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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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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. View attachment 5897 View attachment 5898 View attachment 5899

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?
Hello This Happen to me literaly now i tried the gunner pack beacuse i like it and tried to put my first vassal or slaver and put what i cant launch the assault and i desinstalled the gunner pack and with jammers gangs is working fine.
 
on the save I mentioned where I sent 10 of my men and only 5 showed up, the 3 bars were like at 150+ or more each, I think I mentioned several posts ago I almost had the entire commonwealth conquered, so yeah resources were never an issue for me , or at the very least, shouldn't have been ):

This I think is evidence that what I'm on about may very well not have anything to do with y'all's problem.
 
But I like taking:

In my one save I had Sanctuary built up to fully support Soldier needs. Unless I needed Commercial Plots too? I don't grasp how it would be possible to have built a settlement early game that produces food, has commercial plots, and at least 5 spare Soldiers to be Attackers. And all that before you can even do a singular assault?!?

Seems to me regardless of if my ramblings are on point or not, that if Faction Packs only start you with 5 recruits you will always be playing a different opening game than the Raider Quest Line (20 recruits to start).

The beefed up starting numbers will always give an advantage to getting your HQ set up and taking your first Vassal.

Why don't faction packs start you with the same number of recruits as Conqueror proper?
 
Hello This Happen to me literaly now i tried the gunner pack beacuse i like it and tried to put my first vassal or slaver and put what i cant launch the assault and i desinstalled the gunner pack and with jammers gangs is working fine.

Update broke faction packs then? Hm, could be.

Why don't faction packs start you with the same number of recruits as Conqueror proper?

Good question, I believe its Faction Pack designer's choice.
 
@AxeloftheKey I know this screen shot is from a few days ago

20190721224104_1.jpg


But you might try for science, if you haven't thrown your hands in the air, changing any guard who isn't a patroller to a vassal into a Warrior.

This will accomplish two things: 1) It will greatly increase you attacker pool. This will put to bed whether the low wages is having any bearing on your issue, I think.

2). More warriors than guards at HQ will increase your morale. You want 2/3 of your HQ to be Warriors ideally. Increasing morale will fill your needs bars some more. Also Warriors working plots produce wages, rations, and equipment to some degree. Guards produce none of these.

In the mean time, I'm going to fire up my game and turn most of my warriors into guards and reduce my wages and see if I can get my game to do what yours is doing.
 
Theoretically he should be able to send those 7 to attack with soldier needs OFF though

Edit: @bullyrook, are you using any faction packs at all? I know you're on xbox so idk if there are even faction packs for xbox, maybe its an issue with packs
 
Theoretically he should be able to send those 7 to attack with soldier needs OFF though

Edit: @bullyrook, are you using any faction packs at all? I know you're on xbox so idk if there are even faction packs for xbox, maybe its an issue with packs
Yeah i tried to send 15 and the gunners pack isnt working anyway i dont know other faction packs.
 
@AxeloftheKey I know this screen shot is from a few days ago

View attachment 5993

But you might try for science, if you haven't thrown your hands in the air, changing any guard who isn't a patroller to a vassal into a Warrior.

This will accomplish two things: 1) It will greatly increase you attacker pool. This will put to bed whether the low wages is having any bearing on your issue, I think.

2). More warriors than guards at HQ will increase your morale. You want 2/3 of your HQ to be Warriors ideally. Increasing morale will fill your needs bars some more. Also Warriors working plots produce wages, rations, and equipment to some degree. Guards produce none of these.

In the mean time, I'm going to fire up my game and turn most of my warriors into guards and reduce my wages and see if I can get my game to do what yours is doing.
Bullyrook yeah but the wages dont matter not?beacuse he have the soldier needs desactivated so he can recruit with caps and when you do that your current soldier wages,rations etc... are going to start decreasing a lot i think what this a error,i do that in jammers gang without soldier needs and that thing happens.
 
Theoretically he should be able to send those 7 to attack with soldier needs OFF though

Theoretically. Depends on which theory you're working with. If my flipping game will decided to stop freezing, what I'd like to test is if I can make my non-faction pack game act as yours is.
 
I will just try with Jammer's gang on my prebuilt new game save that shuold work, (because it was before) , I can't try on this one because I already claimed RR for The Forsaken
 
Hello Guys i finally tested it the last update broke faction pack for new games i tried with the gunners and now with the libertalian brothers happen the same is broke.
This is not prebuilt so i dont know if that is important
 
Not only for new games, at least for me, my previous on going save was "working" , its more of like a time bomb of some sorts, eventually it will happen.

I will test without the faction pack and Jammer's gang see if its working on my game, thanks for testing that out , too @Raider106
 
I had a theory that playing as the Raiders was probably what would work best, since most Faction packs haven't updated to be compliant with the new patch in any way.

I guess I should've watched Kinggath's explanation video to understand how all the Role stuff worked. I figured having Warriors work plots was, uh...Not right? XD
I figured you had to have Guards covering Martial Plots, Workers covering Agricultural/Recreational/Commercial plots, and that Warriors had to not be doing a job so they would be ready for Assaults. Since there was an option in the Menu to have people's roles change based on what plot you tried to assign them to, I figured the game would stop me from assigning Warriors to plots. So I turned that option on and would assign Warriors to plots and they would change Roles. But you're telling me I could turn that option off, assign Warriors to a farm, and they wouldn't become Workers?
 
I noticed something strange, my outpost got attacked, and all my soldiers were fleeing instead of actually fighting , what the hell? hah, this was not happening before for sure..
 
@AxeloftheKey Having played around for a bit I'm more than just a little inclined to agree that something must be going on with the faction packs. I can't make my game do what yours is. So I give up my theory that somehow low wages with or without soldiers' needs on is causing your problem. The only thing I was unable to test is if low morale somehow has an effect that amplifies low wages. I just got too many damn cats in my HQ.

So my apologies. I know it's a little more than frustrating when your game is sideways and some jerk comes along and tries to suck all the air out of the room and spends all afternoon running down a pet theory.:pardon

I figured you had to have Guards covering Martial Plots, Workers covering Agricultural/Recreational/Commercial plots, and that Warriors had to not be doing a job so they would be ready for Assaults

With auto role change on:

Recruits assigned to martials/guard posts will become guards.
Recruits assigned to rec plots will remain Warriors.
Recruits assigned to Industrials/Commercial/ Provisoners will become workers.
Patroller count as guards at the outpost they are based out of.

But you're telling me I could turn that option off, assign Warriors to a farm, and they wouldn't become Workers?

Yes! Except you don't have to turn it off. Just change their roles if and whenever you want.

I've found that changing roles seemed to have an effect on wage/ration/ and equipment production. I kept warriors at my rec plots. But recruits assigned to guard posts I switched back to Warriors. Of my three martial plots I changed two back to warriors.

After you change a role, go into workshop mode and out again to make sure the change has updated. You'll see the difference in the production bars of your HUD.

I just played around with variations to see what made which bar fill in more. In the early stages of my HQ before its one vassal was producing fully, I seemed to benefit from changing the guards at the martial plots to warriors. However, the thing that seemed most important was maintaining 2/3 Warriors to 1/3 every other roll. This maintained the morale bonus which, I think, can be up to +100% bonus to current wages/rations/equipment at HQ.

Again as you change a role you should see the difference in the bars as soon as the HUD registers the change. So it's fairly easy to play around with. Maybe a chore depending on how much you like to manage things and marshal troops.

I built my Abernathy Vassal up from scratch. It's a combo of farms/industrials/commercial plots. (And a couple of martial plots, the guards won't stay assigned to) Made to order to try fill up the overall gang production bars.

The key in vassals for high morale and its production bonuses is again not too many guards: 1/3 Guards to 2/3 Settlers or Civilians.

As far as control of vassals goes, I tried to stick to only have less than a third of the total population as guards in the settlement. Patrols from HQ seem to give more control than any one guard. Especially, if you can maintain a high number of warriors at HQ. More warriors at home base makes patrols more effective???

I've also varied roles situationally. Before I assaulted Tenpines I changed enough roles to get to max force strength (15???). When I was done, I changed them back to whatever they were before. I wanted to make sure as many recruits as possible got a chance to get some experience.

As i was just changing every one into guards to run my tests a while ago, I noticed that I seemed to benefit from have the martial plots being worked by guards and not warriors. Somehow things had changed from earlier.

None of these findings are scientific and are based purely on how things seem to be working for me. Except for the bits I ripped out the War and Peace that is the patch notes. I'm just fiddling in the dark with lit match. As soon as I think I've got a handle on it, the ground shifts a bit. It seems to be a rather dynamic system where changes in one place effect another. Dynamic needs between outposts/vassals instead of between plots in one settlement.
 
I noticed something strange, my outpost got attacked, and all my soldiers were fleeing instead of actually fighting , what the hell?

According to the notes, "worker" recruits are supposed to "surrender" if all available warriors and guards eat it during an attack. I haven't seen what that looks like yet.

You know me by now, @nzane, I'm always looking for an explanation within the game mechanics: I got "it just work" tattooed on my knuckles :todd:.
 
I'm glad more people are having this issue so its gaining more attention. I retract what I said earlier this morning about it being fixed for me. I was able to launch one successful assault but when I tried to launch another a few mins ago, I got the failed to assemble forces message again. I am using the minutemen faction pack if that helps.
 
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