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Age is just a modifier, its not an actual class.
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# ? Apr 15, 2019 17:23 |
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# ? Jun 8, 2024 08:47 |
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Remember the stats you see in an animal's stat sheet is after the age modifier. Its why you'll see the bar fill but never gain a stat, its because thats after the stat gets reduced to .03% or w/e. Supposedly the dog start has the dog with 45s in its stats that you don't see since its a puppy.
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# ? Apr 15, 2019 19:06 |
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Leal posted:Remember the stats you see in an animal's stat sheet is after the age modifier. Its why you'll see the bar fill but never gain a stat, its because thats after the stat gets reduced to .03% or w/e. Supposedly the dog start has the dog with 45s in its stats that you don't see since its a puppy. yeah, mines limb health hasn't grown in quite a while. heres his current stats, 62 days old (elder ofc). don't mind the gore. just an endless wave of beak things while most of my squad is down, unable to be moved due to said constant beak things. thank you ice, krup, senshi and fish. they'd go down for a few seconds and get right back up. saved my squad (and most of the merc squad I hired, one got eaten though. RIP). currently trying to see if I can do a kamikaze run to save one of the other mercs that's being eaten but not dead yet. gonna take everything off my fastest character (cat) and see if I can't get him to safety. Gonna have to ditch his gear right when i pick him up so he doesn't weigh me down. edit: gently caress me, I didn't get a chance to loot ~15 or so beak things as I was trying to get everyone to safety with my remaining 3 conscious guys. I come back a few minutes later with Cat and the bodies are all gone . Tabletops fucked around with this message at 20:46 on Apr 15, 2019 |
# ? Apr 15, 2019 20:37 |
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No need to strip 'em- regardless of what a dude has on them, they will always weigh 30kg, and give a bigger bonus to strength increases than an extra 30kg will usually give.
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# ? Apr 15, 2019 20:44 |
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CommissarMega posted:No need to strip 'em- regardless of what a dude has on them, they will always weigh 30kg, and give a bigger bonus to strength increases than an extra 30kg will usually give. ah, figured they'd weigh the 30 + whatever gear they have. good to know. well i managed to save the merc, but now I have a merc with no armor or weapons, missing a leg. I had to hire him again to not be kidnapping. Not sure what to do with him now, wish i could just recruit him permanently. Tabletops fucked around with this message at 21:10 on Apr 15, 2019 |
# ? Apr 15, 2019 20:46 |
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what's a good city to base out of on the west side of the map? I went to admag and hit up a hiver village in vain but they both were pretty awful gear/shop wise. I have a bunch of new dudes I need to outfit and all I can find are these garbage shops!
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# ? Apr 16, 2019 00:47 |
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"On the west side of the map" is fairly vague. That covers pretty much everything from the cannibal capital to Drifter's Last, but I don't think you want to walk that far. Mongrel in the Fog Islands is a pretty good place to be. It's not controlled by any of the big three, has a bunch of shops and bars, and the Fogmen provide constant (if fairly weak) target practice. When I start near Hub (at the standard location the game dumps you for choosing to reset squad locations) my usual choice is to go to Bad Teeth, though. It's in Okran's Pride and nearby the cities of Blister Hill, Stack and Squin, in a fairly centralized fashion. So long as you aren't something that the Holy Nazis would hate to have nearby, it's a safe location with plenty of resources of all types. It's more middle-ish than Western, though.
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# ? Apr 16, 2019 00:59 |
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Mongrel has good stuff for sale but it's a terrible place for a base. I want Holy-Nation-sempai to
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# ? Apr 16, 2019 01:16 |
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I kind of like it. Stand on a cliff, shoot some peeps, hang out with my buddy CYBERBEEP, it's kinda neat. There's at least one fairly decent and sizable house to buy, too, so there's storage space for crafting stations and such. I treat it as my fallback location. Nothing willingly follows you into the fog, so you can always use it as your secret pirate base for raiding the Shek and the Holy Nation. Once you learn the lay of the land, the Fog Islands are pretty easy to navigate and there's a surprising amount of hilltops that make for wonderful and easily defended outpost locations.
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# ? Apr 16, 2019 01:22 |
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The Lone Badger posted:Mongrel has good stuff for sale but it's a terrible place for a base. Go kidnap a named high inquisitor. I'm not sure whether they'll send the Wrath of God raids just for getting your relations to -100 I'd say World's End and Squin are the best cities on the central-west/northwest side of the map to use as a staging area. Though if you buy the building in World's End you have to cover the roof in mini windmills in order to do any crafting or hydroponics because the city has a massive electricity deficit
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# ? Apr 16, 2019 05:22 |
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South Hive have Trained War Gorillas?! Is this a mod....I want one of those Guess I'll have to settle for crabs.
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# ? Apr 16, 2019 05:26 |
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I've kidnapped a high paladin for a training dummy, will the holy nation psychically know if I keep beating on him?
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# ? Apr 16, 2019 06:12 |
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mauman posted:South Hive have Trained War Gorillas?! Nope, it's vanilla. I nabbed their queen in a previous game once and they sent a whole bunch of those along with an army of angry antmen.
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# ? Apr 16, 2019 06:47 |
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Fewd posted:Nope, it's vanilla. I nabbed their queen in a previous game once and they sent a whole bunch of those along with an army of angry antmen. Shame you can't get one yourself in vanilla. Way I found out about them was actually kinda amusing. My base around Stobe is still being set up, so I decided to send out my still at home primary force out to fight them. Half of my primary poo poo kickers were running back to my original base to grab more supplies. So 8 fairly strong guys. ran around a mountain where I saw they were coming on the map and went "oh, this might be more dangerous than I thought". Still won, but my 8 guys were hurting a bit. mauman fucked around with this message at 09:23 on Apr 16, 2019 |
# ? Apr 16, 2019 08:32 |
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The Lone Badger posted:So you're in the hub with your two badasses. What should you do next? Crimes. If you want to make this a little faster but not too cheesy, get a Training Weapons mod so you can give everyone boffers for Rooftop LARP Club.
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# ? Apr 16, 2019 09:52 |
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Tabletops posted:ah, figured they'd weigh the 30 + whatever gear they have. good to know. There is a mod that lets your hire mercs permanently. You could use that. I downloaded it once my merc squad got torn apart by spiders, gave em the limbs i was carrying and the armour/weapons (which was all specialist at least, i was on a trading run) and dragged em back to my base. Perma hire. They're kicking rear end.
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# ? Apr 16, 2019 13:03 |
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dogstile posted:There is a mod that lets your hire mercs permanently. You could use that. I downloaded it once my merc squad got torn apart by spiders, gave em the limbs i was carrying and the armour/weapons (which was all specialist at least, i was on a trading run) and dragged em back to my base. Perma hire. They're kicking rear end. nice, i may do that. at least so I can hire the ones that are permanently crippled. Feel bad for them:( their bros just leave them behind. anyway, I'm thinking of settling down somewhere. I've been scouting out good base locations and so far I've found an area in the south west of the swamp, next to the entrance to the grid that has good resources and 100% swamp and arid, not sure what the land types mean exactly but i'm guessing it's related to farming. What would a 20% arid area mean? like arid growing plants only grow at 20% speed? Fog islands has a lot of good resources as well, large areas for building and copper, iron and all 3 ground types. Vain also seems good, but loving beak things are the worst. I'm not sure how I'd get a base going fast enough to not get overrun. gonna attach some images of prospecting i've done Stormgap Swamp Fog Islands also, those are in reverse order. so yes I did not make it to mongrel unscathed.
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# ? Apr 16, 2019 18:05 |
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That little plateau in the Fog Islands is one of my preferred spots. The prospecting values are amazing and the place is incredibly easy to defend. There are only three ways to get up there at all and you can easily and permanently close off two of them with only a short stretch of wall. The fogmen don't even have a chance.
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# ? Apr 16, 2019 18:08 |
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Tabletops posted:What would a 20% arid area mean? like arid growing plants only grow at 20% speed? https://steamcommunity.com/app/233860/discussions/0/365163686059866699/
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# ? Apr 16, 2019 18:15 |
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I'm looking at mods since it seems many of them revolve around player cities and bases. Any suggestions on which ones I should get, that aren't game breaking or cheatery? like the strength training, dex training etc ones? also I've seen people mention recruitable prisoners as a thing, but it seems there are a few different mods that do this. is there a preferred version? one that was linked earlier (Paradise Falls Slavers Edition) seems to change... a lot of things besides just recruiting prisoners (though it seems to be just slaving people to work for you?). Also see reactive world mentioned a lot, wondering if it's good/cool enough that I should install it?
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# ? Apr 16, 2019 18:37 |
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thanks, that makes a lot more sense. Seems like a mixed biome one like Fog islands wouldn't be too bad, but the swamp one seems really good. Though I'm not really sure what the different plants are used for or useful.
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# ? Apr 16, 2019 18:38 |
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All of the mods that basically do nothing except make setpieces player-constructable are fine. You won't break the game by becoming able to construct bridges over rivers or anything like that. It's kind of cool to be able to construct those ancient lab-fortresses yourself. I posted a list of all mods that I use only a few pages ago. Look it up and check out everything that involves buildings and furniture. The same applies to the ones that just add weapon recipes into the game. It adds variety at no real cost to balance. Another one that I'd recommend is the Belt Mod. It's basically the only way you'll ever get a use out of the belt slot. With appropriate amounts of research, you can churn out ninja belts that make you extra sneaky, but in a way that really isn't game-breaking. quote:also I've seen people mention recruitable prisoners as a thing, but it seems there are a few different mods that do this. is there a preferred version? one that was linked earlier (Paradise Falls Slavers Edition) seems to change... a lot of things besides just recruiting prisoners (though it seems to be just slaving people to work for you?). The big thing it does is to give your starting squad slaver AI if you use one of its predefined starts, which means that your starting squad will automatically grab unconscious people, disarm them, and stuff them in the nearest cage. To recruit, you just talk to people and say "join me." It also is supposed to give them slave AI so that you can just release them and they'll do menial labor, but I can never quite make it work right. quote:thanks, that makes a lot more sense. Seems like a mixed biome one like Fog islands wouldn't be too bad, but the swamp one seems really good. Though I'm not really sure what the different plants are used for or useful. Otherwise, the only real difference is that each type of farm needs to be researched separately, so there's a degree of investment there. Not nearly as bad as it sounds, though.
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# ? Apr 16, 2019 18:47 |
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Hemp is also good for fuel, which you’ll need in the swamps since there’s no wind.
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# ? Apr 16, 2019 18:52 |
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Cardiovorax posted:Another one that I'd recommend is the Belt Mod. It's basically the only way you'll ever get a use out of the belt slot. The lanterns are incredibly useful, actually (put them on all your crossbowmen)
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# ? Apr 16, 2019 18:53 |
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BMan posted:The lanterns are incredibly useful, actually (put them on all your crossbowmen)
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# ? Apr 16, 2019 18:56 |
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Hemp is better than cotton in all regards and much more efficient for the applications like making cloth.
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# ? Apr 16, 2019 19:37 |
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Pretty much, yeah, by about a 1:2 ratio. The big advantage of cotton over hemp is that hemp grows well only in swampy areas while cotton grows well in green biomes, which are just way, waaaay more common. The Swamp, the Burning Forest and the Wetlands, that's pretty much it, with some minor percentage in the Vain. If you want to be a drug lord, you have only so many places available to be it in.
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# ? Apr 16, 2019 19:43 |
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Cardiovorax posted:Pretty much, yeah, by about a 1:2 ratio. The big advantage of cotton over hemp is that hemp grows well only in swampy areas while cotton grows well in green biomes, which are just way, waaaay more common. The Swamp, the Burning Forest and the Wetlands, that's pretty much it, with some minor percentage in the Vain. If you want to be a drug lord, you have only so many places available to be it in. Cotton: - Arid 0% - Green 100% - Swamp 0% Hemp: - Arid 40% - Green 100% - Swamp 50%
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# ? Apr 16, 2019 19:48 |
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Huh, sorry about that, I hadn't looked at that yet. I was going by the information on the Kenshi wiki, which makes it sound like growth rates of Hemp are determined by Swamp biome percentages.
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# ? Apr 16, 2019 19:54 |
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Any way to get other npc's nameplates by pressing alt? Characters get lost sometimes for looting after brawls.
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# ? Apr 16, 2019 20:13 |
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Cardiovorax posted:Pretty much, yeah, by about a 1:2 ratio. The big advantage of cotton over hemp is that hemp grows well only in swampy areas while cotton grows well in green biomes, which are just way, waaaay more common. The Swamp, the Burning Forest and the Wetlands, that's pretty much it, with some minor percentage in the Vain. If you want to be a drug lord, you have only so many places available to be it in. Hydroponics brah.
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# ? Apr 16, 2019 21:20 |
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Yeah, but they cost AI Cores to even research and really aren't a consideration until you're like 10-20 hours deep into a typical game. quote:Any way to get other npc's nameplates by pressing alt?
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# ? Apr 16, 2019 21:26 |
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I've discovered that if you put someone on hemp auto-loom duty, they will run back and forth putting single hemps in constantly. Annoying for multitasking, but it's great for strength training! yes I know there's a weight bench mod
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# ? Apr 16, 2019 21:46 |
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It would be nice to be able to say "Finish doing one round of this job, then haul this poo poo over here," but your priority setup either means "Drop everything to handle this task" or "Completely finish everything you might ever want to do with this workstation before moving on to this task." Handy for putting people on mining duty in their off-season, but makes it difficult to have one cook who runs both cookstoves and booze stills, especially when both use the same veggie. And having two cooks with different priorities set just made them switch places whenever one got distracted for a moment.
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# ? Apr 16, 2019 22:28 |
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Paranoid Peanut posted:Any way to get other npc's nameplates by pressing alt? i wish there was a way to highlight corpses, speaking of. it bothers me that the item highlight doesn't . bodies can be so hard to see on the ground sometimes.
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# ? Apr 16, 2019 23:05 |
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Tell me about it. It gets worse when you're fighting Fogmen and are looking around for Fog Princes. It's got to the point where I've tried modding in coloured clothing for them- haven't tested it yet, here's to hoping it works.
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# ? Apr 16, 2019 23:11 |
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Fogmen have different colored blood
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# ? Apr 16, 2019 23:15 |
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Tabletops posted:thanks, that makes a lot more sense. Seems like a mixed biome one like Fog islands wouldn't be too bad, but the swamp one seems really good. Though I'm not really sure what the different plants are used for or useful. There are three plants worth growing: riceweed, greenfruit and hemp. Riceweed + greenfruit make gohan, and without the huge amount of extra hauling of anything involving wheatstraw. Hemp makes fabric, and is better at it than cotton.
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# ? Apr 16, 2019 23:18 |
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In theory, it's as easy as finding the Fogmen config file that determines the RGB values that are applied to the standard Hiver skin. Little bit easier said than done, though.
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# ? Apr 16, 2019 23:34 |
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# ? Jun 8, 2024 08:47 |
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I was gonna do an MTV Crips version of my base but I really want to eat dinner so instead here's my Leviathan Coast pitch: Right in this spot there's two iron deposits with 100% quality and 3 workers available and a low-quality copper deposit for two workers. 80% Water yields for wells, green fertility for growing hemp and greenfruit (you'll need hydroponics for rice), plus you're right along the shore so you can build your gate in the water to force enemies to swim to your base. Roaming Garru bands, the occasional Beak Thing, and plentiful River Raptors will prove minor annoyances until you have walls, then are great for providing leather for armor crafting and meat for making food or rotten meed for animal fodder. You're out of cannibal range once you overcome the one scripted raid, then you only have to worry about the Band of Bones who take forever to get to you, but will rarely ever make it because they often aggro the Leviathans and get wiped before even showing up. Leviathans themselves are great for crossbow and harpoon target practice, killing a single one will bring a character from Turret skill 0 up to 13, and Leviathans won't retaliate if you blast them from a wall-mounted turret, so they're walking cash baloons you can pop for 12k apiece. If you're newer to the game and are looking for an incredibly safe and comfortable base to begin your industry, big recommendation for the Leviathan Coast.
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# ? Apr 17, 2019 00:04 |