Search found 101 matches
- Fri Jun 16, 2017 9:25 pm
- Forum: Feature Requests
- Topic: Legacy Mode
- Replies: 1
- Views: 544
Legacy Mode
Before I begin - I know this is something that can't / won't be added in - especially not at this late stage, but it's something I actually thought about a year ago and I still would like to see something like this (maybe after release or by allowing modders access to code at some point in the far f...
- Fri Mar 31, 2017 1:14 pm
- Forum: Feature Requests
- Topic: Ninja shoes
- Replies: 5
- Views: 908
Re: Ninja shoes
I think pants are distinctly different from shoes
- Mon Mar 27, 2017 4:03 pm
- Forum: Feature Requests
- Topic: FCS: Add in newer stats to the Stats tab
- Replies: 0
- Views: 461
FCS: Add in newer stats to the Stats tab
Any chance you could allow modders to tweak with stats like 'swimming' and 'dodge' in the next version of the Forgotten Construction Set?
I really want to make my new game start of 'Fishing Village Power Swimmers' :p
I really want to make my new game start of 'Fishing Village Power Swimmers' :p
- Fri Mar 17, 2017 1:27 pm
- Forum: General
- Topic: Final Feature Plans
- Replies: 49
- Views: 200135
Re: Final Feature Plans
How much money would be needed to finish the game with at least faction interactions? Is it worth starting a Kickstarter project if funds are the main issue? As a long time backer I got this game at a discount but I'd be willing to pay the difference I'd paid before to see this game complete with on...
- Tue Apr 08, 2014 11:38 pm
- Forum: Modding
- Topic: RE: Hiding Core settings
- Replies: 5
- Views: 2778
Re: RE: Hiding Core settings
Bingo! I think you've hit the nail on the head with my problem. I had done this previously, but it got wiped with the more recent updates. Prior to 6.4 I could just load up my mod and make a few tweaks and it'll normally be fine, however with the arrival of the new medical system, I believe that the...
- Tue Apr 08, 2014 9:00 am
- Forum: Modding
- Topic: RE: Hiding Core settings
- Replies: 5
- Views: 2778
Re: RE: Hiding Core settings
Unfortunately your suggestion doesn't work as it loads the base game up with the mod, so it therefore includes them regardless of what other changes I've made.My work-around to this was to delete the original game starts but they automatically load in when the game starts up.
- Tue Apr 08, 2014 12:05 am
- Forum: Modding
- Topic: RE: Hiding Core settings
- Replies: 5
- Views: 2778
RE: Hiding Core settings
Hi there, been awhile since I've been on here Anyhoo, RE: the forgotten construction set. I've enjoyed modding this game now for sometime. I don't mod alot, but I make my own changes for my own personal use. My question / request is whether there may in the future be a way to hide some of the core e...
- Thu Jan 02, 2014 1:10 pm
- Forum: Gameplay
- Topic: NPC Populations WAAAAY down since 0.58.4
- Replies: 12
- Views: 4078
Re: NPC Populations WAAAAY down since 0.58.4
I've noticed an increase in the number of NPC patrols, however you are correct in that there seem to be fewer aggressive factions patrolling - this could however be due to the increased number of neutral NPCs patrolling and defeating these units. As for Trader caravans - they do spawn but I've notic...
- Wed Dec 25, 2013 7:28 pm
- Forum: Gameplay
- Topic: Removal of Heavy Weapons Skill
- Replies: 4
- Views: 17559
Re: Removal of Heavy Weapons Skill
Also I disagree simply because it makes sense that wielding a heavy weapon is different from wielding a blunt weapon.
Imagine fighting with a 2x4 and a log of wood. Both are blunt but the size, weight and unwieldy-ness of a log would require special skill to use effectively over a peice of wood.
Imagine fighting with a 2x4 and a log of wood. Both are blunt but the size, weight and unwieldy-ness of a log would require special skill to use effectively over a peice of wood.
Re: Cannibals
Hi, not a dev but my guess would be that you'd have to mount a swift rescue operation, otherwise it's up to you I guess, don't think he's worth it, leave them to their fate I guess.
Also RE: robotic limbs I think this will happen in the future once limb amputation has been implemented.
Also RE: robotic limbs I think this will happen in the future once limb amputation has been implemented.
- Tue Dec 10, 2013 3:24 pm
- Forum: Modding
- Topic: Vendor bug
- Replies: 3
- Views: 1738
Re: Vendor bug
Oh okay, I'd done a quick search before but couldn't find a topic for this. So is this just a regular bug or because I edited the vendor list?
- Sun Dec 08, 2013 7:51 pm
- Forum: Modding
- Topic: Vendor bug
- Replies: 3
- Views: 1738
Vendor bug
I've edited many of the vendor lists for my mod, but now whenever I approach a trader, and shop they always drop an item of their inventory - I'm not sure if this is because I've changed some of the backpacks they carry, however it happens with ALL the vendors, so my guess is that this is what's cau...
- Sun Dec 08, 2013 7:07 pm
- Forum: Modding
- Topic: Editing Gamestarts
- Replies: 3
- Views: 2009
Re: Editing Gamestarts
Thanks for the advice - I've found a temporary work around for the time being which is duplicating the character as using the modded duplicate instead of the base game version seems to make it work, but this is an undesirable fix. Reading back on what I'd said I'd realised I'd not been so clear so I...
- Sun Dec 01, 2013 2:03 am
- Forum: Modding
- Topic: Editing Gamestarts
- Replies: 3
- Views: 2009
Editing Gamestarts
Hey guys, it's been awhile since I was last here - last post I made I asked about editing the citizens of each faction of Kenshi, and I'm still be-fuddled by that issue so I've come to the conclusion that it's just not do-able right now. But onto this topic - I"m currently editing the default G...
- Fri Sep 27, 2013 2:32 am
- Forum: Gameplay
- Topic: My Cents (0.47)
- Replies: 7
- Views: 2724
Re: My Cents (0.47)
Fair point, and I like how you phrased it as conceptual symmetry. It's true that having community feedback is beneficial to developing games (as in WIP, not as a common law of games development). I can agree to an extent with what you are saying, but some not (and in terms of features, Chris is pret...
- Tue Sep 24, 2013 3:14 pm
- Forum: Gameplay
- Topic: My Cents (0.47)
- Replies: 7
- Views: 2724
Re: My Cents (0.47)
This will probably wind you up, as you are making some good points but you nail the counter-argument in your first few paragraphs - it IS in alpha still. This means that style and thematic visuals are still WIP as are the AI interactions with each faction, and so will the design of many of the objec...
- Sun Sep 01, 2013 8:26 pm
- Forum: Gameplay
- Topic: Adjusting the body decaying
- Replies: 19
- Views: 16591
Re: Adjusting the body decaying
I think that this element of the game (that is persistence with Health and Death etc.) Has become a little troublesome in how it works, mainly due to the above things you've mentioned. I hope that Chris decides to change this and either let NPC's die/disappear after a few in-game days, rather than a...
- Sat Aug 31, 2013 6:05 pm
- Forum: General
- Topic: Anyone Else?
- Replies: 8
- Views: 3834
Re: Anyone Else?
It's unlikely to happen anytime soon, but OMG how cool would this be?!
- Wed Aug 28, 2013 4:34 pm
- Forum: Modding
- Topic: Editing the Citizens of Kenshi
- Replies: 2
- Views: 1965
Re: Editing the Citizens of Kenshi
They are yes. This includes other faction clothing changes and starting equipment. I havn't edited any major behaviours (thus far anyway) I've also now tried naming them differently eg. Worshippers, Members, Civilians and it'll always stay with just "Citizens" of whatever faction owns the ...
- Wed Aug 28, 2013 12:53 pm
- Forum: Modding
- Topic: Editing the Citizens of Kenshi
- Replies: 2
- Views: 1965
Editing the Citizens of Kenshi
Hey all, I've been growing increasingly frustrated by a certain part of my mod and it's bugging me that I can't see where the problem is occuring. The basic gist - I'm trying to randomize gear and equipment on the citizens of Kenshi, however I would like each city's denizens to reflect the faction t...