Search found 144 matches

by Meynolt
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...
by Meynolt
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.
by Meynolt
Wed May 01, 2013 2:03 pm
Forum: Gameplay
Topic: Building walls
Replies: 16
Views: 6622

Re: Building walls

Bancheis wrote:Please god, please don't let this turn into another "power armor" "robots" and "firearms" thread. We have enough of them.
What about cyborgs with fiery arms? Then all the arrows would just burn up :)
by Meynolt
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.
by Meynolt
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.
by Meynolt
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 ...
by Meynolt
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, ...
by Meynolt
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.
by Meynolt
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...
by Meynolt
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...
by Meynolt
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...
by Meynolt
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.
by Meynolt
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...
by Meynolt
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.
by Meynolt
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...
by Meynolt
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

Zhivago wrote: the windmills will adjust the direction of the blades in the direction of the wind by themselves
That's what windmills usually do, so I'm sure that's the plan.

I wonder if there'll be sand whisking around with the wind too. That would look pretty cool.
by Meynolt
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 :).
by Meynolt
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...
by Meynolt
Wed Mar 27, 2013 5:16 pm
Forum: Feature Requests
Topic: Mounts & transport.
Replies: 16
Views: 5069

Re: Mounts & transport.

iSuck345 wrote:Chris has stated already: there will be no mounts or transports whatsoever.
With the exception of some kind of pack animal. Which may or may not have 6 legs.
by Meynolt
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 :)