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Author Topic: Kenshi - An open ended, squad-based Strategy RPG  (Read 182690 times)

Majestic7

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #690 on: January 31, 2019, 12:06:05 pm »

RE: making money, hashish is not actually very profitable because you can reliably sell it only in Tech Hunter towns and to Shinobi. Plus you can use hemp to make fabric, which is usually better for making clothes and armor. Best thing for making money is distilling alcohol, as long as you have enough food to afford it. Hashish is good side income, but you don't get rich by it alone.
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Ulfarr

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #691 on: January 31, 2019, 02:18:19 pm »

Yep, it's not really worth it, except maybe for roleplay. A skilled armorer will probably generate more profit from the same amount of hemp.
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

nenjin

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #692 on: January 31, 2019, 02:23:36 pm »

Rum or GTFO.

They do need to rebalance hash. It's nice supplementary income on top of something else but doesn't seem worth the risk in most places in the world.
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Sirus

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #693 on: January 31, 2019, 02:31:38 pm »

Blocking also buffs dodge by 20 points.  What I like to do is set my fngs to block, put them in the heaviest high-coverage armor I can afford then let them get beaten into the ground until they hit 30ish block or dodge.  After that they can defend themselves pretty solidly and start leveling up attack.
This is basically my logic. If I let the scrubs run in and get thrashed, they'll just get knocked out before they can learn much. If I set them to block they'll last a bit longer and build their defensive skills a bit more before their inevitable beatdown. Only once they can look after themselves will I worry about letting them learn how to hit things.
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scriver

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #694 on: February 01, 2019, 08:19:15 am »

Making sure they're facing off against enemies with blunt weapon helps too, right? That's why I used to pit brand new characters against low level bandits - I don't know if I have to be but I'm just too afraid blades may just delimb noobs instead of teach them anything.

Scrawny Cannibals also works. Bonus because they'll heal you for free after beating you down. Such nice people! Also levels your unlocking skill.
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Ulfarr

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #695 on: February 01, 2019, 09:25:29 am »

It's only safe to do that because of their low skills and bad quality weapons. Give a good quality (skeleton smith+ tier for extra lulz) iron club to a decent fighter and you'll regularly see limbs getting blown off.
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Majestic7

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #696 on: February 01, 2019, 12:48:36 pm »

I thought blunt weapons only mangled limbs, didn't cut them off, no matter how much damage you do? If they do, that means Martial Arts can decapitate and amputate people. :D
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NullForceOmega

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #697 on: February 01, 2019, 12:54:27 pm »

The only requirement for removal of a limb is that it suffers cutting damage, this depends on what settings you are using in the options menu but generally what happens is that a limb is reduced well below zero and then takes cutting damage and is removed.  Almost every weapon deals part of its damage as cutting.  So you are half right, blunt damage can't de-limb people, but since there are basically no weapons that deal only blunt damage, there is a chance for limb loss whenever you have a crippled limb.
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Glloyd

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #698 on: February 01, 2019, 01:10:02 pm »

You can make a ton of money with a hash trading route though. Get rum from the UC, sell it in HN/Swamp, buy hashish in swamp, and sell it in the UC cities. You can make over 10k from a full inventory and one medium non-stacking backpack, and that's just from the hashish. The rum just adds a bit on top of that. It's good to do that while you leave a couple guys to mine. You can rake in the cats pretty quick that way.

Ulfarr

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #699 on: February 01, 2019, 02:15:35 pm »

I didn't know about the specific mechanics.

It was just that in my previous run, my one of my characters would often got ambushed by starved bandits while (solo) hauling iron clubs to sell. Since I wanted to save space I had made him to dual wield clubs too so he used them and there were some instances were the bandits will lose an arm or leg.

Question (because I feel lazy today):
Has there been a change giving merchant higher chances to have standard+ quality gear? I'm certain previous versions (0.97.xx) had more low quality merch. I do use mods but I don't think any of those was supposed to change the merchant lists so before I start looking for which might be the culprit I thought I could ask about vanilla.
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Majestic7

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #700 on: February 01, 2019, 03:30:34 pm »

Item quality depends on the city you visit. Tech Hunters (cities, not outposts) have often good equipment. Some special shops, like Catun Scrapmasters, sell especially high quality stuff.
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Ulfarr

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #701 on: February 01, 2019, 03:38:43 pm »

Thing is i haven’t visited those specialist shops, yet I regularly find high/specialist/skeleton smith gear in generic shops in mongrel/UC/world’s end. I suspect some mod messing with the merchant lists because I also find mismatched ( armor in weapon trader) items.
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Sirus

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #702 on: February 01, 2019, 10:38:28 pm »

Okay, things have recovered. I now have 15 dudes in my burgeoning faction, including a seasoned Shek warrior. We did have something of a setback when a surprise attack by starving bandits somehow overwhelmed the entire crew (including previously-mentioned Shek warrior; in fact he was one of the first to go down), but fortunately they settled for only taking some of my food, rather than all of it. I was able to recover with the help of one of the Squin townies, who rushed out to perform first aid and drag the worst-wounded to their sleeping bags.

That was quite a few attacks ago. The Starving Bandits are now officially my enemies; I guess I finally killed too many of them. They sometimes send raids but each time my dudes are able to fight them off a little better than before. I have both a wheat farm and a cactus farm up and running; once I get enough wheat I plan to build a second one. The walls are not quite complete, but they're filling in nicely and the potential avenues for attack are getting smaller and smaller. The last time the Dust Bandits showed up to make demands, my leader sent them running by breaking their leader's jaw :D

Over near Squin, one of my copper miners has proven to be remarkably badass. Despite a severe lack of training (something I have since rectified somewhat using equipment) he has proven to be surprisingly good at fighting off occasional hungry bandits. One time, despite a single-digit melee attack and almost no skill in his weapon, he managed to sever a bandit's arm. I mean, okay he has to run for the city if there's more than one or two, or if they're nastier foes than Hungry Bandits. But he's still all alone and virtually untrained. I need to bring him to the settlement sometime.

I'm about to send my leader on another recruiting trip. I bought some maps from town, and there's some villages and a city to the south. Hopefully I'll be able to bring home an extra set of hands or three.
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delphonso

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #703 on: February 02, 2019, 09:59:00 am »

Remember you can upgrade farms - don't waste space on multiple ones.

Also build lights around them to increase harvests (by removing the darkness penalty for the farming skill)

Sirus

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Re: Kenshi - An open ended, squad-based Strategy RPG
« Reply #704 on: February 02, 2019, 10:08:34 am »

I saw I could upgrade farms; I just want to build a second wheat farm so I can have more regular harvests and possibly enough of a surplus that I can brew some. On the other hand, that's basically what the cactus will be for. We'll see.

I...never even thought about putting some lights up. Will any lights do the trick or do they have to be some sort of special growing lamps?
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

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