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Azhais
Feb 5, 2007
Switchblade Switcharoo
The anti-slavers don't like the Shek iirc.

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Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Are there any mods that add traps? Like being able to trap the surrounding area of your base? Like I understand that the dev deliberately didn't want automated defenses, but just something to soften up enemies before you have a bunch of skeletons to make autoturrets with :v:

Also speaking of which, any good island/off shore places that are somewhat newbie friendly for setting up a base?

Azhais
Feb 5, 2007
Switchblade Switcharoo
Raptor island is pretty quiet, but I don't know what the resources look like

e: Raptor, not Reaper

Inexplicable Humblebrag
Sep 20, 2003

do you want islands, or do you want newbie-friendly? because if the latter, i suggest Gut once you've gotten the hang of maiming beak things

Siljmonster
Dec 16, 2005

by LITERALLY AN ADMIN

Azhais posted:

Raptor island is pretty quiet, but I don't know what the resources look like

Would the resources happen to look like raptors?

Azhais
Feb 5, 2007
Switchblade Switcharoo
^^ Well, the meat resources certainly look like raptors

If it's the area I think it is, I don't know that I'd classify gut as in any way newbie friendly unless said newbies are fond of dealing with a dozen beak things at a time

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

artichoke posted:

Ah, cool. I will take you up on that then. It's the Rebel Farmers and Crab Raiders vs the Five Invincibles and Hundred Guardian (I think?). I'm not sure if the Shek have attacked the Anti-Slavers that have come by because the AS haven't been back since the beginning...but I don't know if they're natural enemies like the two I first mentioned there. Anyway, anything helps!
Alright, here you go. For ease of use I have included two versions. The faction_neutrality_bandit mod simply forces all factions involved to have +5 relationship to each other, which is vaguely friendly and should be enough manually force them to neutrality. However, it might be that the problem is that the outlaw factions are tagged OT_BANDIT, which gives them basic bandit behaviour like showing up in raids on your base even if you're friendly. faction_neutrality_no_bandit will set them to be OT_MILITARY instead, like the Shek Kingdom are, but this may affect their standard behaviour and do things like make them not raid people anymore. If I did everything right, at least one of these should work, but I can't really test it without setting up a situation like yours, and that would take hours.

So, I hope it works anyway, and if it doesn't tell me so I can maybe fiddle with it more until it does. Here you go, link is tested and the download works: https://ufile.io/nwv4v0a7

Just put it at the bottom of the load order, I made sure to check that it contains nothing except the relationship changes.

Azhais posted:

The anti-slavers don't like the Shek iirc.
I checked, they don't care and both are flagged as anti-Slaves. Shouldn't matter.

Inexplicable Humblebrag
Sep 20, 2003

Azhais posted:

^^ Well, the meat resources certainly look like raptors

If it's the area I think it is, I don't know that I'd classify gut as in any way newbie friendly unless said newbies are fond of dealing with a dozen beak things at a time

it's an extremely efficient way to level toughness

(also making inroads on Gut from the surrounding towns is a really good and fun way to level your squad and earn money imo. way more interesting than hub!)

artichoke
Sep 29, 2003

delirium tremens and caffeine
Gravy Boat 2k

Cardiovorax posted:

Alright, here you go. For ease of use I have included two versions. The faction_neutrality_bandit mod simply forces all factions involved to have +5 relationship to each other, which is vaguely friendly and should be enough manually force them to neutrality. However, it might be that the problem is that the outlaw factions are tagged OT_BANDIT, which gives them basic bandit behaviour like showing up in raids on your base even if you're friendly. faction_neutrality_no_bandit will set them to be OT_MILITARY instead, like the Shek Kingdom are, but this may affect their standard behaviour and do things like make them not raid people anymore. If I did everything right, at least one of these should work, but I can't really test it without setting up a situation like yours, and that would take hours.

So, I hope it works anyway, and if it doesn't tell me so I can maybe fiddle with it more until it does. Here you go, link is tested and the download works: https://ufile.io/nwv4v0a7

Just put it at the bottom of the load order, I made sure to check that it contains nothing except the relationship changes.

I checked, they don't care and both are flagged as anti-Slaves. Shouldn't matter.

Oh my gosh, you are awesome! I will test this out tonight and let you know what happens at Pink Beach (it is pink because of all the blood).

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
No problem, really, it's a very simple change that didn't take me ten minutes. Think nothing of it.

Here's hoping it helps. :)

EmbryoSteve
Dec 18, 2004

Taste~The~Rainbow

My blood sugar is gon' be like

~^^^^*WHOA*^^^^~

SpaceSDoorGunner posted:

How did you build up/equip/train an army that could fight straight up against HN armies? I’ve gotta rely on stealth raids and knockouts, so that I outnumber them like 4 to 1 by the time it goes loud. I’ve kinda figured out how and where to recruit a lot of robots and train up a lot of sneaky fast raiders but they can’t fight for poo poo despite running my re-education beatings against disarmed Paladins.

My own army is now about 18 melee fighters with about 15 of them with melee stats in high 30s-40s or higher and 5 crossbow dudes with like 60 in stats. This is enough to defeat any single patrol in the field and enough to gut any holy farm or mine, also enough to take out a military base I found out last night. My level 4 walls and gates with 12 harpoon turrets keep the base safe without issue so far. All stats are natural as I only got the training mod that lets guys level to 24 melee because more seemed abit OP.

It is all about priortizing the high level melee fights with the crossbows so that they dont get a lot of extra hits in. Last night I cleared the military base and then had a patrol loving spawn inside of it and then a patrol return to it. luckily one at a time. They were defeated but now my whole army is beat the gently caress up and when I was leaving a high level patrol of an inquisitor and high paladins plus paladins came and I was able to beat them but with 6 guys going down. I called it a night then. I will have to have remaining guys pick up guys with hosed up legs and carry them out of harms way.

My whole army is quipped with home made specialist and above gear probably 40% heavies and 60% meds. Many of my heavies have defensive weapons or heavy weapons. My meds either have heavy weapons (bc they mine in the downtime and are all like 65-80 str or higher) or they have ninigata pole arms. all of the weapons are either mkIII or Edge +. all crossbow dudes have MkII oldworld bows specialist or higher. Total faction is about 40 including animals and base peeps. I still have not attacked a real HN town. I think I might add two or three more crossbow peeps and two more melee peeps before I try something like that. Each time they fight paladins and high paladins the get bettr. The fighting is to be embraced not avoided (within reason)

Azhais
Feb 5, 2007
Switchblade Switcharoo
Can also hire a few mercs to eat the brunt of the damage

EmbryoSteve
Dec 18, 2004

Taste~The~Rainbow

My blood sugar is gon' be like

~^^^^*WHOA*^^^^~

Also an extended tour through the crater will train up fighting and toughness all natural through a relentless tide of beak things. Also going through the shrieking forest probably helped train my main fighting squad. Before I started poo poo with HN.

The Lone Badger
Sep 24, 2007

Nalesh posted:

Also speaking of which, any good island/off shore places that are somewhat newbie friendly for setting up a base?

If you can handle crabs then mosey on down to Fishman Island. Once you take out the fishman king you will literally get zero raids.

Edit: Should I post my complete supersoldier regimen?

The Lone Badger fucked around with this message at 10:47 on Jul 24, 2019

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
There's also the floating foundation mod which lets you built literal offshore bases.

DreadLlama
Jul 15, 2005
Not just for breakfast anymore

The Lone Badger posted:

If you can handle crabs then mosey on down to Fishman Island. Once you take out the fishman king you will literally get zero raids.

Edit: Should I post my complete supersoldier regimen?

You don't get to throw around terms like 'supersoldier regimen' without posting. :colbert:

Nuclearmonkee
Jun 10, 2009


DreadLlama posted:

You don't get to throw around terms like 'supersoldier regimen' without posting. :colbert:

It's actually pretty easy to build supersoldiers even without mods.

March around the borderlands with a bag full of rocks and dead body over your shoulder (str). Wield only a rusty katana or some other mostly/entirely cut based weapon (dex) to beat on starving bandits with until they slam you into the dirt (toughness). Rest between beatings. Continue until str reaches desired number.

Just put your training guys in a separate squad and walk them long distances somewhere between Admag and the Hub. Always have at least two training at any particular time so if necessary one can go bandage the other up if they run into something like bone dogs or bandits who do lots of cutting damage. Can mostly otherwise ignore that squad and focus on your main crew doing other things.

artichoke
Sep 29, 2003

delirium tremens and caffeine
Gravy Boat 2k
Got the bandit/Shek neutrality mod installed but haven't tested it out since I've been out kicking rear end, so I'll update Cardiovorax about that later when we get back to base.
Eyegore works for me now and he's a little OP. Thinking of retiring him to live with the Flotsam Ninjas.

Delamore
Jan 11, 2008

Monocle Man
Midgame training stuff

I trained strength by hiring mercs to guard my base and then load up the characters I want to trains inventory and have them carry something while they guard / follow the mercs. This way they're safe in base and almost constantly moving around

For dex and weapon skills kidnap robots and load them up with good armor and very low damage but + defense weapons like sabres I think it was and beat on them till they pass out then put them back in a cage and patch them up.
Make sure your training / cage area is either fenced off or has a locked door, preferably both so your robots can't escape if something goes wrong.
Sometimes you might need to put them in skeleton beds but it seems a bit iffy if they will stay in the bed after waking up or not, worst case just let them regen inside their cages.

Remember that you want their attack stat to be as high as possible, and their weapon affects this so if you have a skilled weapon user but take away his weapon so he has low attack you'll get no skill gain, same for armor that affects attack stats.

Spoilers for some good training robot npcs
Some robots that work really well for this are the 2 brothers in a tower Venge or if you can handle him the best without going into the end game areas is the Spider Foreman out in Forbidden Isle who has like 80 stats

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


Delamore posted:

Sometimes you might need to put them in skeleton beds but it seems a bit iffy if they will stay in the bed after waking up or not, worst case just let them regen inside their cages.

Sneaking seems to prevent them getting up, also lock the door of the building they're in

The Lone Badger
Sep 24, 2007

OK, the first step is to collect a whole bunch of Shek. Scorchlanders and Greenlanders will do in a pinch, but Shek are best. No Hivers.
While you're recruiting them make sure your production is sorted out. Each recruit will eventually need a good quality weapon (best bought from the Scraphouse, but if you're equipping a ton of people you can smith them yourselves), Superior grade armour (masked helmet, leather turtleneck, samurai armour, samurai legplates, no boots), Superior grade limbs (Skeleton Arm L and R, KLR Legs L and R) and a Small Thieves Backpack (can't be crafted, buy them when you can). I like to have the recruits make the Robotics Components for their own limbs, that gives them some skill in Robotics to patch themselves up later.

Set up your Strength Training course. Build two Building Material Storages at opposite ends of your base, with a training dummy next to each. One storage should be full, the other empty.
Give each recruit a large backpack and have them fill it with iron ore, then take it off and place it in their inventory. Have them pick up one of the plentiful corpses/unconscious-people outside your gate.
Pick one recruit to be the 'leader'. Fill his inventory with more iron ore so there's just enough space left for one unit of Building Materials. Go to the full storage and shift-click to dump the entire stack of materials on the ground. Now give the leader a persistent job to haul materials to the far storage, and as priority 2 to use the training dummy next to the just-dumped-out storage.
Set all the other recruits to follow the Leader.
(What will happen here is that the leader will pick up one unit of building material because that's all he can fit, then stagger aaaaallll the way over to the far storage to put it in. With nothing to do his priority 2 job will trigger and he'll stagger back to use the dummy, but as he gets close he spots the stack of building material and picks up another unit. Repeat until the entire stack is hauled, at which point you can just reverse everything. The other recruits all follow him like ducklings.)
All that walking with a massive load will train Strength. Leave them to it until they've got about 50 to 60. Their Athletics will rise at the same time.

Next is Toughness Training. Bring all the recruits to Mongrel along with a couple of fast-running ninjas. All the recruits should have a full set of limbs in their backpack (you can use cheap limbs if the superior ones aren't finished yet), and make sure to bring plenty of food and tons of medical supplies.
Send a recruit out into the fog and look for a prisoner pole. Once you find one have him attach himself to it, then immediately start picking the lock.
Once the fogmen start nomming, sneak the fast-ninja close and wait. Eventually his leg will pop off - this is your cue to immediately slap a robot limb onto the stump to control the bleeding. Wait for the second limb to pop, put the limb on, then have fast-ninja sprint in and grab the recruit off the pole. Take him back to Mongrel, patch his wounds, then put him in a bed in the ninja tower. Repeat with all the other recruits.
By the time you've done the legs of the last recruit the first one should be healed enough to have his arms done. Again, repeat for all.

Stagger back to your base on your shiny new chrome legs. Everyone should have about 50 Toughness from all the gnawing. If you really want to optimise toughness you can grab people off the pole before their limb pops, heal them up, then put them back for another teeth session.

Now it's time for Combat Training. Build a building with a bunch of cages and skeleton repair beds on the roof and some regular beds downstairs. Kidnap some enemy skeletons from the deadland workshops and put them in the cages.
Have all your recruits put on all their armour, and put more sets on the skeleton 'trainers'. Equip everyone with a Rusted Junk weapon - of the appropriate type for the recruits, wakizashi for the trainers.
(You can make Rusted Junk weapons by putting 0-skill people on the weaponsmithing bench. Make sure to rotate them out regularly or they'll learn something.)

Now it's time to fight. Fight the skeletons, put them in the repair beds, rest in the downstairs beds yourselves, fight the skeletons some more. Fight fight fight, then fight some more.
(If you have plenty of repair kits people can repair their limbs themselves to gain skill, otherwise you can use the skeleton beds).
At some point your troops will have become too skilled to learn much from your trainers and you'll need more dangerous skeletons. I like Skin Bandits because they're dangerous and readily available.

Eventually, finally, they've learned enough. Remember to remove their rusted junk weapon and give them their real one. Fill their backpack with food, medkits and repair kits. It's time.

(There's something you can do to raise weapon skill and dexterity super fast, but I consider it an exploit)

I used to do Combat Training second with the limb ceremony as their 'graduation', but they can spend more of their combat training time fighting and less resting if they've got good Toughness.

The Lone Badger fucked around with this message at 10:27 on Jul 25, 2019

Inexplicable Humblebrag
Sep 20, 2003

heal... the fog victims... when they're tied to the pole?? surely that allows for more toughness gain

Zesty
Jan 17, 2012

The Great Twist
Had to put down my book stack for a moment.



Also

Synthbuttrange
May 6, 2007

Beep is a Kenshi favourite. Make him one of your front line fighters.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Do what I did and mod Beep to have +20% experience gain in EVERYTHING for extra realism :colbert:

Azhais
Feb 5, 2007
Switchblade Switcharoo
Kenshi: ALL SHALL FEAR BEEP

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Inexplicable Humblebrag posted:

do you want islands, or do you want newbie-friendly? because if the latter, i suggest Gut once you've gotten the hang of maiming beak things

I'm a newbie and set up the base there, on the north edge of Gut where there's iron tree and two copper nodes next to each other, with main gate leading next to the beak thing nest, they're guarding it. Also the tax collectors have to work for their money, providing the base with gear, skins and meat.
If I need to kill any stray beak things wandering where they're not supposed to it's just some microing of two guys with crossbows.

Pyromancer fucked around with this message at 13:23 on Jul 26, 2019

Babe Magnet
Jun 2, 2008

why Beep when you can Honk

EmbryoSteve
Dec 18, 2004

Taste~The~Rainbow

My blood sugar is gon' be like

~^^^^*WHOA*^^^^~

How do you find the remaining residents of holy farms and mines to bring their status to DEAD. I have raided almost all of the holy mines and farms but some say they still have like 4 residents but when I visit I can't quite find them others are DEAD. Also do you have to eliminate all of the roaming squads associated with a Holy Farm and Mine to make them DEAD? Do I have to wait around for the peeps to actually die? or is recovery coma enough?

My war with HN continues. I've upped some recruitment and now have about 20 melee and 6 crossbows. I think I am going to recruit 2 more crossbows as they literally saved the day against a late arriving Inquistor squad that was close to wiping out the melee squad. Pro Tip: bring twice as many bolts as you think you need. They go through them so quickly. It was funny to keep checking the population of the farm and see the squad count decreasing by one after each short engagement.

I was up north at the Holy Farm just south of World's End. Which had 4 roaming squads attached to it. It now has 1 but it still has residents I can't find. I guess I will just wait for the last squad as my army needs to be patched up. Good fighting and toughness training. I have a HN assault coming to my base and this will be the first time that my army wont be at the base when the assault arrives. They have never breached the gates so I am not very worried.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

EmbryoSteve posted:

Also do you have to eliminate all of the roaming squads associated with a Holy Farm and Mine to make them DEAD?
Yes, the same applies to nests.

EmbryoSteve
Dec 18, 2004

Taste~The~Rainbow

My blood sugar is gon' be like

~^^^^*WHOA*^^^^~

Cardiovorax posted:

Yes, the same applies to nests.

Good to know. I assume the best strategy is to wait for them at their home base?

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
I've never really tried, personally, but they do have a limited range and even though it's not really possible to tell which base a squad is associated with, you should be able to just dial up your NPC view range to max and hunt down everything in the general vicinity. It's certainly less boring than standing around waiting.

Leal
Oct 2, 2009

Synthbuttrange posted:

Beep is a Kenshi favourite. Make him one of your front line fighters.

Also give him metal limbs.


These 2 things are directly related to one another.

Azhais
Feb 5, 2007
Switchblade Switcharoo
Just need to kill three people in the holy nation then all the farms and cities are auto dealt with

I need to get my game going again and deal with all the princes next

Clark Nova
Jul 18, 2004

I flipped a holy farm to DEAD one time by sneaking in and KO'ing everyone non-lethally. I like to think they had an insane freakout about invisible robots or something when they woke up and scattered in terror

Butter Activities
May 4, 2018

Azhais posted:

Kenshi: ALL SHALL FEAR BEEP

In other news my fog island base was actually raided by the HN, I had to micro my five ninjas to stealth ko all of them since my huge influx of ex-slave meat bags and hired robot recruits would loving die in a straight up fight still.

Butter Activities fucked around with this message at 23:02 on Jul 26, 2019

Tabletops
Jan 27, 2014

anime
Did they patch again recently to reduce the crashes? I remember some small patch recently hoping the crashes by a ton.

Synthbuttrange
May 6, 2007

SpaceSDoorGunner posted:

In other news my fog island base was actually raided by the HN, I had to micro my five ninjas to stealth ko all of them since my huge influx of ex-slave meat bags and hired robot recruits would loving die in a straight up fight still.

Did you build like on the border or deep inside Fog Islands?

Leal
Oct 2, 2009
WHAT THE gently caress THE SOUTHERN HIVE HAS loving WAR GORILLOS?!?

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Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Leal posted:

WHAT THE gently caress THE SOUTHERN HIVE HAS loving WAR GORILLOS?!?

That place is a legit nightmare.

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