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And no, after a leader is taken out his faction is gone for good. Only so complex the effects can get, and adding further layers like that just makes it worse and worse exponentially. Not worth it for a random bandit group. :P
Haa I get you! Are the upstart leaders pre-made or are they generated randomly?
Some tricks here and there to give the illusion of random generation though. For example, they have randomized appearances, weapons, and names. But that's all it is, an illusion.
However it's great as is that the appearance is randomnized, character will feel different everytime :)
If the game had the ability to generated a new numbered NPC and the world state checks around him each time, as well as the overrides to use those checks, it would be possible. But under the current system, it all has to be set up in advance.
I'd still like to have them around, here and there, as random spawns to be honest.
This is not how all factions work though. Some of the larger ones, like the HN, UC, or Cannibals will always still exist in some form. With rarer and weaker spawns. I see them as far too large and deep rooted to completely wipe out. Dust bandits however are simply a small local bandit group, after taking out the splinter leaders I don't see the survivors sticking with the group. They'd integrate with other factions, or just become drifters.
So no, they will not stick around on their own. Unless you leave one or more leaders alive.
It's only in the interest of keeping The Border Lands "lively." Aside from the Starving/Hungry groups, there's only Bonedogs and Garu packs. Dust Bandits make up a fairly significant number of spawns and the only dynamic "camps." And, of all the spawns, they offer the better "gameplay" fights up to a point. Good for training.
For my own private uses, would it be possible to bring them "back" after the last leader is killed? Perhaps just lowering their original spawn frequency? (I don't know the mechanics, but it shouldn't be too difficult to figure out if it's a mechanic I can trigger somehow. And, if a removed faction can be brought back without borking the game logic in the head, that is. :))
PS - On the Dust King mechanic: I've heard various reports that he can get "released" from jail if turned in for a bounty, possibly reestablishing himself. True? If so, then he must be very certainly "dead" to trigger the mechanics in your mod I assume. ie:I assume he's a "member" of the Dust Bandit Faction and would get wiped or bugged if it was rewritten/eliminated without being conveniently dead first...
Thanks in advance for your reply.
The Dust King, Bugmaster, High Inquisitors, and Phoenix (that I know of, I've seen relatively little of what the game has to offer) do not get released from prison. Their sentences are "FOREVER" and if you go to the jail you turned them in to, they will persist in that location (unless you import. If you import without characters everyone will be back where they belong, if you import with characters, they'll disappear forever, as I understand it). Less important leaders will eventually be released, however, and when they do they do in fact re-establish their control over their faction, though not always at their former base (I found the Red Sabre leader and the Black Dragon Ninjas in random camps rather than their home bases in my game).
Could also be a mod conflict, if another mod is adding dust bandit squads to the world or altering them.
Might try testing other mods, see if any of them are conflicting to cause it.