DKSprocket

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Everything posted by DKSprocket

  1. Cool. Would it be possible to make the inbreeding functionality ignore horses named "horse" (spawned in the wild) from being considered? Most of my horses are bred from wild ones (Pristine server), so granger thinks they're all related.
  2. On the first horse "The legs are of different length." trait is not detected. On the second horse "The legs are of different length." is detected correctly.
  3. A couple of minor bugs: - My animal husbandry skill isn't detected correctly - probably a decimal point problem since I use , instead of . for decimals? (my skill is 35.84) [12:29:59] ! Granger: Animal husbandry skill was adjusted from 358460 to 100 [12:29:59] Granger: found out Geisha AH skill to be: 100 [12:43:12] Animal husbandry increased by 0,00780 to 35,8539 - Small nusiance - the trait panel of the default screen doesn't resize to show all 3 columns until I reduce the size of the first column (it shows a scroll bar at the bottom of the window). Resizing/maxmizing the granger window doesn't fix it since the vertical separator seems to be undragable. Screenshot: http://i.imgur.com/1Jsr0xg.png Finally a suggestion: Would it be possible to add a column (possibly optional) where we can enter the color of the horse? It could default to "Unkown" if we haven't set it manually. Bonus point if the color selection actually colored something so it would be easy to see all the colors in a herd. I know the comment field could be used, but this would make it a lot more convenient. I am not asking for breeding suggestions for colors, just a manual field to help keep track.
  4. Thanks for the granger module, it looks really useful. I'm new to breeding, so this should help me a lot. I have a horse that isn't scanned correctly: Detected as horse with no traits at all: [12:22:30] You smile at Aged fat Piepot. [12:22:32] Horses like this one have many uses. [12:22:32] He is very strong and has a good reserve of fat. [12:22:32] The legs are of different length. [12:22:32] Mother is Old fat horse. Father is Aged fat horse. Horse that is detected correctly: [12:25:22] You smile at Adolescent fat Tearwind. [12:25:23] Horses like this one have many uses. [12:25:23] He is very strong and has a good reserve of fat. [12:25:23] It will fight fiercely. The legs are of different length. [12:25:23] Father is Old fat horse.
  5. Are we still on for tomorrow? Everyone got full sleep bonus today due to crashes. I don't mind grinding the ###### out of mine today, but for some people this might be really bad timing..
  6. Prospector (60 prospecting actually)
  7. Good point. My prize was based on 25c per plan + 25c travel fee. For 3 trips the prize would be 1s50c then. The cooldown on planning multiple houses can be as much as 2 days, but if you have all materials ready you can finish it to reset it. I believe only the first floor needs to be done for the reset.
  8. I can do that. My alt has 68 carp. How about 1s total including travel? Contact me in-game: DKSprocket
  9. Someone from my village asked for tips getting fight skill up from very low skill on a PvE server. The following is copypaste from my tips. I am sure there's better guides, but hopefully this will still be useful for new players. The tips assumes using a huge axe, but most of it should be applicable for all weapons. It also assumes you skip the target dummy all together. If you want you can use it to get a little fight skill, but it's really not necessary as long as you can find the right targets (tips are from the new servers where there's plenty of targets). [00:49:15] <Dksprocket> 1-10 are the most tricky, but pretty easy when you find the right targets [00:50:06] <Dksprocket> it's all about finding the right targets when raising the skill [00:50:22] <Dksprocket> creatures and players have a combat rating [00:50:40] <Dksprocket> you need to fight stuff close to your own combat rating to gain skill [00:50:50] <Dksprocket> too high and gain is greatly reduced [00:51:49] <Dksprocket> at first good ones are wild cats and dogs even with bad gear [00:52:05] <Dksprocket> with fairly good gear also cave bugs, wolves and goblins (this list of creatures assumes the low ql gear available on the new servers, on the old servers you can fight tougher targets if you have what is considered reasonably good gear. Mountain lions are great since they're widely available near mountains) [00:53:04] <Dksprocket> some of the modifiers raises or lowers CR, so might change that [00:53:42] <Dksprocket> "slow" makes them much easier, "fierce", makes them quite a bit harder [00:53:53] <Dksprocket> and some doesn't change it at all [00:54:27] <Dksprocket> champions are of course much harder, but so are "green". Green are semi-champs so watch out [00:55:04] <Dksprocket> get huge axe skill to 20 asap, always "focus" each round after you hit since focus timer is slightly shorter than swing timer [00:55:21] <Low fs Guy> How do you focus? [00:56:11] <Dksprocket> Set skill updates to every skill update, then keep an eye on gain after each fight. It varies a lot and it's not very logical. Go for mobs that give at least 0.10 skill gain, preferably .15-.20 [00:56:51] <Dksprocket> Can focus by clicking the eye on the fight options or by keybinding it. Keybinding it is by far the easiest [00:57:02] <Dksprocket> Once you have enough weapon skill to aim for head always do so [00:57:34] <Dksprocket> You be able to focus for several rounds of fighting, but it varies a bit, so start trying 2+ rounds into the fight [00:58:59] <Dksprocket> Age of the creatures matters a *lot*, so keep an eye on how difficult they are to fight for you. It goes Young-Adolecent->Mature->Aged->Old->venerable [00:59:19] <Dksprocket> when trying a new creature out always go for mature or younger [00:59:52] <Dksprocket> Never fight on foot unless you're very sure you're going to win. Horseback is much better due to height advantage [01:00:02] <Low fs Guy> Bisonback? [01:00:11] <Dksprocket> you can ride bisons? o.O [01:00:13] <Low fs Guy> cowback? [01:00:22] <Low fs Guy> Whatever the pre-horse mount is [01:00:26] <Dksprocket> cows are ridiculoutsly slow [01:00:36] <Low fs Guy> Body control isn't quite high enough to ride horses [01:00:43] <Dksprocket> ah kk [01:00:57] <Low fs Guy> 20.55, need 21.00 [01:00:57] <Dksprocket> you can fight with cart [01:01:18] <Dksprocket> There's a penalty for fighting from cart, but it's not *too* bad [01:01:41] <Dksprocket> You can fight on foot next to cart, but it's risky since a head wound might make you unable to command cart (main reason for fighting from horse/cart is that you can always always get away from a losing fight) [01:01:48] <Low fs Guy> That's happened once. [01:01:53] <Low fs Guy> Luckily, I was on my deed. [01:02:36] <Dksprocket> A good way to test new creatures is to try to tank them on deed or keep an eye on how damage they do to templars [01:03:15] <Dksprocket> Huge axe is quite random due to the slow swing speed. Also some creatures will occasionally fire off 2-3 attacks in a row which will always land. Those can be really nasty [01:03:23] <Dksprocket> so always be ready to run [01:03:53] <Dksprocket> Keep an eye on health bars and get away if it looks dicey [01:04:34] <Dksprocket> once you start moving your defenses are lowered, so not unusual for them to get 1-2 hits in while you try to escape [01:04:57] <Dksprocket> Never fight with no stamina since it makes you unable to defend yourself [01:05:20] <Dksprocket> I think that's the most important [01:05:54] <Dksprocket> out of all that finding the right targets is by far the most important to raise skill For a more technical description of fighting in Wurm check the wiki's page: http://wurmpedia.com...ex.php/Fighting as well as the guides linked there. Please feel free to add more tips! Edit: some more tips I either forgot or mentioned by others in Freedom chat: If using axes, long sword (or some other weapons blades/axe) the cut trees until 20 weapon skill. Axes can be used for chopping. Swords even give some body control when cutting. This can be repeated for multiple weapon types and will give you nice woodcutting gains in the process. Helping templars give you a *little* fight skill as well as weapon skill/stance skill. It's sucky gains, but you might as well get it before you start to go hunting. It can helpful/motivational to think of fight skill as being equivalent to levels in traditional MMOs since you only gain skill on kills. Leading a cow and jumping on it for fight is useful for height advantage before 21 body control. Even with 1.00 taming skill you can tame bisons and use them to tank creatures. Will allow you to fight tougher creatures with low skill. They will steal some of the fs gain, but being able to kill tougher creatures will offset this. If you don't have 20 weapon skill (from woodcutting) starting out in aggressive stance might not be optimal. Try using normal if you have trouble. If you can't find targets at appropriate skill levels you can try easier targets barehand for getting some stance skill. Get a lot of cotton so you can heal yourself effectively. Healing even light wounds will reduce your downtime a lot. You can ride a cart out to a hunting spot and then park the cart and continue with horse/cow. The cart can then be used for loot and extra cotton. Horses are a game changer for fighting. The most effective grind for getting body control to 21 skill is archery grind on an archery target. If you don't like a (mostly) useless grind crafting skills are pretty good body control gains too (carpentry, smithing etc.). It will take you a bit longer, but you're left with skills that are very useful. This list will give you a *very* rough idea about fight skill levels for different creatures: http://wurmpedia.com/index.php/Animals However the actual difficulty of targets deviate strongly from the numbers listed. For example hell horses and unicorns are a lot easier than the list indicates (so great targets at appropriate levels).
  10. *tap* *tap* is this thing on? I'm at 68.82 fighting now. Would be easy to get 70fs, but can't be arsed if we know dragon is not happening since I'll get it from agro trash in a few more days anyways.
  11. I understand the idea, but at least for me the result is something like this: I need to grind prospecting *now*, does WurmAssistant support this? Ok, guess not I'll just grind it without it. I know that even I submit it it won't get supported while I need it, so submitting it is not very high on my list of priorities. In ideal world we'd all submit missing stuff, but since it will rarely help when it would be useful I would suspect it doesn't get done as often as it could be. My suggestion would be to add a convenient way to add your own strings, but also to dump these to clipboard/text file. That way people who want to contribute only has to do so once in a while and it's just a press of a button. If this is done correctly it would also make your life easier since the strings are already formatted etc. People who are lazy/selfish would probably not submit their lists, but then again I doubt those people are submitting missing events now anyway. On top of my head I can only remember prospecting right now and I'm pretty sure my village mate said grass picking isn't working either. I know there was 5-10 actions in the past where I was sad to see it not working, but I didn't make any note of it since it wasn't going to help me when I was using them. I also wasn't aware you were taking submission here - I didn't even know about the thread since I had gotten the download link from someone in my village. Sorry if I'm sounding a bit ungrateful - I do love the program. I'm a big fan and it has made my life so much easier, but that's also why I get sad when I can't add directly to the program.
  12. Is there a way to add new conditions to the action queue notification? There's a lot of actions it (understandably) still doesn't cover and while you can add triggers to strings this doesn't really help much when it's something you're queuing multiple times. For example when grinding prospecting it doesn't really help to get a notification each time a prospecting displays a result, it needs only to notify after the character has stopped prospecting. I know you update the triggers manually, but it would be really useful to be able to do this ourselves for more unusual ones (grass picking for example). Am I missing something or is this actually possible? And sorry if I'm understanding your program wrong, but wouldn't this be an easy option to add to the SoundNotify list of triggers ("only use to determine action queue end")?
  13. Meph got the Harbourmaster title tonight. Also, four firsts:
  14. 53FS (shouldn't be a problem to get 70 by then) 28.4 agressive 31.5 huge axe 25 body strength 13.8 butchering