Search found 18 matches
- Sun Aug 24, 2014 12:20 am
- Forum: Gameplay
- Topic: Nito (dual swords) ?
- Replies: 4
- Views: 1991
Re: Nito (dual swords) ?
I have also an interest in Nito, to be more precise in Niten Ichiryƫ, but extended with every possible combination(i.e.: Katana/Wakazashi, Wakazashi/Wakazashi, Katana/Katana, Sabre /Wakazashi, Sabre/Katana, Sabre/ Sabre, Fragmented Axe/Fragmented Axe, Fragmented Axe/ Katana, Fragmented Axe/Wakazashi...
- Sat Aug 23, 2014 10:29 am
- Forum: Gameplay
- Topic: Moving resources
- Replies: 8
- Views: 1955
Re: Moving resources
For me it's the same. At some point it seems, that the Job AI is breaking down for collecting resources. The collector jobs don't seem to be very elaborated and the hauling is not very efficient. I.E.: If you have two stone mine IX (automated mine) and one Stone Processor VII (that with one operator...
- Tue Jan 14, 2014 11:47 pm
- Forum: Bug reports
- Topic: [Bug] "Storage: Ore" wrong storage type
- Replies: 1
- Views: 371
[Bug] "Storage: Ore" wrong storage type
Little storage linking bug here. Storage: Ore is linked to Iron Ore, which is not produce by the Ore Mine n facilities. Or maybe this is a only buy-able item, which makes no sense, because the Raw Iron(which leads to Steel bars btw) would have no storage container then. And I need to store those Raw...
- Sat Oct 26, 2013 2:02 am
- Forum: Feature Requests
- Topic: Firearms. Found one!
- Replies: 5
- Views: 1262
Re: Firearms. Found one!
Ive finally found kind of longrange gun! It should be useful, bcause its easy to balance it, and it was in Japan. http://en.wikipedia.org/wiki/Arquebus This reminds me of the (late)sengoku jidai era in japan. Hence the use of Arquebus(Teppos) in Nobunaga's later campaigns. Kenshi isn't set in Japan...
- Mon Oct 14, 2013 9:51 pm
- Forum: General
- Topic: Request: Mass Combat and other Attributes/Skills ASAP
- Replies: 15
- Views: 310418
Request: Mass Combat and other Attributes/Skills ASAP
Hi, IMO we need the other attributes implemented ASAP.( Or a prioritization of certain skills and attributes) We have several attributes/skills (besides Strength and Dexterity, Katanas etc), which aren't implemented yet. This should change with a minor update. Here's a quick list for reference: Attr...
- Mon Oct 14, 2013 9:28 pm
- Forum: Modding
- Topic: Character stat editing?
- Replies: 3
- Views: 2360
Re: Character stat editing?
You can edit a character stat at the beginning of the game, like a new game start etc, if that's what you want. (And also editing your save file, dunno how it works exactly, search for it) (All in the FCS(Forgotten Construction Set) To create a new game start-off just go to the "Game Start-offs...
- Mon Oct 14, 2013 9:21 pm
- Forum: Modding
- Topic: How do I edit Startup spawn point?
- Replies: 1
- Views: 928
Re: How do I edit Startup spawn point?
Hi there,
go to:
Game Start-offs -> The Freedom Seekers -> drop-down menu select "town" -> choose Skinner's roam
-> done
hope this can help ya.
go to:
Game Start-offs -> The Freedom Seekers -> drop-down menu select "town" -> choose Skinner's roam
-> done
hope this can help ya.
- Tue Aug 06, 2013 11:41 pm
- Forum: Gameplay
- Topic: Black Dragon Clan?
- Replies: 1
- Views: 1029
Black Dragon Clan?
Looking into the FCS under Factions and Dialogue you can clearly see, that there should be a faction, which can assault your Outpost. It's implemented already as far as I can tell, but why isn't it active? (I assume there isn't a trigger to estimate the player faction's power?) There are also other ...
- Thu Aug 01, 2013 6:04 pm
- Forum: General
- Topic: Verison .45?
- Replies: 4
- Views: 1874
Re: Verison .45?
0.45.0 "Walls" -Added walls back, with an AI overhaul. Not 100% bug free yet, but good enough for you to play with for now. -Added chain mail vests BUGFIXES -doors and gates are correctly open/closed after quickload. -Fixed some bug with town border ranges -Fixed some values vanishing fro...
- Fri Jul 19, 2013 2:51 pm
- Forum: Gameplay
- Topic: Has Automated Mining been added yet?
- Replies: 2
- Views: 1751
Re: Has Automated Mining been added yet?
Hey,
look under: Build -> Mining, there should be a stone mine ix and/or x.
these two are automated mining stations(or semi-auto for ix).
look under: Build -> Mining, there should be a stone mine ix and/or x.
these two are automated mining stations(or semi-auto for ix).
- Tue Jul 02, 2013 11:27 am
- Forum: General
- Topic: New update!
- Replies: 22
- Views: 6362
Re: New update!
It's live now. If you didn't see it
220 MB big. And very nice. Love it 
New clothes are awesome and the character creation too (the upper stomach part seems a bit weirdo).
And hairs! We have hairs
New clothes are awesome and the character creation too (the upper stomach part seems a bit weirdo).
And hairs! We have hairs
- Fri Jun 28, 2013 5:14 pm
- Forum: General
- Topic: No news in weeks ?
- Replies: 36
- Views: 10837
Re: No news in weeks ?
"Update is scheduled for Tuesday."
According to Chris' Twitter account. Yay for us. Can't wait for it.
According to Chris' Twitter account. Yay for us. Can't wait for it.
- Tue Jun 18, 2013 12:01 am
- Forum: Modding
- Topic: Upcoming mods, trading, walls, flora & fauna, better bandits
- Replies: 4
- Views: 2978
Re: Upcoming mods, trading, walls, flora & fauna, better ban
Mind to seperate the mod into a modular form?
i would like to test/play the trading mod. mind to release it for now?
would appreciate it
i would like to test/play the trading mod. mind to release it for now?
would appreciate it
- Mon May 13, 2013 10:35 am
- Forum: Gameplay
- Topic: Can squad members put unconscious squad members into a bed?
- Replies: 5
- Views: 1408
Re: Can squad members put unconscious squad members into a b
Not only to the owned beds, but also to Mr Floppy's beds. You will need pay 100 Cats for it, obviously.
(sometimes it's bugged, so they drop down or fly away
it's very hilarious to watch 'em fly
)
(sometimes it's bugged, so they drop down or fly away
- Mon May 13, 2013 10:25 am
- Forum: General
- Topic: Outpost screenshots...
- Replies: 56
- Views: 27309
Re: Outpost screenshots...
I want to share my current outpost (it started with update 0.42 and I did not play kenshi for a few weeks for now). As you may see, my game allowed my to build next to Clownsteady. And yeah, the Outpost in Clownsteady itself is mine too. :lol: I had one mod for steel bars (now obsolete) and another ...
- Mon Apr 22, 2013 11:23 am
- Forum: Modding
- Topic: Steel Bars for weapon smithing III
- Replies: 16
- Views: 11792
Re: Steel Bars for weapon smithing III
Which .mpeg? In both version there is only 1 data included, the steelcreation.mod and this one goes under /Kenshi/data (same place where the vurt.mod is).Kaneusta wrote: Sorry, complete noob here.
Where do I put the .mpeg exactly to make this mod work?
- Sat Apr 20, 2013 11:53 am
- Forum: Off-Topic
- Topic: Music for Kenshi
- Replies: 18
- Views: 5615
Re: Music for Kenshi
Code: Select all
http://www.youtube.com/watch?v=D_F_mfJlyhk&list=PL77421930E3E7CBEB- Wed Apr 17, 2013 10:59 pm
- Forum: Modding
- Topic: Steel Bars for weapon smithing III
- Replies: 16
- Views: 11792
Re: Steel Bars for weapon smithing III
You can make the steel furnace functional, if you go to the FCS (Forgotten Construction Set), don't forget to load the mod too, then under: Buildings -> Functionality -> steelrefining. There you must click on the left side under 'function', set the function to: 'BF_STONE_REFINERY' (from 'BF_CRAFTING).