Search found 8 matches
- Fri Apr 22, 2016 12:48 am
- Forum: Modding
- Topic: [MOD 0.90.x] Player Slaver v1.2
- Replies: 2
- Views: 1554
Re: [MOD 0.90.x] Player Slaver v1.2
It will work for any game version from 0.90.x till any really major update, and probably even after it, since I used the most basic game mechanics, which is doubfully going to change. To answer your second question: You can enslave anyone. Enslaving AI will only work with enemies, but your Enslaver ...
- Fri Apr 15, 2016 11:40 pm
- Forum: Feature Requests
- Topic: Food slot
- Replies: 6
- Views: 1050
Re: Food slot
If I may add my 2 cents to this request:
It would also be great if you could add a food slot to the cage. It could be used to feed the occupant, for now it's could be useful to feed enslaved player characters, and later to be used for feeding NPC prisoners and slaves.
It would also be great if you could add a food slot to the cage. It could be used to feed the occupant, for now it's could be useful to feed enslaved player characters, and later to be used for feeding NPC prisoners and slaves.
- Fri Apr 15, 2016 8:09 pm
- Forum: Feature Requests
- Topic: Player-owned slaves
- Replies: 4
- Views: 1039
Re: Player-owned slaves
There is definitely no problems with coding slaves escape, since it's already coded and working. My mod features escaping slaves since v1.2 (and it's pure vanilla feature), they will escape as soon as the see no masters nearby and if they are brave enough to dare. The other possible issue has been m...
- Fri Apr 15, 2016 7:52 pm
- Forum: Feature Requests
- Topic: Additional FCS features
- Replies: 0
- Views: 264
Additional FCS features
Was unable to find any requests of this kind here, so here it is: Currently, you can only select one of the hardcoded AI goals and join them together within one of the AI packages. What I'd really like to see if the ability for modders to add custom AI Goals or modify existing ones. It would open s...
- Wed Apr 06, 2016 9:09 pm
- Forum: Modding
- Topic: [MOD 0.90.x] Player Slaver v1.2
- Replies: 2
- Views: 1554
[MOD 0.90.x] Player Slaver v1.2
This mod allows the player to became a slaver. It enables you to enslave people on your own and use them as a working force at your outpost. Version 1.2 April, 7 Changelog: - New enslaving mechanics. Instructions are below. Old one still available. - Slaves can try to escape (and will, if you don't ...
- Wed Apr 06, 2016 12:18 pm
- Forum: Modding
- Topic: Editing scripts and variables?
- Replies: 2
- Views: 1066
Editing scripts and variables?
is there a way to edit variables list and/or game scripts somehow? I might be blind, but I can't see any scripts or variables to edit inside the FCS or in the game directory 
By editing variables I mean an ability to create custom vars aswell as accessing existing game vars.
By editing variables I mean an ability to create custom vars aswell as accessing existing game vars.
- Wed Apr 06, 2016 3:21 am
- Forum: Modding
- Topic: Questions about dialogue system and AI
- Replies: 1
- Views: 540
Re: Questions about dialogue system and AI
Allright, I've managed to make Variant 3 work with 'interrupt' dialog option. Needs some more testing but looks promising. Still will appreciate your advices, if any.
- Wed Apr 06, 2016 1:49 am
- Forum: Modding
- Topic: Questions about dialogue system and AI
- Replies: 1
- Views: 540
Questions about dialogue system and AI
I'm making a mod, that will allow player to be a real slave master, with his own slaves working at the outpost. So far I've successfully implemented slave control via dialog system (slaves aren't part of your Faction and you can't control them directly, but can issue orders via dialogues). And half-...