Kenshi
Town | Two Toes
23 Comments
Pode 18 Jul, 2024 @ 5:27pm 
Working great so far, have 2 longhouses and hemp at the hemp dealer
Trinity  [author] 18 Jul, 2024 @ 3:29pm 
I like that concept you proposed about the potential lore and I love that you're able to come up with some too. I just thought the town could be like a middle ground between the hub and actual slaver territory, acting as a small outpost to catch any scragglers wandering from holy lands. The whole purpose behind naming him "Bastard Noble" is because he is indeed a noble, but they disowned him, making him a safe middle ground to attack without repercussion from the faction. But idk. I don't think killing him effects the faction much, but I may be wrong. He's definitely far out of the conventional reach of the slavers, though. and perhaps can get traffic like that, an ease of access to the great desert and stuff. I was looking and I can't tell if you suffer a big relations hit. Hope it's all working well
Trinity  [author] 18 Jul, 2024 @ 3:24pm 
Okay, I just got it updated, should be fixed and a bit different, will require an import or loading a save before you loaded the town. :cactusrum::holyflame::er_wave:
Pode 18 Jul, 2024 @ 2:26pm 
By way of encouragement, I really like the idea of a town here at the Venge border on the crossroads. Traders and slavers would naturally rest up here and at the grey desert waystation until nightfall to start crossing Venge, even if no one else really lived there for other reasons. It makes the world make more sense and feel more real to have a settled route between the north and south UC.
Pode 18 Jul, 2024 @ 2:21pm 
I'll unsubscribe and resubscribe to the mod to make sure that Steam pushes me the latest version. Workshop used to be sloppy about that when i made Stellaris mods.
Pode 18 Jul, 2024 @ 2:19pm 
Now that you say it it makes sense. Hemp and Hash are illegal in the UC, so eventually there would be war between the slavers and the guards over hemp if they could have any.
Trinity  [author] 18 Jul, 2024 @ 1:51pm 
lmao I think I understand why slave traders can't sell hemp now. I am literally trying so hard to get their inventory to fill right, I'm like forcing like 100+ items into their inventory. Turns out the faction deletes all the fucking hemp 🐒
Still struggling with the longhouses, though. They used to work in my game. Or at least I thought they did. I turned on my game and like all my settings got reverted also >.> had to reset basically everything
Pode 18 Jul, 2024 @ 7:45am 
I'll confirm that he's still there but I did run into Slaver Bastard wearing nobles clothes a little bit before I went into the Hash shop and found nothing being sold and no money on the merchant. That's what triggered me to open FCS, import, and then lead to more questions
Trinity  [author] 18 Jul, 2024 @ 1:01am 
Perhaps the unique npc died and the world state changed into the ruined state. You can import to see if the town changes further into a new or older world state (can't remember how exactly it works), or you can import to import dead npcs. Try testing in a new game if you're having trouble across saves or whatever. I forget the world states, but maybe I can make the town habitable by the player once ruined, meaning you can go in and buy everything and whatever, maybe even for free. Lmk what's going on and I'll look into the mod, I haven't been modding as of late so I might break it lol :kabuki:
Pode 17 Jul, 2024 @ 6:34pm 
Having trouble. I've got 2 ruined longhouses and the slaver bar isn't in either of them. The Hash Shop vendor has no money and no hash (or anything else) to sell.
Trinity  [author] 3 Nov, 2023 @ 5:19am 
I just added a mercenary world state, there are now 3 world states, slavers, mercs and empty
Trinity  [author] 26 Oct, 2023 @ 10:53am 
I can't remember, maybe no one, but i don't know
charlie.hall.0111 26 Oct, 2023 @ 10:38am 
Who takes over this town if you kill the slave traders?
Trinity  [author] 25 Aug, 2023 @ 10:50am 
in fact, if you want to wait a bit, I can make standalone versions of these towns for personal use
Trinity  [author] 25 Aug, 2023 @ 10:48am 
Trinity  [author] 25 Aug, 2023 @ 10:47am 
sure, I'll be making more towns and stuff, if you wanted to get the custom towns from my other mods and use them somehow, I guess you could, but I wouldn't be able to use your mod whatever it is since they're tied to factions I use. Like Argen on my caesar's legion mod , or Rivertown in my The Sun faction , or maybe Cyrus in my The Fury mod
Asur 25 Aug, 2023 @ 10:09am 
Can I take the mod into my assembly?
Trinity  [author] 16 Aug, 2023 @ 7:02am 
okay, there's a shop now, you might need to import if you've already visited the town and had the previous buildings load in
Jorahm 14 Aug, 2023 @ 10:54am 
Really like the town, but I feel it should have stuff like a bar and other kinds of shops, maybe a UC police station as well.
Trinity  [author] 12 Aug, 2023 @ 11:49pm 
I don't know how raids work
Trinity  [author] 12 Aug, 2023 @ 11:48pm 
no it only adds the town and that's it
Gevurah 12 Aug, 2023 @ 10:38pm 
Does this expand slaver patrols or raids?
friendlygermansoldat329 12 Aug, 2023 @ 2:34pm 
Cool, Im gonna go check it out