Kenshi
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Complex AI - Gate Guards (Beta)
   
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19 Apr @ 12:47pm
24 Apr @ 11:00pm
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Complex AI - Gate Guards (Beta)

In 1 collection by crunk aint dead
Complex AI Series Hub
3 items
Description
(Beta release, please read full description.)

Expands gate guard AI allowing them to open and close gates when cities are under attack.

Massively increases the difficulty and realism of attacking cities, you will now have to build far larger armies to break through the outer defenses of a town.

-----Technical Info-----
Uses a combination of dialogue triggers and AI contracts to function. Dialogue is given high priority so it should always trigger if applicable. Only the leader of the gate guard squad should interact with the gate, adds leaders to gate guard squads which were missing them.

There are two packages included, a town guard package where guards will lock gates if they see a fight outside of the gate, and a prison package where guards will lock gates to keep you inside.

Adds behavior to vanilla gate guard squads, characters, dialogue packages. Should integrate seamlessly with any mods which use vanilla resources.

-----Beta Glitches-----
Occasionally caravans will bash the gates of cities which are locked down which can result in a massacre. Added coexistence between trader factions to try and prevent massacres:
United Cities coexist with: Nomads, Western Hive, Traders Guild.
Tech Hunters coexist with: Nomads, Western Hive, Traders Guild.
The Holy Nation coexists with: Nomads

NPC pathing can be broken when gates are closed in many ways, causing unintended effects such as guards walking incredibly long distances when arresting characters.

Sometimes the AI package for the gate guard does not trigger / finish correctly and the squad leader will go aimless. This seems to happen when your squad is defeated by the gate guards and some members are enslaved while others remain outside of the gates. Still testing, please report any issues.

Recommended to be used alongside Unofficial Patches for Kenshi and Crunk Tweak Compilation to improve consistency of AI behavior.
19 Comments
Jaysic 8 Oct @ 4:46pm 
Love the concept of this mod, but often times the guards will not re-open a closed gate until after I reload a save.
The Lizard King 27 Aug @ 10:14pm 
Thank ye for yer service me'lord
Wirlocke 11 Jul @ 12:46pm 
Just chiming in to say this mod works like a charm and the results are so cool. Literally saved the Flotsam Village from being swarmed by cannibals before I even noticed.
ProjectArcus 24 Jun @ 10:08pm 
very cool! look forward to this development
crunk aint dead  [author] 2 Jun @ 9:07pm 
@Laughing Forest there are definitely some glitches which I am not sure if they can be fixed still, i havent been actively working on mods much lately so it might be a bit before i test more.
Laughing Forest 2 Jun @ 5:56am 
Hey Crunk, just checking in on how this was is going in terms of testing?
Avadon 2 May @ 2:05pm 
As long as you make it worthy of your wife's...interest...

We shall see...
crunk aint dead  [author] 27 Apr @ 2:01pm 
Thanks yall, this mod has a few issues which I really hope can be solved. I believe it is possible to make this behavior work, I will find a way somehow
This mod is awesome dude. been wanting some type of better ai behaviour in the game
Laughing Forest 26 Apr @ 10:49am 
I just want to provide words of encouragement on this mod. It’s such an awesome concept that no one has ever gotten right and would add so much to the environment and immersion. Thanks Crunk’