Your beard is truly mighty though!
Search found 1085 matches
- Wed Aug 29, 2018 6:53 am
- Forum: Off-Topic
- Topic: An open, friendly challenge to the Beard-Master
- Replies: 4
- Views: 5915
Re: An open, friendly challenge to the Beard-Master
I guess Captain is just too busy making the best game ever. Also he's not a very frequernt guest in the off-topic forums. The day only gives you so much time 
Your beard is truly mighty though!
Your beard is truly mighty though!
- Tue Aug 28, 2018 7:12 am
- Forum: Feature Requests
- Topic: Clothing as Dialogue Condition
- Replies: 2
- Views: 2221
Re: Clothing as Dialogue Condition
Huh. I was certain it is already a feature for at some point Holy Nazis attacked one of my gals for not being clothed enough. And i don't think she was even topless. Maybe i remembered the accident incorrectly, or maybe something have changed.
- Tue Aug 28, 2018 7:07 am
- Forum: Gameplay
- Topic: Mercenary Club Weight @ 28kg!
- Replies: 6
- Views: 4312
Re: Mercenary Club Weight @ 28kg!
This is indeed ridiculous, but that's how blunts work in Kenshi. Heavier it is - more damage it deals. I think there's also some dependency on strenght, but weight is equally important.
- Fri Aug 17, 2018 6:56 am
- Forum: Feature Requests
- Topic: Bugmaster dialogue.
- Replies: 2
- Views: 1695
Re: Bugmaster dialogue.
Hah, that would be something hilarious. Maybe something vague and not immediately obvious as well 
- Thu Aug 16, 2018 4:09 pm
- Forum: Feature Requests
- Topic: Dialouge based on character stats
- Replies: 3
- Views: 2247
Re: Dialouge based on character stats
It's actually a feature already. There're quite a few replies based on various injuries, hunger or "strenght" (there's an FCS variable called "is_weaker_then_me") . The issue is, it all has to be handcrafted.
- Thu Aug 16, 2018 6:32 am
- Forum: Feature Requests
- Topic: Bodypart tooltip with effective sum of all armor
- Replies: 3
- Views: 2142
Re: Bodypart tooltip with effective sum of all armor
Would brobably be a nice quality of life feature if easy to implement. Otherwise - just open your inventory and train some math 
- Wed Aug 15, 2018 10:49 am
- Forum: Bug reports
- Topic: [ 0.98.48 ] Toughness kinda wonky?
- Replies: 3
- Views: 2512
Re: [ 0.98.48 ] Toughness kinda wonky?
That's not really fair, though, since what the main problem with the Hivers was that made them too weak is the fact that they can not wear shirts, shoes and most types of headgear (Soldier can not wear any). Ah, you got me, i forgot about that one, and didn't think twice since the patch note highli...
- Wed Aug 15, 2018 10:44 am
- Forum: Bug reports
- Topic: [FIXED] Time Limit Bug
- Replies: 8
- Views: 5811
- Tue Aug 14, 2018 10:10 am
- Forum: Bug reports
- Topic: [ 0.98.48 ] Toughness kinda wonky?
- Replies: 3
- Views: 2512
Re: [ 0.98.48 ] Toughness kinda wonky?
Interesting. I would say that soldier doesn't have any bonuses because their HP is on par with humans, therefore, it's not needed. Worker seems to be eligible for some bonuses on the other hand. The pop-up also has it's value with a minus before number. So it's even more confusing: damage resistanse...
- Tue Aug 14, 2018 9:37 am
- Forum: Feature Requests
- Topic: Resource piping system?
- Replies: 6
- Views: 3159
Re: Resource piping system?
You would probably be able to switch the magical medium off in case you'd need some plates. But still, i personally think the manual labour is very ok, so no need to make things any more complicated.
- Mon Aug 13, 2018 8:16 am
- Forum: Bug reports
- Topic: [0.98.47] Farm stats changing depending where you stand
- Replies: 4
- Views: 2773
Re: [0.98.47] Farm stats changing depending where you stand
i've also had the same thing with the prospecting, which has been disappointing when i finally thought i'd found a nice spot in the distance, only to have it be completely desolate when i get there due to the biome being changed. i guess you could try and cheat some, by building something while sta...
- Sun Aug 12, 2018 7:25 am
- Forum: Bug reports
- Topic: [0.98.47] Farm stats changing depending where you stand
- Replies: 4
- Views: 2773
Re: [0.98.47] Farm stats changing depending where you stand
This might also be a thing with borderind zones. I once have had this while prospecting. Spot one: some plausible results all around; 20 steps forward: everything is desolated, including the land i've scanned before; 20 steps back - all good again. It was ~80 scientist, so area was quite large. Back...
- Fri Aug 10, 2018 10:23 am
- Forum: Feature Requests
- Topic: More attack slots!
- Replies: 7
- Views: 3381
Re: More attack slots!
While your request holds certain amount of water, there still is one thing to consider. When 3 are attacking 1, 3 still can't always engage all at the same time. Maybe position of a victim isn't quite right, maybe comrade's sword is on the way, maybe timing is slightly off, etcetera, etcetera. I don...
- Fri Aug 10, 2018 8:58 am
- Forum: Bug reports
- Topic: [0.98.34] Low hanging lamps prevent workstation placement in building.
- Replies: 3
- Views: 2262
Re: [0.98.34] Low hanging lamps prevent workstation placement in building.
Sure, it's still something that ought to be fixed, having ceiling lamps be any kind of inconvenience is just silly. I believe you don't need that many though. I'm using Y-House with all kinds of machinery inside, and managed to squeze a few hanging lamps as well. Not having any issues with lack of ...
- Fri Aug 10, 2018 7:23 am
- Forum: Bug reports
- Topic: [0.98.34] Low hanging lamps prevent workstation placement in building.
- Replies: 3
- Views: 2262
Re: [0.98.34] Low hanging lamps prevent workstation placement in building.
Not sure it can be counted as a bug though. Quite logical. Those fancy chandeliers are never good for ergonomics.
- Thu Aug 09, 2018 8:42 am
- Forum: Gameplay
- Topic: Need More aggressive Guards
- Replies: 4
- Views: 2516
Re: Need More aggressive Guards
I distinctly remember a similar conversation occuring some time ago. Oh, right, it just was about thieves. My thoughts are still the same: if you want a neutral to be killed - issue an order - problem solved. AI is almost overloaded and sometimes fails as is, no need to put it under any extra stress...
- Wed Aug 08, 2018 8:19 pm
- Forum: Bug reports
- Topic: [FIXED] Time Limit Bug
- Replies: 8
- Views: 5811
Re: 98.46 Time Limit Bug
Interesting. Could somebody calculate how much time it would take to get there w\o cheats? I don't know what timescale Kenshi uses 
*corrected*
*corrected*
- Sat Aug 04, 2018 9:48 pm
- Forum: General
- Topic: why buy and play the game.
- Replies: 12
- Views: 10981
Re: why buy and play the game.
I once got hooked up on a game called Wurm online, from what i've heard it's quite like SL, but medieval. Played it like crazy for several months, it has had its catches and charms. I know how you feelHatsune_Neko wrote: ↑Sat Aug 04, 2018 3:50 pmlol
i got something like 25,000 hours into second life.![]()
- Thu Aug 02, 2018 4:44 pm
- Forum: Gameplay
- Topic: Wandering from nest to nest?
- Replies: 2
- Views: 2233
Re: Wandering from nest to nest?
Once i've had Noble Wrath attack switching target from my town to a nearby wolf nest. They've come there and just stood motionless. I wonder what did wolfies done to phat-ass nobles? 
- Thu Aug 02, 2018 4:39 pm
- Forum: General
- Topic: why buy and play the game.
- Replies: 12
- Views: 10981
Re: why buy and play the game.
For me it's simply the very bestest game of all times! Probably closest i'll ever get to my perfect game. Compared, Dark Souls has nothing when it comes to difficulty, Witcher has nothing when it comes to RPG, FUEL has had something when it came to open world, but that's a diffirent story 