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CH3 Thoughts on 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.
I've had -14 I think. It's subtracting injured and non-warriors, just a bit wrong.
 
I've had -14 I think. It's subtracting injured and non-warriors, just a bit wrong.
Yeah it's a confusing way of putting it, assuming that's what it's doing. Really it should be like: "Available Warriors: 3 (Currently Injured: 12)" or something, that way you'd know what the problem actually is.
 
Yeah it's a confusing way of putting it, assuming that's what it's doing. Really it should be like: "Available Warriors: 3 (Currently Injured: 12)" or something, that way you'd know what the problem actually is.
I really don't know what the problem is. The game's math seems to be way different than mine anyway. I have 8 outposts.
My warriors from those: 21+33+12+8+42+3+22+14-7(settlers and robots that aren't being counted)-32(warriors assigned to plots or guards)=116.
I think it said there were 24-26 available for the last battle, and its been at least 4 days. I also have field hospitals in most of my outposts and treat people I have high enough skill to treat. If its excluding the 26 people from the last battle for some reason, I should have 90 warriors. I have -8.:skull
 
I really don't know what the problem is. The game's math seems to be way different than mine anyway. I have 8 outposts.
My warriors from those: 21+33+12+8+42+3+22+14-7(settlers and robots that aren't being counted)-32(warriors assigned to plots or guards)=116.
I think it said there were 24-26 available for the last battle, and its been at least 4 days. I also have field hospitals in most of my outposts and treat people I have high enough skill to treat. If its excluding the 26 people from the last battle for some reason, I should have 90 warriors. I have -8.:skull
Yeah, I've observed similar. The numbers seem to be all over the dang place. No idea where to even start trying to figure it out...
First thought was, do you have the Disease system turned on? Maybe it's counting people currently sick as being unavailable...
 
Yeah, I've observed similar. The numbers seem to be all over the dang place. No idea where to even start trying to figure it out...
First thought was, do you have the Disease system turned on? Maybe it's counting people currently sick as being unavailable...
No, I turned it off a while ago.
 
Dang, thought I was in with a shot with that guess. I've really got no idea how most of this stuff works on an internal level.
My only guess would be a script takes away troops because they were injured, they recover, fight again, get injured and it compounds because maybe it isn't adding them back in?
 
I would like to see a setting to make the war a bit more brutal. The Gunner assaults during ch2 were brutal, annoyed a lot of people, but I really liked them because you felt the constant pressure to do something. The war as it currently stands feels very lack luster. I had all my territories and locations taken back within a game week and then The gunner's never pushed back, its fixed now but I ended up having to reload a save because State of War wanted me to take an outpost and there were none to take.
An option to make the raids more common would be highly appreciated.
 
I would like to see a setting to make the war a bit more brutal. The Gunner assaults during ch2 were brutal, annoyed a lot of people, but I really liked them because you felt the constant pressure to do something. The war as it currently stands feels very lack luster. I had all my territories and locations taken back within a game week and then The gunner's never pushed back, its fixed now but I ended up having to reload a save because State of War wanted me to take an outpost and there were none to take.
An option to make the raids more common would be highly appreciated.
If they ever actually attacked anything I held, I never saw it. I'm not counting the story-mandated "they WILL take these designated locations at this point in the questline no matter what" beats in that.
 
I would like to see a setting to make the war a bit more brutal. The Gunner assaults during ch2 were brutal, annoyed a lot of people, but I really liked them because you felt the constant pressure to do something. The war as it currently stands feels very lack luster. I had all my territories and locations taken back within a game week and then The gunner's never pushed back, its fixed now but I ended up having to reload a save because State of War wanted me to take an outpost and there were none to take.
An option to make the raids more common would be highly appreciated.
As long as I can fight back against it. lol They took a settlement somehow that I had invested a ton of resources and defenses in before and during Ch2 and it sucked big time fighting my own defenses to take it back. Then it bugged out and made any turrets I built there hostile towards me. I definitely wouldn't mind an option or maybe even a mod?
 
I've actually got on my testing notes for this new playthrough (that I'm just at the line between CH1 and CH2 now) to see what happens if I have active Caravan links and a Supply Agreement set up with Oberland before the Gunners take it from you - I already know for certain that it ignores how well defended the settlement might be before it does that, hell they took The Castle from me in one game which they shouldn't have even been able to get within 500 yards of let alone just take it with me only noticing when I spot the icon on my pipboy map.
 
Yeah I wish they prioritised taking unclaimed settlements and actually gave your defenses a chance. Like maybe make a few attempts for while you're unconscious and if none of them work they try to bypass it to take weaker targets in range.
 
I can only conclude that there were entire subsystems and mechanics that are either not yet implemented, or were released so bugged that nobody's yet seen them work. As it stands, apart from the story mandated fights, there's basically nothing to do with your army, no reason to defend the points it makes you take - and even for the story your level of actually using the mechanics seems almost entirely irrelevant. (to be fair though, that applies to settlement building in general, so at least it's consistent I guess?)
 
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I can only conclude that there were entire subsystems and mechanics that are either not yet implemented, or were released so bugged that nobody's yet seen them work. As it stands, apart from the story mandated fights, there's basically nothing to do with your army, no reason to defend the points it makes you take - and even for the story your level of actually using the mechanics seems almost entirely irrelevant. (to be fair though, that applies to settlement building in general, so at least it's consistent I guess?)
Consistently inconsistent on the useage? lol

I mean correct me if I'm wrong but the main focus of Sims Settlements, 1 and 2, are the new mechanics. The story is really good but its primary role is as a guide/intro into learning the mechanics. My guess is the mechanics are being fleshed out and the Gunners are kind of a testing grounds for the army mechanics. Working out the bugs and adding more features when things are working well enough. A more interesting\implemented version of the army mechanics would be applying them to enemy factions Institute/BoS/Raiders/Super Mutants/Animals and have them routinely try to take/destroy settlements and territories. Army units that level up with the player so they remain useful would be nice too.
 
I mean correct me if I'm wrong but the main focus of Sims Settlements, 1 and 2, are the new mechanics. The story is really good but its primary role is as a guide/intro into learning the mechanics.
I've said it numerous times, but it's my belief that the mod does a very poor job of actually teaching new players the mechanics, based on how many absolute fundamental basics questions I see getting asked - which in my opinion is actually also a non-trivial part of why so many people HATE the HQ system.
I could rant about this for hours, but I don't want to risk the arguments about how wrong I am taking over yet another thread so I'll stop.
 
A more interesting\implemented version of the army mechanics would be applying them to enemy factions Institute/BoS/Raiders/Super Mutants/Animals and have them routinely try to take/destroy settlements and territories. Army units that level up with the player so they remain useful would be nice too.
Wasn't this something you could do in Conqueror? And I'm guessing the idea is to bring it back, without the "somewhat deep in chapter 3" requirement. If we can get BoS, supermutant etc units to recruit, it wouldn't be a stretch to have them fight for a different faction.
I'm mostly looking at it from the position of "how much of a performance/coding nightmare it would be to implement" but I'm not an actual dev and something tells me they have a different line of thought :)
I mean correct me if I'm wrong but the main focus of Sims Settlements, 1 and 2, are the new mechanics. The story is really good but its primary role is as a guide/intro into learning the mechanics.
Not entirely sure, I feel like the focus shifted mostly to the story with SS2. When people run into mechanics, they complain lol. Not everyone of course.
I've said it numerous times, but it's my belief that the mod does a very poor job of actually teaching new players the mechanics, based on how many absolute fundamental basics questions I see getting asked - which in my opinion is actually also a non-trivial part of why so many people HATE the HQ system.
I could rant about this for hours, but I don't want to risk the arguments about how wrong I am taking over yet another thread so I'll stop.
You're right of course, but what's the point in stating that so many times. Devs know of the HQ problems. I'm sure at least some of it can still be explained better (or some mechanics dropped entirely - for instance, scrap logistics suck and recruitment to HQ objective could be dropped to 8-10 people instead of 15, while still making sense for the story) and hopefully it will but there's a lot on their plate.
 
As long as I can fight back against it. lol They took a settlement somehow that I had invested a ton of resources and defenses in before and during Ch2 and it sucked big time fighting my own defenses to take it back. Then it bugged out and made any turrets I built there hostile towards me. I definitely wouldn't mind an option or maybe even a mod?
The 3 settlements that are taken when you are unconscious were the Settlements that I had built up the most, so I definitely feel you there. I believe the turrets turning on you is a feature not a bug but maybe that could be something that could be toggled in the future with the holotape? Each of my settlements had about 20 missle turrets and boy was it a struggle to get them back but very rewarding for me.

Would certainly like to see more opportunities for skirmishes whether that be before they take a settlement of yours or a territory.
 
I've said it numerous times, but it's my belief that the mod does a very poor job of actually teaching new players the mechanics, based on how many absolute fundamental basics questions I see getting asked - which in my opinion is actually also a non-trivial part of why so many people HATE the HQ system.
I could rant about this for hours, but I don't want to risk the arguments about how wrong I am taking over yet another thread so I'll stop.
I agree somewhat and my main issue with HQ is how buggy it can be. Like it won't register power transfers and I'll suddenly go from 300 to over 1400 w/o any upgrades done in settlements. Or I'll build something and all my resources disappear until I exit and reenter. But I'm guessing that's from vanilla issues and how complex things are? A holotape explaining everything HQ indepth would be a big improvement IMO.
 
Wasn't this something you could do in Conqueror? And I'm guessing the idea is to bring it back, without the "somewhat deep in chapter 3" requirement. If we can get BoS, supermutant etc units to recruit, it wouldn't be a stretch to have them fight for a different faction.
I'm mostly looking at it from the position of "how much of a performance/coding nightmare it would be to implement" but I'm not an actual dev and something tells me they have a different line of thought :)

Not entirely sure, I feel like the focus shifted mostly to the story with SS2. When people run into mechanics, they complain lol. Not everyone of course.

You're right of course, but what's the point in stating that so many times. Devs know of the HQ problems. I'm sure at least some of it can still be explained better (or some mechanics dropped entirely - for instance, scrap logistics suck and recruitment to HQ objective could be dropped to 8-10 people instead of 15, while still making sense for the story) and hopefully it will but there's a lot on their plate.
Sort of, but also have minor factions that capture and control your settlements less often, that can't be eliminated entirely. Kind of like the barbarians in a 4X strategy game to give you something to fight after the main baddies are gone. That would be awesome to see some more units and factions Conqueror style too!

I can kind of understand. It took me a few hours of gameplay to really understand what I needed to do to get things working well.
 
The 3 settlements that are taken when you are unconscious were the Settlements that I had built up the most, so I definitely feel you there. I believe the turrets turning on you is a feature not a bug but maybe that could be something that could be toggled in the future with the holotape? Each of my settlements had about 20 missle turrets and boy was it a struggle to get them back but very rewarding for me.

Would certainly like to see more opportunities for skirmishes whether that be before they take a settlement of yours or a territory.
Agreed. It would be nice if they had a chance to resist is all I'm saying. Maybe a very small one?

My issue is even after taking over again, every new turret I build tries to kill me. I got ganked in WS because my new missile turrets immediately started firing on me point blank once. lol
 
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