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The reason the squad has an AI on it is because I'm just giving you control over the NPC squad with the leaders in it. And the reason I'm doing THAT instead of just making a new squad with no AI is so that if you install any mods that gives leaders new characters, then you get those characters when you use my mod.
It's also possible it's just a bug in Kenshi in general, in which case the dev team should fix it eventually.
@Rex Yes, I believe so. I made it as mod friendly as possible.
English translation: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1681850845
For example, if you choose to play as the Southern Hive Queen, you will start play with the South Queen and her bodyguards as part of the Nameless faction, and you will be allied with the Southern Hive. You can speak to nearly any member of the Southern Hive and have them switch over to your faction for free. They will also no longer try to raid you, and will send allied reinforcements when your outpost is under attack.
Hats off author.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1772722749
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1358096888
@I'm Racist No, you can only access features for each particular faction from their starts only. This doesn't affect any of the other starts, including the Wanderer start. For your second question, yes I think this will work with the Take Over Everything mod.
As for the second part, dismissed characters currently just become Tech Hunters and wander away, but it's actually possible to get them to rejoin their original faction as long as members of their original faction are nearby. Maybe I can implement that in the next version.
English translation: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1681850845