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So I uploaded a few of the mods, the spawn engine, the merchants and the recruits. Mercenaries will be uploaded tomorrow, since I ran out of time.
Also, this mod will officially become "outdated", so try to move to the other one. You also will not require Wandering Squads Offline, just use the spawn engine.
Oh, and I just noticed you changed playable to true and added cannibals to the human group in the editor, I didn't see any other changes related to them, they just show up in character creation. (But then so do cannibal skavs and deadhive and that's not your fault so I have more mods to tilt my head at :D)
As for the cannibals, they are part of the other mod released, wandering cannibals. It was worked on within this mod before being transferred to another one. Its leftover work and shouldn't spawn.
Also this mod adds playable cannibals for some reason. (Now where are the playable deadhive coming from though...)
Also, it could be that its because you have more than three characters in your squad, hungry bandits will always attack if you have two or less. When you have more than three characters, they will have a chance of attacking you (like 20%-50% of every encounter). Hope this helps.
As for skeletons, they should have a higher percentage of being spawned, you just have to be hanging around an area where skeletons are usually found.
Just to help you out, look for a group sort of look like dust bandits, however, if you point your mouse over them, a talk pointer should appear for a few of them. Those are the recruitables.
Only going on a leg here (not much specifics here), but if it has to do with popular mod on slavery and recruitment, they would have to take a look at the mod I made (downloadable from the link above to lofigames) and add the characters I created. Most characters (merchants included) are stand alone and I am guessing they have to add them to a list to make them slavable and recuitable.
As for blueprints, I would rather leave it to the villages/cities to provide, otherwise there would be no point to explore. However, I wouldn't mind adding ninja specific blueprints if they don't already exist in the wild, though again only once the engine/map update comes in.
Appreciate the feedback Truthowl. That leaves 9 more feedbacks on the idea.
Just to mention to everyone, I will clean up this mod once that update to the engine occurs (and hopefully the latest addition to the map at the same time) as it will most likely need some adjustments.
I am considering the idea of spinning off different components of this mod so that problems will be easier to pinpoint and also so that people can pick and choose what they want to keep from this existing mod. Will appreciate any feedback on this idea.
Also, I guess I should clarify by about the medical supplies. Try trading in medical kits, would never suggest narcotics. Its one of the few things all four types of merchants buy. The type of trading merchant in drawn at random. Also the guards of the caravan will purchase it too.
My suggestion: try trading medical supplies. If they buy, then the problem was the goods you were offering. You can tell by engaging directly in trade with them, and seeing what they are selling the least of. That is the greatest want.
Hope this helps
The merchants should trade with you if you 1) set your town to public 2) set the building the shopcounter is housed in to public. Also, negative relations could be an issue, so try to get your relations up by trading directly with them (+1 relations for every dialogue trade with them outside trade counters, trade counters don't increase relations I think).
If these are are all good, then its a matter of what you are selling to them. So far they don't buy weapons or armor or equipment. What they do buy are commodities. However, like the description says above, each trader has specific wants (4 types of traders). Some wants are also more important than others, so they won't go to your counter even if its a want they may be willing to buy, as its not a priority.
(cont)
You have to be at the pinkish forest found west of the Hub or any of the hive villages found in it. Just understand that recruits don't pop up that often compared to original spawned units or units like bodyguards/merchants, so hang around in one area for a while, eventually you will see some hiver recruits.
Also you have a chance of seeing them in non-holy regions, but the chances of finding them in a recruiting squad are a lot lower than if you came across one in the hiver regions.
As for the exploring motivation, I would disagree a bit. Blueprints do depend on the area you are visiting (still hunting for that ninja shirt blueprint). As your characters level up, you may start to look for more worthy adversaries, maybe even look for new places to settle, etc (try taking down a leviathan, its a great accomplishment). There are also some additions to lore and locations to visit for treasures and missions. Given the game is still in development, more stuff like that will be added over time, so that may compel you to go around and explore. Though, compared to a few months ago, there are a lot of mods that try to bridge that gap, maybe try some if you need to find a reason to explore. ;)
Ps. As for actual hiring bug (its from the game itself), it still is sort of there, but it seems to happen more when you reload the game, as they will forget they were hired by you (for the hours left of service they were suppose to provide). It rarely happened that they didn't follow through on their hire task through my few hours of testing.
I had to buy their services 9 times, the 9th time they actually started the job of defending the town for 2 days.
It is something on their end that doesn't show in the modding program, unfortunately. I can decide how much time passes before contract ends, but the game is choosing to ignore it. My suggestion would be to build up a lot of money if mercenaries are necessary and try till it works. Otherwise avoid using them for the time being.
Gonna contribute to the bug report with Turthowl, as he mentioned it has occurred since 93.21.
I am guessing a bug has occurred for the AI, as it decides when they are suppose to perform mercenary work and when they are suppose to end. It is skipping the time countdown. Gonna check it Vanilla, to see if its the mod or if its in fact the game
Semmed okay when I hired my first bunch of Mercs and they would have been yours too but sadly things just progressively got more unstable it seemed. I even resorted to unsubribing the mod at 1 points then reinstalling it again to see if it would solve the weirdness but to no avail.
I've not had bug deadeye talks of, quiet the opposite it seems, they take my money but kind of run off laughing at me.
Will keep everyone posted.
Alright, I guess this should take priority over the issue with forced dialogue. By the way, this started recently or has this been a recurring issue?
I haven't been playing this at all over this past month and am rather surprised that I haven't heard from anybody about till now. Not much has been changed with regards to mercenaries since July 22th, and I know I didn't have issue with them after that time either. As for the recent changes, to speak in 6 hours instead of 2 and increase in money contributions were the only changes since then. They shouldn't have an issue from hiring.
I guess I will take a quick look at the mercenaries tonight, to see if some more meddling occurred from updates. If the worst has happened, maybe I will spin-off the mercenaries into a seperate mod till it works again.
Well, by paying I meant actually having money deducted. By the way, its fine now or the skeletons are still having trouble understanding the concept of being paid? Should it still be the case, let me know.