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[Mod]Expanded Gameplay

Posted: Mon Jul 02, 2012 9:23 pm
by Darkenneko
Expanded Gameplay Mod

Hello everyone!
My name is Calvin, a little history about myself, if you're not interested skip down ahead.

Myself
I've found myself in love with this idea, and completely enthralled that something like this even has its own editor! I'm no rookie to modifying games, a somewhat popular (at the time) mod of mine was STALKER Call of Pripyat Variation Mod! You wouldn't believe how hard it was to just get them into the game! But alas, my previous mod should basically spell out one thing I do love, Variation! And with that I introduce my Expanded Gameplay Mod! (Name subject to change).

The Mod
The Expanded Gameplay mod will focus on improving the factions already implemented into the game along with various tweaks here and there to the global configurations. Thanks to nate9090 for his wonderful tutorial! It's brought me places and parts of it have already been included into my Mod, (tweaks & Nodachi, no Ronin.)

This will be version 0.1 purely a Alpha of what is in store. So now you're asking, what's in store? Well take a look!

Features

Overhauled Sand Ninja Faction
The Sand Ninja's have been classified into not only a ranking system, but a class system. The ranks included are Jonin (High Level), Chunin (Medium), Genin (Low), the Sand Ninjas have gotten quite a boost in stats, Genin rate 20's, while the Chunin hold 50's, and the Jonin rate at the 80's. You won't be fighting armies of Jonin I assure you, more on squads next after Classes!

The Ninja have been categorized with classes, the Kancho (Spy), Teisatsu (Scout), Kishu (Ambusher), and the Konran (Agitator), even though the outfits are the same, they "should" use different weapons essentially making how hard they hit and etc different.

As for squads, they have many squads, Nine different squads to be precise! Each squad has randomize on so they aren't stuck to certain sizes, but to get the a taste, the patrols may have up to eight different genin of different classes, where as the Jounin group, will have one Jounin, five chunin, and 12 genin. Than they're the squads inbetween, those are examples of the largest and smallest squads, the Sand Ninjas shall be feared!

Overhauled Holy Empire Faction
Like before the Holy Empire has been touched up on. They've been given eight new units, and those are included in a variety of squads.

For those worried about balance for the other factions, I will get to them. The Sand Ninjas were the lucky faction I decided to work on first but essentially every other faction will get their own fair share of boosts in squadrons and personnel.

Changelog - Updated 4/July/2012
0.1 - Release
0.1a - Forgot to added Nodachi's to the Weapon Manufacture! Woops!
0.2 - Holy Empire has been redone. Lowered spawns for Sand Ninjas.

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 4:07 am
by Blxz
Cool idea bud. I tend to work around in the northern deserts so I'd be happy if you tweaked the Empire Troops.

I am confused about the 'extended content' title though. It sounds more like extended combat only. Are you adding anything else or is it just purely enemy stats?

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 4:16 am
by Darkenneko
@Blxz,
At the moment I'm focusing on troop/division variation.

After I feel kind of contempt that the factions are semi-balanced I'll focus on tweaking certain combat settings, adding new weapons, and hopefully with the help of that tutorial, a town or two. It'll probably take a bit but I'm more focused on polishing what I have rather than cramming loads of features into it than finding out more than half don't work.

Thanks for the vote, and if you got any other questions, concerns, comments on the project let me know!

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 4:51 am
by Darkenneko
Holy Empire Quick Outline
Just a quick outline on my plans for the Holy Empire.

The default characters include Holy Paladin and Holy Servant. This will be expanded, by a lot, currently what I Have listed, in order from strongest to least. The Defender, Guardsman, and Sentry are on equal level to the ones next to them and will be used mostly in defensive patrols.

Inquisitor
Crusader
Paladin
Knight - Defender
Squire - Guardsman
Swordsman - Sentry
Servant

As for groups, they consist of three default, The Holy Enforcers, Holy Guardians, and the Holy Army. This too will be expanded to include.

Holy Guardians - 2 Different Versions = Will Consist of higher level defenders, ranging to groups of 6 - 10
Holy Sentries - 2 Different Versions = Will Consist of Medium to Low level defenders ranging to groups of 6 - 12
Holy Enforcers - 4 Different Versions = Will Consist of Medium to Higher level, ranging from 6 - 12
Holy Army - 4 Different Versions = Will consist of Medium to Low level, Ranging 8 - 20
Holy Inquisition - 1 Version = Will Include the Inquisitor and a balanced army, ranging 8 - 16
Holy Crusade - 1 Version = Will include only crusaders, ranging 4 - 8

Thoughts so far?

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 12:29 pm
by Blxz
Looks fun. Are those group sizes bigger than normal? Certainly sounds dangerous. I might have to stop killing them all the time.

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 6:04 pm
by Darkenneko
@Blxz,
Yes sir! Every group will eventually get bigger armies, the factions especially. Bandit's on the other hand, such as the starving bandits may even get smaller groups, but will have their fair share on the bigger end. (Not that they stand a chance anyways.)

If you could let me know I only tested the patch for a few minutes, if you see any of the "Guardsmen, Sentries, or Defenders" I didn't see any when I went through but I don't explore the same area you do, hopefully you enjoy this version!

Edit
A sneak peak at the Dust bandit roles.

Dust Bandit
Raider
Pilliager
Thug
Convict
Fugitive
Ruffian

Thoughts?

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 6:28 pm
by 1337
It's pillager not pilliager i think.
Are you thinking about adding custom skins too?

I would test it out to help but can't play right now, i have exams still coming up, and not easy ones... even have a medium beard right now :ugeek:

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 10:05 pm
by Darkenneko
@ 1337,

You're right I was just kind of rushing to type it out here, haven't started working on it yet.

And possible, everything texture wise is so disorganized it's hard to figure out where to start or even what goes to what, so I'm going to wait before venturing into that category, but I'm sure at some point or another I'll use my photoshop abilities for something.

Ha, nice you do well on your exams I'm sure I'll still be here when you finish!

Re: [Mod]Expanded Gameplay

Posted: Wed Jul 04, 2012 11:41 pm
by SilentHill
Darkenneko wrote:...Dust Bandit
Raider
Pilliager
Thug
Convict
Fugitive
Ruffian

Thoughts?
Is this order in any specific measurement, like difficulty?

Re: [Mod]Expanded Gameplay

Posted: Thu Jul 05, 2012 2:32 am
by Darkenneko
@Silent Hill,
Nope, I've not decided yet myself. Some will most likely even have similar stats just different AI Goals. For example, a group consisting of Raiders and Pillagers are more likely to try and attack cities (AI Goal Raze Villages), where everyone may just be simple aggression.

More to come on that note, if only I knew exactly how each one made them behave. Thanks for dropping by!

Re: [Mod]Expanded Gameplay

Posted: Fri Jul 06, 2012 11:07 pm
by Scotterius
I played with this idea a month ago, I even added some uniforms and armors. What stopped me was that faction manipulation was weird, I could not get the Empire and the Paladins to attack each other. Maybe some AI goals have been added, or maybe I was looking in the wrong place. I worked around this by building a whole new faction that operated like bandits with just a global aggression setting. I then made several patrol groups, one that was possible of seriously damaging a city.

Unfortunately I bought the game after changes had been made that made placing buildings very difficult. I had plans of making a fortress for this faction that essentially you could raid for equipment. When Kenshi is finished it will be very fun to mod. Best of luck to you.

Re: [Mod]Expanded Gameplay

Posted: Sun Jul 08, 2012 5:02 am
by Blxz
Haven't actually downloaded yet. Where do I need to extract those files and what do I need to do to make it work. Also, what do I need to do to remove it afterwards if I decide I don't like it?

Then i can test it for you.

Re: [Mod]Expanded Gameplay

Posted: Sun Jul 08, 2012 2:46 pm
by MrX292
extract the Expanded Gamplay.mod file in your Kenshi\data folder after that open mods.cfg
and type Expanded Gameplay.mod and save the cfg
if you want to deinstall it just remove it from the mods.cfg file

Re: [Mod]Expanded Gameplay

Posted: Sun Jul 08, 2012 3:26 pm
by Blxz
Much appreciated MrX.

Re: [Mod]Expanded Gameplay

Posted: Thu Nov 12, 2015 2:28 am
by Yanderechan
So I get 'The mod named data/ExpandedGameplay.mod is out of date. Re-save it in the construction set. Modifications to GLOBAL_CONSTANTS will be lost. You'll have to set them again. Sorry' when I add your mod in. What, does this mean?