Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I already got my own deal personally trying to get along with the Rebel Farmers but they ♥♥♥♥ it up constantly on their end.
I have it in the spoiler.
You go to a slave market, sell them into slavery, and them purchase their freedom. You then proceed to pick them up (because they are green and you will be given the option/Knock them out with assassination) and resell them, so you can buy there freedom again. Each time you do this you gain +2 (or +4 I can't remember) relation with the given faction. However, it is very expensive if they have better stats. We are talking about a tech hunter costing 20,000 cats for their freedom.
Speaking of those fellows
If you liberate an outlaw for 1000 cats so they join you, then pick them (to avoid them escaping recapture) and then dismiss them from your squad they usually join the Tech Hunters faction but remain as cheap as they were originally, meaning Tech Hunters can be allied with very easily using this method. Just thought I'd let you know in case you were working on them the hard way.
So far I've visited Dust King's tower. I wasn't attacked upon entering, and despite telling me to leave they didn't become hostile. I even used the training dummies in the tower and they seemed cool with it.
I was approached by a group of Starving Bandits... now here's the really cool part.
There's even new dialogue for being their ally.
They approached and said "Hello friend, spare a cat?"
None of the options I had were hostile, the most dismissive/negative was the bottom one which was simply "I have nothing to spare".
The bandit leader just said "So hungry", then walked away.
I'll continue testing this for different factions throughout the game using FCS and keep reporting. It could be that the Starving bandits having these features is a one off. And as has been reported earlier in this thread, certain factions will continue to attack regardless. However it does seem as though, from these results, that living in the border zone without any hostiles, bonedogs excepted, is possible in vanilla gameplay. If bandit demand raids continue and cannot be avoided peacefully, then killing the leaders should prevent the raids, mercs can be used for this without taking a relation hit. After that, besides HN and Shek visits, there should be no obstacles at all in operating a completely unthreatened base in the area.
P.s. Enjoyed that the first test character that was generated was called "Peace", very fitting name for this endeavour. Also deleting the previous post that is in the quote of this one to save thread space.
^-- This. Nothing is going to prevent that except destroying the faction. Even then, some factions are simply "greatly reduced" in frequency/appearance, IIRC.
I don't think one character could defend a base without some pretty heft mods. It could be possible, maybe, with collecting the Broken Skeletons and letting them out to defend against what few raids might be left, but that's only going to last for so long without mods... and it's not exactly a "solo" base at that point.
A small base that allows one to quickly escape to a town might suffice. And, if it gets taken over, then hiring mercenaries could work at that point. But, if one is hiring mercs, it''s not exactly a solo base, either.
It might be possible to find a place that has only one very small access spot, build a wall on it after everything else is built, and just keep repairing it until the raid starves to death or leaves... I guess. Would probably need a wall hp mod, though. (Narrow access might reduce the number of raiders trying to tear it down. But, the area also can't be big enough for them to spawn inside one's base, too.)
Or... just buy a house in town. You can do just about everything that is meaningful in terms of research and crafting in a house in a town. The biggest limiter is certain types of raw materials, like steel rods. But, for only one character, outfitting them with gear is not a big deal and, with enough money, crafting isn't necessary.
I should clarify that I'm not against using mercs to remove bandit leadership, in the case of my experiment those being Tora, Dust King, Dimak and Buzan, the squads of Tech Hunters and Mercs in the Waystation are usually sufficient to do this without my character needing to aggro the groups. In terms of hostile enemies that should be enough to cease the demands raids. What I've observed with the groups so far, the Dust Bandits for example, is that they will not be hostile after reaching +50 relations (i.e. they won't attack me on sight), however they will still initiate dialogue from time to time. However that dialogue has so far, not, led to them becoming hostile regardless of my choices of response.
For example when the "Let's fight" dialogue is triggered, and I select the option "no", the bandits will not aggro me and instead ignore my character.
So overall, any encounters can be dealt with in a way that avoids violence. I have to admit though, I'm unsure whether stray groups may still attempt to take over my outpost even in a "non-violent way", I'll report back if this is the case, but so far so good. In the wrost case scenario I guess they might simply move in but not pose a threat to my character as he goes about his buisness at the outpost. I know this would in every sense negate having a solo outpost in the sense that my character would be the only resident. However my aim here is to see whether under specific conditions, that a single character can live without being threatened with potential violence in a player created town.
I'm also aware that the method of "allying" (I guess just pacifying in reality) these groups is somehwat cheesy, certainly not lore-friendly and not immsersive in the slightest. Just testing the limits of the possible here is all.
And thank you for the info on the Starving Bandits there Shidan, that makes a lot of sense to be honest. I'll bear that in mind and suspect the worst from other groups. Maybe the Dust Bandits also refusing to aggro after dialogue is a rare case as well and for example the Swamp Ninjas would attack regardless. In such a case I guess the success rate of my experiment would vary depending on locale and the triggers of certain factions. However thus far the Border Zone appears to be "safe" for now.
Thanks everyone for the input, I'm know how idiotic this endeavour probably is and I appreciate all the feedback and interest/attempts at curbing my potentially time wasting ways. Come too far to back out now though without a definite result on whether this is possible xD
Edit: Also big thanks to you for your mods too Shidan, used them and will continue to use them once again on past and future plathroughs, Reactive World in particular is phenomenal and I'm very grateful for the hard work you must have put into that. Hoping it'll be adopted into the game officially at some point if you and the devs would be in agreement with that. Can't do a serious playthrough without that beast nowadays.
In fact I'm starting to wish I'd attempted this using your mod, the dust bandit content you made there could have been very useful in pulling this off... damn lol. Starving Bandit alliance would have been all the more useful in attaining a harmonic existence with the border denizens after the former group were were out of the picture.