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If there is feedback now is the time!
Already working on things already mentioned, making squads less OP to prevent accidental faction wipes, less frequent both in bars and in roams especially when roaming hostile lands.
Still, if anyone has anything to point out, feel free to do so now, otherwise the big rebalance update will be out in a few days assuming nothing breaks
Not sure when that will be, though, and as stated everyone is free to take the mod, tweak and expand it as they wish, no need to ask for permission even.
I made the mod with a fairly bloated pre-existing modlist on my end that dilluted spawn rates and tweaked leader stats, so it did end up unbalanced in many aspects, especially from a vanilla-ish perspective. I had hoped it would somewhat self-balance, by adding opposing mercenary patrols to counteract, but eh. The snowballing aspect might make it harder for one faction to "come back", too, as the loss of their leaders will lessen or remove their squads and intensify their oponent's spawns. But then again, coming back is impossible by kenshi designs, unless one imports saves to reset world states, and it was a design choice to try and tweak spawns depending on world states to make the world a bit more reactive.
The only reason I'm not doing it myself is that I'm no longer playing, so would be tweaking things blindly and without testing, might make things worse while also messing with the people who are satisfied with the current state. Will do the rebalance... Eventually™, and by then I'll likely leave this version as a deprecated one not to annoy those who like it as is.
I mean, I like the idea of random city sieges caused by various mercenaries from other factions, but compared to vanilla Holy Nation guards, they spawn too often near HN cities, like, REALLY. (Not to mention that the Toughness of the mercenaries squad leaders and some squad members around 60-80). This leads to quick extermination one of the major factions thanks to mercenary squads of the Shek kingdom and the Mongrel constantly doing absurdly big massacres killing important characters and changing world states on their own really fast.
Mod still feels unbalanced because of that. Maybe it would be a good idea to cut their spawn rates even more?... Or maybe at least completely cut spawn of Mongrel mercenaries on the lands of HN for example?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3401741209
First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.
I’m a bit of a beginner when it comes to modding, and I’m still learning the ropes, but I’d love to contribute by making this translation available. Would it be alright if I upload it here on Steam? I’ll make sure to link back to the original mod so others can support it too.
Cheers.
As for hollering mercs, no clue, though I'd inch towards "probably not", depends how they changed dialogs! Maybe some of my mercenaries will holler, too, or end up with some of their dialogs. I don't expect anything catastrophic, at any rate!
If yes, then this goes to show that somehow, the mercs develop bad blood on their own through gameplay, which I had expected, though not to that scale! Maybe I should make almost all of them friends, but that might have a bad impact, too...
This mostly adds things, if the big mods change city/leader states it might change mercenary spawns, but that wouldn't be gamebreaking, you'd just see less of the mercenaries... also, if the big mods add new factions, you might see more brawls in city (if a mercenary group fights a thuggish city faction outside the walls, they could become enemies and fight inside the walls too if both spawn at the same city, then they might both get guards on them!), but again nothing should be gamebreaking!
Basically, I don't expect major issues but might be the usual hiccups
I've updated the mod and removed them from Admag and Last Stand, since there's not much I can do to fix how the vanilla mercs behave with others... and either way, it makes sense for the disgraced sheks not to be welcome in shek cities!
If the issues persist, could you give more details? Mostly, what faction were the troublesome squad aligned with or what name did they have, and in which city?
I've added quite a lot of groups, including several shek groups, so details would help!
I'll eventually come back to kenshi and see these myself, but in the meantime I can only attempt fixes based on feedback!
Though it could also be that a wandering merc squad from the Holy Nation happened to wander close enough to town and didn't like what they saw!
Do you remember which mercenary group attacked them?
Also, they rarely have a 100% chance to spawn in towns, meaning that if you found X mercs in a town, recruited them then imported later, they might just not show up in that town after import since there's randomness - though other groups might
Roaming mercenaries are endless, though, so if you find a roaming group you like in a zone, try and remember that zone and visit it again if you're desperate for an army!
This might be a vanilla merc AI problem after all, since that's the one all my mercs use
Have you tried raiding a UC place with them since, btw? I'm curious about the results!
Strange how they won't help me attack when I target them first, only once one of my guys gets hit. Amongst the fighting, I don't know if they started attacking when any of my members got hit, or only when the one who "bough" them did...
Well, a bit more complicated, they're the ones that hire tech hunters and compile their findings, normally you'd only find them in their university in World's End
Those from my mods are their own faction though, since having them be part of the vanilla Machinists would cause issues
Were they inside a building? Could be that the spiders were causing issues.
I just disabled spiders from bar squads for now and gave them more soldiers to compensate, hopefully that fixes it, if not let me know!
I just removed the Southern hivers from most towns except a ruined override. Depending on feedback, I may put them back in some places, but it's true that they had been a little too succesful at their little infiltration for antisocial bugs!
Nice changes all around, I don't mind the Southern Hive spawning out in the world, but it's weird seeing them get along with the towns people despite the fact that the Southern Hivers are extremely territorial and aggressive towards anyone, even with the lore note left on the Prince hiver ;)
Keep it up! I really like this mod!
They could also have been caught "commiting a crime" by having a member accidentally getting locked in a shop past closing time or something similar.
And as for the Southern mercs becoming weirdly hostile after antagonizing the Southern Hive, well, that's to be expected! :p
I might remove them from most towns if it causes issues, though. Or perhaps just change them to not have ties to their hive anymore.
I've also removed the Crabbers from Mourn, as they may start troubles, specially against anyone that still has some ties to the UC. I'd rather not risk them there since I (think?) some ex-UC may roam around.