Search found 101 matches

by Cat_Fuzz
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...
by Cat_Fuzz
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
by Cat_Fuzz
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
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
Tue Apr 08, 2014 9:00 am
Forum: Modding
Topic: RE: Hiding Core settings
Replies: 5
Views: 2778

Re: RE: Hiding Core settings

My work-around to this was to delete the original game starts but they automatically load in when the game starts up.
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.
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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.
by Cat_Fuzz
Wed Dec 18, 2013 11:34 pm
Forum: General
Topic: Cannibals
Replies: 8
Views: 4691

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.
by Cat_Fuzz
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?
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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...
by Cat_Fuzz
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?!
by Cat_Fuzz
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 ...
by Cat_Fuzz
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...