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Thanks but I already made a lovely fine northern spear and bow  :)
2
Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.
I'm sorry. If you'd like, I'll tell you how to modify the crafting files temporarily to make an instant northern spear, or northern bow, in place of it?

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.
Could be true. I'll consider the option, certainly.
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Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.
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With the dip net if you change the base item from fishing rod to Fishing net you can dip for ore or use it for fishing, as a net without the need for hooks.
Downside here is that nets are (and should be) really hard to make, with the dip net being relatively simpler. So it would be a "cheap" way to get a fishing net.

I could make the dip net correspondingly harder to make, but I'm not sure that's the way to go.
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I've figured out the issue with the northern staff-bow. That's the good news. The bad news is I don't think it's fixable.

In the original incarnation of the recipe the item used "Northern Spear" as its base item (which gave it the ability to ski), and then changed the skill to BOW in order to make it function as a bow. This worked fine. UNTIL, the game was updated with the bow-string update, and then it stopped functioning as a bow, and could not have a string applied to it because the base item was not a bow.

So, the base item was changed to "Northern Bow" (by me) to fix the bow problem. But in doing so, it stopped functioning as a ski-item (since it no longer inherited those properties from the Northern Spear).

Unfortunately, based on my current understanding of modding, this means it is not possible to make an item that functions as both a bow and a ski-stick. :( The best "solution" from my present stance is to remove the item from the menu entirely, since it serves no real purpose in its present form.
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Off-topic / Re: Bert's slightly interesting and marginally relevant documentaries
« Last post by Bert Preast on February 03, 2023, 06:54:45 PM »
I expect most people here are familiar with Otzi the Iceman (I prefer his original name:  Frozen Fritz!), but for those who aren't North02 has a 12 minute video giving most of what we know about him here:

https://www.youtube.com/watch?v=m5oXjYMY2pM

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I've had a look at the northern staff-bow recipe and it includes a ski basket, and is basically a very weak northern bow.  I can't see a reason for it to exist, if not that it can be used while skiing.  Sami confirms that bows that doubled as ski-sticks were a thing here:

https://www.unrealworld.fi/forums/index.php?topic=1138.msg3620#msg3620

I also took a look at the ski-stick recipe and saw nothing that actually made it function for skiing - but then I know pitifully little about modding.  Is there a way to make an item function as a ski-stick when it isn't a ski-stick?  Perhaps it was only included by Bioudda in his mode for RP purposes?

It would be great if you can make it work, it took a long time to make  :D
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With the dip net if you change the base item from fishing rod to Fishing net you can dip for ore or use it for fishing, as a net without the need for hooks.

I seem to remember 2 or 3 years ago there was some discussion about staff bows being usable as ski sticks, I do not know if it was implemented or just raised a possibility. I never made one so do not know if it was ever possible, if it was then it may have changed with snow changes in 3.7x.
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Thanks for those reports.

The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error.

For the other two, I'm not sure at all about what the intention was for the northern staff-bow. If it's meant to act as a ski-stick, that's news to me, but I did not make the original recipe, so I can't say for sure yet. I'll take a look.

I definitely haven't touched the iron helmet  recipes, but I'll also take a look.
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Suggestions / Re: The UrW Anti-RSI Campaign group. ARSI, for short.
« Last post by Bert Preast on February 02, 2023, 07:45:27 PM »

As a very high level look at the game, I believe one major problem and perhaps the main RSI problem we have, is tied to one of the tenets of the UrW game design which boils down to "do action X, to get better at skill X".
This certainly is not good for RSI at all, especially when combined with the ever-reducing skill-increase-success-chance rates; such as shooting few thousand arrows to increase bow skill from 99 to 100, it does get bad.
Currently game drops player as a 16 year old and player is mostly in control of their destiny; there are no hard classes and no hardcoded paths. One, via dedication, eventually can become a swordsman, an archer etc. That dedication is currently paid with RSI...
One alternative to this is, not having that kind of development at all, with a more static class system in which you start as archer for example but do not change from there, much - I would not prefer that, personally.
Another alternative is keeping any-to-any skill development approach but allowing much quicker skill development, starting as archer, quickly becoming swordsman. This probably would reduce immersion.
I am not sure what to do on this, if you or anyone have a suggestion to improve this, I would be interested to hear that.

My suggestion would be that when using a weapon out of combat (that is, nothing alive is in visual range that is not a domestic animal or companion), that you train with the weapon for an hour.  This should be tiring, and have a small chance of success and perhaps an even smaller one of damaging the weapon.  New characters will generally not have much time to spare for weapons training as surviving is the main issue.  Characters that make it through a season or two will have time to train weapon skills, and this method will let them do so without looking into Finnish law on causing all your fans to be crippled with RSI!

My thoughts on a class system would be that if you start the game at 16 years old, you are in hardcore mode.  Easy mode would be starting at 21 years old, with a large bonus to two or three skills in character generation to simulate having spent 5 years learning on the job before being cast into the wilderness.   
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