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Mod Releases / Re: Unreal World Redrawn v1.3
« on: November 13, 2024, 01:27:49 PM »
An UnReal World Spirited Redraw mod would be excellent, an all-in-one graphics overhaul.  As changes made by Sami in graphics are rare, you guys have the opportunity to pass down in the annals of videogame history by making Finland beautiful!   :)

I had a think about this and I reckon you're right, next big update I'm going to be incorporating Spirited Sprite animals into this mod. Eventually I'll do npcs aswell but Id like to do that when the blacksmith npc also is 8 directional. I'm not the best when it comes to animal/npc sprites imho (definitely takes me far longer, I seem to have less of a knack for it) but I'll give it a shot to make it fit in with Spirited Sprites.

As an fyi for anyone, I'm currently in the late stages of a spruce and water overhaul which I'll be releasing next week alongside Spirited Sprite animals.

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General Discussion / Re: Getting food long term
« on: November 08, 2024, 02:28:42 AM »
If Seedtime rolls in, and you catch large game during first year: head over to village and smoke meat there. Hang around and visit every other day.

Interesting, so are there actual game mechanics for the months/seasons that affect animal spawns?

Also something I've found interesting is in the wiki it says that the forest reindeer prefer to chew on lichen in the winter. Are there ingame mechanics for that aswell?

If so I might try setting up some trap fences in lichenous pine forests.

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Mod Releases / Re: Unreal World Redrawn
« on: November 07, 2024, 06:51:02 AM »
Nice work, gentlemen!  Are we likely to see a collaboration that brings both mods together?   :)

I definitely would be down to collaborate, I'd even be happy to merge the two together into one project. I'm definitely going to keep this pack fairly compatible with Spirited Sprites.

All people need to do is basically pick and choose which sprites they want in their game. I don't foresee using the differing winter textures outside of the ones the game already handles (trees without leaves, snow etc.) but its easy enough to just delete the winter versions if people choose to.

At the moment in my own game I'm using Spirited Sprites animals and I think they go well with my mod.

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Mod Releases / Re: Unreal World Redrawn
« on: November 06, 2024, 02:21:08 PM »
This is awesome! Seems you are focusing on the aspects where I felt Spirited Sprites fell flat. It was always a NPC and animal focused pack, the rest was more or less just the stuff I had made for myself, with no real direction.
Looking forward to seeing where this leads!
I think I was missing some features from the game, to really enjoy making the nature sprites.
Such as the ability to add variation to ground tiles and plants especially.

Hey thank you so much! Spirited Sprites was a big inspiration for this mod, and the fact there aren't too many other graphical packs for the game.

Yeah, variation for ground tiles can be quite tricky especially if you don't use a software to see how they line up in a repeating pattern. At the moment my focus is going to be to go over the Alder and Rowan trees. Vanilla has only 1 variation for them, however theres room for another variation which should spice things up. The vanilla Alder is pretty darn good so I won't change too much with it, still gotta refine the Rowan as I'm not too happy with it.

The big challenge coming up is going to be how to make the herbs etc. look detailed while keeping them relatively small.

Thanks for leaving the reply it means alot to have more discussions take place about mods.

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Mod Releases / Unreal World Redrawn v1.5 (plus Spirited Sprites animals)
« on: November 05, 2024, 05:56:53 AM »
Unreal World Redrawn

Description

Hey guys  ;D, over the past week I've had a bit of a creative streak and decided to get back into drawing sprites for UW. I'm pretty happy with how these have come out, it's taken alot of trial and error to find colours that I felt were realistic while keeping true to the vibrant art style of the vanilla game. Since the release of Spirited Sprites by Krutzelpuntz I decided to take a step back and enjoy his amazing contribution to the modding scene. Truth be told it was that graphics pack which has heavily inspired this one, and I have included some of Krutzelpuntz's sprites in this mod (most importantly the beautiful pines + animals).

Included are some images of Redrawn so you can really zoom in to see those crisp pixels 8).

I've got plenty of images on the Unreal World discord for people who want to see my progress and future updates to the mod.

So far my goal with this mod is to eventually redraw all of the plants and building sprites, basically anything that isn't an npc, animal or item. I honestly think Spirited Sprites has reached the pinnacle of how detailed you could redraw animal sprites in this game, so I focused my attention to more lacking areas of the modding scene such as the landscape.

Currently the only thing left to work on is redrawing the elevation, herbs/mushrooms/crops, and perhaps the log buildings.

Everyone has my permission to change or use this mod in any way they see fit as long as those changes and uses are for the purpose of modding Unreal World.

NEW IMAGES FOR 1.5!

https://imgur.com/a/MgK07UN

Update 1.1
-changed fireplace, prepared soil, and a couple other terrain textures.
-updated GUI (snow, rain, clouds, sound cue)
-updated shutters
-updated ants nest

Update 1.2
-removed all Alpha Channels

Update 1.3
-updated thin snow
-updated moon
-updated birch, rowan, alder, and bush sprites
-minor changes to many other sprites

Update 1.5
-incorporation of Spirited Sprites animals
-new graphics for spruce-related items and spruce trees
-minor changes to arrows and snow

Install by unzipping the zip file and replacing truetile folder in game directory

Download Link (1.5)
https://drive.google.com/file/d/1I8GPLAHdRYc5LOYxp7e8W6PmM78ndrU2/view?usp=sharing




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Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 14, 2023, 05:54:39 AM »
Wow I'm really impressed with these sprites. Unfortunately for me I wasn't able to continue work on my own set but these are definitely gonna be cool to take a look at ingame.

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Mod Releases / Remastered Animal Sprites
« on: December 11, 2021, 10:38:49 PM »
Hey, this is a compilation of several animal sprites I've been working on, in a style similar to Galgana's creature sprites while still keeping to a similar colour scheme to the vanilla game. These sprites currently fill the gaps in Galgana's sprites so I recommend using this alongside their mod.

I'll continue to work on this mod, I hope to cover all of the animals throughout 2022. I may even resprite other areas of the game such as the vegetation/groundcover once this mod is fully released (I've already started fiddling with the rain and snow sprites).

At the moment I have the badger, bear, beaver, glutton, and polecat sprites completed (finished in 3-4 days). If people leave feedback on the sprites I'll most likely alter anything that needs changing.

Simply download and open the zip file, and drag the truetile folder into the UW directory.

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Hey guys, I've been working on a couple of animal sprites recently.

I've been a fan of Galgana's creature sprites (incredible, especially when compared to the vanilla sprites) for a long while and I thought I might as well try my hand at making sprites reminiscent of their work. These are still obviously my own creations (thanks MSPaint), but I wanted to create something that could be used in tandem with their mod, to fill the gaps more or less. Who knows, I may even create my own overhaul that covers all of the animals. If any of you have any suggestions on where I can improve or where I've f**ked up feel free to let me know. I've also dabbled with the rain and snow, it's always bugged me that you lose so much visibility in these weather conditions, but that's for another topic.

Here are the sprites, a humble badger, and beaver (already done the full sprites, these are just teasers).

EDIT: I modified the badger/beaver sprites and created two more, the glutton (wolverine) and polecat


9
Marriage would be a welcome addition to the game, but only if it's done without modern politics seeping through. I play the game to be immersed in Iron-age finnish culture and survival, not to be reminded about politics. Why on earth is it controversial to say that it is the norm for men and women to form relationships and become married in the first place? And why would it be considered controversial if it is traditionally implemented in a video game? Makes little sense to me.

As for children if they are ever added, I think the logical process would be to first implement animal husbandry (ie. aging from youth to adult). Obviously, I don't want to have the same speech options with my family as I do with local tribespeople, and preferably I think it would be a good idea for them to initiate conversations from time to time, or even ask for chores/tasks to be performed. I have no idea what we would talk about, but in such a survival game I'm sure there are many philosophical and spiritual ideas that may be talked about (solitude, respect for nature and so on).

I don't think many games actually nail down marriage well however, most of the time your spouse is just like another npc, or you are given a series of "quests" which develop your relationship, only to hit a brick wall at the end with your spouse reassuming their npc role.

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General Discussion / Re: help with hunting and trapping
« on: December 03, 2021, 11:15:53 PM »

I'm trying to build my character specifically for this: very easy custom with high endurance, speed, spear, tracking, trapping.


Those are good stats, but you need to consider who easy it is to increase some of the skills. Anecdotally, I've found spear and bow to take forever to level, but trapping and whatnot to take less time, simply because you can actively make equipment. If you plan on active hunting without dogs you're going to be continuously tilted, most animals are simply too fast for humans.

The only way I could see active hunting without dogs to be viable is if you have high stealth and high bow/spear skill, so you can sneak a couple of extra tiles towards zoomed-in deer to shoot. Even then it's hit or miss literally, if you're lucky your shots will inflict heavy bleeding, death, or even crippling the animal, otherwise consider your hunting trip wasted as the deer run off into the forest. With a dog/dogs, as soon as you see your targeted animal, command your dogs to attack, that way as soon as you fire your shot and the turn passes your dogs are gonna be chasing. This doesn't mean you can pack heavy, low weight and consistent running is always best when hunting, because your dogs may run too far away and return back to you, letting the animal escape.

11
I feel your pain, there are a number of quests that involve a search, forest cover is perhaps the worst of these because the only thing that you can find is tracks.  Here are the tips I can think of to help.
  • Search from the center of the circle on the map, the location always seems to be the very center of the search circle.
  • You can use your tracking skill in the zoomed out map, maybe try using it a few times on each square.
  • Sometimes the tracks are mislabeled, you might find bull tracks if you're looking for a cow (how would they know?!).

Bear in mind there's no great penalty for failing a quest, you can sometimes go back to the NPC and tell them you give up.  That might help you get another quest in a more timely manner, but I think I've had two quests active at a single time before.

I have somewhat of a love/hate relationship with the search quests but it always feels rewarding when I find what I've spent time looking for.

I did manage to find the stag, but it took alot of extra time. I didn't zoom out and search tracks, I basically just walked zoomed in. I probably fully explored 40 tiles before finding the tracks... in an already explored area. So either I'm blind or the tracks are refreshed after some time more or less. For the amount of time I invested into this, the reward didn't feel worth it at all, most other search quests at least give you a terrain feature to look out for which can cut down on time but its a shame there isn't one for this quest.

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General Discussion / Re: Hunting gripe
« on: December 02, 2021, 02:15:18 AM »
My main source of furs/food ingame has always been active hunting. Call it roleplay but most of the time I play as Owl-tribe, so increased hunting-related skills are a godsend.

I think your first problem is that you're actively hunting without dogs, or that you are hunting in dense forest (biggest nono with active hunting imho). Dogs are the best tool at your disposal if you want to consistently actively hunt.

I recommend taking 2 dogs minimum and 4 max on a hunting trip. All you need to do is find your prey, shoot an arrow or throw a spear (if you are close), then group command your dogs to attack and unleash them.

Keep pace with the general direction of your dogs by running and once your dogs are out of sight start walking in the way they went or the direction of their barks. After a short time your dogs will begin rapidly barking, an indicator that your prey has become exhausted, allowing you to walk up to it and put it down.

13
Recently I was feeling confident ingame after a few successful hunts and quests so I accepted the "Animal in Forest Cover" quest. You probably already know where this is going.

I spent 2-3hrs irl searching in a spruce mire, aimlessly wandering trying to find the tracks of the demon stag. Long story short I've just quit the game and registered this account, specifically to ask why this godforsaken quest is in the game, if not to burn the image of thousands of spruce trees into my retina.

P.S please for the love of people's sanity significantly decrease the search circle if you read this Sami.

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