New game, Wanderer Start option question
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Hedgehog-of-Fog
- Posts: 19
- Joined: Mon Apr 04, 2016 11:46 am
I think we couldn't do a thing while the map isn't complete.
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LostSaint6689
- Posts: 186
- Joined: Fri Mar 01, 2013 6:20 pm
there is a way to use the forgetten cunstruction set to change the coordinates of the starting position. However you would need to figure out the coordinate you wish to use or play around until you start somewhere solid.
FCS Construction Program - Go to the Global Settings and look under Starting (something like that)
Edit the Wanderer (starting town - delete Blister and add another town/location) - save, restart game and voila you can start that way.
If you want to start in a total off beat location...you will need to create a "town" or "spawn location" and once you have placed the Town Icon and named it, and added the new mod with the game, you should be able to add this location into the starting part back in Line 1 of this text under Global Settings...then again, save, restart the game and ensure the new mod is enabled in the startup Kenshi box and then click Play and your Wanderer should then appear in whatever location you created (you can edit that location to be nothing but a spawn point or add a building or something if you want a little more).
Edit the Wanderer (starting town - delete Blister and add another town/location) - save, restart game and voila you can start that way.
If you want to start in a total off beat location...you will need to create a "town" or "spawn location" and once you have placed the Town Icon and named it, and added the new mod with the game, you should be able to add this location into the starting part back in Line 1 of this text under Global Settings...then again, save, restart the game and ensure the new mod is enabled in the startup Kenshi box and then click Play and your Wanderer should then appear in whatever location you created (you can edit that location to be nothing but a spawn point or add a building or something if you want a little more).
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Berzerker Jay
- Posts: 482
- Joined: Mon Mar 21, 2016 10:47 pm
One of the strongest single characters I have made was a Shek who started this way. Just keep messing with the guards in jail. Try and steal a uniform and tuck it into a barrel near the cells, since you're likely going to be heading back there if you go to the fuss for it anyway. Eventually your toughness will be getting high, at least 20. At about that point you're probably ready to start making a break for it. Sneak out when the inquisitor goes to bed, as that's when the least eyes are on the door. There's a dark area behind the training dummies to hide if there's trouble approaching during your exit.
Once you're out of the jail, make a mad dash. I find heading for the farm at the NW of the fertile green area is a good direction to head in, and you can sometimes lay low for a bit in a building there and close a door behind you.
Good luck. Get tough.
Once you're out of the jail, make a mad dash. I find heading for the farm at the NW of the fertile green area is a good direction to head in, and you can sometimes lay low for a bit in a building there and close a door behind you.
Good luck. Get tough.
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