Search found 22 matches

by Der Nibelung
Wed Jan 25, 2017 6:19 pm
Forum: Feature Requests
Topic: Equip NPCs
Replies: 1
Views: 287

Equip NPCs

Not sure if this is possible, not knowing if NPCs de-spawn or are permanent; I have houses and industries in Hub. Every once in a while the town gets attacks and some of my Shinobi allies and Hub guards get beat down. Would it be possible to trade or donate weapons and armor to them to use? Normally...
by Der Nibelung
Sun Jan 15, 2017 11:26 pm
Forum: Feature Requests
Topic: Quantity Needed for Crafting
Replies: 2
Views: 412

Re: Quantity Needed for Crafting

Thanks for your response.
I still don't see where the quantity is listed.
Sure it'll say 'bread, fruit' etc. etc. but not 1 bread and 12 fruits.
Even some of the weapons don't have the quantity of fabrics needed.
Maybe I'm missing something :(
by Der Nibelung
Sun Jan 15, 2017 11:22 pm
Forum: Feature Requests
Topic: Map Feature/Way Points
Replies: 3
Views: 548

Re: Map Feature/Way Points

I believe I was misunderstood. This wasn't a 'fast-travel' feature, it was a 'go-to' marker for major landmarks. You still would have to travel overland, just you could set it as a task... they would continue to travel to those markers even if they stopped for combat or break path and stand aimless....
by Der Nibelung
Sat Jan 07, 2017 8:14 pm
Forum: Feature Requests
Topic: Map Feature/Way Points
Replies: 3
Views: 548

Re: Map Feature/Way Points

These map markers on the side scroll could be 'Shift Right Clicked' as an assigned task to make sure they don't stop too often along the way.
by Der Nibelung
Sat Jan 07, 2017 8:10 pm
Forum: Feature Requests
Topic: Map Feature/Way Points
Replies: 3
Views: 548

Map Feature/Way Points

One feature that I found useful in the Fallout and Fallout 2 games was the 'go to' map feature. In Fallout once you've visited a map feature, it would appear on the map's side as a scroll down menu. You could still travel the map by point-and-click, just like in Kenshi but clicking the side menu wou...
by Der Nibelung
Sat Jan 07, 2017 8:00 pm
Forum: Feature Requests
Topic: Quantity Needed for Crafting
Replies: 2
Views: 412

Quantity Needed for Crafting

In the Crafting Queue menu, especially for cooking, could you put the quantity of ingredients needed...
(Ex. Meatwrap: Ingredients - (1) Bread, (1) Raw Meat)

Some weapons, I have found, require fabrics too but those aren't listed in the menu...
by Der Nibelung
Wed Jan 04, 2017 8:58 pm
Forum: Modding
Topic: Steam Workshop to GOG
Replies: 4
Views: 1170

Re: Steam Workshop to GOG

@Hatsune_Neko
Hatsune_Neko wrote:then change the names of the folders to the names of the Mod
That was the solution... thanks :D
by Der Nibelung
Wed Jan 04, 2017 9:38 am
Forum: Bug reports
Topic: [FIXED]0.95.9 crash on save
Replies: 2
Views: 517

Re: 0.95.9 crash on save

Tried a fresh install and any new game still crashed.
Thought it was an uncompatible mod, started a new game after the fresh install without any mods... still crashed.
Too bad I deleted my save games, thinking that they were corrupted :(
by Der Nibelung
Wed Jan 04, 2017 3:02 am
Forum: Modding
Topic: Steam Workshop to GOG
Replies: 4
Views: 1170

Steam Workshop to GOG

I own both Steam and GOG versions.
Trying to copy Workshop mods over to GOG, it doesn't acknowledge them.
Im assuming that they have a different source code or something. Is it possible?
by Der Nibelung
Mon Jan 02, 2017 11:31 pm
Forum: Feature Requests
Topic: Alt Use For Racial Bonuses
Replies: 4
Views: 1174

Re: Alt Use For Racial Bonuses

[quote="Der Nibelung"] I propose to have NO xp bonus for skill gains, all races learn at the same pace. quote] Thinking further, we could still have an xp pace for races still in effect. Example; Our Shek soldiers will learn combat skills quicker AND gain a bonus to the final calculated sk...
by Der Nibelung
Mon Jan 02, 2017 11:27 pm
Forum: Feature Requests
Topic: Alt Use For Racial Bonuses
Replies: 4
Views: 1174

Alt Use For Racial Bonuses

First over all: Thanks to the Developers and Moderators for their hard work. After combing this forum, the general plan is to have player stats capped out at 100... yes? From a players stand-point; except for the diplomatic fallout, choosing mostly Skeletons for my combat team is the ONLY choice. Wi...
by Der Nibelung
Mon Jan 02, 2017 2:43 pm
Forum: Feature Requests
Topic: Sharks and gators
Replies: 6
Views: 1014

Re: Sharks and gators

RELEASE THE KRAKEN!
by Der Nibelung
Thu Dec 08, 2016 3:06 pm
Forum: Feature Requests
Topic: Poisons, Diseases and their Cures
Replies: 0
Views: 268

Poisons, Diseases and their Cures

Animal bites, running through swamps, contaminated foods and dirty weapons... just one of a 1000 Ways To Die! Two new stats; Poison Resistance and Disease Resistance... are all that stands in your way to bleeding out, paralysis or just the old fashion GI runs... and just maybe a well researched and ...
by Der Nibelung
Thu Dec 08, 2016 2:59 pm
Forum: Feature Requests
Topic: Containers... Off Limits!
Replies: 1
Views: 326

Containers... Off Limits!

After a hard day of being chased by Beak Things or getting rolled by Bandits, my Droogs can work up an appetite! So while my Greenlander is chained to the stove cooking up Food Cubes, Frik and Frak and the rest of the batch raid the bread basket. Can you please add to the 'Right Click' menu an optio...
by Der Nibelung
Fri Dec 02, 2016 6:27 am
Forum: Feature Requests
Topic: skeleton Repairs
Replies: 5
Views: 863

Re: skeleton Repairs

I agree!
Had gotten used to playing 'Robot' mods for Fallout...
Find a wrecked robot, fix it up and join the party or assign it duties

Can even go a step further and have pre-programed robots that only preform one function. Laborers, Sentinels, Scouts etc etc...
by Der Nibelung
Fri Dec 02, 2016 6:22 am
Forum: Feature Requests
Topic: Random NPC Stats/Equipment
Replies: 0
Views: 239

Random NPC Stats/Equipment

Certain NPC groups/factions have identical stats unique to themselves.
Would be interesting to have mixed stats running together, no longer Dust Bandits/Hive Warriors etc. etc. with identical stats and equipment
by Der Nibelung
Fri Dec 02, 2016 6:17 am
Forum: Feature Requests
Topic: Expanded Skills
Replies: 5
Views: 819

Expanded Skills

Are there plans to expand/break-up the number of skills? Attribute: Charisma (dialogue options) Skill; Anatomy (adds damage modifier) Skill; Barter (price adjustment) Skill; Field Surgeon (bring back to life, target looses skills based on doctor's skill) Skill; Pick Locks Skill; Pick Pockets (snatch...
by Der Nibelung
Wed Nov 23, 2016 10:44 pm
Forum: Feature Requests
Topic: Give Prospecting more functionality? i.e. buried treasure!
Replies: 8
Views: 1609

Re: Give Prospecting more functionality? i.e. buried treasur

Using Prospect to pan for Gold in river beds, find precious gems in out-crops of rock, a seam of coal... etc etc. These resources would spawn randomly based on the Prospect skill, terrain, cool down period and distance from each spawn point. Once a resource is found, Prospect will not yield another ...
by Der Nibelung
Wed Nov 23, 2016 10:14 pm
Forum: Feature Requests
Topic: Forced Attack on Non-Hostiles
Replies: 3
Views: 520

Re: Forced Attack on Non-Hostiles

Oh, hold down 'right click'... Thanks guys!
by Der Nibelung
Wed Nov 23, 2016 10:12 pm
Forum: Feature Requests
Topic: Highlight Key for NPCs... Alive and Dead
Replies: 10
Views: 1940

Re: Highlight Key for NPCs... Alive and Dead

I do see the point in not having too many visual aids; it takes away from the thrill of having a heart pounding RPG and scared to make a move!
I just wanted an easier way of seeing and looting corpses, the 'High-light all NPCs' would be emersion breaking =(