As you know, many non-player characters have 300 hunger which does not drop and enslaved characters do not drop below 100 hunger.
My question: is it possible to change these target hunger values - especially the 100 for enslaved characters. If yes, please provide me a how-to.
Thanks in advance
Search found 51 matches
- Wed Mar 24, 2021 1:11 pm
- Forum: Modding
- Topic: Change target hunger value?
- Replies: 0
- Views: 5553
- Wed Jun 03, 2020 7:19 am
- Forum: Gameplay
- Topic: Harder enemies?
- Replies: 3
- Views: 4975
Re: Harder enemies?
Set up a base in Blood Raider Land and pick up a fight with them. Their stats are in the 40s, but they come with combined arms: melee and ranged. While melee keeps your guys in place, the ranged ones will take your guys down one by one. In my opinion the most efficient (stats vs. success in fights) ...
- Wed Jun 03, 2020 7:15 am
- Forum: Gameplay
- Topic: What is your most hated Mob?
- Replies: 9
- Views: 7902
Re: What is your most hated Mob?
I voted "other" for Holy Nation Priests/Inquisitors - they annoy me seriously.
- Wed Jun 03, 2020 7:13 am
- Forum: Gameplay
- Topic: It's only fair
- Replies: 2
- Views: 1874
Re: It's only fair
then it should turn all books into damaged books too 
- Wed Jun 03, 2020 7:09 am
- Forum: Gameplay
- Topic: The Hub - respawn of roaming squads?
- Replies: 2
- Views: 7243
The Hub - respawn of roaming squads?
After several games I started anew - this time roieplaying a citizen of the Hub. After roughly 40 days in game, all roaming squads here were either killed or kidnapped by the slavers. The overview shows accordingly "0/0" for roaming squads. Is there a chance that these squads (Holy Nation ...
- Mon Feb 02, 2015 9:10 am
- Forum: Feature Requests
- Topic: Gang Throwdown 2015
- Replies: 3
- Views: 1187
Re: Gang Throwdown 2015
as a workaround: set the squad size/number - sliders to max.
- Tue Jan 27, 2015 12:28 pm
- Forum: General
- Topic: Wandering Traders buy stuff again :)
- Replies: 10
- Views: 3549
Re: Wandering Traders buy stuff again :)
I have a base at around (50000, 39500) with an open layout (no walls). The saloon is quite in the center of the base which has a sort of street made of buildings left & right. I did not notice the guy entering, because i have been busy around 1 tile away, but when i checked the saloon he was sta...
- Mon Jan 26, 2015 3:00 pm
- Forum: Gameplay
- Topic: No more companions left?
- Replies: 7
- Views: 2254
Re: No more companions left?
there is already a dialogue option for captured people, where they ask if they could join. But either it is not working correctly or i did not meet the prerequisites for it yet...
- Fri Jan 23, 2015 1:24 pm
- Forum: Modding
- Topic: Live Trading Caravans
- Replies: 3
- Views: 1846
Re: Live Trading Caravans
Traders buy stuff from your shopcounter again. But it is limited to: rum, bread (and water iirc)
- Fri Jan 23, 2015 1:16 pm
- Forum: Gameplay
- Topic: Best Place to build a town
- Replies: 18
- Views: 7569
Re: Best Place to build a town
there are several good spots south and south-east of clownsteady, mainly there the "desert"-maptiles border the "central" maptiles. Just one thing to consider: Stones are very important, Water/Fertility are nice if you want to be self-sustained. Ore is almost irelevant since you ...
- Fri Jan 23, 2015 1:12 pm
- Forum: Gameplay
- Topic: [0.70.6] Leviathan balancing
- Replies: 17
- Views: 4599
Re: [0.70.6] Leviathan balancing
i modded it to non-aggressive to neutrals. It is a one-click entry in the FCS. After that it attacks only bandits and cannibals 
- Fri Jan 23, 2015 1:07 pm
- Forum: General
- Topic: Wandering Traders buy stuff again :)
- Replies: 10
- Views: 3549
Wandering Traders buy stuff again :)
Noticed yesterday: a lone wandering trader went into the saloon of my camp and bought a piece of bread and a bottle of rum
Thanks for fixing that again!
Thanks for fixing that again!
- Fri Jan 23, 2015 12:55 pm
- Forum: Bug reports
- Topic: [0.71.3] several issues
- Replies: 0
- Views: 550
[0.71.3] several issues
here we go: - when upgrading buildings like stone mine/processor with the required amount of workers assigned with <shift>+rightclick prior the upgrade, the upgraded building has a wrong count of assigned workers to it: one more than actually assigned - so if you remove all workers from the work on ...
- Sun Dec 21, 2014 9:55 am
- Forum: Bug reports
- Topic: Bug: 70.6 NPCs vs animals attack bug
- Replies: 2
- Views: 679
Re: Bug: 70.6 NPCs vs animals attack bug
had a similar one with cannibals vs. dogs.
- Sat Dec 20, 2014 12:49 pm
- Forum: Bug reports
- Topic: 70.6 crash by traders edge
- Replies: 1
- Views: 534
Re: 70.6 crash by traders edge
same here for Clownsteady
- Thu Dec 18, 2014 10:33 am
- Forum: Bug reports
- Topic: [0.70.3] Cannibal Camp 2 issues... [FIXED]
- Replies: 3
- Views: 964
Re: [0.70.3] Cannibal Camp 2 issues...
0.70.3 bump
- Sun Dec 14, 2014 11:07 pm
- Forum: Bug reports
- Topic: [0.70.3] Cannibal Camp 2 issues... [FIXED]
- Replies: 3
- Views: 964
Re: [0.70.2] Cannibal Camp 2 issues...
0.70.2 bump
- Thu Dec 11, 2014 10:54 pm
- Forum: Bug reports
- Topic: [0.70.3] Cannibal Camp 2 issues... [FIXED]
- Replies: 3
- Views: 964
Re: [0.70.1] Cannibal Camp 2 issues...
0.70.1 bump
- Wed Dec 10, 2014 12:19 pm
- Forum: Bug reports
- Topic: V0.70.0 Police Chiefs
- Replies: 7
- Views: 1163
Re: V0.70.0 Police Chiefs
cages not working is an issue since 0.69.2 btw.
- Wed Dec 10, 2014 2:29 am
- Forum: Bug reports
- Topic: [0.70.3] Cannibal Camp 2 issues... [FIXED]
- Replies: 3
- Views: 964
[0.70.3] Cannibal Camp 2 issues... [FIXED]
i made two quick tests with people running into the cannibal camp 2. following stuff is bugged: 1. Cannibals partially stuck in their starting buildings. To reproduce: start off with a modified "cannibal hunters" start (only one character in the squad). Immediately after start unequip his ...