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Messages - krikkit war robot

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31
Gameplay questions / Re: Short Questions/Quick Answers
« on: March 24, 2018, 11:21:11 PM »
A few random questions:

1) For physician skill, does being injured incur a penalty to the skill like other skills? Is heather the best herb to use for cleaning/dressing? If I have a wound subject to bleeding, do I use nettle for cleaning/dressing, or just when it starts to bleed? Does fine pot of water help or doesn't matter for cleaning?

2) ‎Are skillups per day limited to the number of stars listed next to them in skills page, or is it 3 across the board? Are skillup chances penalized for fatigue,injury, encumbrance?

3) ‎Other than initial skill values, how do stats affect character abilities? Speed, eyesight, hearing seem obvious. I guess endurance affects how much of an encumbrance penalty you suffer? Does dex affect how often you fumble weapons? Agility something about not getting knocked down as easily?

1) The quality of the pot doesn't matter; water is water regardless. I'm fairly certain injury does result in a penalty to physician skill, though I could be wrong on that. Not sure about the herb questions.

2) Three per day, but skills with more stars can be raised more quickly. I'm not sure on the details of that, but I assume the more stars a skill has the higher the chance is of it increasing when used. Not sure about penalties though.

3) The stars next to your skills are calculated based on your stats - so not only do your stats affect your initial skill values, they also affect the rate of increase. Endurance does indeed affect encumbrance - but keep in mind that how much you can carry is calculated based on both endurance and weight. Speed, eyesight, and hearing are obvious, like you said. The other stats only affect your skills.

As far as I'm aware, dexterity and agility don't have any direct affects on combat, but they do affect your combat skills. The accuracy of your attacks depends on your skill with the weapon you're using; weapons skills are influenced by dexterity and/or strength (plus eyesight in the case of bow/crossbow). Success in dodging (and therefore not getting tripped over trying to dodge) depends on your dodge skill, which is dependent on agility, speed, and eyesight.

32
Gameplay questions / Re: Infection - does it exist?
« on: March 23, 2018, 10:24:00 PM »
Infections don't exist yet, but it's on the list of development goals.

33
Modding / Re: Need help with Fennec's plant mod
« on: March 23, 2018, 10:09:28 PM »
Hello! I'm a bit late here, but if you still need help, simply run the JAR file, then move the .txt files it generates into the URW directory where you would place any other mod. :)

34
Mod Releases / Fennec's Random Plant Mod
« on: March 23, 2018, 10:06:07 PM »
(cross-posted from the old forum)

Hi all,

If you're tired of finding the same old plants in UrW - or if you'd just like to see some more variety - I've made a mod to add randomly-generated plants into the game.In addition to adding more wild plants, it also adds some other features:

New grains and vegetables grown in fields and sold in villages:


Poisonous plants that also have other effects (pretty pointless for plants poisonous in any form, but useful and interesting for plants that become edible when boiled):


Poisonous berries:


Herbs to help you reach spiritual enlightenment (okay, they're actually just drugs):


Medicinal mushrooms:


Additionally, all plants generated by this mod (except mushrooms and berries) provide seeds so you can grow them at your own settlement.

Download the JAR file (attached to this post) and double-click it to run it. It generates four .txt files, each of which start with "flora_mod". These four files should be in the same directory where you saved the JAR file. Move these files to the UrW directory where any other mod files would go, then have fun exploring a world full of new plants!

This mod simply adds more plants to the game, but it does generate enough to be a suitable replacement for the vanilla plants. If you do wish to replace the vanilla plant files entirely, start up the game, move the "flora_mod" files to the UrW directory, and remove all the existing files that BEGIN with "flora_". These default files will automatically re-appear each time the game is booted, but I would strongly recommend backing these up somewhere just in case something goes unexpectedly wrong. Also, since these files do re-appear when you boot up the game, you will have to remove them each time if you do want to remove all the vanilla plants.

Finally, for my fellow programming nerds here, I have included the source code within the src folder in the JAR file in case anyone wants to see my sloppy coding.

changelog:
- names of picked berries are now accurate
- mod should no longer generate plants that wither before they can be harvested
- mushrooms are now roughly as common as in vanilla
- beneficial berries and mushrooms are now somewhat more common
- program can now be run by double-clicking on it
- "Ok, done!" message appears as pop-up window
- should be compatible with all operating systems now

Known issues:
- plants with names containing "snap" trigger a sound effect when interacted with. this can be fixed by manually changing the name in the flora file.
- poisonous plants with additional effects may be mistakenly identified as edible before all effects are known. rare issue, but proceed with caution if "there's still more to learn".
- (issue encountered on Ubuntu 14.04) flora files appear in /home directory instead of the directory containing the JAR if run with OpenJDK Runtime. this issue does not occur when using WINE.

35
General Discussion / Re: What's Going On In Your Unreal World?
« on: March 23, 2018, 09:37:53 PM »
Nearly made it through a full year... had zero luck trapping any big game, but was surviving just fine nonetheless - until freezing to death in mid-January while trying to start a fire. Oh well. :/

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