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Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
This mod is perfect with just getting recruits delivered.
If for some reason the change doesn't apply to your save game, you could technically research the technology for Tech Level 2, and then use someone elses research bench to learn the technology, and then build your own research bench level 2.
The tech category is missing in the Shinobi Ninjas start. Like, it's not under the camping menu so you can't even build a basic research bench. The other starts have it, both from this mod and vanilla. It's only Shinobi Ninjas afaik.
Kind of wish I had realized that before playing for several hours.
Imports in general wouldn't trigger anything in this mod, though if you wanted to try one of the Game Starts associated with this mod you'd obviously need to start a new game, but no import is ever needed.
The Gorillo Bandits start off hostile the tech hunters, but then you are getting their recruits.
I could make a start where you start off hostile to tech hunters so the wanderers only come after you get your rep up with the tech hunters. I'll give it some thought.
I switched Shinobi Thieves to coming from Holy Nation Outlaws in the update I just put out today, and decoupled them from the Tech Hunters and wanderers, so you can continue getting wanderers while getting Shinobi recruits.
I added Flotsam Ninjas and Swamp Ninjas in the latest update as well. Flotsam are notable in that they can have Shek ninjas, but no Hivers, though Shek are rarer than humans still for that faction.
That's a shame about the custom races. A lot of those mods don't really implement the races very well into the world so you can't have an army of them. I hope someone figures something out some day to add playable races of any kind to a recruit list
About custom races, I thought about it but I can't see a way to do it with FCS without making an entirely new mod with specific mods as a requirement, so it's outside the scope of this mod.
Also, I don't know if it's possible, but would it be possible to have some kind of method to have custom races appear in the list? I don't know if it's possible to just have it pull a randomized NPC from a list of all playable races, but it would be really useful if it did
@dovahkiin-z-AK47 Any extra races you added wouldn't show up as recruits, as the recruit squads sent out wouldn't be set to them.
Maybe a rate setting slider (like the vanilla one for the raids) will be the best choice : people who want common recruits will get them, the ones who wants the event to be rare / very rare will be happy too.
For instance, if your base is within sight of a tech hunter waystation or town, you'll get pretty nonstop recruits. But if you build your base by somewhere far away like Bark, it could take days for the recruits to even get to you.
I'll lower the day chance of the basic wandering ones, and the recurrence times in general, and I'll see about using some of the gameplay settings to let people adjust the amounts they're getting.
Is there a way to make those "recruits raids" more rare ?
I mean they come to my base every 24h, I feel like it's too easy to get people rn
Thanks, good working mod btw
In general the ally recruit ones won't attack you unless you attack them though, even if marked hostile. In which case you can just wait for them to leave. The recruit visits aren't set to attack people, so even when hostile they usually don't attack, and will leave eventually.
As for 3 times, the revisits can happen a couple times but eventually don't trigger again until a new day, at which point they will have a chance to happen again, so if you wait they should trigger.
If you haven't restarted Kenshi in a while, I have noticed that raids in general can get stuck, but that exiting Kenshi and reloading the save can fix it.
That is my best understanding and explanation of what you might be seeing.
This mod will have recruits sent to your base regularly, but you have to talk to them for them to join you, and if they say they will join you, they can't if you're already at whatever your recruit limit is.
As for performance, you have to decide when to stop taking recruits if you have the 256 recruits mod, as the game isn't meant for that many.
As for this mod, the recruits brought tend to leave or die if you don't recruit them, so they shouldn't build up numbers to cause issues unless you intentionally recruit more than is wise for your system.
Atm in the mod the Crab Raiders/Black Dogs and Rebel farmers come with crabs/bonedogs respectively if you're wanting regulars of those.
@NAèM'OnES Still working on eliminating the possibility of hostility, I may have fixed it but requires a lot of testing. I have noticed that even though they are hostile, they won't attack unless engaged, so if you avoid them they should walk away. Also testing out conversations to stop current chain of recruit visits.