Search found 24 matches

by cniht
Sat Sep 17, 2016 11:25 am
Forum: Gameplay
Topic: tweaks to food.
Replies: 8
Views: 1251

Re: tweaks to food.

(...) And the wheat-straw to flour should be a 1:1 and instead is a 10:1. But the worst part of it is I go into the construction kit and I try to say fix wheat-straw by adjusting the grain silo functionality (...) 1:1 would work in a single character survival game, where you have handfull of ingred...
by cniht
Sat Sep 17, 2016 6:49 am
Forum: Gameplay
Topic: tweaks to food.
Replies: 8
Views: 1251

Re: tweaks to food.

Could be both: slower growth, lesser cost. I agree that some balance was\is needed, since i've been overstocking myself with raw food for a while now, and had less then no problem with feeding 20+ chars, but the numbers just doesn't add up in this upd :| The entire experimental build is currently p...
by cniht
Fri Apr 08, 2016 6:41 am
Forum: Bug reports
Topic: 0.90.10 (EDIT) Walls, gates, and ramps very hard to build.
Replies: 6
Views: 1445

Re: 0.90.10 (EDIT) Walls, gates, and ramps very hard to buil

With the tech 2 gates, my engineers will constantly jitter around at the center of the gate as if they can't path to where they need to be to start building. Tech 2 ramps are completely ignored. We desperately need some way to ground level. Being able to put everything on flat earth would probably ...
by cniht
Wed Apr 06, 2016 3:36 am
Forum: Bug reports
Topic: Map issues near Waystation
Replies: 3
Views: 527

Re: Map issues near Waystation

i think a lot of that area is unfinished and intentionally blocked off rather than unintentionally, since rather than a failure to path it has the "no travel" cross marker thing on mouseover. When i zoomed my camera over to the ninja tower using a characterless save i couldn't find any ni...
by cniht
Tue Apr 05, 2016 5:01 am
Forum: Bug reports
Topic: Map issues near Waystation
Replies: 3
Views: 527

Map issues near Waystation

Few map issues near Waystation/Dust King Tower. Valley between the two has an invisible wall that mobs build up on. You should be able to walk through it but pathing issues are getting in the way. Also there are a few side trails from the river to the upper level which should be clear that also are ...
by cniht
Sat Mar 01, 2014 10:54 pm
Forum: Feature Requests
Topic: Give gifts to enemies (feature idea)
Replies: 3
Views: 765

Re: Give gifts to enemies (feature idea)

How about just giving gifts to anyone, regardless if it improve relations. (Granted relation improvement would be good too) I know a lot of patrolling police units that run out of bandages. I should be able to stock them up or give them a much better sword without having to cut them down first and l...
by cniht
Sat Mar 01, 2014 10:49 pm
Forum: Feature Requests
Topic: Deflecting arrows skill - for future ranged weapons
Replies: 30
Views: 15576

Re: Deflecting arrows skill - for future ranged weapons

With regard to the harpoon, arrow, and bolt deflection. That's why shields were very useful in combat. Also the Japanese did employ the use of shields or barrier walls that individual troops could move as they advanced for such a purpose as projectile defense. I wouldn't mind seeing spears and shiel...
by cniht
Sat Mar 01, 2014 10:38 pm
Forum: Feature Requests
Topic: Swaping around Squad mates Icon on the GUI
Replies: 7
Views: 1709

Re: Swaping around Squad mates Icon on the GUI

I agree this would be nice. I'd like to add Squad formations, spacings, and multiple tabs to separate towns and squad mates in other towns added to the GUI. It is my guess that all of this is probably on the table or has been at least mildly thought about. The developers are just putting their time ...
by cniht
Tue Aug 20, 2013 11:54 pm
Forum: Gameplay
Topic: How does one properly enclose a wall?
Replies: 8
Views: 2293

Re: How does one properly enclose a wall?

My biggest issue has been the fact my guys can't do any work with the gate closed as well. However, I did figure out the pathing issue in my own situation. I noticed when the game seems to have a pathing fart manual walk one guy over to the exact point people go in or out of the gate in the middle o...
by cniht
Sun Aug 11, 2013 6:45 pm
Forum: Gameplay
Topic: Befriending the Sand ninja
Replies: 12
Views: 4581

Re: Befriending the Sand ninja

I think that the diplomacy aspects will be in the far future. From what i understand, a lot of the factions have been left out because when they get activated, they tend to slow the game down, but there is a way to manually activate them. Manually active them? Do tell? Are you saying the mob templa...
by cniht
Sun Aug 11, 2013 6:43 pm
Forum: Gameplay
Topic: Police won't Protect me
Replies: 11
Views: 9824

Re: Police won't Protect me

philthymcnasty wrote:God help them when building destruction is implemented, I will burn their cities down, sow salt on the ruins, and curse them to boot.
You left out poison the wells. :D
by cniht
Fri Aug 09, 2013 11:05 pm
Forum: Gameplay
Topic: What do you want next?
Replies: 471
Views: 604301

Re: What do you want next?

Ditto on the Skills. I mentioned this in another topic as well. Much of this is easy to accomplish. Get them in so we can spend time further developing the characters and see how mechanics are really going to work beyond a bare bones system. It's easy and at the very least will give the warm fuzzy o...
by cniht
Mon Aug 05, 2013 6:49 am
Forum: Feature Requests
Topic: Transit: Natural resources, eat/sleep (camp); a wilderness.
Replies: 7
Views: 2138

Re: Transit: Natural resources, eat/sleep (camp); a wilderne

I want to say I read somewhere in a different post that there already is a behind the scenes no consequences thing to drinking in the game. That same mechanic can be utilized for eating and sleeping. It wasn't going to be turned on or even attempted until more Biomes were put in the game. However, t...
by cniht
Sat May 11, 2013 5:44 am
Forum: Feature Requests
Topic: Dyes and Painting
Replies: 14
Views: 5552

Re: Dyes and Painting

Dyes could be interesting, especially if at higher research levels other liquid plant compounds were able to be created. Antibacterial compounds to create advanced medkits, and perhaps some sort of poisons you could coat weapons with could be interesting. That way rather than having a limited use D...
by cniht
Wed May 08, 2013 6:37 am
Forum: Feature Requests
Topic: No hunger or thirst!
Replies: 76
Views: 22141

Re: No hunger or thirst!

I could read pages and pages of lengthy posts. Carefully analyzing arguments both for and against this idea. However, I'm going to save myself the time, and stick to a very simple argument. This would be "Micromanagement Hell". Some aspects of realism need to get ditched. Best suggestion i...
by cniht
Wed May 08, 2013 6:30 am
Forum: Feature Requests
Topic: Ladders or other scale-able objects.
Replies: 4
Views: 924

Re: Ladders or other scale-able objects.

Another thing to think about is simply two story buildings for more interior space. Then on things like outposts or the Large house we could actually use that second floor, maybe even the roof (which normal buildings all have hatches on) to place some objects.
by cniht
Wed May 08, 2013 2:33 am
Forum: Feature Requests
Topic: Dyes and Painting
Replies: 14
Views: 5552

Re: Dyes and Painting

My suggestion is Flower or Berry farms to make dyes for clothing, and possibly a paint for stuff such as metal plating on your clothing or your armor. With the painting you should be able to paint a symbol of your own design onto it, and make a worker copy a certain symbol you have painted on papyr...
by cniht
Tue May 07, 2013 1:31 pm
Forum: Gameplay
Topic: Building walls
Replies: 16
Views: 6643

Re: Building walls

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 :) We need Orcs....or...what you call them now Mutants? Yeah.....Mutant ...
by cniht
Tue May 07, 2013 1:24 pm
Forum: Gameplay
Topic: What do you want next?
Replies: 471
Views: 604301

Re: What do you want next?

First off, I would like to address everyone out there looking for online gameplay. GO PLAY SOMETHING ELSE. :evil: This game is NOT about that. so you need to stop whining, and actually try to help improve the game. I would like the trading, alternative source of income idea. But I think the aspect ...
by cniht
Wed May 01, 2013 1:45 pm
Forum: Feature Requests
Topic: Stick man 'access point' icon on all large structures
Replies: 0
Views: 461

Stick man 'access point' icon on all large structures

This is an easy suggestion that may help with some confusion when building structures. The refineries for stone, metal, and training dummies have stick men on them denoting the access point that the character needs. My guess is that this was put there so people wouldn't build the item facing a wall....