Kenshi
Weak Enemies' Squads
39 kommentarer
VaporWolf93 29. mar. 2024 kl. 1:40 
its all g, uninstalling and reinstalling works. Thank you for trying
( * )  [ophavsmand] 17. mar. 2024 kl. 9:26 
@VaporWolf93 : sorry mate I didn't mod for this game in years, I have no idea how any of this works anymore.
VaporWolf93 17. mar. 2024 kl. 9:25 
guess i'll just uninstall and reinstall the game
VaporWolf93 17. mar. 2024 kl. 9:18 
ive been looking in FCS for over a week and i cant fucking find the patrols that they added
VaporWolf93 5. mar. 2024 kl. 9:18 
how do i remove it :c
NeoLabs 14. nov. 2023 kl. 6:09 
This mod seems to cause an issue with robot patrols spawning directly outside of rebirth. They wander in and wreck up the place. While rather amusing its also kind of immersion breaking.

To reproduce just turn up the population and spawn in rebirth. Fast forward time and it happens in a day or two.
ZoraergazU 25. nov. 2022 kl. 18:54 
this still borked ?
N A N A 20. sep. 2022 kl. 12:13 
How can i properly delete this mod?
Tim 31. juli 2022 kl. 8:03 
The mod persists even after disabling it. New games imported games. Doesn't matter the squads are all messed up.
EmberD 10. maj 2022 kl. 12:54 
Splendid. Exactly what I`ve been looking for. Hopefully, it trully dont affect raids and similar events
Gared 3. feb. 2022 kl. 4:45 
Thank you for an amazing mod!
( * )  [ophavsmand] 20. nov. 2020 kl. 6:19 
♫Endgunner♬ : I don't think so, but I could be wrong.
Endgunner 20. nov. 2020 kl. 1:31 
Does this mod effect raids at all?
Trinity 30. maj 2020 kl. 21:03 
just buff yourself forhead
Ano 14. maj 2020 kl. 16:54 
is there a mod that nerf the bandits
( * )  [ophavsmand] 3. nov. 2019 kl. 14:03 
Bane of Fringe : yes, my mods are designed to work together, without incompatibilities.
Bane of Fringe 3. nov. 2019 kl. 11:43 
Deleted my previous comment because you obviously have a mod that randomizes most enemies. However, does that mean this mod will still work with that mod? This mod creates new groups and doesn't change the old ones right?
LUX·INVICTA 18. sep. 2019 kl. 3:29 
I mean, you could also just get the shit beaen out of you before fighting the strong ones
( * )  [ophavsmand] 28. mar. 2019 kl. 15:40 
jackluxiangyu : spawning mobs in base on random chance, keep looking. :)
楊過 28. mar. 2019 kl. 15:14 
where the Weak Enemies is? i didnt find them anywhere
( * )  [ophavsmand] 21. mar. 2019 kl. 16:25 
PROBGONDIE : yes :)
PROBGONDIE 19. mar. 2019 kl. 23:22 
So can you also use this with random enemy squad numbers?
( * )  [ophavsmand] 15. feb. 2019 kl. 16:57 
Trinity : I only copy pasted original squads, to create this mod. So don't know much about squads AI behaviour, sorry.
Trinity 15. feb. 2019 kl. 9:35 
Alright I think i'm ready for making wandering squads. Hey ( * ) mind if I ask for a walk through that you know about or any general tips for making npcs act like bandits?
( * )  [ophavsmand] 26. jan. 2019 kl. 5:49 
zoraergazu : thanks for the idea, but I think this would defeat the purpose of this mod.
Which is to have weaker enemies' squads. ;)
ZoraergazU 26. jan. 2019 kl. 1:32 
in addition, can you make someone on a squad has a semi boss stats? like, they are so strong they have the stats of a wanderingassassin or something leading like 40 stats people, like a group of people so dangerous you really, really must RUN
( * )  [ophavsmand] 25. jan. 2019 kl. 2:46 
zoraergazu : yes these mods are compatible. :)
ZoraergazU 24. jan. 2019 kl. 18:31 
emm, work with "random enemy squad numbers"? udging boh are your mod it does
( * )  [ophavsmand] 4. jan. 2019 kl. 10:46 
Baleur : yes, this mod only adds squads, while the random one only edits vanilla.
Baleur 4. jan. 2019 kl. 7:10 
Is this compatible with the Random Enemy Squad Numbers mod?
( * )  [ophavsmand] 4. jan. 2019 kl. 4:56 
[Part 1]
Thanks for yours reports, which led me to making many different tests, in order to better understand this game's spawning mechanics.
Here are my conclusions about a squad limit, linked to this mod :

- there is a limited number of spawn points in all regions, which can potentially spawn enemy squads.
I tested this by adding hundreds of enemies in the spawn list of a region, with a spawn rate of 100%, they didn't all appear on the map : only one squad can spawn in a spawn point.

- when a spawn point is activated, the game will look into the spawn list and roll a dice, but will always spawn something.
For example, let's say a region has 5% chance to spawn bandits and 5% chance to spawn wolfs.
One spawn point can then either spawn a bandit or spawn a wolf, with a 5% probability for each.
I thought that a spawn point could then remain empty, if no bandit or wolf was spawned, but no, the game will instead spawn an animal (for example a spider in the great desert).
( * )  [ophavsmand] 4. jan. 2019 kl. 4:56 
[Part 2]
- Most areas have a very low squad spawn chance (less than 5% spawn chance), so the game will most of the time spawn an animal instead.
In these areas, this mod doesn't lower the difficulty, as it'll have a chance to spawn a weak enemy squad instead of a neutral animal one (though some areas have hostile animals).

In conclusion, I think this mod doesn't lower the difficulty in areas were the spawn chances are low (which is the case for most areas).
It does (slightly) lower the difficulty in areas where the spawn chance is high (so a few areas in the whole game).

In order to impact less these high spawn chance areas, I edited this mod so that the weak squads have 50% chance to spawn, compared to their vanilla counterparts.
(From the original 200% I originally set)

Thanks for taking the time to read me, please report any issue. :)
WombatCombat 3. jan. 2019 kl. 20:00 
This is interesting. Thanks for the heads up Baleur. I will raise my max squad settings I have noticed that there is not as many large groups roaming compared to what I had in vanilla
Baleur 2. jan. 2019 kl. 14:09 
I have no clue. I'd just use like 1.5x in the ingame settings, might be close enough to vanilla plus your smaller squads =)
( * )  [ophavsmand] 2. jan. 2019 kl. 12:32 
Baleur : thanks for the precision.
Do you know if there's a FCS setting I can change, in order to test this?
I'd like to put max ennemies' squads to a very low number (less than 5) and see the potential consequences.
As I can't find an official source, about the max active ennemies' squads.
(The in game settings are limited to 50% of an unknow value, so I can't make precise tests)
Baleur 2. jan. 2019 kl. 11:43 
No no, my point was that, your weak squads will replace stronger squads, thus make the game "easier" overall even in mid-lategame.

Example: Lets say the game can keep 100 squads active in the world at once.
Without the mod = 100 large squads 10-17 people in each.
With the mod = 40 large squads, 60 small squads from this mod, 1-3 people in each.
Net result, with the mod, fewer large squads in the world :)
Easily fixed by increasing max squad multiplier in the game settings.
( * )  [ophavsmand] 2. jan. 2019 kl. 8:08 
Baleur : Thanks for the report.
I tried the following test, to see if this mod was affected by a maximum squads setting.
Max faction size = 1
Max squad size = 1
Max squads = 1
Then imported my save and ran around.
Normal squads and weak squads spawned without issue.
Maybe the problem you're refering to, has been fixed in recent patches?
Baleur 2. jan. 2019 kl. 6:04 
"As a result, the overall difficulty is raised; but as you'll be able to train on the weaklings, your team will steadily gain power."
I dont think this is entirely accurate.. Because these weak squads will still take up one "slot" in the maximum squads in the world, right? So players probably wanna increase their squad multiplier in the gameplay settings if using this.
mikilobelite 30. dec. 2018 kl. 5:46 
Cool idea, I'll give it a try