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Zgłoś problem z tłumaczeniem
But if I misunderstood you and what you want is to simply be able to use more of the existing skills at the same time, then you can do that real easy by changing one simple number in the .xml, if you don't want to use the BigBadCheater mod. (Btw, the BigBadCheater allows you to easily tweak some things, which means it allows you to cheat or not cheat as much or as little as you want. You don't have to feel bad for using it just because of the name, all mods "cheat" if we want to be pedantic.)
Anyway, I also just wanted to say that yes, the game is finished, but it is still being supported, with modding enhancements and bug fixes. And while it is very unlikely that the dev will add more features at this point, it's still useful to make suggestions. Suggestions may give the dev ideas for the next game, plus modders lurk around the suggestion forum and pick up good ideas often enough to make it worthwhile. Many suggestions have actually turned into mod features, so if you have ideas that you think would fit the game and are doable, bring them on. :)
Animal Husbandry:(cost 3 points) Player can use mounts. A valid mount must meet two requirments.
A: Any dimesticated animal large enugh. (cow,horse, exc.
and B: have lead attached to it.
(this skill would require the adition of horses, cows,exc in the game as well as the ability to make leads using 2 Medium Non-Rigid, Non-Springy Sheet: and 1 sharp object, OR 30 Medium Thread. (breaking one down gives 15 medium thread and 5 dirty cloth)
A mount would work like any other vehicle when equiped only you would have to find a tamed animal (or buy one) and while being in the same spot as the animal you would open the crafting menu and combine it with a lead (they can be found with them allready) Once done they can be equiped to the Vehicle slot.
Horses exc; differ from normal vehicles in that they can only 'store' bags. This is assumed to be because they are not naturally a container but you can attach containers to them.
Horses,cows exc would have a normal vehicle inventory that would represent the ammount of wight they can hold.
Reins have a item health and when this runs out you will need to buy a new one or make one. You can push your animal with your hands but this actutally slows your movement. (similare to how you can drag a broken shoping cart but it slows you)
The main drawback to useing a Horse,cow,exc is that it increases your hunger and thirst a little and the bags attached to the animal lose health as they would if aquiped to the player.
I was thinking that a horse or cow would have a 30 by 30 size storage area.
Random chance in combat for the option "act by faith" to enable a garantied success on next action. (option avalible in combat rarely)
Bonus is it grants the player 8 extra points to spend (the what I like to call "all or nothing crazy man option")
Basically anything made of a cloth, (shirts,pants,coats exc exc) can be repaired with this skill + dirty cloth(or clean) + 1 string +small parts OR other cloth including other cloths and 1 string + 1 small parts. Each Dirty Cloth (or clean) would be worth 5 health if used in crafting to repair a peice of clothing.
Using another peice of clothing (pants,shirt exc) to repair clothing will regain the same ammount of health as the two peices combined but still results in patchwork clothing.
you retain the small parts after crafting.
Repaired clothing then becomes patchwork clothing yealding the same ammount of usible items when broken down as normal clothing.
Using 20 cloths (clean or dirty) + 20 medium thread + this skill = pachwork clothing.
Patchwork clothing can be used as either pants or shirts regardless of what was used to make them.
Patchwork clothing sells for $12.60 @ 100%
This skill can only be used to repair commercially available clothing. (NOT including shoes.)
Sartor: (cost 2) can repair / make clothing.
http://bluebottlegames.com/main/node/4235
ALso I allready downloaded the mod and am using it. lol.
You're not alone :)
"More skills/flaws" is a popular request, and I totally agree with it. I like character customization, and games like GURPS (a source of inspiration) let me run wild with this concept back in the day. I wanted NEO Scavenger to do the same.
And in fact, it'd actually be pretty easy to add more blue "ability" items with bonuses, or red "flaw" items with penalties. The artwork is super simple, and the bonuses/penalties are just a few lines of text in neogame.xml.
However, the trouble comes with integrating those abilities and flaws elsewhere in the game. If they can be used in encounters, there are over 2000 encounter screens to check for compatibility.
Can animal husbandry be used at the ATN? What about a Zealot's reaction to the pit fights at Zom Zom's?
Plus, one would have to write the new screens for what happens if that skill got used.
This is part of the reason skills like mechanic and electrician seem so weak in the game. It's hard to make all skills equally useful when there are so many encounters (not to mention recipes, battle moves, and other skill-based things).
Skills like strong, melee, and botany were some of the first to be added, and come up a lot in survival. Mechanic and electrician were added later, and I had to make up several situations where they were important. And they're still not as popular (as seen by their point costs).
I think in future games, I might try to make a larger list of abilities/flaws at the beginning, and that way I'll think of them while I'm writing the plot and other encounters. Then, like NEO Scavenger, I can measure how useful each one is and give them relative point values.
My perfect version of the game would've had ATVs to repair with mechanic, clothes to make/mend with a seamster skill, skills for negotiation, leadership, and even literacy.
As always, though, my visions are way too big for my abilities (and budget) :)