Destroying Enemy Buildings/Discovered good way to level up!

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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blumpkinsworth
Posts: 1
Joined: Mon Oct 24, 2016 4:44 pm

Mon Oct 24, 2016 5:02 pm

First time posting here, so be gentle :)

(playing on the latest experimental version)

So my first topic is a question:

Context: I'm at -145 with the HN, and have eliminated the personnel (farmers, soldiers, etc.) their mine just south-east of Blister Hill, and about 4 of their farms. My questions are: Am I able to destroy their buildings? When I eliminate the people that work there, will they eventually come back? Currently, I have most 4 farmer leaders, a ton of workers, some paladins, sentinels and a high overseer in a 'prison' that I created, totaling around 30 prisoners, which brings me to my next topic:

I have created an arena that enables me to level up my party within the safety of my home base. I'm currently at Tech Level 5, and have a small arena with walls and a gate (level 3 iirc) that are within the walls of my own home base. There are two ramps that lead up to the ramparts, which contain 4 mk2 crossbows and 1 prototype harpoon (still searching for more AS books atm).

Second topic:

Basically, whenever I feel like increasing a party member's melee atk/def, I have them "pick-up" a prisoner from the prison, ranging from farm worker up to high overseer, depending on the level of person that is "training". Once they have the 'gladiator', I have them pick up a pair of sandals, a rag shirt, and a Paladin's Cross (because why not), which they then distribute to the gladiator via the "loot" command. From here the trainee moves into the encased arena, but before setting down the gladiator for the fight, I have 4 of my other party members stand by on the ramparts on "passive" mode, OFF of the crossbows, so that they won't immediately gun down the gladiator. These 4 are basically on stand-by (along with a medic outside of the gate) in case the fight goes south (which, my party members are beefed enough to the point where they won't die from a fight; they'll just be unconscious.) Once the fight is over the gladiator is subdued if needed, stripped of their gear, healed and put back into his/her cell, while the trainee is healed and put into a bed.

So far I've only had one gladiator die from the crossbows, and that was a farmer's wife.

I'll post screenshots later today to show exactly how all of this is made up, along with the prison within my camp.

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toaster Assassin
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Mon Oct 24, 2016 11:54 pm

blumpkinsworth wrote:First time posting here, so be gentle :)

(playing on the latest experimental version)

So my first topic is a question:

Context: I'm at -145 with the HN, and have eliminated the personnel (farmers, soldiers, etc.) their mine just south-east of Blister Hill, and about 4 of their farms. My questions are: Am I able to destroy their buildings? When I eliminate the people that work there, will they eventually come back? Currently, I have most 4 farmer leaders, a ton of workers, some paladins, sentinels and a high overseer in a 'prison' that I created, totaling around 30 prisoners, which brings me to my next topic:

I have created an arena that enables me to level up my party within the safety of my home base. I'm currently at Tech Level 5, and have a small arena with walls and a gate (level 3 iirc) that are within the walls of my own home base. There are two ramps that lead up to the ramparts, which contain 4 mk2 crossbows and 1 prototype harpoon (still searching for more AS books atm).

Welcome to Kenshi forums blumpkinsworth!
It is not possible to destroy generated buildings as far as I am aware.

blumpkinsworth wrote: Second topic:

Basically, whenever I feel like increasing a party member's melee atk/def, I have them "pick-up" a prisoner from the prison, ranging from farm worker up to high overseer, depending on the level of person that is "training". Once they have the 'gladiator', I have them pick up a pair of sandals, a rag shirt, and a Paladin's Cross (because why not), which they then distribute to the gladiator via the "loot" command. From here the trainee moves into the encased arena, but before setting down the gladiator for the fight, I have 4 of my other party members stand by on the ramparts on "passive" mode, OFF of the crossbows, so that they won't immediately gun down the gladiator. These 4 are basically on stand-by (along with a medic outside of the gate) in case the fight goes south (which, my party members are beefed enough to the point where they won't die from a fight; they'll just be unconscious.) Once the fight is over the gladiator is subdued if needed, stripped of their gear, healed and put back into his/her cell, while the trainee is healed and put into a bed.

So far I've only had one gladiator die from the crossbows, and that was a farmer's wife.

I'll post screenshots later today to show exactly how all of this is made up, along with the prison within my camp.
I like your style. Your next task should be to drag different factions in that arena and have them battle, yes BATTLE IN THE NAME OF ALL HOLIEST OF PASTRIES!!!!
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Roccandil
Posts: 91
Joined: Mon Aug 29, 2016 3:45 pm

Tue Oct 25, 2016 12:22 am

I like it! I don't know why, but I never considered taking prisoners to use to level. :)

My method was to send the trainee out on a "hunting mission" with a grizzled veteran in Hiver territory. We'd build a shack and campfire in the middle of the jungle, the trainee would attack Beak Things and Gorillos all day/night, and the veteran would rescue him when necessary and carry him back to the shack for healing.

Once you get to high levels (75+) I'm not sure what the best way is to get even more levels. Right now I go attack Leviathans. :)

bleep
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Joined: Thu Oct 20, 2016 6:00 pm

Tue Oct 25, 2016 3:54 am

That's cool!! I've done similar, but mine was nowhere near as well done... yours is much better and more fun, too!
And I used the training weapons mod (training weapons do 0 damage). If not opposed to using that mod, here is what I did.

One of my best npc trainers started off as a weak male cannibal, chosen because cannibals start off as -100 towards me... and he was a human (HN wasn't my ally at that time). With various training weapons, I was able to use the cannibal to train several pc characers in a building (not at the same time, but 2x1, sometimes 3x1) to have them all reach stats in the 80's and 90's. However, they'd fight all over the buidling and sometimes they'd end up outside, so I had to check on them.

I tried an experiment. I figured stronger makes the weaker stronger, so eventually, they'd be near equal. And then they'd both grow. By having my characters start off quite stronger than the cannibal, it was just a matter of time before the cannibal's defense was high and then he was able to attack them also. In the end, it all worked out and I used the strong cannibal to train KO as well. I loathe cannibals (haha) and was going to dispose of him, but realized how strong he was. After flip-flopping on whether to spare him or not, I got him arrested by HNPD (Holy Nation Police Department) and bailed him out. He ended up being a lot more vicious than I had expected, since I couldn't see his weapon skill stats when he was an npc.

I apologize if using the mod for that was offensive to anyone's gameplay style.

Re: dragging different faction into the arena to have them battle.
I don't have an arena, but had considered dropping a few HN & Flotsam into a building to have them duke it out! Baha!:p
*jots it on the "things to do" list :)
Last edited by bleep on Tue Oct 25, 2016 4:02 am, edited 1 time in total.

Roccandil
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Tue Oct 25, 2016 4:01 am

Very cool. :) I really like the idea of an arena, where you -and- the enemy level up (and so keep leveling)! My Skeletons should go kidnap a high paladin or two and go to work, instead of dancing around underneath Leviathans. :)

(It does seem odd that you can't just train against each other, though; would be much the same thing. Also, you -could- use blunt weapons, like those police sidearms which don't kill easily.)

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Sol Lignum
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Tue Oct 25, 2016 2:54 pm

And then they're wondering why does Holy Nation hate everyone... Jeebus!

Those tricky and inventive methods makes me think that my way of leveling is the most boring one: i've researched mkIII dummies, put several of them in a large ellipse building, and have send recruits to train attack. After they reached 14-15, their training was considered done, standart packs of gear was issued to them, and they became a full members of my faction :)
Then they'd be a priority defenders against hungry bandits and raptors, and the first to go to the next recon\treasure hunting mission, and after single one, they'd return with enough stats to be considered decent beings :) By me, anyway.

Jod!
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Tue Oct 25, 2016 5:47 pm

My squad became the grizzled veterans they are today by surviving the horror of the Hiver wars. I brought it upon myself, really, by building my outpost too close to the Vain back in 0.93.0, and refusing to yield once the beakthings began their genocidal assault. Lost two Hive villages to them until my squad got strong enough to withstand the carnage. I still have flashbacks.

swillo
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Joined: Tue May 12, 2015 2:00 pm

Thu Oct 27, 2016 3:43 pm

blumpkinsworth wrote: When I eliminate the people that work there, will they eventually come back
No they are gone until you import into a new game. Which I do with every update so they are not gone for long. ;)


As for the arena, I used to use an outpost IV. Had all the cages inside and several vets on passive off to the side. The trainee would lock the door, drop a weapon on the ground and then pick a sparing partner from a cage. The captive would run to pickup the weapon and attack the closest trainee. Outpost IV's are tougher to build now so I have not tried that in a while.

bleep
Posts: 13
Joined: Thu Oct 20, 2016 6:00 pm

Thu Oct 27, 2016 4:59 pm

I was going to try an Outpost IV this time around, but do not have the materials yet. The thing I didn't like with other buildings (the non-Outpost III & IV ones) was that the doors would open easily and the characters eventually ended up sparring would end up outside. With Outpost IV, did you ever end up with them opening the door? In the past, I used various items as blockades to make a closed ring, so to speak i.e. chests, cabinets, etc. that they couldn't get out of. Once they awoke in there, the characters would disappear from the ring and reappear just outside the ring; I'm guessing characters cannot be completely enclosed in areas without some sort of available exit? If so, it's understandable. Thanks :)

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Niekos
Posts: 9
Joined: Sat Dec 14, 2013 2:56 pm

Wed Nov 23, 2016 7:48 pm

I'm doing a more roleplay way of training my guys, thought i'd share.

I made a Holy sword starter, trained him to 40+ skill, and started recruiting followers/acolytes.
3 recruits at a time, 1 in all stats, they have to (as a squad of 3) bring me a prize kill.
This can be a wide range of things, like a cannibal chief, a holy empire inquisitor, a wandering skeleton.
Whatever I feel like hunting really!
It keeps me busy, it keeps me entertained, it makes micromanagement not so bad since i'm only really actively playing 3 guys at a time.

I love your arena idea! I think I might steal that idea for later on! :oops:

BorianM
Posts: 19
Joined: Sun Jan 26, 2014 6:25 pm

Fri Dec 02, 2016 10:35 am

I prefer Skeletons for training purposes because they are repairs faster than flesh creatures heals and they have good skills. So I have specially dedicated walled ang gated area at my base with prisonier cages, several beds and weapon stands for rusty junk weapons for training purposes only. So both trainers and trainees wear the best armor and fight quite long giving a lot of skill to each other. For simplier training I use Dust King and several Fog Princes https://www.lofigames.com/phpBB3/viewto ... 10&t=11233 and Heavies. I used it in older versiond too https://www.lofigames.com/phpBB3/viewto ... =10&t=6045

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Aereto
Posts: 108
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Sat Dec 17, 2016 12:52 am

All this talk about leveling reminded me of the .70-.80 version eras, back with the old map and one race.

After a run with a default start that resulted in a squad managing a base, I went and made a trader start run, but this time, just one person living through the wastes with a large trading backpack and wits. Load all of the stuff I can buy and sell on a 2-point trade run, avoiding (and sneak on .80) past any attacker, or just survive a beating to get back up and heal before moving on.

That resulted in jumps in strength and athletics (and stealth), despite taking hours, yet I enjoyed the journey. A house is bought in a town where steel bars are sold low and chainmail are bought high, and then proceed to make chainmail to have armor crafting grow leaps and bounds. With enough money, went on to build a base inhabited by one lone person and two layers of gates, focused on research med kit, weapon, and armor crafting alone.

With the Edge Type 3 developed, the real training begins with crafting clubs of various quality, using their weight as means to train strength and combat. Armor that emphasizes converting as much cut damage consistently was used. Any lone enemy will do to beat down, abduct, and to be used as live training that gets stronger at each match.

At 75 strength, dexterity with the weak and rusty wakizashi or ninjato is next to have the same level. Attack and Defense gains were coincidental. Results in 80+ attack, 50+ defense, 40+ toughness. After the cross-weapon skill training and multiple bodies, the final outfit composed of maximum coverage armor, and equipped with Edge 3 Plank and Katana, with more than enough damage to instantly kill poorly armored fighters and put armored ones in a recovery coma in a x1 global damage setting.

I kept the save files of that one character, and already imported it to the newer version to see how much of an impact it is. Needless to say, defense and toughness needs more work, but can take down an entire camp of bandits alone, slaying 2-6 clusters at each wide swing of the Plank.
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