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Kenshi - open-ended sandbox RPG set in a desert world

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
my solo has melee defense in the 50s now but still gets gangbanged by fogmen :V what do i do wrong?

Weapon choice matters a lot. My chars are trained with heavy weapons as primary and katanas as backup. Against say 20 fogmen the katana would be a toss-up who wins, but with a Falling Sun those bastards are hacked to pieces in a matter of seconds.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
i read somewhere i can't find again anymore about starting in tengu's vault, but i can't also find any other information or mod about it. do you know any? it sounds interesting, larping-wise.
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
my solo has melee defense in the 50s now but still gets gangbanged by fogmen :V what do i do wrong?

Weapon choice matters a lot. My chars are trained with heavy weapons as primary and katanas as backup. Against say 20 fogmen the katana would be a toss-up who wins, but with a Falling Sun those bastards are hacked to pieces in a matter of seconds.
The Falling Sun is THE late game weapon since it's a heavy weapon but scales with both DEX and STR considerably, as far as damage and attack speed are concerned.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
i sort of modded a tengu's vault start myself but can't start inside, i need to start just outside and being beaten the shit out of me by extremely powerful guards which most of the times outright kill me, the remaining they drag me inside and leave me to die tied to a pole because they won't heal me until it's too late.

i want to larp a dojo, a martial arts school. i need somewhere green, where i can farm rice, and possibly which doesn't look like ass as the swamp and which is not far as leviathan coast; a school needs people after all. i was thinking about the zone between the swamp and the nomad village. it's a multiethnic school which rules out holy nation territory. or are their visits manageable by keeping the various monsters under lock and key?
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
529
Location
Mordor
There is a (high) place inside the fog islands to the northeast of Mongrel (easy to locate on the map)... the place seems to have 3 entrances, you can block 2 and focus your defense on one side (possible east side, that is closest to get out of the fog islands).. the place have a very high fertility, lots of green and arid (some farms with yield over 100%) plus all metals and stone. And its above the fog, a nice scenario for a martial school.

You just need to have a nice group and some research done before you try going there... I'm very tempted in setting an outpost there.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
a martial arts school high on the mountains? it begs to be named "tiger's den". can rice be farmed there? i wanted to keep the japanese theme.

thinking of it... the place might be cool but it feels a bit far from trade routes. i want to be visited, often, by different people. maybe there's this place near clownesteady with 100% swamp and arid, i'll probably check there.
 
Last edited:

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
529
Location
Mordor
just checked and:

wheat ~109%, hemp 100%, greenfruit/cactus/cotton 70~75% and unfortunately for you, rice is 0% yield =/
 

polo

Magister
Joined
Jul 8, 2014
Messages
1,737
Whats your technique for increasing combat skills over 50? High level Training slave?
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
yes. sometimes in the n-e desert you meet a lone ninja with an almost 10k bounty on his head. if you can catch and undress him and give him a very very crap weapon you just gained an useful ally. an ally who'll beat the shit out of you for your own good.
 

polo

Magister
Joined
Jul 8, 2014
Messages
1,737
Yah i kidnaped some paladins with stats around 50, but they get fucked up by my main so i need someone stronger.
 

Deleted Member 16721

Guest
Are there any mods for keeping outposts you clear for your own base? Like the Dust King tower or what not.

Also, I haven't kidnapped anyone and my team keeps growing in power. Granted it took me 150 hours so fsr, but we're getting there. :)
 

Deleted Member 16721

Guest
MadMaxHellfire Would you recommend them for a first playthrough? Doesn't seem that cheesy but it gives you great spots to set up a new base.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
no, it's much more fun to build your own outpost and being repeteadly gangbangraped in the process. also they're mostly incomplete mods, prone to bugs, conflicts, hiccups. exactly like the rest of the game, but worse.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
speaking of which: it's almost surely a mod issue, but i have 2-3, maybe 4 on the topic (which shouldn't overlap anyway, but who knows) of slavery. sometimes, annoyingly often, when i buy slaves the character who did becomes an npc. have you heard of this behaviour before?
 

Lagole Gon

Arcane
Patron
Joined
Nov 4, 2011
Messages
7,562
Location
Australia
Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
I think it's time to build my own base.
Maybe I should research hydroponics and build it in a weird place...

screenshot-13.jpg
 

polo

Magister
Joined
Jul 8, 2014
Messages
1,737
Im thinking robot arm for my MC. I don't see any disadvantages besides holy nation being angry with me. And since they are already angry...
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,711
Location
Ingrija
So guize, how do you release slaves? My cotton plantations aren't going to tend themselves, so I want to borrow some dark-skinned workforce. Say, a Holy Mine. Are there any other ways than going in all guns blazing and beating up everyone? I don't really want to hurt slave owners, they are kindred spirits.

The closest I got was drawing a few hungry bandits to the gates at night after picking all the cells open, then quickly opening shackles one after another when the guards at the gates went after the bandits. Still, the guards in the house immediately ganged up on the first released prisoners. While they were busy, I managed to grab one nigger and run away unnoticed. Having ventured far enough till the daytime, I put him down, he said "yay, freedom!"... and run back to the mine to be promptly clobbered and captured. Allright, as the guards herding the prisoners working outside went after the stupid cotton picker, I grabbed another prisoner and had to run all the way to the Hub with him on my shoulders, now pursued by hostile guards and branded as "terrorist". And then, when the pursuers have given up, I put the prisoner down and he simply disappears. WTF?
 
Joined
Nov 21, 2014
Messages
410
Whether the liberated slave joins you is pretty much random, I think. I once escaped Rebirth with maybe ten slaves in tow, and none joined me once we were safe. Got killed later, reloaded, now I had six new party members. :itisamystery:

What I don't understand is what happens if you buy slaves legally, from a shop. I paid for three labourers in the UC and they never joined, or even followed, me.
 
Joined
Mar 3, 2010
Messages
9,284
Location
Italy
20% for a bought slave to join your team. the roll is made again far from the city if he follows you. there are mods which change this behaviour. actually, in my opinion recruiting should be harder (you pass from being alone to have an army in a blink. perhaps recruits should at least cost x10) but effort dependant: slaves don't want to follow? let me pick them up freely, without risking of being branded as terrorist and put them in a cage, the hungrier and beaten they are, the higher goes the chance to recruit (there's a mod which does stuff like this, but it doesn't work very well nor very often), or let me invest money. same for paying bounties.
the problem resides in the automatic opening of the cell on money transfer. if it can't be done otherwise, slaves and criminals bought should be moved to an utility faction always +100 to the player's and have these dialogues activated (with long cooldown between attempts). allies can be freely picked up. only when the subject joins or the player really wants to let him go, he will, by opening the cage. a non-joined subject still acts normal, with the running/following/second 20% chance to join behaviour.

all the commands are already in place, i don't see why it doesn't already work this way.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,711
Location
Ingrija
Whether the liberated slave joins you is pretty much random, I think.

Yeah, that I've read. What I am asking for is specifically the possible tactics for relief actions besides all-out attacks turning the entire faction hostile. Should I kite a bunch of beak things on my tail or something? Grind stealth over 100 (50 now on my dedicated thief) and just carrying everyone out in invisibility mode? Grind assassination to 100 and go around clobbering everyone on the head?
 
Joined
Nov 21, 2014
Messages
410
Whether the liberated slave joins you is pretty much random, I think.

Yeah, that I've read. What I am asking for is specifically the possible tactics for relief actions besides all-out attacks turning the entire faction hostile. Should I kite a bunch of beak things on my tail or something? Grind stealth over 100 (50 now on my dedicated thief) and just carrying everyone out in invisibility mode? Grind assassination to 100 and go around clobbering everyone on the head?
No need to kite, just healing and dragging a creature with you and then dropping it into the guards' laps should do the trick. Not sure if beak things can be picked up; personally, I always have a captive gorillo on hand, just in case. For instance, I unleashed one on Tengu's Vault the other day because I was curious to see what was inside. It gave the guards a run for their money. Plus, they also work well as training dummies, especially for dodge and defence.

If the guards are already attacking you, though, you could try ordering your men to block + taunt, while your thief guy assassinates them from behind one by one. I think there's no rep penalty for that as long as it goes unnoticed (sticking the KO'd guards into cages might get you minus rep, though).
 

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