Search found 66 matches
Re: Muscle definition and...science?
It seems obvious that more definition is in fact a reflection of greater general muscle health ( barring that we're not talking about just depleting body-fat, and that we're still talking muscle development) That is simply not true, not when taking it to the extreme. Look at any world class athlete...
Re: Muscle definition and...science?
If anything, these days an understanding of science seems to provide better results from working out because the person better understands the biology at hand. So it should be the opposite if anything. "better results" dose NOT equal more definition unless that is the goal, which is not o...
- Thu Aug 11, 2016 12:30 am
- Forum: Feature Requests
- Topic: Close talkers everywhere!
- Replies: 3
- Views: 863
Re: Close talkers everywhere!
You can actually buy from across the counter, however you have to walk right up next to it and come to a complete stop before hitting the talk command... I agree, the base 'talk to' distance should be further away then halfway ontop of the person your talking to.
- Mon Aug 08, 2016 10:15 pm
- Forum: Feature Requests
- Topic: Feature Request: Player owned Inns
- Replies: 8
- Views: 1931
Re: Feature Request: Player owned Inns
I'm really hoping that NPC residents and workers becomes a thing someday. It would add a really nice "build it and they will come" approach to the game and would turn your band of warriors trying to eek out a living in a wasteland into an elite force with a supporting population (that you...
- Mon Aug 08, 2016 1:29 pm
- Forum: Feature Requests
- Topic: Feature Request: Player owned Inns
- Replies: 8
- Views: 1931
Re: Feature Request: Player owned Inns
All good idea's but you run into the problem of the player being able to do things the AI cannot, something Chris has expressed he specifically dose not want. However, perhaps faction-wide settings could be a solution, then apply those settings to the AI factions (ie the Player would have to pay the...
- Mon Aug 08, 2016 6:14 am
- Forum: Feature Requests
- Topic: Feature Request: Player owned Inns
- Replies: 8
- Views: 1931
Re: Feature Request: Player owned Inns
I was thinking about that, a bar actually, but with beds for rent. Not as in-depth as what you posted but just simply a 'bar' building option for your own settlement that would be just like any other bar in any other town (used by NPC's instead of just your party...)
- Mon Aug 08, 2016 6:07 am
- Forum: Gameplay
- Topic: Safest Region to build Base?
- Replies: 15
- Views: 4850
Re: Safest Region to build Base?
The only time I've been attacked by HN (male or female) is a non-human entering an HN town. Otherwise they just want to talk first (male or female) and if you make the right choices they leave you alone. Happens more often with woman and the dialog is a bit longer, but just act all humble and stuff ...
- Sun Aug 07, 2016 6:25 pm
- Forum: Modding
- Topic: FCS new skills
- Replies: 2
- Views: 1152
FCS new skills
I've been working on learning FCS with version 0.93.4, I cannot figure out a way to edit some of the newer skills (robotics, weapon and armor smith off the top of my head.) On another note, weapon choices seems to be broken. Vanilla sets weapons up with the same format as armor (num, chance; 0 100 o...
- Sun Aug 07, 2016 6:14 pm
- Forum: Bug reports
- Topic: [0.93.12] enemies chasing bug.
- Replies: 3
- Views: 722
Re: [0.93.12] enemies chasing bug.
Not sure, it's in 0.93.4, I have not played older versions much unless you go all the way back to 2013.
- Sun Aug 07, 2016 5:51 pm
- Forum: Modding
- Topic: Forgotten Construction Set Questions?
- Replies: 4
- Views: 2141
Re: Forgotten Construction Set Questions?
Editing a save game is fairly straight forward, just do as Hatsune_Neko said. However I've only been able to edit character stats without breaking it. Inventory items are not saved with the character but independently, the format dose not really make sense so I'm not sure how to go about adding/remo...
- Sun Aug 07, 2016 5:32 pm
- Forum: Bug reports
- Topic: [0.93.12] enemies chasing bug.
- Replies: 3
- Views: 722
Re: [0.93.12] enemies chasing bug.
Yea, they have ESP
I believe this was put in to prevent the 'never get hit while moving' problem that we had a while back.
- Sun Aug 07, 2016 5:12 pm
- Forum: Bug reports
- Topic: [0.93.12] Group combat and taunt exploit.
- Replies: 8
- Views: 1552
Re: [0.93.12] Group combat and taunt exploit.
I've played with this some, the OP is quite correct, IF you specifically try to use the 'exploit' it is definitely over-powered. One character, properly equipped and with a good block skill, can effectively lock down an entire mob, allowing your other characters to take them out one at a time. It re...
- Fri Aug 05, 2016 3:35 pm
- Forum: Bug reports
- Topic: [0.93.12] Group combat and taunt exploit.
- Replies: 8
- Views: 1552
Re: [0.93.12] Group combat and taunt exploit.
I'm not sure, for the most part my enemies turn away from guys on block if someone else is attacking them, even using taunt. Sure it allows you to win some fights you might not or take less damage then you otherwise would, but I have not seen it work to the degree to be "broken" or an &quo...
- Thu Aug 04, 2016 3:34 am
- Forum: Feature Requests
- Topic: Fishing and gathering
- Replies: 6
- Views: 1521
Re: Fishing and gathering
I agree with the concept if not the particulars. Nets are more efficient in every way then pole fishing, they should have greater yield over time, but not immediate results as pole fishing has. They require man-power similar to how the game handles wheat fields, to set the net and gather the catch b...
- Thu Aug 04, 2016 2:52 am
- Forum: Gameplay
- Topic: Clock sync issues
- Replies: 12
- Views: 2533
Re: Clock sync issues
Strange, mine says about 20:00 is sunset and sunrise around 1, most stores are open from 8-1600 though so I didn't really think about it, just figured they shortened the nighttime. version 0.93.4
- Tue Aug 02, 2016 10:07 am
- Forum: Bug reports
- Topic: Mercenary bug/exploit
- Replies: 6
- Views: 1102
Re: Mercenary bug/exploit
I actually like the recruiting people from jail thing, obviously the cost needs to be re-balanced as even a 'Hungry Bandit' costing 0 is far better then an unskilled bar patron at 700. That's not really the issue here though, the problem is how the Merc's spawn or behave landing them in the prison s...
- Mon Aug 01, 2016 9:20 pm
- Forum: Bug reports
- Topic: Mercenary bug/exploit
- Replies: 6
- Views: 1102
Mercenary bug/exploit
Sorry if this has been mentioned, I could not find it through search. Version 0.93.4 I started my first new game as the traveling trader and headed for Stack. When I got there (after looking around a bit on the way) it was night and I noticed some fighting in the store (which was closed.) I decided ...
- Thu Nov 14, 2013 1:11 pm
- Forum: Feature Requests
- Topic: Animals and Wild Life
- Replies: 22
- Views: 6086
Re: Animals and Wild Life
[quote="Crador"]"Hunters hunt, because they FEAR their prey." -gotta wright it down somewhere.[quote] That is taken out of content, and obviously dose not apply to the majority of situations. Large predators are however mostly hunted out of fear. Why do we hunt down and kill roug...
- Thu Nov 14, 2013 1:23 am
- Forum: Feature Requests
- Topic: Animals and Wild Life
- Replies: 22
- Views: 6086
Re: Animals and Wild Life
Yes EvilTea, I did come to that conclusion regarding language after the initial post, which is why I added the end paragraph. The rest of the post is in regard to a great deal of posts about mutant type or fantasy type creatures, including the post in this thread by Xen with his comparison to monste...
- Wed Nov 13, 2013 12:40 pm
- Forum: Feature Requests
- Topic: Animals and Wild Life
- Replies: 22
- Views: 6086
Re: Mountain lions
Kenshi is realistic game. It will be impossible to survive in the mountain zone if you are a lion - not enough air, food, water. Ok, what "realistic" world do you live in, cause in my world Mountain Lions did, in fact, survive quite well in mountain zones. The lack of mountain lions in th...