Search found 22 matches
- 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...
- 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
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
- 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....
- 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.
- 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...
- 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...
(Ex. Meatwrap: Ingredients - (1) Bread, (1) Raw Meat)
Some weapons, I have found, require fabrics too but those aren't listed in the menu...
- 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

That was the solution... thanksHatsune_Neko wrote:then change the names of the folders to the names of the Mod
- 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
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
- 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?
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?
- 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...
- 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...
- 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!
- 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 ...
- 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...
- 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...
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...
- 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
Would be interesting to have mixed stats running together, no longer Dust Bandits/Hive Warriors etc. etc. with identical stats and equipment
- 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...
- 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 ...
- 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!
- 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 =(
I just wanted an easier way of seeing and looting corpses, the 'High-light all NPCs' would be emersion breaking =(