes?
« on: February 14, 2021, 12:14:19 AM »
I think what you want is closer to a customisable keyboard shortcuts option, because in contrast to what you wrote, I don't use the arrow keys for moving. And moving the "Look" command to shift would require me to lift my hand again anyway.

It is really hard to create a layout for such a game that has so much functionality. If you played Cataclysm:Dark Days Ahead or Dwarf Fortress, it is not uncommon to see such keyboard layouts. 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.

For the menu navigation, I feel the same that user experience can be better. In my humble opinion, Unreal World still stands as the friendliest option when it comes to user interfaces though(this might change with the Dwarf Fortress Steam release, the UI looks crisp, but there is a whole team working on it).

So if Sami decides that it is time to give a widescreen support for the game(Sami pls), then it would be a good time to talk about some easier navigation in menus. Which is not an easy task by any means.

Just wanted to write out my thoughts about the interface as I think it is a lot easier for Sami to read different thoughts in a single topic rather than trying to find numerous topics one by one.

General Discussion / Re: Noob Questions
« on: February 10, 2021, 07:57:19 PM »
These questions have already been answered six years ago in Reddit. I'm afraid I have to judge the OP to have some spammy intentions.

Damn, I was just about to write my thesis about how to start off with the game :'( :'(

Off-topic / Re: Best music to listen while playing UrW
« on: February 10, 2021, 11:49:55 AM »
I really like listening to drone metal, stuff like Sunn O))), Boris, Earth are really cool but it is not for everyone I guess.

Burzum makes really good ambient music as well, if you liked the newer albums I can definitely suggest Alcest,it is not really a pagan-folk group, but it is a popular group you might have heard of it. Amesoeurs makes a little softer music but I think they are great as well.Les Discrets are similar to Amesoeurs as well. That was a lot of French bands for someone who is not from France. ;D

Woods of Ypres really has some bangers as well "I Was Buried In Mount Pleasant Cemetery" and "Traveling Alone" are my favourites.

One Finnish group that I'm listening is called Tenhi, I don't really understand the lyrics but they are really nice songs slow, soft. My favourite is "Pojan Kiiski" I think the song is about a boy and his fish but I dunno, it is cool though.

Not every song in my playlist is my favourite best amazing song of all time ofc, my playlist mostly consists of ambient, blackgaze, ds black metal. Other than that I really like John Frusciante's solo work, like all of them. With his other group Ataxia, alternative rock, really cool songs there.

In order for me to listen any music, it needs a distorted or overdriven guitar and that's pretty much all it needs. :P

Mod Releases / Re: Patience mod
« on: February 05, 2021, 01:12:43 PM »
I like the name of the mod I think it suits nicely. And if anybody is thinking about downloading this mod, I can recommend it if you don't like huge mods like the BAC mod, but would prefer a small mod with the focus on making primitive hunting tools.

And I am pretty sure this is intented but, it is imposibble to make longbow with stone axe and stone knife, I've done all the stuff with stone tools. You can create Straight Javelin no problem. Most of them turned about to be rough or inferior, but I don't think this is that much of a problem, my carpentry skill was 48% so considering all the other bark and cordage recipes, multiple tries should yield the quality that player wants.

I quickly crafted the items one by one and as it stands right now, it is quite nice and a small mod. But I don't think the %skill modifiers% in Green wood staff and Seasoned staff are quite there.

The *COMMON* skill is afaik 50% so adding %-50% skill modifier to that would equal 0. I don't know if you intented it but this would mean no fine or even decent staves, becuase in the recipes you are not looking at the quality of the included items but only the staves. But with stone items I've never yielded good staves, so the chances get really low in this part. Maybe I did not give it enough tries but this was my first impression.

And of course all these are just my observations but I like the mod overall, it is very similar to what I've done. The times are good imo, it doesn't leave you with a huge time gap where there is nothing to do after you've built your cottage and stuff, but it is also not super simple to come up with an amazing bow or javelin that it is overpowered.

And a quick beautifying process :P . I added the 'Be near water' line so that in game it doesn't say [NEARBY_TILE:water] but shows the line.
.Birch-bark fibre. "Hunting horn" [effort:1] [phys:hands,one-armed] *COMMON* %-50% /30/ \3h\ [patch:5]
{*Birch-bark*} #1# [remove] [noquality] [patchwise] [name:Birch-bark fibre]
{Rock} '+for scraping' [noquality]
{Cutting weapon} <Knife> '+for trimming' [optional]
{[NEARBY_TILE:water]} 'Be near water'

Off-topic / Re: Period appropriate tools and crafts
« on: February 04, 2021, 10:45:31 AM »
Here is my balearic style sling, it is really fun to make and fun to shoot some rocks too.

Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 02:00:38 PM »
Yep, I am aware of that line too, but like you said, I've thrown hundreds of javelins straight at the walls and never had one broken. They also don't degrade after usage in crafting too. The oncoming update will have degradable fishing hook parts so I guess it won't be too far until we see proper durability.

Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 01:36:57 PM »
Yes, but the problem with the waiting times is that the realistic times in URW is just too much imo. I tried to make a mod with the seasoning of the staves and everything, but at the end it just turned out that I was able to find the bow I wanted while I was waiting for the stave to season. ;D

And the other problem is that, at least right now, weapons do not fail. It would be wise to have multiple staves seasoned at the same time so, if your bow fails you already have a solid piece of wood to work with. But weapon durability is not necessarily in the game right now. It is on the dev plans, and if it finds its way into the game, it very well change all the "find 1 good item and its over" strategy. Of course, you can always add to your roleplaying that after certain time, you craft another weapon but it seems tedious to track the time and everything else together.

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