Search found 144 matches
- Thu Jul 04, 2013 1:14 am
- Forum: Modding
- Topic: Squad Limit disabler?
- Replies: 10
- Views: 4398
Re: Squad Limit disabler?
Yep, you have to create a new starting scenario to get more than the limit. The combat system gets broken somewhere between 30 and 100 squadies though - in that most of your squad stands around looking stupid, while the enemy literally hits around 20 people with each swing. Hopefully Marilous is rig...
- Wed Jul 03, 2013 2:55 am
- Forum: General
- Topic: Why does this game take so long to install ?
- Replies: 9
- Views: 2349
Re: Why does this game take so long to install ?
Perhaps you're asking why it takes so long to download? I reinstalled mine via steam, and it downloaded at full speed with little, if any, installation time.
- Wed May 01, 2013 2:03 pm
- Forum: Gameplay
- Topic: Building walls
- Replies: 16
- Views: 6622
Re: Building walls
What about cyborgs with fiery arms? Then all the arrows would just burn upBancheis wrote:Please god, please don't let this turn into another "power armor" "robots" and "firearms" thread. We have enough of them.
- Wed May 01, 2013 1:58 pm
- Forum: Feature Requests
- Topic: Building/Organization Improvements
- Replies: 13
- Views: 4774
Re: Snap turning/fitting for buildings and objects
It might help with building walls when they are re-implemented too. It was such a pain getting them to line up correctly.
- Sat Apr 20, 2013 9:16 pm
- Forum: Bug reports
- Topic: Building Materials
- Replies: 6
- Views: 1475
Re: Building Materials
Kain_lee is right - they should go to the storage if the refinery is full (AFAIK).
I actually find it annoying though. my builder who can carry 20+ blocks ignores my 160 blocks in storage and picks the 1 block available from the refinery instead. Better AI desired.
I actually find it annoying though. my builder who can carry 20+ blocks ignores my 160 blocks in storage and picks the 1 block available from the refinery instead. Better AI desired.
- Sat Apr 20, 2013 8:57 pm
- Forum: General
- Topic: Is it possible to take over a town?
- Replies: 6
- Views: 6658
Re: Is it possible to take over a town?
I thought town NPCs stayed dead. Was that changed, or did I get it wrong? It's not that the downed ones get bandaged up by their allies is it? I agree that taking their weapons is a good way to pacify a town if you don't kill them outright. Anyway, I'd really like to see this implemented more fully ...
- Sat Apr 20, 2013 10:46 am
- Forum: Feature Requests
- Topic: Smarter AI for Add-Materials-to-Building task. (Suggestion)
- Replies: 3
- Views: 1603
Smarter AI for Add-Materials-to-Building task. (Suggestion)
When multiple workers are building something, and more resources are needed, the ones with materials start adding, while those without run off to get more materials. [GOOD] The problem is that only the first one to finish 'adding materials' actually does so, and all the rest suspend their activity, ...
- Wed Apr 17, 2013 3:22 pm
- Forum: Bug reports
- Topic: [FIXED]See-through Walls not working, and pathfinding issues
- Replies: 2
- Views: 745
Re: [FIXED]See-through Walls not working, and pathfinding is
Thank Bancheis. I actually tried that, but the client crashed while rebuilding it, so I gave up on it for the night.
Anyway worked this second time, so fixed now.
Anyway worked this second time, so fixed now.
- Tue Apr 16, 2013 9:20 am
- Forum: Bug reports
- Topic: [FIXED]See-through Walls not working, and pathfinding issues
- Replies: 2
- Views: 745
[FIXED]See-through Walls not working, and pathfinding issues
Issue: WALLS NOT DISAPPEARING PROPERLY Normally when you go into a house, you can see through the walls/ceiling while you are inside. I seem to have broken this functionality in my current game. I can see the inside area (i.e. it's not completely black), but the walls only disappear for a second bef...
- Tue Apr 16, 2013 9:19 am
- Forum: Bug reports
- Topic: Research Bench II made my small house unenterable
- Replies: 0
- Views: 425
Research Bench II made my small house unenterable
I placed a research bench 2 in a small house, and while it didn't appear to be blocking the doorway, the AI would make him run up to the door, then run around the back of the house trying to get in that way... I cannot 'get at' the bench to complete the construction, nor can i dismantle it (or the h...
- Wed Apr 10, 2013 8:07 am
- Forum: Feature Requests
- Topic: Research should be more Complicated...
- Replies: 12
- Views: 3701
Re: Research should be more Complicated...
First of all: The Story of Kenshi seems to be some kind of Post-Apocalyptic stuff. So getting "new" technologies is more or less just "finding out how the old ones did it" This is just semantics, but... some stuff would need to be re-invented completely. You probably wouldn't be...
- Wed Apr 10, 2013 7:44 am
- Forum: Feature Requests
- Topic: Auto-Pause
- Replies: 7
- Views: 2121
Re: Auto-Pause
(Following Smiley's example) I'd like to say the option to auto-pause on certain events is a good idea, as it will let people play the way they want to.
- Wed Apr 10, 2013 7:21 am
- Forum: General
- Topic: ETA For Updates
- Replies: 5
- Views: 1680
Re: ETA For Updates
1. Weapon crafting and new research tiers (1 week) Walls 2. New character + armour artwork, better character customisation.. Will replace everything, probably leaving all your characters naked after the update. 3. Armour + clothing crafting. 4. AI harassment, threats, raids and assaults on your bas...
- Sat Mar 30, 2013 4:12 pm
- Forum: Feature Requests
- Topic: Squad Revamping Ideas
- Replies: 4
- Views: 1147
Re: Squad Revamping Ideas
I think most of these have been mentioned before, but they are all good ideas.
- Sat Mar 30, 2013 4:10 pm
- Forum: Feature Requests
- Topic: Workers & Task Assignment, Stockpiles
- Replies: 2
- Views: 892
Re: Workers & Task Assignment, Stockpiles
Chris has specifically mentioned that certain actions will be handled by the AI, so you don't need to micromanage so much. From memory, this includes assigning people to be builders or carriers. However, the extent of this AI will be pretty limited when compared to dwarf fortress (as much as I'd lov...
- Sat Mar 30, 2013 3:49 pm
- Forum: Gameplay
- Topic: In lieu of update 0.40.5
- Replies: 36
- Views: 10187
Re: In lieu of update 0.40.5
That's what windmills usually do, so I'm sure that's the plan.Zhivago wrote: the windmills will adjust the direction of the blades in the direction of the wind by themselves
I wonder if there'll be sand whisking around with the wind too. That would look pretty cool.
- Sat Mar 30, 2013 3:44 pm
- Forum: Gameplay
- Topic: Where do you prefer to build?
- Replies: 22
- Views: 8873
Re: Where do you prefer to build?
I built a farming community in the middle of Brink once. Didn't have to worry about bandits which was nice
.
- Fri Mar 29, 2013 4:13 pm
- Forum: General
- Topic: for the game creater
- Replies: 4
- Views: 1663
Re: for the game creater
this game is awesome and i wish i had found it other than steam and when my finacials were better but i will try to make a donation later just for this game not for the reward cus i would love to see this game finished more than i want to buy any game i have had the game for only 6 days now and i g...
- Wed Mar 27, 2013 5:16 pm
- Forum: Feature Requests
- Topic: Mounts & transport.
- Replies: 16
- Views: 5069
Re: Mounts & transport.
With the exception of some kind of pack animal. Which may or may not have 6 legs.iSuck345 wrote:Chris has stated already: there will be no mounts or transports whatsoever.
- Tue Mar 26, 2013 3:47 pm
- Forum: Gameplay
- Topic: Armor - How does it work?
- Replies: 9
- Views: 2674
Re: Armor - How does it work?
I actually thought that cut dampening reduced how much you bled from a cutting attack, but a quick look at the construction set tells me that you are correct [although technically I was right too... I just didn't know you took blunt damage]. Makes more sense too 