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Allright i will travel there, thats actually last part of map i havent explored much, but still...are they that rare that i havent seen a single one in majority of the map?
Also ppl said that there is one always in shark in the dancing skeleton bar, but none for me ...?
If growing your own skeleton army is what you desire I suggest the mod named-
Recruitable Prisoners.
You take a character you have kidnapped, toss them in a cage & try to recruit them.
This mod made doing a skeleton city possible for me.
Normal skeletons will be a bit hard to force into joining.
Broken skeletons, will basically require the solving of a code puzzle.
It is a great mod that helps bypass some Kenshi limitations.
It was made by a chinese fella so don't expect the english to be perfect, but it is still easily understood.
Pretty much everyone uses this mod.
I would also suggest an mod I consider as a patch for Kenshi. Viable Soldier Drone.
In vanilla Kenshi the devs messed up the stats on the soldier drones from the hives.
They were intended obviously for combat, but are literally the worse race for combat, or anything infact. They suck at everything. But this mod patches that issue.
Skeletons aren't op unless modded to remove their specific limitations.
According to forum moderator & other fellows. After the test were ran skeletons are the 3rd best melee warriors. Shek & Humans out class skeletons in the long run.
Skeletons after all cannot wear helmets, shirts or shoes.
The lack of armor makes skeletons less viable than others.
Plz try not to miss inform the original poster of this topic.
https://steamcommunity.com/sharedfiles/filedetails/?id=1654641325
https://steamcommunity.com/sharedfiles/filedetails/?id=1638392767
Be advised, the "Skeleton NPCs" mod in particular, over time, can truly lead you down the path of a Skeleton army.
After running squads of both through the game, I can say that the skellies were OP early game, while the shek extra hunger penalty made it difficult to run them initially. However, as I got my own economy under me and as I got better weapons and armor, my shek outclassed my skellies pretty handily by endgame.
Still, there's a lot of satisfaction to be had with a crew of skellies trained in martial arts just going ham. You can get a bit of head protection for them with certain armor options, and that helps increase their survivability.
That being said, skellie recruits in vanilla (apart from the 3 uniques you can always find) can spawn in The Hub, Shark, and Crab Town, according to the FCS. Your best option is Shark, with 4 possible skellie recruit spawns in the list of choices.
According to the code, no non-unique skellies spawn in World's End, BDC, or Flats Lagoon (though it would make sense, lore-wise), and skellies do not appear to be a choice for slaves in the UC region either. So, if you're looking for a skeleton army and you don't want to mod your game, it's going to take a few imports.
I have a squad of 7 skellies guarding my gate in one playthrough, but it took a few imports to get those 4 non-uniques. One came from the Hub (I got lucky), and the other 3 were all from Shark. I didn't have much luck with Crab Town, plus it's a really remote place to check.
However, it occurs to me that you could place a character in all 3 locations, and then just save, import, and re-load/re-import after a quick check if there were no skellie recruits, or get your recruits, save, and repeat the process to your heart's content until you get enough skellies.
That or mod the files or get a mod. I added the potential for a few skellie recruits in my own custom mod in sensible places (BDC, Flats Lagoon, World's End, etc.). It's kind of nice having the potential for running a solo-race run with all 4 races. I didn't add skels to the slave lists, though. That didn't seem lore-friendly to my thinking.
Thanks for the tips
I guess i was just extremely unlucky, because trust me ...i was looking thoroughly across the whole map, each and every bar, but not i single non unique, even in Shark which kinda kicked me off to make this thread
Since then i said to myself f*ck it im gonna use a mod
I went with recruitable prisoners so i once in a while go hunting for a broken skeleton to add in my squad
My only gripe is the fact that the prisoners i recruit have the original stats, so in case of Broken skeletons its 50 in most stats which i rly dislike, because i like to build up my guys from bottom
So i balanced for myself in a way that i recruit only one after long time it would take to train the previous one to those stats
But yeah its kinda sad that the skellies are THAT rare, i guess devs felt like they are too powerfull, when i finish with these guys i plan on trying new game as Shek...i will see how much different it will be
For example, Crab Town has 2 skeleton recruit possibilities out of 12 total, in vanilla Kenshi: one with a weight of 2 and another with a weight of 5. The total weights for all possible recruits from that list is 61. You get exactly 3 selections. Odds are not in your favor.
It's worse for the Hub, which has almost exactly the same recruit list, just with the addition of Hobbs for a 13th character, with a weight of 5, giving a total weight to the Hub list of 66. Even worse odds for getting one of the two skellie recruits!
Shark is the best option, as it chooses 6 recruits from a list of 16 possible, and 4 of those on the list are skeletons. Two of those skeletons have nice weights too (a 10 and a 15 respectively, while the other two have 1s as their weights, meaning good luck).
This is why most people who want to preserve their vanilla status just camp Shark and continually re-import there while looking for skellies. You're increasing your odds a bit by branching out to the Hub and Crab Town, but not a whole lot.