OK. After having survived enough waves of attacks that would make Custer look like a piker, I can now look with pride at a bustling village which is cranking out most everything that I need. Store counters are filled with items, ready to sell. With all of the main buildings I need, I name the town, hit ''Public'' and
wait in vain for anyone to come around. Is there anything else that needs to be done that begins the process whereby merchants and wanderers [ non-bandit of course] start to purchase your goods as they keep walking by without stopping. Do buildings themselves have to be made ''Public'' and if so, how is this done?
Thanks to the community for help.
Kenshi Kapitalist Question
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
At this point you must wait. Not for wandering travelers, but for an update which is coming soon. The issues with walls that required them to be removed forced Chris into another mode of development, which is redesigning all of his AI algorithms to interact in an entirely new way with walls.
If walls hadn't presented so many issues, the service counters would already be working, and crafting would be here soon. Since this is largely a "one man band" sort of operation this setback has denied us the ability to meaningfully interact with passing travelers. Chris does a good job with bug squashing, and he is doubtless working hard to fix the issues with walls as we speak. Or, perhaps not, it is rather late in the U.K.
Either way, when we hear little from Chris, in my experience, it is because he is working his @$$ off to get everything sorted. Since he got all of his old purchasers Steam codes, and had BMI Micro sort lost codes for him, I can assure you he is working diligently to address the situations in the game. It was never an intention for the shop counters to be left in-game and nonfunctional, but it was also never intended for the AI to interact so poorly with walls. One took precedent over the other.
Chris has had to cobble together a great many systems to work with the Ogre rendering engine, and as such has vast knowledge of how these systems work. He is likely addressing the AI algorithms in such a way as to restore walls, and perhaps introducing the algorithms needed for purchases from travelling traders. While I cannot promise the latter, it was always his intention to get to that soon and since he is knee deep in the AI for the time being it wouldn't be unlike him to address this as well post-haste.
If walls hadn't presented so many issues, the service counters would already be working, and crafting would be here soon. Since this is largely a "one man band" sort of operation this setback has denied us the ability to meaningfully interact with passing travelers. Chris does a good job with bug squashing, and he is doubtless working hard to fix the issues with walls as we speak. Or, perhaps not, it is rather late in the U.K.
Either way, when we hear little from Chris, in my experience, it is because he is working his @$$ off to get everything sorted. Since he got all of his old purchasers Steam codes, and had BMI Micro sort lost codes for him, I can assure you he is working diligently to address the situations in the game. It was never an intention for the shop counters to be left in-game and nonfunctional, but it was also never intended for the AI to interact so poorly with walls. One took precedent over the other.
Chris has had to cobble together a great many systems to work with the Ogre rendering engine, and as such has vast knowledge of how these systems work. He is likely addressing the AI algorithms in such a way as to restore walls, and perhaps introducing the algorithms needed for purchases from travelling traders. While I cannot promise the latter, it was always his intention to get to that soon and since he is knee deep in the AI for the time being it wouldn't be unlike him to address this as well post-haste.
Thanks for the assist guys. It didn't turn out to be too bad a deal. My temporary solution was to load up my four guys with the big packs and fill them with the rum and other stuff and send them to Eyesocket nearby. This will do while I pile up cats for weapon/armor improvements and work the crew out by hitting any bandit or ninja outfits in the area [ group average is now 25 offense/26 defense and 13 strength]. I'll just keep learning as I go.
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