Search found 78 matches

by BloodyNex
Tue Dec 18, 2018 1:21 pm
Forum: General
Topic: Mouse Left Hand
Replies: 5
Views: 5309

Re: Mouse Left Hand

I think he just means a setting to swap the left and right mouse buttons (so that one's index finger remains the "major" button finger). Probably bonus points if it just obeys or defaults to the user's mouse config on Windows.
by BloodyNex
Tue Dec 18, 2018 12:54 pm
Forum: General
Topic: Spark effects and XP gain text
Replies: 1
Views: 2584

Re: Spark effects and XP gain text

Never seen any mention of XP gain text. It's not a system that counts "experience points" as whole numbers, but rather your progress to the next level is a decimal value between 0 and 1 (displayed as 0.00% to 100.00%) wherein the progress gained in a given period of time is inversely propo...
by BloodyNex
Tue Dec 18, 2018 12:18 pm
Forum: General
Topic: Joining an Army
Replies: 0
Views: 3492

Joining an Army

Okay, so when I showed up joining an army was a core intended feature: (quote from the web archive of the lofigames homepage from may 2010) Variation and possibilities of gameplay. Be good, be evil, be a business man, be a thief, live in a town, live in the desert, join the army , fight the army, tr...
by BloodyNex
Tue Dec 18, 2018 11:51 am
Forum: General
Topic: Exist All Jobs possible in game list ?
Replies: 1
Views: 8930

Re: Exist All Jobs possible in game list ?

I don't think so, but it's all pretty straight-forward. Just hold right-click on an object or character to see which options are available; as long as it would make sense to, you can make that action into a permanent job. The only tricky one is splinting, as you actually need a character who can ben...
by BloodyNex
Wed Mar 07, 2018 4:13 am
Forum: Modding
Topic: Limb Removal Mod (Need help)
Replies: 2
Views: 1195

Re: Limb Removal Mod (Need help)

Yeah, I've been asking for script support for a long time. I seem to recall some vague mention of the mods being able to support code, but that was a long time ago and I don't think it was true. :lol: Yeah, if anyone starts a project for a Kenshi Script Extender or somesuch I'd be happy to pitch in....
by BloodyNex
Sat Mar 18, 2017 6:01 am
Forum: Bug reports
Topic: 95.23 farming
Replies: 3
Views: 958

Re: 95.23 farming

Same thing here. Was happening with the old type of farm so I rebuilt them into the new ones and the problem came back after one harvest of hemp. 2 of my farmers have over 80 farming, so if it's a success chance thing then it's not working properly at all. Also, there's 9 others mentioning this bug ...
by BloodyNex
Wed Mar 08, 2017 2:58 am
Forum: Feature Requests
Topic: Smithing & Combat
Replies: 14
Views: 2193

Re: Smithing & Combat

I basically get was Irken was saying about smithing, to consolidate each craftable weapon into just one entry with a selection for which tier (to include the ones that tech ends up hiding). I'm thinking that it would cycle through the list of available quality versions, with an extra selection for &...
by BloodyNex
Wed Apr 06, 2016 12:43 am
Forum: Feature Requests
Topic: Need a combat "finish off enemy" toggle
Replies: 5
Views: 1552

Re: Need a combat "finish off enemy" toggle

This would make some kind of sense to me (and I love the concept that enemies would be able to do it too), but I doubt all potential enemies would be interested in doing it. Starving bandits, slavers, and cannibals would probably not want to kill you off right away but dust bandits and other cutthro...
by BloodyNex
Wed Apr 06, 2016 12:34 am
Forum: Feature Requests
Topic: Floaters for skill gains
Replies: 2
Views: 770

Re: Floaters for skill gains

I think this would be cool if there was a filterable announcement window for it to go in.
by BloodyNex
Mon Apr 04, 2016 2:05 pm
Forum: Bug reports
Topic: [0.90.6] Research: crash on specific tabs
Replies: 3
Views: 934

Re: [0.90.6] Research: crash on specific tabs

As Alien777 said, you might have an older workbench still sitting around. Just had the same problem and fixed it by removing my first research bench.
by BloodyNex
Fri Apr 01, 2016 6:27 am
Forum: Bug reports
Topic: 0.90.1 Black Lines Across Terrain
Replies: 5
Views: 1405

Re: 0.90.1 Black Lines Across Terrain

I'm also getting this on a Windows 7 system with an AMD Radeon HD 6450 video card.
by BloodyNex
Fri Apr 01, 2016 6:05 am
Forum: Gameplay
Topic: Blood or Not?
Replies: 3
Views: 1290

Re: Blood or Not?

I definitely hope it's still planned, especially since it's a part of the game's mechanics (bloodloss and animals following smells). So many games wimp out on the violence.
by BloodyNex
Fri Apr 01, 2016 5:58 am
Forum: Bug reports
Topic: [0.90.1] Holy weapon shop pathfinding
Replies: 4
Views: 1113

Re: [0.90.1] Holy weapon shop pathfinding

When I got stuck in a barracks (not a Y-shaped one) I tried to rebuild the nav mesh with no luck. Had to just start again from scratch. It may be a different bug though, since I didn't save/load while I was in there, but I was in there for a day or so using the training dummies.
by BloodyNex
Fri Apr 01, 2016 3:49 am
Forum: Bug reports
Topic: [0.90.1] Holy weapon shop pathfinding
Replies: 4
Views: 1113

Re: [0.90.1] Holy weapon shop pathfinding

Same happened to me in the Blister Hill barracks. Unfortunately, both of my characters are stuck in there and a load with reset squad positions made no difference.

Edit:
Tried an import from the main menu, and that just puts the camera in "Border Zone" and my squad is empty.
by BloodyNex
Fri Apr 01, 2016 12:19 am
Forum: Bug reports
Topic: [0.90.1] Looting crime oversensative?
Replies: 6
Views: 922

Re: [0.90.1] Looting crime oversensative?

I assume this case would be related to whoever killed it (or their faction) taking ownership of it, is that right?
by BloodyNex
Fri Apr 01, 2016 12:06 am
Forum: General
Topic: It's 10 minutes into the 31st, where is my new update!
Replies: 9
Views: 3027

Re: It's 10 minutes into the 31st, where is my new update!

I'm waiting for it to update in my library, so excited. :D
By the way, I just want to say thanks to the devs for living up to a release date. I know it's hard to, but you stuck with it and didn't let us down.
by BloodyNex
Fri Mar 04, 2016 5:13 am
Forum: Modding
Topic: Complete Construction Set Tutorial and Important Links [WIP]
Replies: 23
Views: 250259

Re: Complete Construction Set Tutorial and Important Links [

For those that want to know about the models and textures, here's the run down: This game uses Ogre3D in the normal way, which has its own formats for meshes. http://www.ogre3d.org/tikiwiki/OGRE+Exporters has a list of exporters for common design software. Rather than using the image files directly,...
by BloodyNex
Tue Mar 24, 2015 11:35 am
Forum: General
Topic: Criticize Us Here
Replies: 188
Views: 96610

Re: Criticize Us Here

My main criticism is that modding hasn't gotten much support. Aside from a few extra values here and there, the construction set is pretty much the same as it was when I first started playing. We still have no map editing, no in-construction-set building and item placement (or even previews), and no...
by BloodyNex
Tue Mar 03, 2015 10:55 pm
Forum: Feature Requests
Topic: Load all resources into RAM option
Replies: 3
Views: 1126

Re: Load all resources into RAM option

This won't be an option when the new world map releases. Also, the bigger drain on performance would be the number of character models displayed at once as well as running all of their animations. Actually, the models wouldn't need to be displayed (they should still be cut off by the view settings)...
by BloodyNex
Tue Mar 03, 2015 10:49 pm
Forum: Feature Requests
Topic: Bounties...Bounties Everywhere!
Replies: 19
Views: 4100

Re: Bounties...Bounties Everywhere!

I can't imagine it would take a lot of processing power to accomplish this, just check every so often (30 seconds to a minute could work). As for coding it would be pretty intense, and any time a new type of NPC is added a recode of the options available to the AI would be necessary. Of course, scri...