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Invite Guests: a band of travellers from faction X has set up camp nearby. You can invite them to stay with your colony for a few days for protection (might trigger raids/manhunter packs), minimal trading, and/or recruitment (would use Hospitality mod/recruit through arrest feature). Improves relations if all goes well. Damages relations if pawns are attacked/mistreated and survivors make it off map.
Investigate Wreckage: One of the space ships causing limitless chunks of spacecraft to fall all over the planet crashed nearby. May find wounded crew, deranged prisoners, small amounts of resources, or worse.
Archotech Beacon: (Rare) A mysterious device from an Archotech planet has arrived nearby. Emits a signal which draws mechanoids to its location. Can be reprogrammed to release a one-time psychic soothe over the planet (psychic drone failure event possible depending on intellectual skill) May also find psychic lances/auxiliary AI parts in close proximity.
Item Escort: Pirates are escorting money or valuable items in a caravan and you need to ambush them at a certain point
Minerals: pay for the location of valuable minerals (gold, jade, silver, etc.)
Bug raid: Likewise but with bugs. But instead of robot raids, more hives spawn like crazy. Maybe have a hive queen or get rid of all the hives in the area (make them extra concentrated to make it seem like it wouldn't be something usual factions couldn't handle by themselves).
Assassinate faction leader: as name implies, faction leader of [insert faction here] needs to be killed. Go kill him. Heavily guarded by well equipped troops.
Space pirate bunker: Pirate base in the side of a mountain or near it. The longer it exists, the more frequent pirate raids become. Good chance of good loot.
Friendly AI defense: part of the friendly AI is crashed somewhere and needs your help. Reward is a friendly centipede named after the AI or something like that (if that is possible).
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_quests
http://fallout.wikia.com/wiki/Fallout_2_quests
http://fallout.wikia.com/wiki/Fallout_quests
-Escaped Slaves: A nearby faction has had a number of their slaves escape. They were last seen heading toward your settlement. Run them down and kill or re-capture them. Extra bounty for slaves taken alive. Optionally, you can capture them for yourself and take a significant hit to relations with that faction.
-Treasure Hunt: A total gamble. You hear tell of gold (or whatever) in them thar hills! Must send a caravan to location and leave your people there for a set amount of time (an amount of time that is partially randomized?). The idea being that they need time to excavate. This means that you must send them with enough food/gear/resources to build an outpost that can sustain them for that amount of time (and actually set them about building the outpost). The more people you send, the less time they need to fill the "progress meter". Resource/time/personnel/risk-intensive quest, with a chance of total failure because of an untrue rumour, an additional chance of ambush because of said rumor, but with LUDICROUS pay-off upon success.
Thanks
Maybe peace talks between other factions gone wrong, and if one of the factions is an ally they can ask you to help out their diplomats who are being pinned down after negotiations went south, provided the proximity makes sense. Upon getting there you'd see a few bodies strewn about, and members of both factions fighting. The reward is a significant relationship boost with the faction you help. If both factions are allied to you, one could ask for help initially but once you get there you could choose who to help at the cost of angering the other.
This one is similar to what someone else suggested, but with a slight twist. Maybe the quest giver can sometimes turn out to be an ex high ranking person turned defector for some hostile enemy faction whose relationship isn't perpetually hostile and is subject to change, and he/she could ask you to assassinate the faction leader of said faction so they can assume control. The rewards would vary from a decent amount of silver and promises to immediately end hostilities between your two factions, to rewarding you with a huge sum of silver and an alliance pact/mutal defense pact, and everything in between. The highest possible reward would mean they may sometimes call on you for military aid, but would offer it in turn and may also offer trading deals with you reducing prices from their caravans and offering caravan opportunities to you. Of course there could also be a small chance that the defector's plan doesn't go well, and someone else takes charge, and of course there could also be a small chance that the defector was full of crap and goes back on their word, but that could be more rare. Regardless of the outcome, the faction's military strength could be weakened for a while as a result of the failed/successful coup, so even if the defector is a back stabber, any raids they send your way would be weakened for a few weeks or so.
Either way i like the idea of personal quest givers, and custom quests to go with them. I'd certainly love to see many of these suggestions ingame, especially the suggestion about destroying an ememy faction base while it's being constructed.
a Mining Corporation found Several Huge Veins of Ore and they need Help because a raid group is going to go to their location to steal the ore
theres 2 sides
the Raider side: you kill the miners getting several raider weapons and you get a alliance with the raider faction because of you allowing them to spread and take more
the Miner side: you kill the raiders getting a crap ton of Metal alot of uranium and not much plasteel and some gold and not much at all of any other metal/ore (a compatibility with any mod that adds ores or gems basically but in a small amount)
When you buy a human from traders, and it so happens to be a quest giver, he still remains being it even when he/she is part of your colony, and constantly has this exclamation mark over his/her head. Since I don´t think thats intententional, i´m just leaving this here.
Great Mod!
Cheers
Did you play Far Cry 3? The quest is the typical "destroy pirate outpost" but the outpost has large fields of smokeleaf. And the near cities are having problems whit the addictions, so it will reward the destruction of the drugs . The loot are a few weapons and metal, and a lot of drug. If you can put some molotov in the outpost would be amazing cause the player who dont use drug in their colonies at last can enjoy burning the fields