Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401741209
First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.
I’m a bit of a beginner when it comes to modding, and I’m still learning the ropes, but I’d love to contribute by making this translation available. Would it be alright if I upload it here on Steam? I’ll make sure to link back to the original mod so others can support it too.
Cheers.
As for hollering mercs, no clue, though I'd inch towards "probably not", depends how they changed dialogs! Maybe some of my mercenaries will holler, too, or end up with some of their dialogs. I don't expect anything catastrophic, at any rate!
If yes, then this goes to show that somehow, the mercs develop bad blood on their own through gameplay, which I had expected, though not to that scale! Maybe I should make almost all of them friends, but that might have a bad impact, too...
This mostly adds things, if the big mods change city/leader states it might change mercenary spawns, but that wouldn't be gamebreaking, you'd just see less of the mercenaries... also, if the big mods add new factions, you might see more brawls in city (if a mercenary group fights a thuggish city faction outside the walls, they could become enemies and fight inside the walls too if both spawn at the same city, then they might both get guards on them!), but again nothing should be gamebreaking!
Basically, I don't expect major issues but might be the usual hiccups
I've updated the mod and removed them from Admag and Last Stand, since there's not much I can do to fix how the vanilla mercs behave with others... and either way, it makes sense for the disgraced sheks not to be welcome in shek cities!
If the issues persist, could you give more details? Mostly, what faction were the troublesome squad aligned with or what name did they have, and in which city?
I've added quite a lot of groups, including several shek groups, so details would help!
I'll eventually come back to kenshi and see these myself, but in the meantime I can only attempt fixes based on feedback!
Though it could also be that a wandering merc squad from the Holy Nation happened to wander close enough to town and didn't like what they saw!
Do you remember which mercenary group attacked them?
Also, they rarely have a 100% chance to spawn in towns, meaning that if you found X mercs in a town, recruited them then imported later, they might just not show up in that town after import since there's randomness - though other groups might
Roaming mercenaries are endless, though, so if you find a roaming group you like in a zone, try and remember that zone and visit it again if you're desperate for an army!
This might be a vanilla merc AI problem after all, since that's the one all my mercs use
Have you tried raiding a UC place with them since, btw? I'm curious about the results!
Strange how they won't help me attack when I target them first, only once one of my guys gets hit. Amongst the fighting, I don't know if they started attacking when any of my members got hit, or only when the one who "bough" them did...
Well, a bit more complicated, they're the ones that hire tech hunters and compile their findings, normally you'd only find them in their university in World's End
Those from my mods are their own faction though, since having them be part of the vanilla Machinists would cause issues
Were they inside a building? Could be that the spiders were causing issues.
I just disabled spiders from bar squads for now and gave them more soldiers to compensate, hopefully that fixes it, if not let me know!
I just removed the Southern hivers from most towns except a ruined override. Depending on feedback, I may put them back in some places, but it's true that they had been a little too succesful at their little infiltration for antisocial bugs!
Nice changes all around, I don't mind the Southern Hive spawning out in the world, but it's weird seeing them get along with the towns people despite the fact that the Southern Hivers are extremely territorial and aggressive towards anyone, even with the lore note left on the Prince hiver ;)
Keep it up! I really like this mod!
They could also have been caught "commiting a crime" by having a member accidentally getting locked in a shop past closing time or something similar.
And as for the Southern mercs becoming weirdly hostile after antagonizing the Southern Hive, well, that's to be expected! :p
I might remove them from most towns if it causes issues, though. Or perhaps just change them to not have ties to their hive anymore.
I've also removed the Crabbers from Mourn, as they may start troubles, specially against anyone that still has some ties to the UC. I'd rather not risk them there since I (think?) some ex-UC may roam around.
What bothered me most is that bought out mercenaries started fighting each other in the world, that was annoying!
I will update as I continue playing, as the mercenary spawns add so much more life into towns and cities at this point. It's great for that!
At the very least 1) will be very easy to fix, Mourn happens to be the one place I voluntarily let a chance for rivals to spawn, considering I saw it as a bit of an anarchistic dilapidated place. I should have known that someone would settle there long term eventually and it'd cause issues.
Do send me more info like this in the meantime if stuff like this happens again!
2) I do not know the exact faction alignment between the mercenaries I hired, but the latest moment I had where multiple hired groups started to in-fight was when I hired Machinists, alongside Tech Hunters and Shek Disgraced. They were fine until I launched an attack on Catun, where the Machinists would start to in-fight with the Sheks - Obviously not ideal.
3) In the same Catun assault, the Machinists would not help attack, but would follow. Even if I was first attacked by the guards, or if I manually attacked the guards, they would not join the fight, instead, opting to fight the Sheks, and both groups were ultimately slaughtered by the turrets and guards, proving useless as a fighting force, but somewhat as a distraction for my guys to get away.
1) I spent a lot of time in Mourn, which at first would spawn Starving Mercs, Shek Disgraced, the martial artists and Crab Raiders. The Crab Raiders would be the first to start attacking, I do not know what caused this. They would respawn 4 times, before never spawning again. Each time this happened when I left and came back days later, letting the cell regenerate the NPC's.
However, about 20 hours into this game, the Crab Raiders were replaced with Southern Hive. These hivers were neutral to me before I attacked the Souther Hive and returned to Mourn, to find the mercenary group spawning in town now. They would not attack me or anyone else in town. They would only notice and attack me if I got too close to them or manually attacked.
Now, most of the time in Mourn, the Starving Mercs and Sheks start fighting the Shinobi Guards and Tech Hunters.
1) That's weird, I tried to make sure not to give chances for potential rivals to spawn in the same town. If you remember, could you tell me which towns had this issue? Also, do you have big mods like Genesis? I've heard it can cause town brawls, so who knows. Could also be mercenaries trying to shop in a locked shop, causing them to commit a crime by trespassing/trying to break the door to enter.
2)That's even weirder, unless you're hiring both UC and HN mercs at the same time, for instance. Could you precise which groups end up fighting?
3)Mercenaries belonging to certain factions will keep their ties, so if you're trying to attack UC or Slavers with UC-aligned mercenaries, it's normal that they won't be joining the fight!
I'll be looking into it, but more details could help a lot!