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Question Can't Launch Assaults

AxeloftheKey

Member
Messages
86
In a new save file with the most recent version. Killed Preston and Jammer and took Sanctuary for the Gunner Faction (using a modded Faction Pack). I have recruited a ton of people and built up the city. I have more than enough Warriors to launch an Assault, but no matter what kind of Assault I do or which Settlement I target, I get a failure message when I try. I've met everyone's needs (I also have Use Soldier Needs set to Off) and yet I still cannot claim any Outposts or Vassals.
I've attached three screenshots showing the message in the corner popping up each time.
20190721224104_1.jpg
20190721224210_1.jpg 20190721230126_1.jpg

Update: Made Red Rocket an Outpost, completed some quests. I'm wondering if being permanently in the "Tutorial" is affecting things? Still can't start an assault. Might try ending "When Freedom Calls" and other loose quests. Could killing Jammer cause this?
 
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I'll keep seeing if I can get assaults to launch again, but it looks to me like Faction Packs may just be not functioning totally correctly? I guess I'm not sure if I want to try a playthrough with Jammer's Gang or not instead.
 
Guys, I'm going to settle this issue once and for all. I understand how excited we all are by this amazing project - the drive to investigate the issue is both commendable and indicative of how great this community is BUT you are missing a few important points here (apologies if I end up labouring these points):

1) SS and Conqueror updates will ALWAYS be designed as backward compatible. If an update happens to violate this principle, the result will never be deliberate and corrections will be implemented later on, usually asap.

2) Kinggath's project is massive in scale despite being run by quite a small team. Advanced Papyrus scripting is out of reach for the majority of modders gravitating around the SS project, which further limits the amount of people working on core mechanics (to which the ability to launch assaults pertains). This means that a few bugs will sometimes slip through here and there, a perfectly natural occurrence that will require correction over time. Lacking the numbers of an actual studio, the team compensates with passion, time and discipline. And they're doing a pretty impressive job considering Bethesda itself is regularly proving unable to issue Fallout 76 updates without widely trashing the rest of their AAA game ;-)

To my understanding, KG himself does most of the heavy lifting in the scripting area. Through scripting, he creates a skeleton of raw potential that other modders can then exploit to add flesh and diversity. But this means that add-on pack authors (may they be settlement, plot or faction add-ons) have no leeway whatsoever concerning the modification of core mechanics. They are exclusively dressing the body of Frankengath's own monstrous creation. For example, when a faction pack author decides whether to make his faction a Liberator or Conqueror one, he merely has to select 0 for Conqueror or 1 for Liberator in a prebuilt box associated to the faction control data sheet created by KG. The system is as foolproof as it can be and anyone truly willing to create an add-on can do so without any former modding experience: KG's guides are great and the community is very helpful (I personally didn't know anything about modding three weeks before publishing the Forsaken Vaulters faction pack; if you want to make a pack, provided you have some time and enough willpower not to abandon when pulling your hair on some element you didn't understand outright during the few first days, you wholeheartedly can. And you should.) Yet, once again, as an add-on maker, you will have little to no impact on core mechanics.

3) If an issue affects all faction packs, chances are that the problem isn't circumstantial and related to bad parameters within the packs but rather structural and linked to a bug in core mechanics. Faction pack authors won't be able to do anything about that.

All in all, the assault bug will require a Conqueror fix in order to be corrected. What I mean by that is: RUN! SAVE YOUR SOULS! OR, IF YOU DARE, IF YOU ARE CRAZED ENOUGH TO STAY, SUFFER IN SILENCE THE DIRE PAINS AND MUFFLED SOUNDS OF YOUR ACHING GRIMACING BODY, TWISTED AND CONTORTED BY THE TICK TOCK OF THE RELENTLESS WAIT, FORCING YOU TO WALLOW IN LIMBO WHILE WAITING FOR A HOTFIX. A HOTFIX, WE SAY, A HOTFIX... ALAS...!

I hope I've managed to clarify the situation.
 
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Just wanted to put these two post together: https://simsettlements.com/site/index.php?threads/cant-start-a-liberator-assault.10583/ in case the work around @kinggath suggests there works for all faction packs and not just Liberators.

Currently, while they will show up correctly in the Conqueror UI as being Warriors, when the system attempts to gather them for the assault, the game believes they are settlers and so won't count them and the assault setup fails.

For now, the solution is to change the roles of your warriors to something else and then back again, at least the handful you want to use on an assault. So just convert them to Worker and then right back to Warrior and they should correctly be eligible to go on attacks again.

As soon as 4.1.1 comes out and is installed, it will do this for you in all of your Outposts. Plan is for this to go out Friday the 2nd. (Requires too many changes for me to release as a hotfix)
If these two aren't related, it won't be the first or last time I've peacocked my confusions.
 
For now, the solution is to change the roles of your warriors to something else and then back again, at least the handful you want to use on an assault. So just convert them to Worker and then right back to Warrior and they should correctly be eligible to go on attacks again

That would have been a great start, lol, I wish I thought about that earlier, well if some one tests this and it works, great, I can't bc im gonna be away from my pc for the weekend, rip me
 
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For now, the solution is to change the roles of your warriors to something else and then back again, at least the handful you want to use on an assault. So just convert them to Worker and then right back to Warrior and they should correctly be eligible to go on attacks again

That would have been a great start, lol, I wish I thought about that earlier, well if some one tests this and it works, great, I can't bc im gonna be away from my pc for the weekend, rip me
Hello guys kinggath say this in the another post for if you didnt read it:I have this fixed for the next patch!

Currently, while they will show up correctly in the Conqueror UI as being Warriors, when the system attempts to gather them for the assault, the game believes they are settlers and so won't count them and the assault setup fails.

For now, the solution is to change the roles of your warriors to something else and then back again, at least the handful you want to use on an assault. So just convert them to Worker and then right back to Warrior and they should correctly be eligible to go on attacks again.

As soon as 4.1.1 comes out and is installed, it will do this for you in all of your Outposts. Plan is for this to go out Friday the 2nd. (Requires too many changes for me to release as a hotfix)
 
SOLVED: Change several warriors to other roles like worker, then back to warrior - attacks will launch as designed.

As stated, KingGath is aware of this and will fix it in the next patch in about a week. This workaround takes a minute but allows assaults to happen. Thanks to those that found workaround. Thanks.
 
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