Kenshi
キールス Jan 16, 2019 @ 2:31am
I feel like I am doing something wrong.
So I recently bought Kenshi and liked it a lot. I then started a game with the idea of starting a robot/skeleton town however I find it hard to recruit other skellies.

I have only managed to recruit Sadneil and Weke(unfortunately my game crashed and when I loaded, Weke was no longer in the Shark bar).

I even tried with the adventurer mod but I do not see any recruits coming. Is the rate of recuitable skellies spawning low and does the mod not work unless if I create an actual settlement(atm I am just living in the city?

I have already created one heavy who is about to reach level 40 in that weapon skill and 4 other martial artists in their 30s with Sadneil being the crafter. Is this a good enough population to start a town?
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Showing 1-15 of 16 comments
rompier02 Jan 16, 2019 @ 3:01am 
Hi. Combat stats in 30 - 40 ( att/def/MA/Dodge) is still not too good for me. Always establish Outpost when every one reaches 50 combat stats. At that level you can take on pretty much any low level foes unless extremely overwhelmed. Anyways that is imo.

Skellies recruits are quite rare in vanilla. Have you been to the South for the P4 unit? Always got around 6 if lucky. Sometimes Shark will spawn 2 Skelly recruits. The Start Nobodies for example will let you set the race of your party members if memory serves me right. Good luck.
Last edited by rompier02; Jan 16, 2019 @ 3:01am
biochimera Jan 16, 2019 @ 3:08am 
Skeleton recruits are incredibly rare. Also the adventurer guild mod doesn't work unless you have a base of your own and that base is "active" (someone is hanging around it until the recruit delivery event fires), the creator mentions that. However you can just plop down a small shack outline, don't even have to build it, and it'll work. Just build it near the guild settlements to shorten travel time, the eastern base of the hill the hub is on is a good site, very close to their town.

An alternative is the recruitable prisoner mod. Arm a guy with a high quality crossbow, make sure he can actually run fast and is strong enough to carry captives without walking, and go hunt skeletons in the floodlands and obedience and guarding workshops in the black desert. If you run fast enough you can just kite and wear them down, and if the crossbow is a specialist or masterwork eagle's cross it outranges turrets if you want to try to take down ones guarding workshops. Once they're down quickly grab them, take their weapon off them, throw them into a prison cell and repair them (or if you have to go far, take someone else to repair the captive while he's slung over the other guy's shoulders), then go through the correct dialogue sequence to switch them. For the sake of completion and I have no idea how to black out stuff it's 2 1 3 2 1 4 4 1 2 3 1 1 4 3. At the risk of turning this into a TLDR paragraph, using the racial diversity mod on top of recruitable prisoner also greatly increases your chances. Dust bandit skeleton? Easy to catch, though they still ask for food to switch.

I'm sure there are other options, but those are the two I know of. And no, I don't know about hunting skin bandits to imprison and convert, your guys couldn't handle them anyway. And to answer your last question, maybe. You'd have to leg it if a raid comes, and it'd have to be a pretty weak zone. I'd recommend double what you have to have a solid start.

Last edited by biochimera; Jan 16, 2019 @ 3:12am
キールス Jan 16, 2019 @ 3:10am 
I actually started with the "Nobodies" since I wanted to make a town as fast as possible but alas I am still living in that Screk City below the Hub.

Is 6 a good enough number to start a settlement?

And I will probably try to look for that Skeleton you said. Is it a city to the south? I think I read a map that showed me 2 cities to that direction but I haven't explored south yet.
キールス Jan 16, 2019 @ 3:14am 
Originally posted by biochimera:
Skeleton recruits are incredibly rare. Also the adventurer guild mod doesn't work unless you have a base of your own and that base is "active" (someone is hanging around it until the recruit delivery event fires), he mentions that. However you can just plop down a small shack outline, don't even have to build it, and it'll work. Just build it near the guild settlements to shorten travel time, the eastern base of the hill the hub is on is a good site, very close to their town.

An alternative is the recruitable prisoner mod. Arm a guy with a high quality crossbow, make sure he can actually run fast and is strong enough to carry captives without walking, and go hunt skeletons in the floodlands and obedience and guarding workshops in the black desert. If you run fast enough you can just kite and wear them down, and if the crossbow is a specialist or masterwork eagle's cross it outranges turrets if you want to try to take down ones guarding workshops. Once they're down quickly grab them, take their weapon off them, throw them into a prison cell and repair them (or if you have to go far, take someone else to repair the captive while he's slung over the other guy's shoulders), then go through the correct dialogue sequence to switch them. For the sake of completion and I have no idea how to black out stuff it's 2 1 3 2 1 4 4 1 2 3 1 1 4 3. At the risk of turning this into a TLDR paragraph, using the racial diversity mod on top of recruitable prisoner also greatly increases your chances. Dust bandit skeleton? Easy to catch.

I'm sure there are other options, but those are the two I know of. And no, I don't know about hunting skin bandits to imprison and convert, your guys couldn't handle them anyway. And to answer your last question, maybe. You'd have to leg it if a raid comes, and it'd have to be a pretty weak zone. I'd recommend double what you have to have a solid start.

Sorry I am just new to this game :D.

I thought a base was a building so I asumed the building I bought in a faction city was considered as one. It is good to know that, thanks ^_^

I will take a look at those two mods though I am more interested in the racial diversity mod as I think that will probably increase my odds of recruiting a skelly just by looking at the name of the mod.
Last edited by キールス; Jan 16, 2019 @ 3:14am
キールス Jan 16, 2019 @ 3:26am 
Originally posted by Queek Headtaker:
YOu are new and are already looking for ways to ruin your own experience by using overpowered recruiting mods, just play the game with the five 5 skeletons and recruit more as they come along. skeletons are the most overpowered race in the game, doesnt matter if you are not "ready", it will be really hard for them to die.

I already have spent like 12+ hours on this one PT. Skeletons are just so rare that I am already leveling up my original 5 skeletons where they are about to reach level 40 and Sadneil is almost at 80 armor crafting.

That says a lot on how rare these recruits are which is why I think I need this mods at least for this PT. I actually enjoyed my first solo vanilla game but this is just getting tedious at this point.

I need my skellies xD
rompier02 Jan 16, 2019 @ 3:26am 
For me 10 is a good number to start an Outpost. Perhaps you can succeed at 6. Also have to take into account who will raid you. If for example you get a Wrath of God/ Eyegore & his cronies event it will be very intimidating.
biochimera Jan 16, 2019 @ 3:35am 
Depends which mods you are talking about. Adventurer's guild recruits are all green, stats all 1 or less. And yes the recruitable prisoners can be incredibly strong given how strong the broken skeletons are. However I wouldn't be calling dust bandits, slave hunters or several other weak bandit factions strong by any stretch if he uses racial diversity. Also the reason he asked in the beginning was because he couldn't find recruits, and skeletons are rare by default.

As for skeletons being the most overpowered race, eh. This has been debated to death. Lack of head armor and slow speed are two big strikes against them. Shek are considered stronger overall, and I'd even consider normal humans once you get up to speed can comfortably match/exceed skeletons. At higher levels all skeletons have are faster healing speeds, as long as you have repairs kits or skeleton beds available.

Also in the end it's a single player game. How he chooses to play is his decision.
キールス Jan 16, 2019 @ 3:49am 
Originally posted by rompier02:
For me 10 is a good number to start an Outpost. Perhaps you can succeed at 6. Also have to take into account who will raid you. If for example you get a Wrath of God/ Eyegore & his cronies event it will be very intimidating.

That sound good, 4 workers and 6 gaurds. I am also thinking about hiring mercenaries so I can find out how they work and to be my gaurds until I recruit enough skellies.

Originally posted by Queek Headtaker:
Good you missing 2 unique and a random spawn

I should try that and get only Skeletons but they are so Overpowered I got bored of the game at day 20 last time I try

Sorry I don't understand what you are trying to say. I just started this 2nd game with the goal of creating a town but only limiting myself to skeletons. Skeletons are actually harder to play compared to any other race that can wear a helmet.

My first game was brutal one but combat became managable once I was geared out. Skeletons on the other hand can still get knocked out if when an enemy gets consistent whacks to the head(which the dust bandits were doing quite often when I was solo leveling my heavy).

Healing is also expensive and time consuming. Skeleton beds are level 3 tech IIRC and each skeleton repair kit is around 4k.

Originally posted by biochimera:
Depends which mods you are talking about. Adventurer's guild recruits are all green, stats all 1 or less. And yes the recruitable prisoners can be incredibly strong given how strong the broken skeletons are. However I wouldn't be calling dust bandits, slave hunters or several other weak bandit factions strong by any stretch if he uses racial diversity. Also the reason he asked in the beginning was because he couldn't find recruits, and skeletons are rare by default.

I am kinda in the fence on using the recruitable prisoners mod but I think that is mostly due to my lack of understanding on the skeleton race(are they sentient robots or robots programmed to emulate sentience).

It is kinda weird to recruit a robot bandit after whacking it to the head instead of reprogamming it although I probably could just pretend I am doing that.
Last edited by キールス; Jan 16, 2019 @ 3:50am
nDervish Jan 16, 2019 @ 4:06am 
Originally posted by Kirus:
Originally posted by Queek Headtaker:
YOu are new and are already looking for ways to ruin your own experience by using overpowered recruiting mods,

I already have spent like 12+ hours on this one PT.

Don't worry about comments like that. There's always someone out there to say "OMG! Never use mods or they'll ruin your game!" at times like this. It's generally best to simply ignore them if they can't grasp that different people will enjoy playing in different ways.
キールス Jan 16, 2019 @ 4:10am 
Originally posted by nDervish:
Don't worry about comments like that. There's always someone out there to say "OMG! Never use mods or they'll ruin your game!" at times like this. It's generally best to simply ignore them if they can't grasp that different people will enjoy playing in different ways.

I am sorely tempted to but I guess I should stop. There is the point of those 3 unique skeletons though. Is Weke one of them because I saw it in the Town/City called Shark on my 2 games but it suddenly disappeared when my game crashed on the save file I am currently playing.

I have been revisiting Shark from time to time but Weke isn't spawning. Is Weke a random skelly or is this a bug?
Last edited by キールス; Jan 16, 2019 @ 4:11am
biochimera Jan 16, 2019 @ 4:23am 
No, the 3 uniques are Burn in the Floodlands, Agnu in the Tower of Abuse, and Sadneil in BDC. Weke is just a random spawn, there tends to be one skeleton random spawn in Shark.
キールス Jan 16, 2019 @ 4:27am 
Originally posted by biochimera:
No, the 3 uniques are Burn in the Floodlands, Agnu in the Tower of Abuse, and Sadneil in BDC. Weke is just a random spawn, there tends to be one skeleton random spawn in Shark.

Ah I see. Thanks :D
rompier02 Jan 16, 2019 @ 4:30am 
Burn in the Floodlands - his tower in the North part, Sadneil you got, Agnu in Tower of Abuse & 1 random Skelly near east of Rebirth. He usually patrols down to the Lost Library there. Careful if you go there it is patrolled by Blood Spiders Skelly or not. That one require a trick to recruit. Sorry for spoilers but these are in the wiki. You do you Op. No right or wrong playing this game. Skellys are not invincible. Meet the proper enemies & they will die. Think the Skelly in Shark are random recruits not uniques. Happy hunting.
キールス Jan 16, 2019 @ 4:35am 
Originally posted by rompier02:
Burn in the Floodlands - his tower in the North part, Sadneil you got, Agnu in Tower of Abuse & 1 random Skelly near east of Rebirth. He usually patrols down to the Lost Library there. Careful if you go there it is patrolled by Blood Spiders Skelly or not. That one require a trick to recruit. Sorry for spoilers but these are in the wiki. You do you Op. No right or wrong playing this game. Skellys are not invincible. Meet the proper enemies & they will die. Think the Skelly in Shark are random recruits not uniques. Happy hunting.

Damn I think I should have explored with my heavy more. I only really explored the Screk Cities, random outposts, Shark, Fog Islands, Black Desert City and Crash City-I mean Mongrel.

I guess it is time to set my decent martial artist to an adventure xD

Edit:

I don't really think spoilers are that harmful in a sandbox game like this so don't worry. I am treating this more like an exciting game of sims except everyone can be murdered without mods xD
Last edited by キールス; Jan 16, 2019 @ 4:40am
Nemerlight Jan 16, 2019 @ 5:32am 
I have group of 12 or so. All of them working. I like to explore as well. Since this is sandbox game im still not sure what i wanna do. I guess building a city and becoming self sufficient is my goal. Probably to get more people too but food is kind of an issue since they all like to eat.
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Date Posted: Jan 16, 2019 @ 2:31am
Posts: 16