Search found 22 matches
- Thu Jun 21, 2018 8:44 am
- Forum: Modding
- Topic: 3ds Max Exporter
- Replies: 2
- Views: 1513
Re: 3ds Max Exporter
Thanks for the reply. Which version of 3ds Max do you use? I was under the impression that the plugin only works up to around 2010? Edit: Oh, may as well take the opportunity to ask if you had any max scene files that could be useful that you'd be willing to share. Animation scenes, templates, that ...
- Wed Jun 20, 2018 7:28 am
- Forum: Modding
- Topic: 3ds Max Exporter
- Replies: 2
- Views: 1513
3ds Max Exporter
Maybe I'm doing something wrong, but the plugin for 3ds Max is a decade out of date. I think the developers themselves actually do use 3ds Max, but I've got no idea how they export from it to Ogre.
- Sat Jun 16, 2018 12:36 pm
- Forum: Gameplay
- Topic: What Feature do you think needs improvement?
- Replies: 122
- Views: 363108
Re: What Feature do you think needs improvement?
More variables exposed in the FCS would be amazing. In general the more avenues we have for modding the better, for me anyway. I've tried to reverse engineer the data files directly, but haven't had much luck finding anything that isn't already available in the FCS. An example of something that woul...
- Sat Jun 16, 2018 12:32 pm
- Forum: Modding
- Topic: Kenshi exe .pdb request.
- Replies: 0
- Views: 1086
Kenshi exe .pdb request.
I know the odds of this are pretty low, but I have to ask just in case. I'm not sure if I've got the skills to properly make use of it, but from what I understand the potential exists for some great things. Would one of the developers be willing to share the .pdb file for the Kenshi exe? I know it's...
- Sat Jun 16, 2018 11:18 am
- Forum: Modding
- Topic: [Devs Attention Needed] Kenshi OGRE Blender plugin animation issues.
- Replies: 0
- Views: 958
[Devs Attention Needed] Kenshi OGRE Blender plugin animation issues.
I've been working with Ocram to try and get new animations in game, and we've encountered an issue with the Blender plugin. The .skeleton files produced by the plugin are a lot smaller than the vanilla game .skeleton file. Comparing the two, it looks like the individual animations are missing large ...
- Tue Apr 12, 2016 7:19 am
- Forum: General
- Topic: Irritation with the Racial Bonuses
- Replies: 23
- Views: 19285
Re: Irritation with the Racial Bonuses
It's not just some tribes in Africa. The standard hunting method for all of pre-history was persistence hunting. The human body is specialised towards one specific task, long distance running. Our bipedal gait allows for incredibly efficient running, and also supports a larger brain, chasing animals...
- Tue Apr 12, 2016 6:42 am
- Forum: General
- Topic: Disguise nonhumans as human?
- Replies: 6
- Views: 6225
Re: Disguise nonhumans as human?
I'm referring to the fact that you can apparently get Skeletons and Shek into Holy Nation towns by just carrying them in, as they ignore anything being carried like that. For the Skeleton that makes sense, you're just dragging some scrap in, or they don't care about a non-autonomous robot, but for t...
- Tue Apr 12, 2016 6:23 am
- Forum: General
- Topic: Disguise nonhumans as human?
- Replies: 6
- Views: 6225
Disguise nonhumans as human?
I'm planning to have my town right in the middle of Holy Nation territory, and I unfortunately have some undesirables in my party. I didn't realise they'd be attacked on sight when I invented them, but I kinda like the idea of running a haven for people in the middle of Holy Nation territory. This r...
- Tue Apr 12, 2016 6:14 am
- Forum: General
- Topic: An up to date map of towns?
- Replies: 1
- Views: 1043
An up to date map of towns?
I'm trying to find a spot to found my town, in the old map I set myself up in a desert valley near a large Holy Nation town, and I'd like to do the same even with several "undesirables" in my party, but I can't find anything. I spawned in a village with one building standing, and every set...
- Fri Mar 21, 2014 7:08 pm
- Forum: Feature Requests
- Topic: Slings and javelins
- Replies: 46
- Views: 14558
Re: Slings and javelins
Ooooh. Neat. Now that I think of it, some weird and wonderful weapons could be nice. Like a glass cannon, by which I mean a cannon that fires balls of glass over long range and is loaded with sand. Has little to no armour piercing but high chance of causing blood loss. That'd be a neat type of defen...
- Fri Mar 21, 2014 1:13 pm
- Forum: Feature Requests
- Topic: Slings and javelins
- Replies: 46
- Views: 14558
Re: Slings and javelins
Fair point. I'd disagree about them never firing a gun before, both because guns themselves might actually be added, and because the gun shape that a crossbow takes up is something that humans can instinctually use. It's like driving a car, everybody no matter who they are can understand and steer a...
- Fri Mar 21, 2014 7:57 am
- Forum: Feature Requests
- Topic: Growing outposts
- Replies: 25
- Views: 9499
Re: Growing outposts
I like it.
- Fri Mar 21, 2014 7:54 am
- Forum: Feature Requests
- Topic: Random Encounters
- Replies: 6
- Views: 2108
Re: Random Encounters
I don't like this idea because it runs counter to the Kenshiverse simulation, which is the games main selling point for me. If it spawns a random encounter then it's not a living breathing world, it's a world tailor made for me, which I don't want. Part of the appeal of the game is that the factions...
- Fri Mar 21, 2014 7:43 am
- Forum: Feature Requests
- Topic: Individual factional relations
- Replies: 11
- Views: 4926
Re: Individual factional relations
The way I think it would work is to have individual relations override faction relations at a certain point. This means if you've become the legendary spectre of death for the Starving Bandits, they'd probably run away after you heal them, but if you are only a little bit negative with them, then pe...
- Fri Mar 21, 2014 6:45 am
- Forum: Feature Requests
- Topic: New Recruitment Options
- Replies: 4
- Views: 1188
Re: New Recruitment Options
I mostly made the post for the stopgap measure, but I know it can't be permanent so I added the rest to suggest a proper way to do it.
But thanks for the relevant threads, I'll be sure to use the search in future.
But thanks for the relevant threads, I'll be sure to use the search in future.
- Fri Mar 21, 2014 6:38 am
- Forum: Modding
- Topic: [MOD]Two Handed sword
- Replies: 15
- Views: 10089
Re: [MOD]Two Handed sword
That would be great, having a character called William who wields it. I'd do it myself but I've not yet got the hang of Kenshi modding. Is it possible to flag a character as recruitable?
- Thu Mar 20, 2014 6:56 am
- Forum: Feature Requests
- Topic: Additional equipment slots suggestions
- Replies: 3
- Views: 1256
Re: Additional equipment slots suggestions
+1, both for the suggestions themselves and the tone and politeness of the post. If I was a developer I'd be supremely happy to see this sort of thread. Nice job.
- Thu Mar 20, 2014 5:51 am
- Forum: Feature Requests
- Topic: "Taunt" Should Make Characters Shout Taunts
- Replies: 15
- Views: 4473
Re: "Taunt" Should Make Characters Shout Taunts
"Ah, Guests. I'll prepare the gallows."
- Thu Mar 20, 2014 5:48 am
- Forum: Feature Requests
- Topic: Slings and javelins
- Replies: 46
- Views: 14558
Re: Slings and javelins
If I was gonna do this, I'd opt for realism. Have both shortbows and longbows, crossbows, slings, and javelins. Shortbows Pro's: firing speed scales with skill, can get ridiculously fast at high skill decent raw damage cheaper arrows small enough to be a secondary weapon Cons: Expensive to make litt...
- Thu Mar 20, 2014 4:59 am
- Forum: Feature Requests
- Topic: New Recruitment Options
- Replies: 4
- Views: 1188
New Recruitment Options
While playing the game, I've come across a few situations where an npc would probably have joined my faction. Whether it's a passing holy warrior who's squad was wiped out to a man, or a starving bandit that I dragged to my town and nursed back to health, it would be interesting if new group members...