Search found 526 matches
- Sat Dec 23, 2017 6:16 am
- Forum: Feature Requests
- Topic: Player owned animals "Eat alive" option, (solution to the much wished "execute"?)
- Replies: 1
- Views: 679
Player owned animals "Eat alive" option, (solution to the much wished "execute"?)
The demand and argument about executing downed foes is pretty heavy and I don't see this demand for it ending anytime soon. While I don't think executing people who are downed can be added for gameplay experience reasons (mostly due to fact you could just wipe out an entire city by knocking people o...
- Wed Aug 30, 2017 9:20 am
- Forum: General
- Topic: Kenshi Communities (Discord, IRC, etc)
- Replies: 2
- Views: 44362
Re: Kenshi Communities (Discord, IRC, etc)
I've gone ahead and linked your threads for your channels. If you wish for something different, then please let me know. 
- Wed Aug 30, 2017 3:48 am
- Forum: General
- Topic: Kenshi Communities (Discord, IRC, etc)
- Replies: 2
- Views: 44362
Kenshi Communities (Discord, IRC, etc)
This topic is to provide a secure and fair means for Kenshi communities to be shared and promoted with other members. If you have a community for Kenshi that you wish to advertise, or are simply looking for a Kenshi community to join outside of the LoFi boards, this should make it a little easier. ...
- Sat Jul 01, 2017 5:26 am
- Forum: Gameplay
- Topic: Thievery Overhaul [Suggestion]
- Replies: 6
- Views: 11214
Re: Thievery Overhaul [Suggestion]
I could agree with this, were it not for the other areas of gameplay it would be detrimental to. As things stand, basically everything in Kenshi that would end your savegame is avoidable, or atleast escapable if you get caught into it, but there are two major scenarios that requireing lockpicking ki...
Re: This game
Just wanted to give my mention on number 2. I'm the kind of person who cannot watch a movie more than once. I play a game once, and tend to move on even before i finish it (It's an old joke) because I lose the momentum of experiencing new things. I'm always needing something new, and repetition/repe...
- Fri Jun 30, 2017 1:15 pm
- Forum: Feature Requests
- Topic: Attack modes
- Replies: 2
- Views: 727
Re: Attack modes
An "attack only" option seems like a good idea in large crowds where you're having a hard time getting an attack off before being stuck blocking, or stumbling, but this would actually do terrible things to balance, and there is already ingame measures to be taken to prevent you from having...
- Mon May 15, 2017 1:20 am
- Forum: Feature Requests
- Topic: New Player Random List of Suggestions
- Replies: 4
- Views: 979
Re: New Player Random List of Suggestions
Prioritizing output - Say I have a hemp farm that's supplying a biofuel refinery, medkit crafting, and a loom; it would be nice to be able to tell the farmers which priority to load them in (generators running out of fuel is a much bigger problem than turban production having some stops & start...
- Sat May 13, 2017 10:53 am
- Forum: Feature Requests
- Topic: Reverse the default Import checkboxes?
- Replies: 3
- Views: 728
Reverse the default Import checkboxes?
This may be a personal preference thing, and i'm just none the wiser, but it seems to me that 98% or so of the times i've imported, I have unchecked the reset squad positions box, and checked the import buildings and research. The other 2% were me throwing my arms in the air waiting pointlessly as t...
- Wed May 10, 2017 11:14 pm
- Forum: Feature Requests
- Topic: Rename squad members in Squad Management window (animals mainly)
- Replies: 1
- Views: 539
Rename squad members in Squad Management window (animals mainly)
This is mostly for the case of animals, but I could see it also applying to normal units. This is relation to This thread on steam where someone asks to be able to rename animals at plastic surgeons. Since animals have no interaction abilities, being able to rename squad members in the squad managem...
- Wed May 10, 2017 12:47 am
- Forum: Bug reports
- Topic: 0.95.34 Gate pathfinding bug. Again.
- Replies: 6
- Views: 1524
Re: 0.95.34 Gate pathfinding bug. Again.
Slight variant from the topic savegame, it seems quite frequently a character that i'm controlling somehow gets locked to the gate right after it gets closed. So long as it's closed, they can't move, regardless of how far away from the gate they are. Everyone else can move around just fine. If unit ...
- Wed May 10, 2017 12:17 am
- Forum: Bug reports
- Topic: 0.95.34 Martial arts does not switch to weapon when weapon equipped.
- Replies: 0
- Views: 542
0.95.34 Martial arts does not switch to weapon when weapon equipped.
After a unit is engaged in martial arts, even after retreating and equipping a weapon, they continue to use their fists. There doesn't seem to be any way to get them to use the weapon until all combat is completely over.
- Mon May 08, 2017 10:52 pm
- Forum: Bug reports
- Topic: 0.95.34 Gate pathfinding bug. Again.
- Replies: 6
- Views: 1524
0.95.34 Gate pathfinding bug. Again.
Try to pick up those building materials on the ground infront of Hamut. He'll insist that the gate 30 feet away must be unlocked before he can touch them.
- Mon May 08, 2017 9:01 pm
- Forum: Bug reports
- Topic: 0.95.34 Generators/windmills not supplying any power.
- Replies: 0
- Views: 512
0.95.34 Generators/windmills not supplying any power.
After importing, and attempting to reload, the two settlements that i own are extremely buggy. Some of the buildings aren't being registered as mine for the sake of autojobs (beds, gates, and engineers won't build buildings unless i manually tell them to.) Windmills and generators are also supplying...
- Wed May 03, 2017 5:47 am
- Forum: Bug reports
- Topic: I have a pack Garu!
- Replies: 1
- Views: 587
- Fri Apr 28, 2017 10:26 pm
- Forum: Bug reports
- Topic: Possible to purchase animals not owned by farmers.
- Replies: 1
- Views: 652
Possible to purchase animals not owned by farmers.
Discovered an interesting bug, in that when purchasing animals from farmers, it seems to register animals in the farm that do not belong to the farmers. I had a trade caravan visit a farm while I was about to purchase animals, and the traders Garrus were available for purchase... Naturally, i purcha...
- Sun Oct 23, 2016 10:42 pm
- Forum: Gameplay
- Topic: Ridiculously Feminist Lore
- Replies: 32
- Views: 13550
Re: Ridiculously Feminist Lore
Well, read quite a bit of this, as difficult as it was. Taking this from an external standpoint, i'm just not seeing how any of this has anything to do with feminism. A warrior species woman defeated a male of the same species in a fictional game. How exactly does this tie into our own real-world so...
- Tue Oct 18, 2016 11:13 am
- Forum: Gameplay
- Topic: Damage in combat constantly diminishes
- Replies: 10
- Views: 2607
Re: Damage in combat constantly diminishes
Aaah, if it does, that would actually make sense why it goes up so quickly... That bleeding damage really does stack up.....Shidan wrote:I'd guess that bleeding damage counts toward toughness experience, and levs tend to be bleeding REALLY fast during a fight.
- Tue Oct 18, 2016 4:32 am
- Forum: Feature Requests
- Topic: Merged Player Cannibalism Functional Thread
- Replies: 32
- Views: 10442
Re: Player Cannibalism and future Kenshi DLC`s.
The major problem i have with this whole diplomacy element in executions, is that there is no difference between you slicing up and letting someone bleed to death in the dirt, or cutting off their head. Either way, they are dead. You killed them. No faction in their right mind is going to nod their ...
- Tue Oct 18, 2016 4:08 am
- Forum: Feature Requests
- Topic: Turning "DLC" into official mods.
- Replies: 8
- Views: 3203
Re: Turning "DLC" into official mods.
People seem to forget that the devs cutting things out of the core game is because of time and resources. Making mods to add those things means they have the time and resources to add them, so.... why would they need to be a mod..? What Mattk50 said. There is nothing stopping the devs from continuin...
- Tue Oct 18, 2016 4:04 am
- Forum: Gameplay
- Topic: Damage in combat constantly diminishes
- Replies: 10
- Views: 2607
Re: Damage in combat constantly diminishes
yes,it doesnt make much sense with the levs......They start out at like 70 tough,and it goes up every 3 or 4 hits. In my opinion,toughness should go up after the battle,as part of the healing process,NOT during the battle. All skills work this way. It wouldn't make sense for toughness to work diffe...