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Civilian weirdness with war settings

NDCowdy

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I've noticed that when using certain faction packs (those which have their own civilian types) as preoccupying forces, that it produces some weird results. For example approaching a settlement I note a number of super mutant suiciders amongst the floating totems. Sniping at them I find my companion abandoning me. Reloading I notice that they aren't hostile so I get closer, get attacked by a handful of Mutant Hounds. After taking them out I have a settlement two thirds occupied by non hostile mostly suiciders, super mutants. Some of them had had a bit of an accident but were still walking about, just some flesh wounds it seems.
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I've noted these odd civilians with both Super Mutant and Rust Devil faction packs. The idea of faction specific civilians is probably great if your running one, but a bit odd when your opponent's ones are unexpectedly passive.
 
I've noticed that when using certain faction packs (those which have their own civilian types) as preoccupying forces, that it produces some weird results. For example approaching a settlement I note a number of super mutant suiciders amongst the floating totems. Sniping at them I find my companion abandoning me. Reloading I notice that they aren't hostile so I get closer, get attacked by a handful of Mutant Hounds. After taking them out I have a settlement two thirds occupied by non hostile mostly suiciders, super mutants. Some of them had had a bit of an accident but were still walking about, just some flesh wounds it seems.View attachment 8157
I've noted these odd civilians with both Super Mutant and Rust Devil faction packs. The idea of faction specific civilians is probably great if your running one, but a bit odd when your opponent's ones are unexpectedly passive.

Tis but a scratch
 
What faction packs are you using ?
I'm playing Atom's Glory with: Countyboar's Institute, Fftfan's Super Mutants (source of the suiciders), Franktown vs Rontown, TaichusEphelias' Triggermen, Ruinedworld's Wastelanders & Mytigio's Industrial City Rust Devils (has Tinkerer's as civilians).
 
I just ran into this same thing with the super mutant pack. The hounds were hostile but all the others are not. They are also immortal. I have control of the settlement, but I can not do anything with these guys.

I threw down a war planners desk and claimed it for the Minutemen. When you interact with them they all simply say "go away bleeder". They are are flagged as Minutemen Recruits and I can change their roles, but they don't really seem to count toward the settlement totals.

I haven't tried doing a vassal assault yet since I don't have enough warriors yet.

Very strange. I may just use the console to get rid of them all.
 
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