Kenshi Base Building - Mountain Hive

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello Lads back once again for another build video uh this time following upon a suggestion that was given to me to do a mountain base and uh naturally with my everpresent need to make things interesting I don't want to um you know build the same base over and over again so this time I'm building a Mountain Base but I'm putting a hiber spin on it so we'll uh go ahead and get started so the location that I decided to uh put this place together is right to the right of the Hub there's a really specific Mountain that I've built on a couple of times or in this General area um by the pre-made Metal Bridge that's there uh if you guys have watched my uh rise of the dwarf series from you know couple years ago when I first kind of started doing kenhi stuff you probably be familiar with the location so uh the reason why I picked it is because uh there's that bridge on the bottom and it gave me the idea to put together a a base where there is a you know a bridge component to it I thought it would be a really interesting idea to uh create kind of a a high City with like a a bridge component where the main keep is separated by this great Ravine and I also thought it would be really cool to uh from a defensive standpoint because not only would it be separated by this great Ravine but you know while the enemies are are crossing the bridge they could be getting you know mowed down by uh turret fire as well so I thought it was a really cool idea to kind of have this like drawbridge separating the primary keep from the rest of the uh the rest of the city or the Bas Bas or the The Outpost so um you're going to see this this particular spot there was a lot of lining up and stuff a lot of micromanaging on this one because um I was using uh two main mods for the most of the buildings um I'm using the hiver buildings mod and then uh the HR hoser buildings as well and that gives me some of those hiber variants of the vanilla buildings so there's like a hiber station house um a hiver Spire which is like a variation of the tower but personally I think is actually better than the tower because there's um outdoor platforms and like balconies for each level of the uh um of the tower itself so really cool but we'll get to that more in a minute um so a lot of micromanaging on the bridge as always um you know trying to get everything into position um I basically like alternated and like rotated the bridge out each time so that way there was some variation on the uh the railing so it didn't look like it was just one repeating Bridge after another was the same thing so just rotation to add some variation um and then here's the hive Station House uh like I said this is a modded piece um I'll link to the two hyber mods down below because I last time I posted a short with these particular mods on there uh and you could see the hiber buildings people were really curious about them so I'll post in the description where um you know what what those two mods come from where these these hiber variants come from cuz uh super super useful for making uh hiber bases so you know I had a little bit of rotation to get that in place the mountain itself was kind of acting as a bit of a pain for me on this because it was digging into the back side of the the building and then after I put that there I wanted something to kind of close it off right because it's still open to that side and even if the enemies maybe can't get through there which I'm pretty sure at this point they would be able to but um even if they couldn't get through there I wanted to close it off so it didn't feel so uh open but uh the problem I was having is the bottom of the The Hive Spire there was clipping not clipping but like it was creating an opening where you could see where it was not you know connected to the ground and it would have looked really lazy and bad so um I experimented a little bit with a few different things and my my solution here was to actually put a wall right there and just kind of wrap that around and that would actually further extend the uh um the platform there as well because there's not a railing on it so it extends out pretty nice and it uh creates like a nice little wrap around around the front as well as blocking it off and blocking off the ability to walk around the base now I do end up changing that a little bit later on uh but at this current point it you know it worked out pretty well so um I got that set up and then the next thing is uh now that I had like that little area set up there uh the next important thing was setting up my gate because uh as always the first and most important thing for my bases when I'm starting out is setting up the gate so I went through and was kind of looking at the different things and I decided to put the gate between two of the hive spes right because again The Hive spes are like the towers but they're better they're like Towers plus if someone could make of a variation of the vanilla tower that has this same like balcony as layout as the high spers that you're going to see where you can come out and like attach turrets to it that'd be fantastic um because I these are my favorite towers and if you could get those in like the the concrete texture that would just be absolute fire absolute fire so go ahead and drop a again between these two move everything into place um you know get it all situated and uh that is going to act as like the the inner sanctum so my idea was like multiple Gates multiple lines of Defense so you know the initial spot is they come through the gate um and then they're going to be in the main city and they're going to come through here and this will be like the internal keep and then if they manage to fight their way to the internal keep they still have to cross the bridge and crossing the bridge is where they're going to get mowed down by turret fire um so I wanted to create a a hiber base that was a little bit bigger than the normal hives you know uh this is a a mountain Hive this is like maybe like a hive or Capital similar to the the Western Hive the southern Hive and then maybe the mountain hiive um you know so just another another variant um this is a hper variation of the L house uh again this one's not really my favorite but it works it's in there I feel like it kind of is a a good middle point between the vanilla L house and like a hiber variant but um I can't say it's my favorite but it you know it does um it does what it has to do uh so here we dropped the wall I really wanted to kind of get everything uh not not separated per se but I didn't want a lot of open spots on The Cliff face just because even though there's no actual Present Danger on The Cliff face it's still you know an open space and it it it kind of Det CS from the uh the SEC the secure feeling of it all so but uh Prett usual getting the walls in place was kind of a pain bit of micromanaging on that um I really try to uh not fiddle with it in terms of getting everything super even as much as I usually do um because it was a hiver base right so the Hiers build their buildings uh as far as We Know by vomiting uh and like using sticks is essentially rebar to everything in place so they use you know local fauna as rebar and then they'll vomit like this weird you know hard substance and that's kind of how they make their buildings or at least that's the way it's implied through you know the in-game dialogue and so my thought was that they wouldn't necessarily make these buildings uh perfectly straight because they're not building them with traditional conventional materials it's almost like like building a mud wall it's not it's not going to be um as perfect as say someone who was building like a profession professional like Mason wall and stuff uh so you know I was kind of fiddling with it but I'm not as anal about making things uh perfectly straight As I usually am you know or upright like if there's a little bit of curvature or like incline or or anything like that on the walls it wasn't that big of a deal so um I still you know really wanted to put a Spire over here because uh this is supposed to be the central keep right and so part of the that that Central cre keep look is that I wanted it to feel kind of grand and so the Spire just because of the shape of it I mean it's such a great building I I can't stress enough how much I I really like the Spire uh fantastic building and so because I really like it so much I really wanted to put it over there plus it kind of It kind of Drew everything together just having the Station House uh doesn't look as well so I played with a little bit of ideas with like maybe having the uh walkway lead over and ramp directly into it but it was cling weird it would have either gone into the building or it would have um it it just was clipping weird it wasn't working for me so I played around with a few other options and then I ended up just taking the existing wall there rotating it slightly and then bending it down so it almost acts like a ramp right off of the Station House and it worked out perfectly fine uh it works fully well it separates the two but also you know makes them accessible so like even though they're separate buildings they they look like they go together they function really well um and it looks like something that the hyers would build you know I'm not trying to build a full uh like compact keep for them or like Castle or anything of those lines I just wanted something that uh felt like the hbers would reasonably put together so um the problem that you'll end up seeing as I you know move through things is that uh the hiber variations for buildings are uh not they're they're not very plentiful there's only so many options that I could go with and because there's so many options I can go with um towards the the end I'll start focusing more on some of the uh the other elements of the aesthetic rather than the buildings themselves because there's only like a handful of buildings I can use you know so um drop another L house I'm starting to kind of work on the uh exterior portion of the quote City or the encampment um and I'm just trying to place a couple of buildings down to to set it up and get it functional the the one good thing I will say with like the L house and some of the other hyper buildings is because they're made with sticks a lot of times they have like sticks popping out the bottom that kind of are supposed to act as like a like a quote root system or something like that um but they allow me to raise the buildings and put them on slightly more uneven terrain where it wouldn't usually maybe fit because um the sticks kind of look like it's propping the building up and so there is a little bit more maneuverability than you might get with uh a traditional building just by Nature of those those twigs and those sticks and and trees and stuff that are holding it together I say twigs and sticks but they're thick enough that they were probably trees um so uh you know now that I've got a couple buildings down I I'm start trying to think about the Agriculture and like the the food situation so I drop a couple Farms here and I do end up uh removing them later on uh because I didn't really care for them but it gave me a generalized idea of like what I wanted to do and so once the Farms are down I kind of play with them a little bit to get them you know uh uh level into the way that I want them to where they just have like a little bit of the soil sticking out but they they look reasonable they flow the terrain um again all of this complete waste of my time because I end up undoing it anyway but uh you know it was it was a good shot so uh and it gave me you know some of the the the plan for what I end up doing later it kind of uh end up moving off of that so so now I start to try and focus on some of the wall uh and kind of how I'm going to set all that up right and because there's the inner wall but then there's the outer wall I didn't want to just like have uh you know the farm be on the outside with nothing uh defending it right because not only is that not pragmatic from their standpoint but also uh I kind of did that on the last build where the farm was outside and uh no actually I did that on the last two builds um no the first build and the last build doesn't matter point is I've done it a couple times before um so you know I don't want to rehash the same ideas over and over again so um try and kind of you know mix things up a little bit so smooth it out make it better um so a wall in the outside the Farms the Farm's being being being housed in this time so uh I put the outside wall that kind of runs along and then I drop a Spire again because uh much like the the towers um I am a huge fan of using them for you know actual Towers um another cool thing about the the hiber variation is because of the way that they're shaped you can have the wall literally just walk right up into the tower I mean it's it's badass I I just I I cannot express enough how much of a uh fan I am of this particular mod and then these these buildings they're fantastic so you'll notice that I put the ramp at the end uh towards the close you know inner keep there rather than closer to the Tower and my the reason that I do that is that if the enemies break through the wall the first thing they're going to do is try and get to the turrets that are shooting them from outside the wall right that's always the first thing that the AI does is they head for the nearest turrets to take them out and then they'll move forward because typically those are the closest enemy so they aggra them um which is fine uh but I need to make sure that if they're going to go after my my turrets that they're going to have to like like work for it I don't want them to just run in Bank left and run right up into my tower um that kind of defeats the uh the defensive position that I'm trying to create so um again not too focused for once on uh making the wall you know level and and even with the ground uh cuz uh just by nature of what you know what Mak this ground up um so I try to figure out what I'm going to do with this back wall here uh I I play around for a little bit I was a little concerned because you can see towards the bottom where it like doesn't touch the ground and that's that's one thing that I won't put up with I'm okay with it being a little bit off-kilter here because it makes sense thematically for like what I'm doing but it doesn't make sense for it to be floating in the air that's a violation of physics and I refuse um so a little bit of struggle with what I'm going to do there but I go back back with the true Tri and tested uh Spire because again just an absolute badass building I consider making it go right up onto the wall like it did last time but um on the other side but I I ended up going against it for a couple reasons uh the least of which probably being that I don't think I could have actually made it happen without it causing um floating issues which would defeat the purpose of why I didn't put a wall there so um I do end up connecting it in such a way where it doesn't float I you know you can see in the back I touch it and then there's um a little little bit of an overhang from the balcony but not too much uh it's it's a good amount it's a tolerable amount so uh good on that right around there is where I get annoyed with the the farms uh the way that they looked and the presence of them and I delete them uh because it they took up too much space and I didn't want like this is supposed to be a a hive um like a mountain colony and so having like you know one two three four five building stops is not um ideal I wanted to create um a couple more I wanted at least a couple more buildings right like I don't want it to be like there's this is supposed to be a big fortress but there's um you know like three buildings that's stupid so um I played around with this one a little bit my thought was like maybe I could get it so this building could kind of both get onto the wall and also act as like a building itself but one of the entryways um actually got blocked off because I had to tilt it into the ground and I didn't know if the path finding was going to work right and also I just uh I don't know again it was a little big a little bit of an eyesore and I was trying to keep in mind the natural flow of the city you don't want to put a big building directly in front of the gate and block off the path uh leading to the next gate right like you want there to be a a reasonable flow so I end up dropping another building right here uh on either side of the wall and then um those you know in my mind those could act as like little uh houses or storage areas or something along those lines um because you know there's there's a good number of Hiers that live here and this is like a full this is a large full Colony um so there's that so I end up moving one to one side one to the other um and that kind of also just breaks up some of the uh the openness of of the intro of the base so you know there's not just like a uh freestanding wall and then just nothing like you want to put stuff up against the wall because it kind of acts as a brace but also um not that there's artillery like this in kenhi but like from a a thematic and and historical standpoint you want a couple buildings that are right up against the wall because they are uh they'll reinforce the wall and they're also less likely to get hit by artill AR artillery fire oh I can talk I promise um so here I'm kind of redefining the shape of the wall I wanted to bring uh the gate in a little bit more so I'd have a bit more of a natural V shape um and that's just that way my turrets on the wall can actually shoot you know enemies that are at the gate uh if you don't angle your wall inward like that towards the gate uh unless like you're you know building a compact castle where everything's super close by so it doesn't really matter too much but if you don't angle your wall kind of inward in that V shape uh you end up with issues where your your Archer can't hit the enemies that are actually at the wall and that uh you know kind of defeats the purpose of the wall so you don't you don't really want that um little bit of uh adjustments to make sure nothing is uh there's no you know gaps or anything like that make sure everything Clips properly looks good and it's walkable right we want to care about nav mesh and pathfinding and all that stuff as well so good there so we've got a good shape I mean the Bas is really coming together we can see here clearly the um bridge is working never had to test it it just worked right away which is awesome love when you know love when a plan comes together uh and I start uh dropping some turrets because I needed a minute to consider what else to do the nodes here are in the wrong spot um because I uh never saved and reloaded so the nodes didn't update to the actual positions of the building they're in the positions where I first placed it so if you place a building using shift F12 um if you want to place down turrets on the nodes you need to actually save and reload to update those nodes um otherwise they won't work right now um the L house and the Station House they have nodes that are on top of the building and you can't get to the top of the building they are the nodes from the original types of the buildings where you could get up on the roof you can't get on the roof so don't bother using them just throwing that out there um they're you know it doesn't work that way um so I start dropping turrets um I try to drop them semi- strategically where they can both shoot in inside the the the walls and outside the walls um and also like the ones that are on the Spire can still hit the guys that are at the front gate I tried to make that generally capable because I that's kind of the point of the towers you know you want to hit them up front so um now I'm thinking about food sources and I had already tried putting the farm here once before and it didn't work I tried maybe putting it with the the the offenses because I was like you know they have the wood I was going to go with more of like a um traditional like kind of stringy setup Farm like that though where uh they're kind of off off till I feel like that makes more sense for the Hiers than like with the humans like with a human City it makes more sense they'd have like a picket fence thing going on right because they uh building style is I don't want to say better but like it's naturally like cleaner and more like put together whereas the hirs tend to like throw stuff together I mean their buildings are literally made from trees they're using as rebar and vomit so um and that's you know both in vanilla and in the mod like they're it's put together very much like a um a mud wall so I didn't want um to just be like hey you know we we can put together a wall this way with like very uneven Framing and it's kind of like held together rather than being um you know structurally put together in a certain way with like like thought and mind it's more like held together with uh natural elements uh but we can also build like a perfectly you know fine fence and whatnot that just didn't make sense to me so uh moving on I try to think about power I always try to put Power kind of out of the way um I don't really like like there's very few times when I feel like the windmills and the power stations and stuff like that actually fit and and like you know you could easily run with like a generator and use you know oil and stuff like that that makes sense but like the other thing is the Hiers I don't feel like they're not like high technology you know they're like very mid mid tier they have the capability to make technology and they're smart enough to do it like they they make robot they're one of the earliest sources of Robotics um and robotic limbs early in the game but they're still they're not high tech uh they're very like mid to low Tech uh and part of that's because they hoard the tech for themselves but like the good stuff for themselves but also um you know I just don't foresee them using generators uh I feel like if they had a large base like this themselves they would utilize wind power more uh it makes more sense to me that they would do that so couple storage things just kind of make things look nice and also yeah obviously we need a place to put the cacti now they were floating above the cacti because um there's actually active Cactus on the ground so it was for some reason placing them like floating above it it was really weird but um so place a couple storages around rotate them so that way there's some variation in the way they're placed so it doesn't look like I just have you know the same same thing just place like five six times uh in a row and it would throw it off drop my torches to illuminate the place a little bit uh and this time unlike in other bases that I've done on here I drop some on the walls um because I'm actually going to be like really utilizing the walls in this one whereas in the other ones you know I use the walls but maybe uh not in the same way this one full use of the walls so I start dropping uh these um torches down got to illuminate it and I try to be strategic about it where you know there's torches at the entryways to things uh every gate every building has a torch to kind of to kind of keep it there and you know as you guys saw in my last base once you drop those torches I mean everything really just starts to come together it it really brings um it really brings everything together that's that's like my one of my favorite Parts is when dropping the Torches because as soon as Knight hits there's like a huge difference it's it's crazy so um never never forget to drop your torch uh it the it changes the aesthetic so much it's it's bananas actually so uh one piece of advice we can take from it so um again you know there's not a huge uh building variation in this mod um I mean in this this particular uh like build because there's only so many building types from these mods even with the mods there's only so many um buildings that came out of these so uh but it works out because like the hiver bases um even though there's not like a huge number of buildings even with the mon there's not a huge variation of the buildings they all look so foreign and interesting that it almost doesn't matter um you know like if if I dropped the same layout but with like storm buildings it would look plain it would look boring and very like slapped together and there's not much happening there um but on this one it didn't uh because just because of the way the buildings are so um thinking about resources trying to figure out where to drop it it turns out the best place to drop it is actually right there everywhere else the stone amount is kind of bad uh I put it here because it made more sense to me to have it um closer to the uh the main embankment of of the keep like after that that inner wall so um I'll explain more on that in a minute but getting in you know get position and I make sure there's no floating or clipping or any weirdness about how it's positioned get it all set up and then I actually dismantle this wall and make this area slightly accessible and I wanted the mine on the innermost portion because like they mine they um I mean they Farm on the outside in like the the initial City entrance but these building materials are very important it's a source of Industry um and so they're going to be working on that from the inside so I drop a little um little bit of Bridge there uh one of the arch Bridges because I thought that it would kind of break up from just having the same bridge that I used as the main one um so I drop an arch bridge uh they can get to the industry all as well um and that makes that accessible I don't have to worry about people going around because all those divots there create areas where the nav mesh doesn't work so it's uh it's secure which is good um I try to look at things like an iron resource or something like that but I couldn't find anything works so um I ended up foregoing that and I figured um you know they use iron and they use copper and that's something they would I would have to figure out where I might want to do that later but there's copper resources around and if this is a hive as large as you know it's coming out to be um I don't think they would have an issue with like sending out some drones to go collect that stuff with maybe a couple soldiers as guard um I feel like that fits more with the Hiers that like that kind of mentality fits more with the Hiers than it would with like the humans or the Shea the idea of sending someone out to a copper vein or an iron vein with a couple guards just because they're you know a hive the way they function is is fundamentally different because their hierarchy is different um so I Dro a turret right there I thought initially that it was uh like a training turret I thought it was a cool idea to like have a training turret where they're like all right so you know you you sit here and you're firing off at the wall of uh that embankment and that can kind of act as a nice training spot for the Archer where there's like no chance of them getting hit and also they could have like targets set up on the side of the embankment like it just it seemed like a good spot because it is so open and it's in the Ravine um it's like like ski shooting almost um and then I dro the training dummies right there because that is supposed to be like that that l l building there is going to be like the uh the barracks for the the main guard uh they're obviously like that's like the gate house but also the barracks for the main guard um and then I drop a a tent right here I at this point I was mostly just trying to find ways to kind of spice things up and and add a couple new elements because again there's not a whole lot of uh variation or like things going on throughout the The Village right now it's kind of open and so I kind of wanted to to tie it together with some um additional buildings uh or like decor and stuff that doesn't really matter so like I Dro a little Cooking Pit there and like um a couple of beds and like I I no using the camp beds on this because you know obviously they use them in the hiber buildings and my thought was like this is maybe the area where some of the guards would sit uh during the work day or like where some of the drones would would be um at night when they're not working you know some of them are sleeping in the homes some of them are maybe sleeping out here um on the ground it's not like it's you know particularly cold out I imagine in the mountains it's uh probably hot and Dusty just this area is a very Barren area it doesn't get much life or water it's probably you know um hot during the day and then chill during night but um the HRS are you know equipped to deal with that they're they're a race that survives that's kind of how they were built is to uh survive so I make the uh the walls accessible by dropping down some some stairs there and uh you know I kind of just uh survey around looking for um areas that I can improve things I decide to add another building uh right here in between the two Wells and that can kind of act as like a farmhouse or not not necessarily a farmhouse but like an area for storage for the farm um and and stuff like that and then again it just kind of adds another uh cuz you know I find that you don't want to make your base too cluttered because if you put too much stuff there then it kind of detracts from the whole thing and it gets uh nonfunctional and non- aesthetic but if you leave it too open then it uh it looks Barren and and not run but uh at this point I was I was pretty satisfied uh everything was looking clean and I didn't want to add too much more or else it might break it up so uh I'm going to call it right here and uh enjoy the [Music] Montage been W no got no nameing get again oh living the moment till I die and I'm going to chase and I'm going to chase I know we can't be no matter how we try and I'm going to chase it and I'm going to change I know we can't ignore it no matter how hard we [Music] fire in my veins I fight to gain Breaking All the RO to keep me f oh
Info
Channel: Hero In His Head
Views: 2,623
Rating: undefined out of 5
Keywords: virtualreality, vr, augmentedreality, #gaming, ar, technology, virtual, htcvive, vrgaming, virtualrealitygames, oculusrift, art, virtualrealityworld, mixedreality, oculusquest, vrgames, gamer, games, game, vrgame, videogames, ps, digitalart, tech, vrchat, commentary, review, kenshi, Welcome To, pcgaming, pc, rpg, simulator, samurai, army, Desert, planet, gaming, PC, survival, difficult, narration, lore, voiceover, story, reddit, Kenshi 2, News, Gaming news, Development, lo-fi, theory, game theory, graphics, next gen, reshade, shader, Hiver
Id: OPHN9n9YcVk
Channel Id: undefined
Length: 30min 40sec (1840 seconds)
Published: Fri Apr 19 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.