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Crab Raiders Override
   
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28 Nov, 2024 @ 4:35pm
29 Nov, 2024 @ 4:35am
4 Change Notes ( view )

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Crab Raiders Override

Description
What it do?
Has it bothered you that Ark is captured by the Crab Raiders, but the Reaver Camps all go to the Southern Hive, when you dunk Valarmon in jail? Especially when there are Reaver Camps closer to the Crab Raiders than Ark, and the Southern Hives should stay Southern?

No? Err...

Well, if you were interested, this mod would be perfect for you! When the Crab Raiders take Ark after you turn Valarmon into 'tis-but-a-scratch-guy, they will also take all the Reaver Camps! If you have a change of heart and kill/capture the Crab Queen too (you monster), the Reaver Camps will return to Southern Hive ownership. Killing or capturing the Southern Hive Queen afterwards will cause the Reaver Camps to turn to ruins, like vanilla behavior.

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Versions
For new games/games where Valarmon is still healthy, subscribe to this mod instead - it does the same thing, more cleanly:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3373816126

For existing saves where Valarmon is dead/captured already, subscribe to this mod (the one you are reading right now) and visit the Reaver Camps again to update them. Importing a save or doing other stuff is not required. Simply enable the mod, and revisit the camps.


DO NOT play with both mods active at the same time. This has not been tested. Unknown & unintended effects will occur.







Questions:

Q: "What does this mod actually change? What world states are achieved?"

A: Technical details on strings/flags changed and a flowchart of what occurs when the player kills/kidnaps various characters can be found here - https://gtm.steamproxy.vip/workshop/filedetails/discussion/3373563612/4633736723121145961/

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Q: "Is this a hard-mode of some kind? Does it modify population?"

A: No. It's a pretty basic mod that just populates Crab Raiders to the aforementioned Reaver Camps, and in about the same numbers as you'd see in a village or maybe the Crab Town. Any difficulties you might have, should you attack them, will be based on population multipliers and the like. The same thing goes with the Southern Hive that takes over after - their population numbers are totally unaltered from the base game's Town Override, they'll spawn in the exact numbers they would without this mod, notwithstanding small RNG changes.

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Q: "Can I remove this mod mid-save?"

A: Yes, but it will default to vanilla behavior and the Southern Hive will re-own Reaver Camps. Re-enabling the mod fixes this when you revisit the Reaver Camps. If you are a spiteful creature and kill/capture the Crab Queen, the mod follows vanilla behavior from that point on, and thus it can be disabled safely.

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Q: "Why not make the Skeleton Bandits take over?"

A: Because the Skeleton Bandits are a bunch of vagrants who pretend to be robots. Crab Raiders are way cooler, love crabs like we all should, and have actual villages you can trade at - and they won't attack you when you're on their territory! They also call you Crabless if you're a loser that's not allied, which is way funnier than whatever megalomaniacal nonsense Skeletron is up to.

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Q: "Why not make it so that X Faction takes these Reaver Camps, and Y Faction takes those Reaver Camps?"

A: Despite looking different, there is only one flag that controls *all* towns named "Reaver Camp". Therefore, one faction ends up owning all three camps despite the distance between them. Crab Raiders owning Ark would most sensibly lead them to own all three camps. This is the real reason Skeleton Bandits are excluded from ownership, as it would not make sense for them to own the easternmost camp.

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Q: "What do you have against the Southern Hive/Skeleton Bandits?"

A: They attack on sight, even within their own territory. You can't go up to their leaders and have a nice chat. When you are surrounded by hawks, it's better to be a dove -- err, a crab. Also, the Crab Raiders keep the invasion of fishmen away. Not a big fan of fishmen. They're like a waterborne zerg rush, or like Fogmen-lite. And you definitely can't talk to their leader.




Other Info
I don't check discussions frequently, and this is my first mod and first Workshop post anywhere. I'm new to this. Please be gentle! And the usual, don't leave comments on my profile related to Workshop items.

Thanks Lo-Fi Games, and Ase, who bought me this game after I was getting increasingly fed up with Project Zomboid Jank™ via questionable game mechanics/design and the three-year wait for an update. These modding tools are brilliant. I could probably do this blindfolded and tied-up, but that's not an invitation to test this theory.
Popular Discussions View All (3)
0
29 Nov, 2024 @ 4:03am
PINNED: Issue Tracker - New Saves Version
flufficreepers
0
29 Nov, 2024 @ 4:02am
PINNED: Issue tracker - Existing Saves Version
flufficreepers
1 Comments
Bog 24 Feb @ 6:32am 
I *would* like a version for skeleton Bandits, but in the meanwhile I'll vibe with this one. I enjoy skele bandits for my skeleton campaigns.