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Messages - UniversalRanger

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1
Maybe to many different item slots vs weight limit?

Oooooh, there is an item limit?!

That could be it. I have a lot of different items I'm shoving up there. I put fewer things on the bull because he's going to carry your practice dummy that you weighted at 500 pounds.

Nice mod by the way. I think you should change the words. Currently it says whatever it says while crafting something. I feel like the words should say something like, "Developing muscle-memory for combat with weapon-type."

I realize this isn't the forum for this, and you've probably done all the work you plan on doing with this MOD, but another idea would be to require a player to find an adventurer, a similar NPC, or a foreign trader either in the wilderness or at one of the villages and maybe pay that person to introduce you to fighting with the weapon-type before you can train on the dummy with that weapon-type. A second option in the case that the player cannot find or cannot afford to pay such an NPC is that the player must first gain like 2 or 3 percentage points in combat with the weapon-type before they can train with the combat dummy. The idea is to learn what kinds of moves you need to train on the dummy with when developing muscle-memory.

2
UPDATE:
Yep Privateer, you were right. It's the item slot limit. I just took a 0.2lbs item off of the cow, and then put the 80lbs raft onto the cow. Thanks a lot. I was going to try and find another bull, and who knows how long that was going to take. I would have had the same problem, and I wouldn't know why.

Original:
I bought two cows and a bull. The bull carries a lot, over 500 pounds. However, the cows can't seem to carry more than 60 or so pounds.

Is it that they have to grow more? The cow just says cow. They had a small cow, but I didn't buy that one. I bought the two that say cow.

I thought cows were supposed to be able to carry like 400 pounds or something. Now I regret buying them because they're not cheap.

Is there some way to determine at least a range of how much they can carry before purchasing them?

3
I've noticed that in traditional movement, when you press towards a direction within +-90 degrees of where you're currently looking,  the character advances to the next square in that direction also. When you look in a direction that is currently anywhere within the 180 degrees behind you, the character looks first before advancing. You have to press a second time to advance in that direction.

I thought that pressing 'x' might do that. However, pressing 'x' details only an adjacent spot that is currently visible. It does not actually cause the character to face in any direction. I wonder if this might be a mistake because this is actually a redundant inferior command to F3 that details any spot within your view that you choose, including those adjacent to you.

This was only a minor annoyance before because I like to look directly at things that I'm focusing on rather than let them remain off to the side of my current looking direction. It didn't really seem to affect anything important. Usually, I can just face somewhere behind me, and then in the direction I want to be facing. Although, if I were ever fighting multiple enemies, I would probably want to be able to face a direction that allows me to view more than one without also advancing in that direction.

I use traditional movement precisely because turning to face different directions does use up time, and there are cases where I'd prefer to not waste a movement only turning. 

However, now it seems to have become important. I'm looking at the round shield right now, and when you wield it in the high position, it cuts off 90 degrees of view. However, when you press within that cut-off 90 degrees, the character does not look first before advancing. He immediately advances as he turns to face that direction. So, now I was wondering if maybe I'm missing something.

Is there a way to face a direction without also advancing when using traditional movement?

4
UPDATE2:
Maybe my character is just not advanced enough. I was running away in an open field, I was set on run. I would look back, and they seemed to be further back than when I started running. Then when I look again, they're still a distance away, chasing me of course. Then after the third or fourth time looking back, one of them was right next to me all of a sudden.

In the first attempt to see how well my stealth was on expert, then the 2nd on master, I would be hiding trying to stay away from them wrapping around trees, but sure enough, they seem to almost be able to teleport right over to you.

I was wondering if maybe their tracking is set to the highest, and perhaps that's why they know where you are at all times.

As for your alls strategy of backing away until they tire out, it may be that I'm carrying too much and haven't developed my character enough.

I tend to carry roughly 100 most of the time. I think at those times though, I was carrying around 60 to 80.

UPDATE:
Okay, I tried it again. I think it's actually impossible to get away from robbers either by running or by sneaking. When I run, they seem to fall behind, and then suddenly they're caught up. When sneaking, they always know right where you're at.

Were robbers designed to be a foe that is impossible to get away from and nearly impossible to defeat?

Original:
So, I found that I can sneak around a coniferous forest to fight the warriors. At least, so far it seems that way.

However, I tried the same thing with robbers, but no matter where I went, they seemed to be right there and know exactly where I was going even though I was in a 'hidden' state. I'm wondering how involved this game is with stealth.

My stealth at the time was expert level. Every time I wouldn't see any of them behind me or around me, I'd try to further lose myself behind the coniferous trees, but one of them would end up being right there next to me practically within a couple or few steps. This happened repeatedly. It seemed like the warriors can't really figure out where you are if you hit them and then walk around the trees to lose them. But these robbers felt like they were white on rice. They seemed to know right were I was at all times.

I realize that it's possible that maybe I simply found a large group of them, and I was simply running into different members of that same group strewn throughout the trees. I only say this because every time I restored my character to see how well this stealth thing worked with robbers, I noticed that though they were right next to me, they never engaged in dialogue. I kept being able to sneak away even when it seemed like they were right next to me without them engaging in the forced dialogue. My thinking is maybe only one of them is programmed to actually engage in dialogue, and that one simply hadn't caught up to me yet, and the others who saw me were simply keeping him informed as to where I was.

My question is, is it possible to use stealth skill to sneak around and lose NPCs like robbers, or do robbers simply know where you are? Or still, do I need to have an almost maxed stealth skill to hope to get away from robbers?

 

5
Notwithstanding all of Palu's wise admonitions, your early kill of a Njerp probably provided you with some very useful gear and items. Whether for your use or for trade, the loot from a kill can be a real kickstart for your character's efforts to survive.

However, soloing Njerp is, indeed, very risky. Hire a Companion and buy some dogs who can take the brunt of the fight, for discretion IS the better part of valor!

Thanks for the tips. My stealth skill is at expert, mainly because that's all I do every time I see an animal. My character just doesn't have the fighting skills to back up his stealth skills.

So, I'm exploring the art of the ninja. I'm not sure how involved this game is yet in making NPCs behave like actual people where it regards stealth. I traded his handaxe and bow, and several things I made for an elk fur in a somewhat far village. I then traded that fur for superior broadfaced arrows from foreign traders. These arrows are really nice. They do a significant amount of damage if they hit right.

It seems like you can't hide anywhere in Heathland, not enough to actually practice the art of the ninja . . . well not for my less skilled character. I can't throw things that far or hit the broad side of a barn from a distance where I can get back into hiding somehow in Heathland.

In a coniferous forest, you can hide everywhere. However, it seems that you can't hide from robbers. I went to a group of robbers intentionally to see if I could use my stealth skill to sneak away or kill them one-by-one. But it's like they know right where you're at at all times, regardless of whether you're hidden. I don't know if that's just my stealth skill is too low or that their ability to find you is too high, and so I can't hide from them.

6
There's a mod for that: Combat Training Dummies by Privateer

You build dummies out of njerp corpses, but I forget how many are required by the crafting recipes before you actually can start training. I think it's around 7.

I've decided to go with this one. I typically avoid the supernatural part in RPG games like these because I feel like it breaks the realism for me. I'm not complaining. It will be a new aspect of  the game to explore if I ever decide that I want too.

I decided this one because even though it's a bit of a process to get what I want, it seems like it will be a more real way to me of practicing my sword. I just have to ignore the supernatural part of it and just view it as me finding and putting dummy parts together rather than having to sneak around pine forests killing enemies that I am woefully inadequate to fight outright.

7
For example, what bait to use, what type of traps work. For example, I can't dig pit traps in the winter, at least not with my inferior wooden shovel.

So, I set a couple of big deadfall traps where I've seen else, but they don't ever seem to be triggered. So, I'm thinking maybe what I need is to set them up where I see elk again, and bait them this time.
 

8
Naturally, we all tend to grind our spear, bow, and axe skills just trying to survive. However, is there a way to grind our sword skill if we happen to kill a Njerpez Warrior who has a bastard sword?

Is there perhaps a practice dummy we can build or perhaps do we need to travel to the Iron Age culture that lives in Unreal World? Would they perhaps have practice dummies, or maybe they have NPCs with an option to spar in a practice sword fight, perhaps if they're paid for it?

9
I was wandering outside of the known areas to build a shelter as that is the next accomplishment quest. I found a man in red, and it says that he's a Njerpez Warrior. So, I went over to talk to him, but he kept running away. I decided to fight him, one, because I backed up my save, but two because F1 said that these guys hunt down my people, the Kaulamienen . . . or something.

It did not appear that any other warriors were around. When I tried to talk to him, he refused to respond and kept leaving. So, I threw a javelin at him. He wasn't trying to kill me, but the description didn't appear to sound like any of them are useful other than to kill. So, I killed him in the ensuing fight with another javelin.

I just want to know if I'm screwing myself over, or what? I'm still newb. The winter in which I started this game isn't over, and I have been killing whatever birds I can happen to hit with a javelin. Most of my kills though have been birds in my traps surrounding my cellar that I kill with a knife to the skull. I'm actually surprised I was able to kill this guy so easily. I think I hit him twice with actual attacks, once on the hand and once on the hip, and then the rest were counterstrikes as I kept trying to throw another javelin at him, but he kept interrupting me. One of the counterstrikes knocked the guy unconscious, and I sustained no injuries.

Is this just a crazy stroke of luck very atypical of facing these guys?
Should I leave immediately, or do I have time to build a shelter? Are there typically more around somewhere close-by?   

10

There is a setting for the timer speed: [SPEND_DELAY_ADD:0] in urw_ini.txt (the comment recommends changing 0 to 10 and not go above 100).

Finland . . . that's that nation that recently published a climate study that found that there is no actual evidence that humans have influenced global warming. I wonder what the left is doing to those scientists right now. Can't imagine the left is making their life easy.

If you can't tell, I'm right wing in politics, so I kind of like Finland right now. And they're the ones also that wanted to be honest and tell the space police about the space cash, so the rest of the world nuked them into vapor to keep them silent. That was on one of the South Park episodes a few seasons ago.

Thanks a lot. I'm going to look for that file and see about adjusting that.

11
trees?

Right now, the wait timer goes super fast. I can't notice any of the changes as they happen. When I need to wait to warm up, I use the period key because the actual wait goes so fast that if I notice something, I can't press ESC quickly enough.

I do like the fact that the wait timer goes super fast, but in some situations I would like to slow it down so that I can press ESC when I notice certain things reaching their maximums, like maybe sleepiness.

For example, when fishing it can take anywhere from in-game 30min. to a few hours. You can't really predict the wait timer very well. You also don't want to uncontrollably fall asleep while your fire goes out. If you do, you risk injury, and I don't even know yet if we can die by uncontrollably falling asleep in the cold when the fire has gone out.

Side note, I don't know if this game has deserts, but in desert regions, falling asleep in the middle of the day can kill you.

So, is there a way to choose how fast the timer goes?

12
I can help you find them. What are their names?

 ;D that's hilarious.

13

"Can't make good out of bad" means your skill roll was high enough to produce a better results than you got, but the material used limited the result. There's a corresponding message displayed when the tools are not up to the task.

This is an outline of the logic, not the full story...

So, then this message likely means that my tool and skill are adequate to produce a better result, but the material caps are preventing a better result?

Would these caps possibly be broken through if I were to grind my felling of trees skill? To create javelins is a three step process. First you cut down young trees. Then you turn slender trunks into staves. Then you turn staves into javelins.

14
I don't know if it's possible to find out what happened (I've never played that start), but I very much doubt it is.

You see, the thing is at the top-left before going into the game, it says that we can pursue the scenario, or we can just do whatever we want. I was wondering if that was a hint that these scenarios are not just starts, but perhaps give clues to things we can do or pursue.

15
Is it possible to find out what happened to your mother and father? Like do you just wander around the area they could be in until you find a clue, or is there a quest or something?

I would have posted a snip of what the scenario says, but I couldn't get the image to be clear enough and large enough to read with the 256KB limit, and the wikis don't seem to provide the backstory.

So, in brief, the mother goes to the woods to do rituals, and the father goes to the lake in the east, but they never return.

If it's possible to find out what happened, I would like to go and look for them, but if it's not possible, then I don't want to waste the time it would take to look over every square that either could possibly have left a clue in, or perhaps be dead in.

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