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Messages - jhharvest

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Coming back to the game two years later and... Persistence hunting is still awful. If I spot prey in the forest it's just not worth it. I can never find it even with very high tracking and speed. If it's an open mire then finding the prey is usually trivially easy. I think the balance is off. It just doesn't feel good.

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Gameplay questions / Re: Game caught, Light lever trap vs loop snare
« on: February 06, 2021, 10:30:30 PM »
I only recently came back so I don't have much anything of value to contribute. But I had a light lever trap catch a snake. Didn't even know they were in the game!

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Mod Releases / Re: Patience mod
« on: February 05, 2021, 05:47:10 PM »
Thanks, awesome observations!

You pointed out some real issues. I had only tested with a metal knife - I foolishly assumed that [noquality] on the tool would mean that stone knife = metal knife. In my testing I was able to make decent and fine seasoned staves no problem. But it seems that the stone knife gets an additional "the stone knife is an awkward tool here" modifier regardless.

Ideally I would have wanted to have just one crafting recipe for drying a slender tree trunk, which produces a slender tree trunk that has a quality modifier. Each application of the drying recipe would have a chance of bumping up the quality. Unfortunately I couldn't figure out a way to do this with the UrW mechanics as "you can't make good out of bad". That's why there's so many [noquality] tags and the progressive stages.

The tool quality seems to override everything else. I gotta rethink this a bit and I'll post a v2 soonish. Really appreciate you checking it out.

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Mod Releases / Patience mod
« on: February 05, 2021, 11:20:32 AM »
Hey guys and girls,
As inspired by my thread on if persistence hunting been made more difficult and frustration at being able to make only crude javelins with stone tools I decided to make a quick and dirty mod to address this.

Edit: 7th Feb 2021
V2 out. Updated the Seasoned staff making process. First you make partially dried slender trunks that will come out a mix of inferior, decent and fine. These are then aged further which can only decrease the quality, as "you can't make good out of bad". In my test I ended up with 8 decent and 2 inferior seasoned trunks out of 10 but if you're lucky you can get fine seasoned trunks. If you try this mod I'd love to hear your opinions on the balancing and final quality of produced items.

Quote
But I guess there would be alternate ways to implement progression, like making a decent javelin / bow with makeshift tools would take a very long time. A javelin made from a fresh slender trunk will warp and bend as it dries out making it worse over time compared to one made from a staff that was dried for 6 months first. A quickly made bowstring can snap when in use, so for best reliability you want good quality which takes longer and needs specialised tools to twine. Dunno, just thinking here.

Maybe I should make an alternate mod to BAC that allows you to make good quality primitive weaponry by spending longer on it.

So attached is v1 of this Patience mod. Now since this is a test version it only takes 2 weeks to produce seasoned lumber where in reality it should be like 6 months.

I took inspiration mostly from these three videos on stone tool selfbows:
https://www.youtube.com/watch?v=V76u_ZCJ3lM "Working On Some Bow Staves"
https://www.youtube.com/watch?v=iAkwaWKHoCk "Making A Stone Age Hunting Bow: Stone Age Bow Making With Abo Tools"
https://www.youtube.com/watch?v=1vdPtaZ10i0 "( Nature's Arrows Part 1) Arrow Straightening"

If anyone wants to try it and give me opinions I'd love to hear what you think.

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Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 01:52:12 PM »
Oh? I thought it had been implemented since the urw.ini has the section:
Code: [Select]
// Weapon damage & degrade system hasn't been fully tested, and some may find it too harsh as
// there is not (yet) possibility to repair weapons. For these reasons you can turn weapon damage off
// here by setting this value to NO
//
// For value changes to take effect you need to restart the game or view help screen (?).
//
[WEAPON_DAMAGE:YES]

But now that you say I don't think I've had anything except arrows break.

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Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 01:25:33 PM »
Yeah, I totally get the need to have progression. But I guess there would be alternate ways to implement progression, like making a decent javelin / bow with makeshift tools would take a very long time. A javelin made from a fresh slender trunk will warp and bend as it dries out making it worse over time compared to one made from a staff that was dried for 6 months first. A quickly made bowstring can snap when in use, so for best reliability you want good quality which takes longer and needs specialised tools to twine. Dunno, just thinking here.

Maybe I should make an alternate mod to BAC that allows you to make good quality primitive weaponry by spending longer on it.

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Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 11:21:18 AM »
I've found that you should run as little as possible. WALK when you follow your prey. When they start to get slightly out of breath I have my character run when I see it until the animal starts running, and then return to walking, with the aim to keep the animal run as much as possible, ending up in them totally exhausted, with the character recovering between short sprints while walking.
Yeah, I was able to get this to work in open mire but in forest it was too tricky. And a character with less than 6km/h walking speed I found that the animals were able to rest too much while I was walking to them. I used to play so that I'd take the first stat roll I got for any character but now I feel like I have to reroll to get a couple of good stats at least.

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Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 03, 2021, 11:16:13 AM »
Yep. And I guess the weapon quality also affects the hit chances in UrW. When you have just a stone axe it doesn't seem possible to make anything except crude javelins? I started an Islander with 80% carpentry, max touch and dexterity and I could only make a crude staff -> crude javelin. How much of a penalty does a crude javelin give to throwing? I feel like with enough patience it should be possible to straighten a crude staff. Maybe I can mod it in, requires two stones, water and fire and in 3 hours you can turn a bad staff into a decent staff.

For arrows maybe this kind of a thing: https://www.youtube.com/watch?v=1vdPtaZ10i0

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Gameplay questions / Re: Has persistence hunting been made more difficult?
« on: February 02, 2021, 09:54:16 PM »
Yep, I hear you on the out of breath elks thing. But then a normal character also goes to 100% fatigue from just jogging at 12km/h for 200 metres so it's a bit wonky both ways.

I think my main difficulty came from missing so much of my ranged attacks. That said, my only personal experience of primitive bow hunting is one afternoon with a tribe in Africa. They were able to get close enough to small birds to hit them quite consistently with a simple bow and untipped arrows and even I was hitting a badger sized target consistently from 15 metres. But then maybe the URW square is 2m * 2m so then 10 squares would be 20 metres at which point I can totally get how even a pretty decent archer misses a lot?

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Gameplay questions / Has persistence hunting been made more difficult?
« on: February 02, 2021, 03:01:12 PM »
Hey guys and gals!

I haven't played UrW in ages and installed it again recently. And gotta say I'm finding persistence hunting hard as nails now. I had a character with pretty much max starting javelin skill and I missed 10 javelins at elk / reindeer at 5-10 squares. The animals feel like they're looping around a lot more than before, so tracking seems trickier and even with 70+ sneaking I get spotted at max vision range. Oh, and I can't remember move speeds varying so much! I had a girl character whose running speed was 6km/h which is, uh, not great! :D

Tldr; Didn't play the game for a while and now I suck.

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Suggestions / Re: Burials of deceased people.
« on: February 02, 2021, 11:29:13 AM »
I think these could be modded in? Something like:
Code: [Select]
.Hill. "Burial Mound" [effort:3] [phys:stance,one-armed] *BUILDING* /1h/ |+2|
{*Dead*} [remove] '+corpse to be buried'
{Stone} (10) [remove] [ground] '+for mound'

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Suggestions / Re: Auto-tresher
« on: April 30, 2017, 03:54:22 AM »
No, for me the title is "Primitive Technology: Water powered hammer (Monjolo)". Maybe you've left your (nuclear powered) auto-translator on, or maybe Google is experimenting with offering alternate titles based on html lang request. Not sure really what's the cause there.

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Suggestions / Auto-tresher
« on: April 29, 2017, 04:57:10 AM »
https://www.youtube.com/watch?v=i9TdoO2OVaA&t=0s
If Primitive Technology can make an auto-hammer with just a stone axe, I demand Sami implements a water powered auto-tresher! :D :D :D

Spoiler: show
Whaddayamean it's not historically appropriate! :D :D :D

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