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Re: My trusty woodaxe
Battleaxe have a good looking stats but it is nothing compare with other top tier weapons (battlesword/ango/warflail) due to only having good (3/5) attack bonus where others have remarkable (5/5)

You should consider sword/spear as your main melee skill instead of axe

Not true anymore. Battleaxe has 4 attack bonus. But the attack bonus is not as important, especially if it is bigger than defence of opponent's weapon - which is usually the case. And ango's defence is lower, and battlesword's is the same as battleaxe's, all of them low. Battleaxe also has the highest damage of all melee weapons, bigger than battlesword and ango (which weigh 2.5x more, and you cannot really use a shield with them) or warflail had. There is no warflail in current game anyway, and good luck with finding better than average ango. If the skill in axe is bigger than in sword or spear, then it's a better choice as a main weapon.

Additionally, the axe is the best tool for breaking ice (from the news.txt, the order of ice-breakers from best to worst: axe, spear, sword, knife, stone).

Also there is a difference when blocking - spears degrade much faster than axes or swords, for example, no matter skill.

If choosing spear, I would take standard spear over ango. It has only a bit smaller attack bonus (4 instead of 5) and damage (7 vs 8), but has better defence (2 vs 1), is much easier to use with shield (penalty of 20 instead of 35), and is much, much lighter (5 lbs vs 8 lbs), making it great for throws as well as for melee fight. Plus you'll have a plenty of masterwork spears from traders.

Still, it's best to have more than one skill in melee weapons, plus one in ranged. If the next highest skill is in axe, there's no point in wasting time to train other skills.

May 25, 2017, 10:56:18 AM
1
Re: How do animals scent bait? distances? i found this information, from Sami himself, posted a while back on the old forums...

***


Sami Maaranen   Posted: Jan 27 2015, 04:55 PM

Topic:  Changes In Trapping Related Animal Spawning

"I have good and fearsome news for you. Trapping related animal spawning will be changed into more delicate (and/or realistic and hardcore) approach. I'll be reporting results of new trapping tests later on, but now just gather your courage and read on.

What won't be changed is that your TRAPPING skill determines the success of constructing and setting traps. Badly set or badly made traps may scare off animals, fail to keep them properly trapped or simply don't appear attractive enough for animals to enter them. These are the common trapping rules.

What will be changed is that the current straightforward animal spawning mechanism is removed and attractiveness of traps is replaced with a new and more delicate system.

As straightforward animal spawning is removed, the harsh simplicity of trapping goes as follows:

If there are animals at the area they may enter your traps depending on how succesfully these traps are set or constructed. If there aren't animals at the area your traps will remain empty. However, if there weren't animals at the area today, the situation may not be the same after couple of days. Traditional method of relying on the same traps at chosen trapping grounds for a longer period of time and checking them out on a regular basis is still valid and suitable trapping method.

BUT there will also be a new mechanism which improves propability of catching animals with traps:

* Even if animals at the area wouldn't be actually hungry, properly baited and succesfully set traps may attract them beyond regular feeding needs.

* Succesfully set traps may trigger additional animal population checks for appropriate animals

This is different from straightforward animal spawning and works more like an increased propability of new animal populations to be created at the area. This mechanism follows the rules of general animal population creation, so commonness and relative number of animals and their natural habitats are carefully taken into account. Therefore, if the trapped area is not suitable for certain animals or if animal populations are on a good natural level already, no trap can cause extra population probability.

It will take more patience, more careful consideration and knowledge of animals natural habitats to cope with the new way of trapping. Setting traps at areas where you have actually noticed marks of wildlife will be most effective - but seemingly random trap placement may still prove succesfull. Yes, there will be less catches with traps but it will be far more rewarding when it happens.

These are future improvements, not effective in current version 3.20p1."

well , there u go. for anyone interested in my searchings... im not sure if that sstill the case, but there it is

May 30, 2017, 04:26:53 PM
1
Whittling away The Roleplayer has savvy friends

A friend of mine and myself have been discussing a whittling mod, as he has wanted a way to kill time during those long winter nights, or the hours of rest at camp. We have set out a step by step method so we can simulate the long process of whittling that can stopped midway. There is just one problem, we have no idea what could be whittled.

What we are thinking is basic doodads and decorative wooden things, but we don't really know what kind of knick knacks the ancient finns liked to make, does anyone have any suggestions. My friend also suggested we could make instruments and I could think of a few that were used, but we couldn't think of an ingame use for them, so if anyone can think of a use that we can code in right now, that would be excellent. And I do know that instruments are a planned feature, but some of us are impatient.

August 31, 2017, 08:48:31 PM
1
Re: Blocking Weapons and Assorted Combat Discussion FWIW, I think shields are the way to go. Even with a fairly low skill, shields are good at blocking hand weapon attacks. And of course they are very valuable against missile attacks.

Your comments regarding blocking with spears vs swords makes perfect sense considering their materials.

In the past I relied mostly on high dodge skill for defence, but find that shields are easy enough to obtain and due to their effortless defence against missiles, are superior to dodge.

October 04, 2017, 01:59:27 AM
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Re: Blocking Weapons and Assorted Combat Discussion I definitely suck at combat, so I would love to see some of the answers here. I've watched videos of people playing when they take on Njerpez villages, and do all these different patterns of attack.. making me wonder if there's something I'm missing.

I will add one bit of pseudo-knowledge (empirical?). I've found that head attacks succeed really well when the NPC is otherwise engaged. Even if he knows I am there, if it's my first attack (and I have friends), I'll go for the head, and often will land a death blow, or at least something that knocks them out immediately. I like to hunt Njerps with dogs, so usually the dogs get there first and get the Njerps attention, then when I arrive, it's often only one good blow to the head necessary. As soon as the NPC engages me, I retreat to body attacks because I usually can't land anything else.

October 04, 2017, 03:03:29 AM
1
Re: Blocking Weapons and Assorted Combat Discussion Combat is my favorite part of this game, it's a very unique system and a lot of fun to mess around with. I start most characters on There Be Robbers!, so I frequently do a 3-6 on 1 fight with minimal clothing and a less than ideal weapon set. The key is to make sure your blind spots are blocked by trees, and always try counter-strikes to the legs with your weapon's blunt damage (if your weapon skill is better than your dodge, which for the purpose of this, it is). This will make sure you're still dishing out damage to the people trying to surround you, while you continue targeting whoever is the worst injured until they're unconscious and out of the fight. It's always better to counter-strike over dodge if at all possible, just target arms or legs to interrupt their attacks and limit their attack rate. The  most powerful thing in the whole combat system is Looking at your opponent and seeing where he actually has, or does not have, armor. Bandits rarely if ever have anything more than the odd piece of leather clothing or a ratty overcoat, so they're actually not too tough if you target on them correctly. However, the occasional Njerp will have ~40 pounds of decent armor and be extremely difficult to attack.

My attack combo, for the combat style of close to even (and quite high) spears and axes, and as much armor as I can find:

Open with as many javelins thrown as possible, targeting the body for random wounds and occasional instakills; sometimes you'll get 'em all off, sometimes you'll be caught with one held. Wait for them to be one or two tiles away, DROP your javelin if you still have it, and wield whatever you have the highest skill with. They should have moved next to you without attacking while you wielded, but you may have to immediately counter-strike, and you may have to wait a turn. Whatever you do, don't just move into the adjacent tile and give them a free hit. Your javelins should have weakened a few points of the first target if there are multiple enemies, so give him a primary attack attribute (most damage from the weapon) to the legs. Should put him on the ground immediately, and once he's there, attack his arms every time he tries to wield a weapon, and go for head shots and a quick knockout when his hands are empty.

His undamaged buddies should have rolled up by now, so turn to adjust if you have to, and wail on the first guy with all your might. Counter-strike to their arms and legs as needed to disarm/knock them down, but otherwise target the second (overall) enemy's head or body and try to get him out of it as quickly as possible. Finish up the third with the same legs/arms/head you gave the first guy, the others should just be milling around nearby swapping weapons and tiring themselves out until they get a clear route to run towards you. Your armor should be pretty beat up by now, so if there are more than three, you should start to expect increasingly severe injuries, and potential death, from now on.

However, you followed my combo, and aren't too fatigued, and you have enough armor to equip a small army, so you battle on, courage unwavering. It is time to be as defensive as possible. Attack arms, counter body for occasional severe damage and arm/leg shots, start dodging when you feel a particular target might have the upper hand on you. Keep them fumbling for their weapons, and pick at their ability to fight effectively. First three enemies you killed as fast as possible, as few individual attacks as possible, and everyone after that you kill with a thousand cuts while trying to avoid the same fate.

Edge damage is best for limbs and poorly armored torsos, as it can do quite severe damage to these targets (the infamous Nearly Severed knee is quite possible on a first strike with just a hand axe and results in instant unconsciousness). Point is excellent for piercing torso armor, and can cause occasional decent bleeding, but is much less likely to render a limb inoperable than edge. Blunt is best of all against armor, so it's your damage of choice when counter attacking. It rarely causes the kind of severe injuries the others do, but a quick knockdown/disarm on one bandit out of two or three of them midattack saves you a turn of double or triple hits later while he stands back up, or changes weapons.

October 04, 2017, 04:06:45 AM
1
Re: Adding marriage - poll about how you find its priority I went with the second from the top because I would like to see an overhaul of AI behavior before marriage, for example that NPCs can do almost everything you can with commands. Like giving orders to make food, build something, go hunting or fishing. And the need for them to eat every single day like the player, etc, etc.  ;D ;D
December 18, 2017, 10:21:40 PM
1
Inari of Seal-Tribe - Video Let's Play Hey guys and assorted UnReal Worlders. I'm back for my yearly foray into the unreal world and this time I bring you Inari of Seal-Tribe; my season 2 youtube playthrough. Better sound quality, better production quality and (hopefully) better gameplay.

This time with a few mods: Honey and Mead mod from the very fine Privateer, Jaredonians Character models for a little bit of good looking character cheer, the UrW Self Sufficiency mod from Caethan.

Hope to see you guys along for the ride and feel free to offer any suggestions on how you would like to see the story developing.

https://youtu.be/HbXC4fXyn2Q

December 24, 2017, 08:45:56 AM
1
Re: Old mods I've tried to package it up in the zip linked to here: https://www.dropbox.com/s/hpg8bmi4xa4w15u/Buiodda%27s%20Crafts%2C%20Modified.zip?dl=0.

Edit: I just found that the antler comb recipe has to be changed to take "elk antler" rather than "stag antler" with 3.50b2 (That recipe is found in diy_p_Buiodda's boneworking.txt).

December 25, 2017, 08:53:46 PM
1
Re: Old mods Here are my cooking edits/additions.  Tend to use berry drying a lot & herbal medicine when my guy is hurt.  Even have some recipes which use already cooked meat (roasted or smoked).  You can copy one and change it to dried also, easily.



cookery_Seddrik.txt

Spoiler: show


[SUBMENU_START:baking]

.Berry Pie.    *COOKERY* /1h/  \2h\  |1|  :148: 
{Flour}       #3#     [remove] [bake]
{Water}       #1#   [remove]
{* Berries}   #2#     [remove] [bake] [name:%s Pie]

.Hardtack. (27)    *COOKERY*   /45/ \1440\   %30%   |-1|   :148: 
{Flour}     #1.3#   [remove] [roast] [name]
{Water}     #.5#  [remove]
{Seasoning} #.2#  [remove] [roast] [optional]
{pot} [ground]
[SPOILAGE_DAYS:0]
[WATER:0]
[TILEGFX:it-biscuit]

.Dried berries.  *COOKERY*   /1/ \10d\ %50%   :151: [patch:10]
{Berries} #1# [remove] [patchwise] [roast] [name:Pile of dried %s]
[SPOILAGE_DAYS:0]
[WATER:0]
[COOK_WEIGHT_DIV:5]

.Dried mushrooms. *COOKERY* /1/ \10d\ %50% :151: [patch:50]
{Mushrooms} #0.5# [roast] [patchwise] [remove] [name: Pile of dried %s]
[COOK_WEIGHT_DIV:5]
[SPOILAGE_DAYS:0]
[WATER:0]

[SUBMENU_END:baking]

[SUBMENU_START:porridge]

.Mixxed berry porridge.   *COOKERY*   /15/     \90\    %50%   |-1|   :148: 
{Water}         #1#     [remove]
{Berries}    #1#     [remove] [boil]
{Berries}    #1#     [remove] [boil] [name:%s porridge]
{Berries}    #1#     [remove] [boil] [optional]
{Berries}    #1#     [remove] [boil] [optional]
{Berries}    #1#     [remove] [boil] [optional]
{Flour}   #0.1# [remove] [boil] [optional]

.Gruel.   *COOKERY*   /15/     \90\    %50%   |-1|   :148: 
{Water}         #2#     [remove]
{Flour}    #0.5# [remove] [boil]
{Grains}    #2#     [remove] [boil] [name:%s Gruel]
{Berries}    #.5#     [remove] [boil] [optional]
{Raw fish} 'Raw fish' #2#  [remove] [boil] [optional]
[SPOILAGE_DAYS:10]

[SUBMENU_END:porridge]

[SUBMENU_START:meat]

.Roasted meat or fish sandwich.   *COOKERY*  /10/   \5\ :148: 
{roasted *} 'Roasted meat or fish' #1#  [remove][roast][name:roasted %s sandwich]
{*flatbread} 'Flatbread' #0.5# [remove][roast]
{Knife} '+for preparing'

.Smoked meat or fish sandwich.   *COOKERY*  /10/  \5\  :148: 
{smoked *} 'Smoked meat or fish' #1#  [remove][roast][name:smoked %s sandwich]
{*flatbread} 'Flatbread' #0.5# [remove][roast]
{Knife} '+for preparing'

.Meat Pie.    *COOKERY* /1h/  \2h\  |1|  :148:
{* cut}  #4# [remove] [bake] [name:%s Pie] 'meat' 
{Flour}       #2#     [remove] [bake]
{Water}       #0.5#   [remove]
{Seasoning} #0.25# [remove] [bake] [optional]
{knife}

.Herbal Meat soup.   *COOKERY*  /1h/  \2h\  |1|  :148:
{* cut}   #5# [remove] [bake] 'meat'
{Water}   #0.5# [remove] [boil]
{Herbs}   #0.5# [remove] [boil] [name:%s meat soup]
{Flour}   #0.1# [remove] [boil] [optional]
{* fat}   #0.1# [remove] [boil] [optional]  'fat'

[SUBMENU_END:meat]

[SUBMENU_START:fish]

.Fish stew.   *COOKERY* /30/  \240\ %20% :148: 
{Raw fish} #3# [remove] [bake] [name:%s stew]
{Water}  #0.5# [remove]
{Vegetables} #1# [remove] [bake] [optional]
{Mushrooms} #.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]
{Knife}

.Fish Pie.    *COOKERY* /1h/  \2h\  |1|  :148:
{Raw fish} #3# [remove] [bake] [name:%s Pie]
{Flour}       #1#     [remove] [bake]
{Water}       #0.5#   [remove]
{Seasoning} #0.25# [remove] [bake] [optional]
{knife}

[SUBMENU_END:fish]

[SUBMENU_START:vegetable]

.Green tea.   *COOKERY*  /10/   \20\  %50% :148: 
{Water}   #5# [remove] [boil]
{Herbs}   #1# [remove] [boil] [name:%s tea]

.Herbal medicine.   *COOKERY*  /1h/  \2h\  |1|  :148:
{Water}   #2# [remove] [boil]
{Herbs}   #1# [remove] [boil] [name:%s mixture]
{Herbs}   #1# [remove] [boil] [optional]
{Herbs}   #1# [remove] [boil] [optional]
{Herbs}   #1# [remove] [boil] [optional]
{Herbs}   #1# [remove] [boil] [optional]

[SUBMENU_END:vegetable]









December 26, 2017, 09:58:35 PM
1
anything