Player Outpost Guards

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Remairem
Posts: 37
Joined: Wed Sep 27, 2017 4:20 pm

Wed Oct 04, 2017 6:26 pm

This came about through another thread.

Outside of manning turrets it would be nice to be able to set actual gate guards who stop any non pack animal (raptors) or any hostile humanoid.

Whether this is implemented with a barracks house or just an attachment to the gate itself. Like a wall segment etc. the guards would position themselves at the entrance of the gate or at least pretty darn close.

This would help alleviate those pesky Raptors from coming in and bothering your passive farmers.

I also like the immersion/rp aspect of it as well.

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Hatsune_Neko
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Wed Oct 04, 2017 7:11 pm

been suggested a couple times
the Dev mentioned how he could add it but he as of yet to.
so it's possible it could be added but i wouldn't hold my breath on it for now.
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Remairem
Posts: 37
Joined: Wed Sep 27, 2017 4:20 pm

Wed Oct 04, 2017 7:17 pm

Thanks, I should have searched before posting.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Sat Oct 07, 2017 1:25 pm

while its not perfect. there is/was a mod you can download from the steam workshop that adds in Guard post rugs which will allow you to assign individuals to them. who will atleast look like guards though you can't give them any complex orders, it does help with the aesthetic of looking guarded, and of course if they're near the gate when hostiles come they will fight an defend themselves allowing them to defend against hostiles as the first line of defense which makes them seem even more guard like.

i force all the shek berserkers i capture to become my guardsmen.

bk3000
Posts: 228
Joined: Sat Feb 25, 2012 7:36 am
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Wed Oct 11, 2017 6:35 pm

I have - from a mod I think - different guard options. You can put down a guard spot, or a guard torch, etc. Then you assign the guard to that thing. It certainly wouldn't hurt to add this sort of thing to the base game.

If you slap together a mod to make your faction hate certain other factions, they'll attack those factions on sight. For example the "raptor" faction if you want them to attack the river raptors on sight. I have already done this for myself. It isn't difficult.

Combining the two, you get what you're requesting.

edit:
Guardpost
http://steamcommunity.com/sharedfiles/f ... =787044819
Guarder
http://steamcommunity.com/sharedfiles/f ... =705011239

And I just posted a series of 3 "Attack on Sight" type mods -
https://steamcommunity.com/id/bk3000/my ... pid=233860
Those will make your people instantly aggressive towards beasts, bandits, and/or cannibals.

Combining one or both guard mods with the Attack on Sight mods, and you should have effective/proactive guards. I don't have walls up at the moment so I can't verify this, but I also think that will result in your turret users firing on approaching entities - the ones they are supposed to kill on sight.

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Sziklamester
Posts: 42
Joined: Sun Nov 26, 2017 9:00 am
Location: Budapest

Mon Nov 27, 2017 10:49 am

For this would be nice to have passive population in your outpost / city. They could be assigned as guardsmans and work on your fields / make wealth.

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