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First off, thank you so much for the awesome work on this mod! I really enjoyed it and decided to translate it into Spanish for personal use. Afterward, I thought it might be a good idea to share the translation so others can enjoy it too. Of course, all credits go to you for the original mod.
Please note that anyone who wants to use this translation will need to download the original mod as well. You can find the translation here: https://steamcommunity.com/sharedfiles/filedetails/?id=3400893154
I hope this doesn’t cause any issues, and again, thanks for your amazing work!
Don't worry about it, this mod has always been open for further extension by anyone. Enjoy.
Good afternoon ! I have translated your mod into a language I understand.
If you are against it write on the mod page.
Thank you! Adventurers Guild - Lore Friendly Recruitment RU
Translate: DeepL
I read some of the comments and wanted to share my experience. I found them in a bar for World's End. Paid for skeleton recruits, and I saw in my factions tab that they were coming to outpost in 7 hours. Uh oh, what does that mean? My whole squad was here in World's End and my main outpost is in Flat's Lagoon, on the other side of the map, no way I would make it back in time. I think that was just saying that they are queued to spawn, because the 7 hour timer just kept resetting. Once I finally got back to my outpost, it worked just like any other event. Keep in mind, the Adventurers' Guild has an outpost near the Hub that they sent the recruits from. I was wondering where they were and when they were coming, but I saw they came from that outpost outside The Hub. Hopefully that helps someone if they are having trouble getting the mod to work.
Cool mod, happy with results.
For all people using this mod, i highly advice building a base in front of the fort and spread out your people all around the fort to catch you recruits and be prepared to get your recruits 8/10 times. This is what you can do to maximise your chance to get the recuits.
But I talked with the creator of the Reactive Worlds, and at least when we both created these mod years ago, it didn't have any clashing. So unless there's a heavy update that somehow changes everything, it should work fine. It might be your other mods. Thanks for informing me about the discussion topics. I didn't use it so never realized there are new threads there.
Before this i use the recruit prisoner mod but i feel like abit cheating as u pay them nothing u basically get a recruit for free making their life worth nothing when ur people die, so i wanna find a mod where i basically pay them cat then recruit them like the vanilla but i dont wanna run around the bar for it and dont wanna face the problem where 1 day all my recruit die and now i have non left hahhaha
Also. I built a small outpost right next to the Adventurers Guild HQ near the Hub, and the recruiter always arrives almost immediately after I place the order. He shows up with a full, uninjured squad of bodyguards, just without the recruits.
1. Do you use any other mods? Some mods, especially the ones that overhauls the game will create conflict with this mod. If you use Project Genesis, for example, that modpack already has this mod implemented in it, and using both will DEFINITELY cause some conflcit.
2. ALL recruits start with 1 on their stats and do not wear any protective gears, while the group leader and the escorts have gears and decent stats on them. There is a chance that they run into hostile enemies, and while the escorts survived, the recruits get entirely slaughtered.
- HOUSE IN A CITY IS NOT A BASE!
This is a game limitation. You can't get raided when you live in city houses, so this is a no go for this mod either.
Im having a headless skeleton issue with this mod. Are there any solutions for it?
Thanks in advanced
@Vatheron: Yes, it is intentional. I should note that generally all raids and caravans in the game use walk. It's more immersive and realistic.
so removing the mod removes the walls. Isn't an issue or anything! Idk if this is specific to my game or not, just thought I would let you know
Just wondering because I am using Crows World which changes some of the hub, only issue with that is that there is a police station now entirely surrounded by walls lol
As for repeat order, there isn't one. You can repeat the order as long as the "raid" is fully completed when you order a new one. If not, the game will recognize that the "raid" they're trying to spawn is already there, so they will cancel it. And the modtool does not have any means to add a failsafe for it. You can do multiple orders of different races though, it is considered a different raid so it should work in tandem just fine.