[Mod] Enemies+ 0.69.0/0.70.2

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RighteousSinner
Posts: 122
Joined: Fri Oct 11, 2013 7:56 am
Location: Oregon, USA

Mon May 05, 2014 12:32 am

To Install, simply unzip the attached file in your Kenshi data folder. If you want to add enemies+ to an already existing save file, you will need to import your characters into a new game to have the mod work correctly. An alternative is to use the in-game editor's populate button, but that isn't recommended. Back-up your saves before installing mods.

+ Adds Five new factions and expands existing ones with more enemy types and increased unit counts.
+ Two new start offs

-------Factions--------

- Rusted Raiders Gang (hostile): Think Dust bandits with better gear and increased stats.
- stat average: 15 (reg) and 25 (boss)
- Identified by the use of Masked helmets on all of it's members.

- Assassin's Guild (hostile): An advanced version of sand ninja's that roam the desert with high end gear and weapons.
- stat average: 40 (reg) and 75 (boss)
- Identified by the use of assassin's rags, blackened chainmail / shirts, and Zukins.

- The Horde (hostile): Think Hungry bandits with a lot better gear and a very big stat increase. This faction has five variations of units and roams about in very large numbers making them a force to be reckoned with. It is advised to avoid a direct confrontation with these groups as much as possible.
- stat average: 10-25 (reg) and 40 (boss)
- Identified by their very large numbers and varied gear usage.

- The Iron Legion (Neutral): The friendly counterpart of The Horde, this very large faction roams the desert destroying every bandit they come across. With their heavy armor and high end weaponry, they are more then a match for any foe they encounter. Provided that foe can't cut them down in a couple of swings of their sword.
- stat average: 10-20 (reg) and 40 (boss)
- Identified by their use of Heavy Mercenary armor, Tin cans, and black cargo-pants.

- The Immortals (Neutral): Think Imperial Lords, but a whole hell of a lot tougher to take down. Originally designed to be hostile to all factions but the player's, this faction has been toned down as to not destroy entire towns in the 0.69.0 version. They do offer a very, VERY, large bounty however, for anyone crazy enough to try and take them on. (They have custom weapons that can cut people in half with one swing.)
- stat average: 80-100 (reg), (no designated bosses)
- Identified by fully clad samurai armor with custom skin.

------- 0.69.0 Factions--------

- The Shadowed Earth Coalition (Hostile): Think Sand Ninjas, but faster, less numerous, and quite a bit stronger. This faction was originally created as rival toward the other new faction called "The Hidden Sand Syndicate". They boast quick and accurate strikes combined with increased agility and mobility that overshadow most factions. Classes of enemies are named after the parts of a shadow and come in three variations.
- stat average 35-45 (reg), 45-50 (boss)
- Identified by pure black clothing for all members.

- The Hidden Sand Syndicate (Hostile): Think Mercenaries on steroids with an added touch of crazed shock troopers armed with flesh cleavers. Mostly described as an unruly bunch of thugs that roam the wastes preying on the weak and downtrodden for money and members. This hostile mafia-like faction actually has a very strong militant base with well armed and well trained members making up most of their ranks. Not that anyone has ever found where they train.
- stat average 30-40 (reg), 40-45 (boss)
- Identified by their shock troopers that wear a light green outfit that is unique to their faction.

- Order of Ember (Neutral): Think Holy Empire with more powerful stats and custom made gear and arms. A Neutral faction that's main purpose is to hunt down the criminals of the Hidden Sand and Shadowed Earth that fled from their homeland, the Order of Ember is an honorable and dependable faction that is allied with most of the more peaceable factions of the desert.
- stat average 40-50 (reg), 60 (boss)
- Identified by their uniquely red and black armor scheme.

- The Cursed (Hostile): Very rare to encounter, description listed as unknown. ;D

---- Improved Factions ----

- Police now have roaming Marshals and Lieutenants that can accept bounties for the player.
- Sand ninja's now have more members in a squad, and have a new unit type called the Sand Ninja Chounin, which is at a midway point between a regular ninja (I tried to rename them as Genin) and a Jounin.
- All factions have an increased number of gate guards to deal with the influx of new, more numerous, and powerful enemies.
- Immortals have had their diplomacy revamped in the 0.69.0 version so they don't kill off entire towns.

Recommended starting population count:
1.25 Squad multiplier.
1.5 overall world population.

known mod bug: custom weapons have distorted inventory icons :(

Feedback is appreciated.
The most up-to-date release for this mod is Enemies+_03.zip, download that one.
Attachments
Enemies+_03.zip
0.70.2 Bug fixes~
(59.62 KiB) Downloaded 847 times
Enemies+_02.zip
0.69.0 +4 Factions
(51.88 KiB) Downloaded 525 times
Last edited by RighteousSinner on Mon Dec 15, 2014 8:03 am, edited 16 times in total.

friedAdolf
Posts: 2
Joined: Sun Apr 20, 2014 6:28 pm

Mon May 05, 2014 3:38 pm

Quite fun to mess around with.
For the sake of it just being a mod, I'd say it's fun due to the limitations of the given construction set. I imagine the future one will provide us with many more options to mess with.
But I feel like it might not be too lore friendly, since it seems more like an apocalyptic setting, yet random factions are able to create such godly weapons/armor and be so skilled. That's just my opinion though, or at least how I would have changed it.
Also, it would be funnier if you could make a custom skin mesh for the Horde people to look like goblins or orcs, assuming you're going for the fantasy feel.
Or you can leave those as humans for the original take, ie no fantasy.
Also, are the immortal initiates not finished? They only have high stats, but they have the same lousy equipment as a hungry bandit but with a rusty katana instead.

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RighteousSinner
Posts: 122
Joined: Fri Oct 11, 2013 7:56 am
Location: Oregon, USA

Mon May 05, 2014 9:14 pm

The Idea for the Immortal Initiates was that for one to become part of the Immortals, one would have to survive the wastes with nothing but rags and a rusted sword. Then proceed to kill at least 100 enemies, by skill alone, all the while looking for one of the resting places of a Legendary sword assigned by one of the Immortal Masters. I had lore for each faction planned out, but, not being able to implement it in any way, left it out of the op.

I will say however, that the entire point of the Immortals was to bring a little chaos into the world. Wherever they went, violence and destruction followed. As such, if you look at their faction relations through the F.C.S. you'll see that they are suppose to be enemies with all factions but nameless. Hence the high bounty for all members that have successfully gone through the trial of the wastes and survived, for not many do.

As you'll see whenever you run into an initiate in the desert, it is a rather brutal ritual.

Eventually, it was planned for them to have their own custom raid to make them hostile when the player faction got strong enough to get their attention. I ended up leaving this out because one: it couldn't be implemented, and two: I didn't want my entire squad to die trying to take one of those bastards down, let alone five or six of them at once.


As for the Horde, my take on that faction is that they are a conglomeration of bandits, retired soldiers, farmers, and any other type of denizen of the world that has tired of the oppressive rule of their homeland and has set out to free the people of the world of it's oppression.

Seems noble no? Too bad it was corrupted by greedy leaders and lovers of violence and blood.

If I could make a quest line that allows the player to pick between the seemingly just Iron Legion or find out the true secrets of The Horde by learning it's origins, I would.

Hopefully this clears a few things up.

If you have any other questions, feel free to ask.

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Voynich
Posts: 14
Joined: Tue Oct 11, 2011 6:52 pm

Sun May 18, 2014 7:41 am

This is a fun mod, great work!

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RighteousSinner
Posts: 122
Joined: Fri Oct 11, 2013 7:56 am
Location: Oregon, USA

Sun Jul 06, 2014 2:29 am

Bump for updated content.

User avatar
RighteousSinner
Posts: 122
Joined: Fri Oct 11, 2013 7:56 am
Location: Oregon, USA

Mon Dec 15, 2014 8:05 am

Bump for updated content.

Bug fixes for various things that deal with the mod have been fixed.

Keep an eye out for more and post it back here please!

joshuab98
Posts: 1
Joined: Sun Jun 07, 2015 2:55 am

Sun Jun 07, 2015 2:59 am

An absolutely fantastic mod, so fantastic that I made this account just to express my hopes that you will update it for the current version, and, if you're feeling super ambitious, to possibly even do something with the new content being added to the game. Thanks for making the glorious piece of art, and I will check back periodically to see if my prayers have been answered.

Yanderechan
Posts: 33
Joined: Fri Nov 06, 2015 10:01 pm

Sat Nov 14, 2015 12:27 am

I like the look of this mod, but it doesn't work with 0.74.32. It just, crashes immidiately after the game actually starts. Importing and starting a new game. When I try to load the older versions, it says 'failure to start game, missing exe'.

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