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ahh dang xD was wanting to add them at my own pace
but thanks!
Bannaerlod Tweaks "unimited wanderers" option does this.
Or, use "recruit everone" mod and raise/train your own companions.
But I say ok, fine, whatever. I look on Encyclopedia for a new scout. Except there isn't a new scout. So I'm scoutless for years in the game? Ok... Also, would be great when they get around to allowing us to search companions by their skills instead of clicking each one only to have it forget where you were in the list when you go back. If you can filter out male/female, culture, married, etc. then why not skills? It's tedious.
Forget training up companions, it'll take as long or longer. And they'll probably die anyway.
I knew there would be kinks even a year after release. I'm just not sure why companion death was default enabled (I don't remember seeing a prominent option to turn it off) when the companion system itself isn't robust enough yet to handle certain scenarios where no other companions on the map have a crucial skill.
So if you didn't check it then, your people will die.
Save early and save often.
Keep Calm and Reload On.
They spawn at a regular rate until their cap is reached. There's a certain target year that this happens, but I forget what it is. There's a post on reddit that details the original mechanics of Wanderer spawns if you go looking for it.
You might be able to spawn them faster, closer. I'm not sure about that, though. Basically - View more Towns, faster, to reveal the fog of War. Again, I'm not sure and haven't tried to do that in a long time, but just go from Town to town, forcing the game to generate the Town's notables, etc. (Again, just a thought.) But, even if that did force them to spawn in those towns if there was an opportunity for that to happen, it won't allow you to exceed the maximum. It'd only try to force their spawns closer to where you are, I would think.
In any case, revealing Towns is the only way to check to see if there's one present, so it's part of your basic strategy for searching for Wanderers anyway. /shrug (Ignore the in-game wiki entries, IMO.)
I don't know what the current system is that accounts for the attrition of Companions in Wanderer respawn/replenishment. I don't know that there is one, to be honest, nor do I know if TW actually intends for there to be some kind of mechanic that introduces new Wanderers once a certain threshold is reached.
Is there a yearly rebalancing? Got a reference/source? If so, the yearly period would be pretty clear to reason with - The player should "feel" the significance of such a loss. Monthly rebalancing would reduce the impact of that loss as well as opening up the opportunity for significantly more valuable Wanderers to appear... In essence, you could exploit that pretty easily by just killing off low-value Companions until high-value Wanderers respawned to take their place. It'd take a lot of effort, but one might be able to manage it. :)
I'd think TW would be more of the mind to leave it all "as is" and force the player to deal with the consequences of Companion death. Though, it's still EA and all of that kind of stuff isn't yet play-balanced.
Ah, thanks! Where is that accessed in the Options? (Note: My game is currently not accessible, since my 'puter is in pieces-parts atm. But, I'd like to know how they incorporated that, nonetheless.)
Agreed and unfortunate.. The problem I have now would be that if I lose the only scout available to me and no other companions have skill in scout I have to find a way to kill more companions to spawn more that might have scouting...weird.
I see. I must have thought "Sure that's fine." I'm ok with death when it makes sense. And having both player characters and NPCs dying from battle and old age makes sense and adds to the immersion. I'm perfectly ok with the idea of it. I just wish the companion system were a bit more robust to support the idea. Hopefully it'll come with time.
First thing I did was make a new save after it happened. But I kept going. And I will probably keep going rather than reloading. If I don't get a new scout, oh well. A medic is the thing I couldn't live without.
And if there's 25 companions out there and only 1-2 have a single crucial skill (scouting, medic, engineer, steward, etc.) that should be tweaked. Right now the only useful companions IMO are the ones with skills your main character may not spec into and therefore needs to fill those gaps.
Time to go get several companions killed.
For science.
Update - campaign.add_companion
The only way I've had fun in this game is using the console to overcome the shortcomings
Though that would require some overhauls of the companion system to work well enough and the fact they die in some scenarios you'd not expect could make it grindy to skill them up no matter what you do.
If my choice is grind companions level or get them preconfigured with good points in specific areas I'll take the latter.