City curfews?
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
It would be really awesome if the authors could implement an Ai-package that make the guards close/open the gates between certain intervals of time, just like they did in our world in the past. I mean the cities are just wide open right now and if you dare setting your nest spawns to more than 1, some cities might get swamped by annoying neighbours (like Mongrel for example).
They just need to make a package that either let's one or multiple guards activate the gate at 7:00 am and close+lock it again at 8:00 pm before they go to bed.
They just need to make a package that either let's one or multiple guards activate the gate at 7:00 am and close+lock it again at 8:00 pm before they go to bed.
...and so my legacy continues...
If it ended up anything like my settlements, closing the gates would cause wandering squads who had already pathed through the gates to start tearing the gate down. So Mongrel would be fine, since who the hell wanders the fog, but a place like Stoat would end up having more civil war than it already does lol. But I'm all for adding more things that make the world feel dynamic and alive.
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
Well, perhaps they could add "camping spots" outside of the walls so that travellers can wait there to pass the night. In fact this actually something they did in mediëval china (with a lot more complicated procedures like checking your id, the reasons why you want to visit the city for foreigners but yeah that would be WAY too overkill to add in the gamerebelscum wrote: ↑Tue Jul 10, 2018 2:43 amIf it ended up anything like my settlements, closing the gates would cause wandering squads who had already pathed through the gates to start tearing the gate down. So Mongrel would be fine, since who the hell wanders the fog, but a place like Stoat would end up having more civil war than it already does lol. But I'm all for adding more things that make the world feel dynamic and alive.
...and so my legacy continues...
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
TerrorofKenshi wrote: ↑Tue Jul 10, 2018 3:14 amWell, perhaps they could add "camping spots" outside of the walls so that travellers can wait there to pass the night. In fact this actually something they did in mediëval china (with a lot more complicated procedures like checking your id, the reasons why you want to visit the city for foreigners but yeah that would be WAY too overkill to add in the gamerebelscum wrote: ↑Tue Jul 10, 2018 2:43 amIf it ended up anything like my settlements, closing the gates would cause wandering squads who had already pathed through the gates to start tearing the gate down. So Mongrel would be fine, since who the hell wanders the fog, but a place like Stoat would end up having more civil war than it already does lol. But I'm all for adding more things that make the world feel dynamic and alive.)
Btw i just realized that the city shown in the banner of this site IS Mongrel, right?
...and so my legacy continues...
I imagine it'd be easier for the devs to just improve the AI, force squads to repath/wait for the gates to open rather than for them to immediately go 'hmm, lets just assault the town'. But it would be cool to maybe see npc squads setting up camp instead of only ever finding completely finished camps that spawned while you were away.
As to the banner, it's been many versions (and LOTS of hard lessons learned) since I've been to Mongrel, lol.
As to the banner, it's been many versions (and LOTS of hard lessons learned) since I've been to Mongrel, lol.
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
Really? I must've gotten there through dumb luck then every time lol. The funny thing about the banner is that i can literally point you in the game where they took the screenshot for it lol. If you see the 2 y-houses turn left and you will see the two pillar like stones in the picture. In fact one of the y-houses is partly shown in the picture.rebelscum wrote: ↑Tue Jul 10, 2018 3:35 amI imagine it'd be easier for the devs to just improve the AI, force squads to repath/wait for the gates to open rather than for them to immediately go 'hmm, lets just assault the town'. But it would be cool to maybe see npc squads setting up camp instead of only ever finding completely finished camps that spawned while you were away.
As to the banner, it's been many versions (and LOTS of hard lessons learned) since I've been to Mongrel, lol.
I don't know about you but the game still needs A LOT of polishing before you could even call it remotely finished. There are still a ton of AI issues, pathing issues and the whole auto-haul thing that randmly stops working for certain jobs.
...and so my legacy continues...
Well, while my first trip to Mongrel did happen to be dumb luck, with my solo character just barely fast enough to not get caught, it's most just that since then I've modded the game to nerf characters and get a real hardcore experience. No more going to Mongrel when starting speed is only 10 mph and getting to 60 athletics takes actual effort to achieve. 
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
Oh,right! I forgot i have a mod installed that makes increase all skills 5x times faster. So by the time i arrive at Mngrel i'm already at 30 or 40 athletics skill. Is it fair? Maybe not but i tend to start over a lot of times so i got a bit tired to train everything all over again every time i started a new game. But hey atleast it isn't too overpowered though.rebelscum wrote: ↑Tue Jul 10, 2018 10:35 pmWell, while my first trip to Mongrel did happen to be dumb luck, with my solo character just barely fast enough to not get caught, it's most just that since then I've modded the game to nerf characters and get a real hardcore experience. No more going to Mongrel when starting speed is only 10 mph and getting to 60 athletics takes actual effort to achieve.![]()
edit: Also what i noticed is that Kenshi tries to do all kinds of things but it isn't trying to specialize in anything. I mean you have RPG elements but not enough to make it count as an actual RPG and on the other hand it's a base builder but not advanced enough, like the AOE series for example, to be a TRUE base builder. I REALLY hope even if it's after release that they are going to add on more on these things because it's kinda lacking atm.
...and so my legacy continues...
That's just the usual folly of a hybrid game, it inherits the weaknesses of both genres but has none of the strengths.TerrorofKenshi wrote: ↑Tue Jul 10, 2018 11:20 pmedit: Also what i noticed is that Kenshi tries to do all kinds of things but it isn't trying to specialize in anything. I mean you have RPG elements but not enough to make it count as an actual RPG and on the other hand it's a base builder but not advanced enough, like the AOE series for example, to be a TRUE base builder. I REALLY hope even if it's after release that they are going to add on more on these things because it's kinda lacking atm.
It's still fascinating to see these kinds of games though. I just wish for once one would work out. XD
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
Yeah, My hope is that they make the Ai atleast smarter. Like i haven't played around with turrets yet but do they attack on sight or does a character have to be attacked first? Or have your turds aggro on the enemy that trash your gates. Well, anyway i hope they are going to add an "attack-on-sight-no-matter-what-the-enemy-does-first"- thingy. It would look a lot more fluent. Oh and also no limits on how many will attack you instead of one on one. There are other things that come to mind that would be obvious in other base builders but somehow just aren't apparent in this game.Vandala wrote: ↑Thu Jul 12, 2018 5:43 pmThat's just the usual folly of a hybrid game, it inherits the weaknesses of both genres but has none of the strengths.TerrorofKenshi wrote: ↑Tue Jul 10, 2018 11:20 pmedit: Also what i noticed is that Kenshi tries to do all kinds of things but it isn't trying to specialize in anything. I mean you have RPG elements but not enough to make it count as an actual RPG and on the other hand it's a base builder but not advanced enough, like the AOE series for example, to be a TRUE base builder. I REALLY hope even if it's after release that they are going to add on more on these things because it's kinda lacking atm.
It's still fascinating to see these kinds of games though. I just wish for once one would work out. XD
...and so my legacy continues...
Yes turrets will attack enemies on sight and they will attack anyone who attacks your gates. You can also make them shoot at anyone by right clicking a target and selecting "shoot at". So if a neutral forces is approaching and you want to get the first shot in, you can.TerrorofKenshi wrote: ↑Fri Jul 13, 2018 8:41 pm
Yeah, My hope is that they make the Ai atleast smarter. Like i haven't played around with turrets yet but do they attack on sight or does a character have to be attacked first? Or have your turds aggro on the enemy that trash your gates. Well, anyway i hope they are going to add an "attack-on-sight-no-matter-what-the-enemy-does-first"- thingy. It would look a lot more fluent. Oh and also no limits on how many will attack you instead of one on one. There are other things that come to mind that would be obvious in other base builders but somehow just aren't apparent in this game.
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
Yeah, i literally found out today. Thanks for letting me know though. Also a bit of advice DO NOT build your main base all the way south in Shun at the sea because if you do prepare to walk for ages to find a city with decent supplies again lol. XDswillo wrote: ↑Sun Jul 15, 2018 5:01 pmYes turrets will attack enemies on sight and they will attack anyone who attacks your gates. You can also make them shoot at anyone by right clicking a target and selecting "shoot at". So if a neutral forces is approaching and you want to get the first shot in, you can.TerrorofKenshi wrote: ↑Fri Jul 13, 2018 8:41 pm
Yeah, My hope is that they make the Ai atleast smarter. Like i haven't played around with turrets yet but do they attack on sight or does a character have to be attacked first? Or have your turds aggro on the enemy that trash your gates. Well, anyway i hope they are going to add an "attack-on-sight-no-matter-what-the-enemy-does-first"- thingy. It would look a lot more fluent. Oh and also no limits on how many will attack you instead of one on one. There are other things that come to mind that would be obvious in other base builders but somehow just aren't apparent in this game.
...and so my legacy continues...
That only happens with things your faction's AI consider the enemy. Which is why I made a few mods that classify certain factions as enemies. I was motivated by the raptors in particular.swillo wrote: ↑Sun Jul 15, 2018 5:01 pmYes turrets will attack enemies on sight and they will attack anyone who attacks your gates. You can also make them shoot at anyone by right clicking a target and selecting "shoot at". So if a neutral forces is approaching and you want to get the first shot in, you can.
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
What are they called? I really feel like this should be a thing in the vanilla game. Do they also shoot on enemies that haven't spotted you yet?bk3000 wrote: ↑Mon Jul 16, 2018 10:06 pmThat only happens with things your faction's AI consider the enemy. Which is why I made a few mods that classify certain factions as enemies. I was motivated by the raptors in particular.swillo wrote: ↑Sun Jul 15, 2018 5:01 pmYes turrets will attack enemies on sight and they will attack anyone who attacks your gates. You can also make them shoot at anyone by right clicking a target and selecting "shoot at". So if a neutral forces is approaching and you want to get the first shot in, you can.
...and so my legacy continues...
You can find them here.TerrorofKenshi wrote: ↑Tue Jul 17, 2018 1:22 amWhat are they called? I really feel like this should be a thing in the vanilla game. Do they also shoot on enemies that haven't spotted you yet?
Now they don't do anything amazing. Just adjusts the faction standings. There are the standings you can see - how the different factions feel about you - but you can't see how your faction (AI) feels about another faction. I think that defaults to 0 for every faction. Those mods change it to where your faction's AI will see certain other factions (including wildlife factions) as enemies.
It was a bit more effective when I first released it, but I think some AI changes happened since. You can set "Attack Enemies" as a job which makes them fully effective once more. The turret job also fires upon enemies proactively, so it doesn't need to use "attack enemies" at the same time. But you still want your AI to see them as an enemy, or they won't fire on their own.
As for distance, that depends on the turret's own max distance. And there are also mods that affect the max distance - so you can easily start shooting people who aren't yet attacking you. They will be once you start shooting them!
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
ok, cool. Btw i saw that your acount name is the same as here. Mine's "Armorguy1" on steam. So if you see someone bumbling around on some asian related mods comments. That's me! XDbk3000 wrote: ↑Tue Jul 17, 2018 3:18 amYou can find them here.TerrorofKenshi wrote: ↑Tue Jul 17, 2018 1:22 amWhat are they called? I really feel like this should be a thing in the vanilla game. Do they also shoot on enemies that haven't spotted you yet?
Now they don't do anything amazing. Just adjusts the faction standings. There are the standings you can see - how the different factions feel about you - but you can't see how your faction (AI) feels about another faction. I think that defaults to 0 for every faction. Those mods change it to where your faction's AI will see certain other factions (including wildlife factions) as enemies.
It was a bit more effective when I first released it, but I think some AI changes happened since. You can set "Attack Enemies" as a job which makes them fully effective once more. The turret job also fires upon enemies proactively, so it doesn't need to use "attack enemies" at the same time. But you still want your AI to see them as an enemy, or they won't fire on their own.
As for distance, that depends on the turret's own max distance. And there are also mods that affect the max distance - so you can easily start shooting people who aren't yet attacking you. They will be once you start shooting them!
...and so my legacy continues...
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