Recent Posts

Pages: [1] 2 3 ... 10
1
Suggestions / Re: Some other minor suggestions
« Last post by Mati256 on Today at 04:41:42 AM »
Regarding point number 2, I play a game called Combat Mission, where sound contacts are represented by a question mark. You have heard something there but you don't know what it is.
2
Stories / Re: Mik
« Last post by JEB Davis on Today at 02:45:55 AM »
The robbers must have dragged him away from their territory so he could
not tell any local villagers about their threat.



Mik is too wounded to stand up, but fortunately he still has clothing.
He knew the fight would not end well before it began, but he gave the
outlaws a good pounding before falling.

3
Bug reports / Re: Skins
« Last post by Acolyte on Today at 01:27:27 AM »
I believe Acolyte's talking about 0.3 lbs waterskin needing 4 lbs of leather to make. Here's how it is in vanilla diy_glossary.txt:

Code: [Select]
.Skin. [effort:1] [phys:hands]  *COMMON* /120/ %40%
{Leather} #4# [remove]
{Knife}
{Tying equipment} [remove]

It is probably a bug. I can't imagine where the remaining 3.7 lbs of leather goes...

Yep, that's the one. I probably should have been more clear in the OP.  :)

Also requires 0.5lbs of cord - more than the final item. If that's just to close off the bag that's quite a bit, but if it's also a shoulder strap.... well pretty reasonable, actually. Given the skin holds 2.5 liters of water or so (5lbs) I can see the weight being upped a little. But 4.5lbs of material for a 0.3lb item seems a little much unless you're thinning the leather, too.

   - Shane
4
Bug reports / Re: Skins
« Last post by JEB Davis on January 21, 2018, 05:27:00 PM »
And likewise, it's hard to imagine an empty water skin weighing 4 pounds. There would be some leather wasted in the process of cutting it to shape, so perhaps requiring 3 pounds to construct, and weighing 1 to 2 pounds when finished might be better.
5
Bug reports / Re: 3.50 beta2 Human NPC unaffected by snow.
« Last post by Roman Lodestar on January 21, 2018, 04:40:06 PM »
I decided to move this to the bug section just to know what the developers would think, npc would be obligued to carry skis in order to function properly and villagers wouldn't be affected by the snow when they are inside the village limits.
6
Bug reports / Re: Skins
« Last post by Ametsala on January 21, 2018, 03:36:04 PM »
I believe Acolyte's talking about 0.3 lbs waterskin needing 4 lbs of leather to make. Here's how it is in vanilla diy_glossary.txt:

Code: [Select]
.Skin. [effort:1] [phys:hands]  *COMMON* /120/ %40%
{Leather} #4# [remove]
{Knife}
{Tying equipment} [remove]

It is probably a bug. I can't imagine where the remaining 3.7 lbs of leather goes...
7
Bug reports / Re: 3.50 beta2 Human NPC unaffected by snow.
« Last post by PALU on January 21, 2018, 02:12:13 PM »
I believe this has been discussed before, but I can't find it.

As far as I can tell NPCs are unaffected by snow and move and tire at normal speed/rate for snow less ground as Roman Lodestar says.
However, it's not trivial to address the issue, as causing NPCs to move in snow using snow penalty would make them push overs for characters wearing skis as the NPCs would easily be run into the ground (or snow, rather) through fatigue, and would be unable to close the distance to the PC unless the PC allows it.
The villages would also get silly, as all the villagers would move around at a snail's pace or stand still due to fatigue when the ground is covered by significant amounts of snow.

The non trivial correction would be to get them to wear skis, but that would require them to also be taught how to handle ski sticks...
8
Bug reports / Re: Skins
« Last post by PALU on January 21, 2018, 01:58:05 PM »
Are you talking about a mod? 4.0 -> 0.3 sounds like a lot, so you should probably describe what reaction it is.

Note that UrW is quirky in that in rounds everything UP, so 1.01 lbs of leather is displayed as 2 lbs, and a distance of 3.1 km is displayed as 4 km. Also, if the excess is small enough, it may not result in a remaining fractional item.
9
Gameplay questions / Re: What stat determines...
« Last post by PALU on January 21, 2018, 01:51:32 PM »
You shouldn't try to flee FROM combat, you should withdraw BEFORE combat, which makes it harder to determine what's the correct action. That's not always possible, of course, but you frequently have the option not to confront dangerous opponents.
The only combat you can flee from is basically the one in which you have the upper hand, but an exhausted enemy with a bow and a (virtual) quiver full of arrows is still dangerous, so if you're not equipped with a bow (and arrows) and have taken more than light damage you should at least consider whether to withdraw.

Edit:
Fortunately, hired NPCs seem to be as resilient as Njerps and robbers. I just suffered from vermin problem in my farm plots (a Njerp warrior equipped with bow and shield, plus scimitar), so I hired an adventurer to help removing it, as my character isn't a great warrior and is injured as well. The end result was an adventurer with 10 wounds, one of which was serious, without passing out, a dog with at least 3 bad wounds, and a PC with two additional wounds, plus a dead Njerp, at the end. I should have hired 2 adventurers, and would have, if they didn't keep refusing, and 2½ to 1 seemed like good odds.

Injury doesn't seem to affect fatigue buildup when swimming, and I haven't seen it for other tasks either (but swimming is particularly easy to spot at low skill levels). Injury definitely lowers movement speed and gives success penalties to heavier tasks (very easy and possibly easy seem to be unaffected by encumbrance and injury, as long as an essential body function isn't disabled).
10
Gameplay questions / Re: Fine Items
« Last post by PALU on January 21, 2018, 01:43:57 PM »
Hm, if that applies to tools as well, then the answer is actually no, as that would mean a Fine broad knife is no better than a Decent one for skinning. You get a fighting impact bonus, but no fighting skill bonus.

It can also be noted that the quality/type of tools can prevent you from producing items of high quality. If I remember correctly (which might not be the case), a broad knife worse than Decent is incapable of producing Superior skin, while a Decent knife of any other kind isn't sufficient to reach the Superior level (I think Fine is OK, but it might require Masterwork).

Acolyte posted while I typed...
See above. You should definitely get your hands on a Broad Knife because it's the right tool for skinning. Upgrading a Decent one to a Fine one may or may not achieve anything, however (you can also chase Njerps, as they frequently carry broad knives).
Pages: [1] 2 3 ... 10