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CH3 Thoughts on assaults

thenewking

Active Member
Messages
181
I am nearing the end of my playthrough and I just like to list a couple of things that would be nice
  • all soldiers from assaults return back to their home outposts/territories
  • ability to set guard # via flag pole for territories
  • squads for your outpost - each outpost has 1 squad of soldiers which you can adjust who is in it based on their rank/role and you can set how many from 5-15 - so when you start an assault from your outpost or via HQ and select start outpost for the assault that squad is your best or preferred soldiers
  • add ability to heal soldiers after assault from flagpole so you dont have to do each one and watch that animation :)
  • when selecting a territory to assault it be nice to see who is occupies it beside the name like - Lexington - Gunners
 
Good suggestions. That healing animation gets old pretty quick lol. And a squad system would be cool too. Assign some leaders to squads like Isaiah, Tom Thorn, MacCready etc and order them around :)
I would add:
  • Medics do something (they're most probably meant to do stuff but I've never seen it so far. Maybe at least get my soldiers up inbetween waves so they're not downed until the end. If they're supposed to use healing syringes, buff them?)
  • Pick default number of guards
  • Better turrets for captured territories (i like lasers)
  • Packaged resources for building a comm tower and guard post in territories (simillar to what yaugie did for caravans. I dunno how anyone's supposed to carry that specific stuff around if they don't tgm)
 
Medics do something (they're most probably meant to do stuff but I've never seen it so far. Maybe at least get my soldiers up inbetween waves so they're not downed until the end. If they're supposed to use healing syringes, buff them?)
The Medic Loadout gives them a Syringer. However, the AI can't use that, but it seems someone didn't know that. They definitely need some reason to exist other than "because the quest made you have one".

Packaged resources for building a comm tower and guard post in territories (simillar to what yaugie did for caravans. I dunno how anyone's supposed to carry that specific stuff around if they don't tgm)
A "plus" version of Caravan Supplies is coming Soon(tm). It'll take longer for the CK to load than to do it, I'm just not doing it until I see the end credits of CH3 with my own eyes.
 
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Medics do something (they're most probably meant to do stuff but I've never seen it so far. Maybe at least get my soldiers up inbetween waves so they're not downed until the end. If they're supposed to use healing syringes, buff them?)
Does something like "heal nearby allies aura" exist in CK? They could do that and the effect could become higher each rank.
 
Does something like "heal nearby allies aura" exist in CK? They could do that and the effect could become higher each rank.
There's one that you can install on Automatrons (in the Misc Torso slot) but as best I'm aware that one only functions outside combat, which is... not exactly what's wanted here. The 'code' for it might be reusable, though...
 
ya I like to see use for the medics as I cant see them doing anything and I hate how long it takes to heal everyone after battle since the AI rushes in front of you even if you set to wait and follow but that maybe out of the control of the devs
I thought changing them to sniper would help but nope they just run in front especially for the soldiers that cloak I dont know how many I injured or killed because they got in the line of fire

another idea if possible is for the support soldiers that join an assault if they can place a turret down
 
The "combat AI" is stupid in general, everyone wants to get about 30 yards away before firing even if that means standing out in the open. Every mod I've seen that tried to fix that was either too script-intensive to work with SS2, or ended up causing the opposite effect and you have people trying to "snipe" with a Videogame Shotgun from a mile away.
I lose an average of 1 troop per assault myself to friendly fire from them walking in front of me while I'm sniping out important targets.
If any of the Loadouts had halfway decent armor I'd switch that to the "default", but we're leaving better armor on Gunner bodies than we're equipping our troops with, apparently.
 
If any of the Loadouts had halfway decent armor I'd switch that to the "default", but we're leaving better armor on Gunner bodies than we're equipping our troops with, apparently.
That kinda bugs me too. Well, at least all the troops have the same aesthetic and not so easy to friendly fire when they look different from the gunners? I feel like there's customisation potential with this system though. As in, we make loadouts with children of atom stuff, modern firearms, power armor, ballistic weave tuxedos and fancy railroad spy outfits, blue minutemen clothes and armor, institute/courser suits, combat armor painted pink... I doubt this is "entry-level modder" stuff but it must be a possibility. In the meantime, if any changes were to be made to the loadouts I'd pick ballistic weave on their outfits. Though that makes no difference on the outside, it would likely need separate versions of all outfits. Unless they are all already new but seems like vanilla?
(Also attack dogs could automatically mark targets. Probably not a fresh idea when it comes to "assaulting outposts" gameplay)
 
I feel like there's customisation potential with this system though.
If I know anything about how kg makes the underlying systems, it's that there will be ways to add more Loadouts somewhere in there. It's just a question of how accessible it is.

Vaguely related note: Yes, you can Conscript Automatrons. This is a brand new, as in still Rank 1, basic Assaultron I threw together to test it. (note that it says she's already giving 11 DEF, proving that there's more to how it works that out than just rank - most of my generic Settler Conscripts seem to give between 2 and 8)
 

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Vaguely related note: Yes, you can Conscript Automatrons.
Murder robots? Hell yeah. If that's intended (it must be), we can build an army of assaultrons, robobrains and sentry bots. And maybe go to war with Mechanist to find out who has the better bots?
 
Well, cool. I would not have finished Automatron for no reason, if I could build an army of assaultrons instead of recruiting flesh-and-blood soldiers. They would have no food and water requirements, and possibly no bed requirements depending on settings. 100% happiness, too, the way I am playing.
 
Well, cool. I would not have finished Automatron for no reason, if I could build an army of assaultrons instead of recruiting flesh-and-blood soldiers. They would have no food and water requirements, and possibly no bed requirements depending on settings. 100% happiness, too, the way I am playing.
Expensive to set up in terms of both resources and your time, but even a basic Assaultron like I built there is more than a match 1v1 for just about anything short of Power Armored enemies...
(the eye laser attack has a damage of 100 and hits 9 times per second, btw)
 
Expensive to set up in terms of both resources and your time, but even a basic Assaultron like I built there is more than a match 1v1 for just about anything short of Power Armored enemies...
(the eye laser attack has a damage of 100 and hits 9 times per second, btw)
I can get free resources from my chem workbench thanks to my own mod, and I'm retired so I have as much time as I'm willing to give at the cost of sleep and other trivial needs. :D
 
Something to note about using robots as soldiers as shown above; don't forget that robots don't automatically take Recreational assignments, however you can assign them manually. I just did that with that one white Assaultron shown above and she ranked up to 3 (from rank 1) before the "understood" voice jab finished playing, which feels like a mistake of some kind in the programming.
Although a regular human trooper I manually assigned to it also insta-leveled in the same way... seems like the auto-assign isn't even putting Warriors on the training plot in the first place, it had empty assignment slots but there's literally a dozen unassigned troops milling around here... something's definitely not right there.

On the plus side, my staff appear to be at least trying to 'sandbox' in the Hangar level now. You can't see it from here but Randy Adams (Security department) is standing at parade-rest over by the elevator too.
 

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There really needs to be an option to assault a location solo. I just had to switch the option from "Warriors Only" to "Any Role" because all the warriors are being assigned guard duty on capturing a location, and as such I didn't have enough warriors to attend an assault.
 
There really needs to be an option to assault a location solo. I just had to switch the option from "Warriors Only" to "Any Role" because all the warriors are being assigned guard duty on capturing a location, and as such I didn't have enough warriors to attend an assault.
At least a toggle-switch setting for "leave soldiers to guard assaulted Territories or not" would be nice, but yeah. I've got literally no idea where a good 20 of my own supposed soldiers are, even with manually reassigning most of them back to Warrior after assaults.
 
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At least a toggle-switch setting for "leave soldiers to guard assaulted Territories or not" would be nice, but yeah. I've got literally no idea where a good 20 of my own supposed soldiers are, even with manually reassigning most of them back to Warrior after assaults.
Yes, it needs a setting of something, having to change roles of all the soldiers back to warriors after each assault was a pain. At least I dont know, set only one or two guards, i never had a need to defend any territory in my game.
 
Yes, it needs a setting of something, having to change roles of all the soldiers back to warriors after each assault was a pain. At least I dont know, set only one or two guards, i never had a need to defend any territory in my game.
Territories getting attacked - or hell, anything getting attacked rather than just silently taken off you with no resistance and no warning as the questline demands - seems like functionality not yet implemented, as far as I can see.
 
At least a toggle-switch setting for "leave soldiers to guard assaulted Territories or not" would be nice, but yeah. I've got literally no idea where a good 20 of my own supposed soldiers are, even with manually reassigning most of them back to Warrior after assaults.
I've just now tried to use workshop move to move warriors at a territory flagpole to an outpost. All move offered me was civilian targets. I wonder if there is a mismatch between the type of place the warriors want to go back to and what is being offered to them at territories. I don't know how SS2 works, of course, but there clearly are two lists because using move on a soldier from an outpost only offers other outposts.
 
At least a toggle-switch setting for "leave soldiers to guard assaulted Territories or not" would be nice, but yeah. I've got literally no idea where a good 20 of my own supposed soldiers are, even with manually reassigning most of them back to Warrior after assaults.
Kind of late to this but yeah. I have at least 80 soldiers over my outposts and somehow my total available is -8. lol I unassign them after taking territories, but something is still eating up my numbers.
 
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