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In my opinon all it needs is a reduction of stats/limb hp for the hazard units and the thrashers should always be 1-2 max.
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# ? Nov 6, 2019 10:40 |
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# ? Jun 8, 2024 03:01 |
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Alright, I've got a long weekend, so I'll check out what I can do with it then.
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# ? Nov 6, 2019 10:48 |
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FrickenMoron posted:These guys have a 2x natural str multiplier, several hundreds hp for all limbs, have natural regeneration and insane armors. Also the NPC ones that roam the world have 150 str and toughness by default. Why? Theyre so cool and fun looking and the tower they have is cool too with spooky red lights. But its so broken and unbalanced the mod is unuseable. It seems like it'd be pretty easy to edit the mod file to change the values, it's just numbers so comparatively easy.
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# ? Nov 6, 2019 11:22 |
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Whenever modding games you usually have to dial back the insane numbers the modder puts in by about 75% so i'm not surprised tbh.
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# ? Nov 6, 2019 17:23 |
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dogstile posted:Whenever modding games you usually have to dial back the insane numbers the modder puts in by about 75% so i'm not surprised tbh. look man it's only fair that Beep has 255 strength he is the strongest warrior
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# ? Nov 6, 2019 17:34 |
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going to give Steady negative stats
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# ? Nov 7, 2019 07:37 |
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Hmm. I have a collection of nobles, but I'm missing Lord Yoshinaga of Heng. Heng still belongs to UC, but half the buildings are in ruins. World State Checker says Yoshinaga is alive... not sure where to find him.
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# ? Nov 7, 2019 08:20 |
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Zesty posted:Hmm. I have a collection of nobles, but I'm missing Lord Yoshinaga of Heng. A lot of times the nobles won't spawn/respawn when a worldstate change overwrites their city.
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# ? Nov 7, 2019 18:44 |
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I made a mistake. I made fishman playable and gave them hair.
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# ? Nov 7, 2019 23:21 |
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FrickenMoron posted:I made a mistake. I made fishman playable and gave them hair. oh dear
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# ? Nov 7, 2019 23:26 |
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So what mistake did you make?
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# ? Nov 7, 2019 23:26 |
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It's pure horror. I'm currently trying to figure out how to make the buildings in the town purchaseable for free. I added a 2% chance that you can talk to any fishman if they're allied and they will join you instantly.
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# ? Nov 7, 2019 23:29 |
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Factions have a price modifier for buildings, but I don't know if it is in addition to the regular price or not. I'm messing with item prices and they get weird fast.
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# ? Nov 8, 2019 00:13 |
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I'm not familiar with that scripting function, is that per-character or per-click? It's probably not a working as intended if you can theoretically just click on any random fishman 50 times and, on average, get a free recruit out of it.
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# ? Nov 8, 2019 00:27 |
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Plek posted:Factions have a price modifier for buildings, but I don't know if it is in addition to the regular price or not. I'm messing with item prices and they get weird fast. I know that item prices are heavily affected by ther value of their ingredients.
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# ? Nov 8, 2019 01:28 |
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Yep, and it seems simple, but I don't think they're uniform. Changing the profitability on wheatstraw from -.2 to -.8 game me things from 12000c per strawflour to -8000 depending. I should probably write it all down instead of eyeballing it.
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# ? Nov 8, 2019 05:09 |
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I once tried to make Repair Kits much less valuable so they weren't insane as loot, but I did not succeed.
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# ? Nov 8, 2019 05:12 |
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Taking out the trash. Emperor Tengu watches from a cage on the left. Zesty fucked around with this message at 06:46 on Nov 8, 2019 |
# ? Nov 8, 2019 06:34 |
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Cardiovorax posted:I'm not familiar with that scripting function, is that per-character or per-click? It's probably not a working as intended if you can theoretically just click on any random fishman 50 times and, on average, get a free recruit out of it. No it's a permanent chance that only every 50th fishman even gets the dialogue bubble appearing.
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# ? Nov 8, 2019 07:04 |
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So after fooling around a bit i actually made a legit Fishman game start. So far: -start on fish island as a fishman -Fishmen are your allies -Everyone else hates you -You can rebuild all buildings in the town -Every fishman has a 1% chance to be recruitable Does that sound fun as a gamestart? thinking about uploading it to the workshop perhaps.
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# ? Nov 8, 2019 20:55 |
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That actually does sound really. I jury-rigged a similar Fogman start once, although instead of scripting a recruit dialogue I just used prisoner recruitment and pretended. Also put it on the Nexus please, I bought the game on GOG.
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# ? Nov 8, 2019 21:15 |
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Yeah I didnt want to do the recruit prisoners thing so Instead i gave the fishmen a shortened version of the agnu recruit thing and it only works if they're friendly. Basically if you hover your cursor over them and they get a dialogue bubble you can recruit them, you click and get the "name character" window.
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# ? Nov 8, 2019 21:21 |
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FrickenMoron posted:Oh yeah definitely. It bothers me about some youtube video series too, unless theyre narrated well with a good reason for the big skips etc. On the other side you have youtubers that spend 40 minutes in a video shoving people into cages and micro their inventory around... This one bothers me so much, because I'd LOVE to love the idea. But they raid in large groups, it takes a team to focus-fire a single one down and even then they're only down for a few seconds because their HP KO point is -100. I have a mod that tones down weapon AOE so they at least can't solo entire cities, but yeah I think the person who made this has the assumption you either run 100+ guys or have triple-layered killbox walls. So far I've been having a fast runner distract them and lead them away from my base, and then they get bored and go home. Which is pretty funny. If anyone does tweak their stats so they aren't each the most dangerous things in the world and sneaks it somewhere that would be fantastic. I went through that thing of modding other people's mods back in Morrowind to make them reasonable and oh goodness I don't want to get caught in that rabbit hole again. There's just so many cases of modders going "I added this neat thing! It's your new God." I have the same problem with ikahurula's mods, who adds a bunch of really nice looking weapon types... which are all straight upgrades to all the other weapon types in the game, with no downsides in comparison.
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# ? Nov 11, 2019 07:29 |
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Someone already did the work! https://steamcommunity.com/sharedfiles/filedetails/?id=1910 Lowers their stats on average considerably and nerfs their armor which had better coverage than even crab armor.
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# ? Nov 11, 2019 08:54 |
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FrickenMoron posted:Someone already did the work! That's a TF2 mod?
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# ? Nov 11, 2019 09:08 |
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The Lone Badger posted:That's a TF2 mod? I searched it and found this https://steamcommunity.com/sharedfiles/filedetails/?id=1910723550 which looks like it's it.
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# ? Nov 11, 2019 09:48 |
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Ah the link got messed up my bad. I always forget you have to select the entire bar when copying links from the steam Browser. If you just double click it won't grab it all despite being marked.
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# ? Nov 11, 2019 10:16 |
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The Lone Badger posted:That's a TF2 mod? What we really need in Kenshi is silly hats.
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# ? Nov 11, 2019 11:36 |
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Playing around with the xml files for the body proportion sliders is too much fun.
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# ? Nov 11, 2019 12:17 |
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I've also uploaded my gurgler gamestart on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1910822157 I'll look into getting it on the nexus too somehow for the non steam players.
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# ? Nov 11, 2019 13:21 |
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Playing around with the Hazard debuff mod, they're still honestly bullshit. A group of 3 destroyed my squad of 9 without any of them dropping below 100HP in any part. And they still do 100-150 damage a hit, which is enough to OHK anyone not wearing layers of the best armor. I just don't think there's any salvaging that mod.
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# ? Nov 11, 2019 20:34 |
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Did they "fix" stealth training on prisoner poles and in cages? If they did, how do I undo it.
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# ? Nov 12, 2019 10:10 |
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Recent patch made it so you shouldn't gain infinite free stealth for stealthing in a cage, yeah. I don't think there's a way to undo it, I'm pretty sure they changed stuff the FCS can't reach.
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# ? Nov 12, 2019 17:04 |
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The most obvious solution would be to downgrade to a previous version. I haven't patched my game since the beginning of February because I like where it's at and I don't want it to change anything I've gotten used to.
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# ? Nov 12, 2019 17:11 |
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It turns out it isn't really needed, anyway. There's a dead end path in Rebirth that the guards never go on but if you stealth from one end to the other you get mad xp gain for some reason, I got my guys into the 60's after about 10 minutes.
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# ? Nov 12, 2019 17:20 |
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I think getting stealth xp requires you to move now, but it does seem like the range that it counts other creatures for xp is bigger. Or maybe I just never noticed. Either way, getting stealth xp isn't terribly hard.
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# ? Nov 12, 2019 17:29 |
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Yeah it turns out it's really easy to grind stealth on anyone, just find a large group of enemies in the distance and sneak around behind them. Your stealth will rocket up with little risk, though keep out you don't bumble into another cannibal horde or something edit: Next thing, training up martial arts on my 2 starting rebirth slaves. I've got the training mat mod that'll take them up to 10, will it work better if I tank thier MA with armor and heavy crap? Carcer fucked around with this message at 12:53 on Nov 13, 2019 |
# ? Nov 12, 2019 23:30 |
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One of my current goals is to assemble a "collection" of major characters in my settlement to use as trophies/training dummies. So far I've just started out and captured Valamon and the heads of the Ashland Domes. I was going to capture Holy Nation leaders next but when I went to Blister Hill, Holy Lord Phoenix was nowhere to be found; I couldn't find him anywhere in town and some random High Paladin was sitting in the throne. I tried importing the game with everything checked and Phoenix came back, but I also lost all of my prisoners in the process. Is there any way to do an import so that I don't lose my prisoners? (also on that note what doesn't "count" when "dead NPCs" is checked? Do all the ruins I've cleared out fill up again?) Alternatively is there any way to dig around in the save file with the mod tools to find out exactly where the Holy Lord Phoenix (or anyone else for that matter) is, since he's clearly still alive?
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# ? Nov 13, 2019 15:42 |
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Nope, importing means everyone gets teleported back to their starting locations, if theyre imprisoned theyre also accounted as "dead".
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# ? Nov 13, 2019 16:30 |
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# ? Jun 8, 2024 03:01 |
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It definitely is possible to use the mod tools to dig around in save files and even edit active squads and such, but I'm not sure it would do you any good to try to find him that way because all data is put down in X/Y/Z absolute positions, since the map is one contiguous piece with no real named areas as such. I actually haven't got a save right now where I've messed with any named NPCs, funnily enough, but the platoon data is saved that way and the same thing would probably apply to NPCs also.
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# ? Nov 13, 2019 16:39 |