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Regarding the Jotuun they were a little experiment i did right at the end of creation and left them in as a bit of a teaser, they are a custom race so im guessing thats why you cant recruit them with the prisoners mod. But i plan on adding more to them soon, possibly their own town? and will deffo add some companion version somewhere ^_^ thanks for the feedback!
Will there be a mini civil war between pirate factions if one or two of the leaders die?
i know how this can be done just need the free time atm. Currently on a short break from kenshi after powering on for a month straight to finish this mod haha. I'll be working on it again after next week once my bday is done and dusted ^_^
thanks for the help though appreciate the work you've done.
ive written it so its like the pirates are actually talking. they wouldnt have perfect english now would they ;)
I find it not fitting in kenshi's world.
The only real experience I have is Gearcove.
There are 144 pirates that go errrrr every second, they are too loud and talkative, kenshi is a silent game, a very silent one, the noisy pirates don't fit and I don't see why they would be hollywood pirates. It could be a funny thing if it were a small group of wannabes, but they are...the strongest and largest faction I've seen in game.
Furthermore these guys are not OP per se, but they all happen to have a skeleton repair kit on them, robots heal to full health with them, this makes taking over Gearcove a pain in the ass, a huge one.
Beating 150 decent fighters is already long enough, one might say epic.
Having to loot every single one of them is just a pain, but if you don't loot them, they get back up at full health and you end up fighting thousands of robots.
I also feel sad for the crabpeople, they used to be the main force down there, now they are just a bunch of primitive idiots that have no chance. They do fight well, but they are not immortal like the pirates are nor numerous enough to be important anymore.
You have probably developped the mod for yourself, and that's cool, and thanks for making it public, but I find that the way the gearcove guys can not be taken on without being a chore limits the experience for people...who don't like skelly pirates that go eeer.
I would be perfectly fine if the gearcove dudes were 144 and all had stats in the 60s-70s, If taking on gearcove was very hard but fun, but the skeleton repair kits combined with the huge population combined with(probably) respawns just makes me want to move my base.
If moving away from the town does not trigger respawns, if the 144 skeltons could be withered down little by little, then I would be also quite happy.
But you probably made Gearcove an unbeatable force on purpose, because your fun was there, and that's legit, you are the author.
And yup, if your squad is equiped with blunt exclusive weapons, the repair kits are not as much as an issue, but that's very very late game(and then the skelly stats are just too low for them to be a challenge) and not a thing I want for roleplay reasons.
great work though, I can be critic and admirative.
Just tell me the ones I have killed will not respawn and I promise to erase my grumpy post ;)
(or a few explanations on how to desactivate respawns via the mod tools)