Kenshi
Better and more visible roads
Most of the roads in Kenshi dont actually look like roads, or even look like they're currently being used. My suggestion to the devs is to simply add a new type of terrain to actually show where the roads are cuase most of the time i just see random NPCs walking on an empty plain, and if you take my idea to thought then how about a one-up, to symbolise which roads are more well travelled i.e safer roads, you can make the roads look more distinct, so the order i would have it from most travelled to least travelled would be gravel/cobblestone - well trodden dirt path - dirt path. This way if you want to get alot of foot traffic and all the benefits and consequences with it, then its easier to choose the best spot, i think it would tie in well with the player made/owned/run shops once they get fully integrated.
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Showing 1-8 of 8 comments
just a bit of information, those random NPCs walking on a empty plain are doing just that.
Kenshi's NPCs are not on rails following routes, they literally patrol the areas wherever.
Originally posted by HaTsUnE_NeKo:
just a bit of information, those random NPCs walking on a empty plain are doing just that.
Kenshi's NPCs are not on rails following routes, they literally patrol the areas wherever.
i've heard talk that if you place your base on a "road" then you'd get NPCs walking through your town, and that they'd break down your gates to continue on their path, that is if you had 2 gates on opposite sides of eachother and were closed and locked.
and i was going under the assumption that when the player shop gets fully integrated then it would be best to set up next to or on roads, in terms of the amount of customers you'd get
thats was more of a pathing issue. they supposed to go around obstructions.
and traders are different, they do have trade routs. but you can still find them out on zeros paths.
then how will the game determine how many customers the player shop will get ... once its integrated
think the AI gives the caravans like once a week ( or every two weeks ) a visit maybe longer between. idk i don't see the option to change that in the FCS so can't give you an exact number. but it's meant to be infrequent anyways as the shop isn't supposed to be a huge money maker, just enough to give you some profit but not much.
Erei Dec 2, 2017 @ 2:20pm 
They follow roads. Most of the time you can't see them. There are visible roads that you can see (like dirt path), and invisible roads that you can't. The visible ones serve no other purpose than to look cool, the invisible ones matters.
Technically they don't follow road, but the pathfinding will strongly favor using those invisible roads. They are not on rail, but eventually, they'll follow the same path because the pathfinding will prioritize those.

At least that what I understand for how it works. I know you can see those invisible road through the shift f12 menu.

And yes, they used to break gates if you built on the road. I changed the layout of my wall to avoid this problem, so I don't know if it was fixed or not.
Zura_Janai Dec 6, 2017 @ 12:53am 
To be honest I think it would be anti-climatic to make roads of Kenshi "safe", as bandits should probably try and ambush travelers. As for now they seem to just randomly roam wilderness (which is bad buisness plan for bandits) and patrols do the same.
catanbros Dec 6, 2017 @ 10:57am 
Originally posted by TheLivedOnce:
To be honest I think it would be anti-climatic to make roads of Kenshi "safe", as bandits should probably try and ambush travelers. As for now they seem to just randomly roam wilderness (which is bad buisness plan for bandits) and patrols do the same.


really? I built a shop near the hub and those dust bandits had random encampments near me and also tried to raid my shop. Bandits will be a problem if you turn up the nest multiplier
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Date Posted: Dec 2, 2017 @ 2:46am
Posts: 8