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Conqueror Pre-Builts - Scenarios - Need input

MrCJohn

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So, I have been planning out a new scenario and need input - specifically from those who play Minutemen, would play Minutemen, Liberators, etc.

On Nexus, I got a suggestion and input from a guy and I thought it was pretty good - good enough to make another scenario - but with the thought, it will be more than just a scenario, but also include the potential to run with the Minutemen Faction Pack inclusion...

When one plays the Minutemen philosophy, and wants to "conqueror" the Commonwealth - a few items I need thoughts and "feelings" about how it should progress:

1) does conquering the commonwealth include Conqueror Pre-builds? Does the new "General" want to come into the world, save Preston, and have all the cities at Level 3?
2) the Minutemen seem to be about progression - slowly reclaiming each city as quests are completed?
3) would the General find complete cities or would they be level 0 struggling to survive - camps and such?
4) if a General came into the world, would he find Preston in Sanctuary already? Would Preston already have done (roleplaying here) the 1st few quests and got to the point of ready to take the castle, but he can't go any further without you being the General and leading the charge.
5) how would a General come into the world and have an inclusion of the Minutemen Faction pack? Would the settlements be Level 3, would Preston be saved before going to the war desk and going the Minutemen Faction direction?

I have tried to contact the Minutemen Faction Pack MA but no response. I do not know if he/she is active, if people use it a lot, if the Liberator portion works well yet?

There are many routes to go, but one thing is I want to finish this up being able to a) be lore friendly, b) not take away from actually the thoughts of progression of the Minutemen, c) have checkpoints that would allow players to make a choice as to how far they want to actually go before it breaks the mood, philosophy, immersion, lore, etc...

The basic scenario proposed is like my multi location level points where one wakes up - all settlements level 3, all settlements unlocked including Castle.... which this is all possible....

But, myself included, what does a General do at that point? Do raiders take over the settlements and has to go save them? Liberate them, etc? Only do this scenario - seems dead ended to me? Would not be what I would want to "wake up" to...

I would appreciate any thoughts you all might have...
@RayBo @uituit @Phil_T_Casual @VersusXV @WetRats @cosmic-cube-keeper and all the rest of you...

John
 
Tedious as it can be, doing so for the eleventy-seventh time, I like going through the initial Minutemen quests (although I do tend to mute Preston's backstory) if I'm gonna play that route.

My suggestion would be prebuilding the populated settlements (Tenpines, Abernathy, Warwick, Oberland, etc.) while leaving the unoccupied ones as is. For the story, it makes sense that these places would be more attractive to the Minutemen to recruit than just two-to five settlers and a shack or two.

I've been waiting for the Liberator mechanism to develop a bit more before exploring it. I hope that once the Raider storyline is fully developed, that we will see a mechanism for pre-built settlements be populated with enemy factions, so that Liberating makes more sense.

What I *really* hope to see at some point is the ability to turn some of the vanilla raider and enemy encampments into settlements after they have been cleared. (Walden Pond, Federal Ration Stockpile, etc.) The Breakheart Banks settlement mod shows that this can be done. It would be great to be able to incorporate this into a Liberator playthrough. (Hell, claiming these spots after wiping out their gangs in the default Raider story would be great, too.)
 
Tedious as it can be, doing so for the eleventy-seventh time, I like going through the initial Minutemen quests (although I do tend to mute Preston's backstory) if I'm gonna play that route.

My suggestion would be prebuilding the populated settlements (Tenpines, Abernathy, Warwick, Oberland, etc.) while leaving the unoccupied ones as is. For the story, it makes sense that these places would be more attractive to the Minutemen to recruit than just two-to five settlers and a shack or two.

I've been waiting for the Liberator mechanism to develop a bit more before exploring it. I hope that once the Raider storyline is fully developed, that we will see a mechanism for pre-built settlements be populated with enemy factions, so that Liberating makes more sense.

What I *really* hope to see at some point is the ability to turn some of the vanilla raider and enemy encampments into settlements after they have been cleared. (Walden Pond, Federal Ration Stockpile, etc.) The Breakheart Banks settlement mod shows that this can be done. It would be great to be able to incorporate this into a Liberator playthrough. (Hell, claiming these spots after wiping out their gangs in the default Raider story would be great, too.)

Would you have the castle pre-built? I know about the quests and havent done a pre-built there..

I am wondering from a scenario standpoint of where to interject the player for the multi level. Think of your character @WetRats. And the scenario for you?

(Which have you played???l

What would be the stages and status of the settlements (like your suggestion of where people are at) for a scenario roleplay?

Would you wake up ready to take the castle? Or after the castle is taken? Would the settlements be level 3 or less?

What type if equipment and perk/special stats would a Generall have?

Just suggestions

John
 
I would not have the castle pre-built. I think recovering it is the heart of the Minuteman story.

For a General prestart, I wouldn't want it advanced very far. Perhaps start just after exiting the Museum.

I could also see a save in which. the character rescued the Q5, then went to Diamond City, played through rescuing Nick and tracking Kellogg to Fort Hagen, and has now returned to a prebuilt Sanctuary to check up on Preston et.al.

If I'm gonna play the General, I'd want to start with the conversation with Preston (tedious though it is).

The settled settlements could be stalled at level one until added to the Minutemen and mayors are assigned.

In terms of gear, just good, practical stuff. A good shotgun and handgun for the first scenario, proper military gear, a well-modded Tommy gun and Kellogg's Pistol in the latter. For a proper General, probably a well-balanced SPECIAL mix, shave a few points off of Strength and Luck and pump up INT and CHA.

(I have played with the saves, although they didn't get along with some of my other mods, so I didn't stick with them long. Plus, I've been working on building some light prebuilts of my own lately.)
 
I would not have the castle pre-built. I think recovering it is the heart of the Minuteman story.

For a General prestart, I wouldn't want it advanced very far. Perhaps start just after exiting the Museum.

I could also see a save in which. the character rescued the Q5, then went to Diamond City, played through rescuing Nick and tracking Kellogg to Fort Hagen, and has now returned to a prebuilt Sanctuary to check up on Preston et.al.

If I'm gonna play the General, I'd want to start with the conversation with Preston (tedious though it is).

The settled settlements could be stalled at level one until added to the Minutemen and mayors are assigned.

In terms of gear, just good, practical stuff. A good shotgun and handgun for the first scenario, proper military gear, a well-modded Tommy gun and Kellogg's Pistol in the latter. For a proper General, probably a well-balanced SPECIAL mix, shave a few points off of Strength and Luck and pump up INT and CHA.

(I have played with the saves, although they didn't get along with some of my other mods, so I didn't stick with them long. Plus, I've been working on building some light prebuilts of my own lately.)

I have found some mods dont play with conqueror, prebuilds, rotc, etc with many mods. While it would be nice to have everything in the world, many other game mods dont work so well. Conqueror on it's own is great, but add many other things, and it is down hill from there.

So what I read is:
1) leave the museum save. Q5 walking towards sanctuary. This is player checkpoint 1.
2) diamond city Get quests there. Checkpoint 2.
3) subway station at swans pond. Save nick. Follow freedom trail (which would not be direction for a Minuteman - but choice there) Check point 3
4) save nick. (Check point 4)
5) do find Kellogg with dogmeat, get to fort Hagen Checkpoint 5
5a) do Danes initial meet. Maybe do follow the railroad. But these should be known but not met.
6) complete Kellogg. Checkpoint 6
7) return to Sanctuary. Check point 7
8) complete 1st step, Preston's radiant to go take castle Outside castle. Checkpoint 8.

Though I am half tempted to say this is too much. I think the scenario should be limited to 1 and 8. Meaning at what points are a critical decision point for the player to be the general. Ready to take over the commonwealth.

After Kellogg. General realizes he needs to join someone to help him find shaun. Checkpoint 6.

Begrudgingly, returns to sanctuary or goes to follow freedom trail, or help danse at police station.

I think 1 and 6 are the pivotal minutemen moments. I only want to do those Decision points. I dont want to provide scenario saves between those Mm decision points.

John
 
I think 1 and 6 are the pivotal minutemen moments. I only want to do those Decision points. I dont want to provide scenario saves between those Mm decision points.

1 & 6 look ideal. Plus 6 is a great place to start even without going Minutemen.
 
1 & 6 look ideal. Plus 6 is a great place to start even without going Minutemen.

The more I thought about checkpoint 1, you are out of the Museum, the Quincy 5 are walking down the street - the player has 3 choices - don the minuteman outfit and join them in Sanctuary, decide to head to Diamond City to find help to get Shaun back, or you pull out your weapon and mow the Quincy 5 down, in cold blood, right in the back, and walk down to talk to Jammer...

:)
 
Yep two great points to start, with a lot of tedious stuff resolved and lots of options.
 
Yep two great points to start, with a lot of tedious stuff resolved and lots of options.

Level 1 Conqueror Pre-Builds - Not allowed to upgrade till the General arrives (player has to resolve)... only settlements with people there. And only settlements unlocked would be Sanctuary at this point? or skip it as well? I am only thinking with a pre-built sanctuary to take care of the bugs and to have Codsworth quest done...

I am also thinking while level 1 cities, but 0 people... to allow time to have them move in by the time the General arrives...

I know... difficult I am ... but I really want to keep the immersion, the lore, the realism of what it means to be a sole survivor, becoming a MM.. to save the Commonwealth (shaun is somewhere within this :) )

John
 
Level 1 Conqueror Pre-Builds - Not allowed to upgrade till the General arrives (player has to resolve)... only settlements with people there. And only settlements unlocked would be Sanctuary at this point? or skip it as well? I am only thinking with a pre-built sanctuary to take care of the bugs and to have Codsworth quest done...

I am also thinking while level 1 cities, but 0 people... to allow time to have them move in by the time the General arrives...

I know... difficult I am ... but I really want to keep the immersion, the lore, the realism of what it means to be a sole survivor, becoming a MM.. to save the Commonwealth (shaun is somewhere within this :) )

John

Zero *extra* people? Just the vanilla settlers?
 
Zero *extra* people? Just the vanilla settlers?

ha... no, I meant when I set up the Conqueror pre-builds, you can set the randomness of how many people at the settlements - I was throwing out that there would be zero people at the prebuilt - at game start - and that they would slowly grow, not have thriving metropolises when the General arrives... :)

Yeah, so I guess you are correct @WetRats ... settlements prebuilt with only the vanilla settlers at new game start - with growth... or what would you say?
 
I'd let them be populated, but resource-poor and unhappy.
 
Tedious as it can be, doing so for the eleventy-seventh time, I like going through the initial Minutemen quests (although I do tend to mute Preston's backstory) if I'm gonna play that route.

My suggestion would be prebuilding the populated settlements (Tenpines, Abernathy, Warwick, Oberland, etc.) while leaving the unoccupied ones as is. For the story, it makes sense that these places would be more attractive to the Minutemen to recruit than just two-to five settlers and a shack or two.

I've been waiting for the Liberator mechanism to develop a bit more before exploring it. I hope that once the Raider storyline is fully developed, that we will see a mechanism for pre-built settlements be populated with enemy factions, so that Liberating makes more sense.

What I *really* hope to see at some point is the ability to turn some of the vanilla raider and enemy encampments into settlements after they have been cleared. (Walden Pond, Federal Ration Stockpile, etc.) The Breakheart Banks settlement mod shows that this can be done. It would be great to be able to incorporate this into a Liberator playthrough. (Hell, claiming these spots after wiping out their gangs in the default Raider story would be great, too.)

Excellent thread! I love it!

Ha, and I will need to read it again tonight. I think Wetrats nailed my own thoughts, but I want to maybe reprioritize tweak them for my own imagination:

WetRats One:

“I've been waiting for the Liberator mechanism to develop a bit more before exploring it. I hope that once the Raider storyline is fully developed, that we will see a mechanism for pre-built settlements be populated with enemy factions, so that Liberating makes more sense.”

WetRats Two:

“My suggestion would be prebuilding the populated settlements (Tenpines, Abernathy, Warwick, Oberland, etc.) while leaving the unoccupied ones as is. For the story, it makes sense that these places would be more attractive to the Minutemen to recruit than just two-to five settlers and a shack or two.”

WetRats Three:

“What I *really* hope to see at some point is the ability to turn some of the vanilla raider and enemy encampments into settlements after they have been cleared. (Walden Pond, Federal Ration Stockpile, etc.) The Breakheart Banks settlement mod shows that this can be done. It would be great to be able to incorporate this into a Liberator playthrough. (Hell, claiming these spots after wiping out their gangs in the default Raider story would be great, too.)”


Neither here nor there.

But given the above being possible, below is how I see playing my Dream Minuteman playthrough:

All vanilla locations are under some type of influence or control of an enemy faction or monster (s).

The pre-populated ones are pre-built at level 3 with enemy factions in control.

The native NPC’s are hostages and slave labor to the belligerent factions.

The other settlements without humans have no city plans but much more horrible monsters. Maybe even natural hazards that need to be cleaned up. “I am thinking about game start-up performance issues here as much as immersion.”

Diamond City is the only neutral zone. “leave as is”

The Castle is populated with a monster “leave as is”

Settlements like Lakeside Cabin, General Atomics, Breakheart Banks, Mystic Pines are the only locations open for a player to build and settle without conquest or liberation. “this is a nice player choice as they can choose which ones to use and build up the strength of the natives.”

“Lakeside” is now my preferred starting location for any game and my new Sanctuary. Handy, having that lonely, cute little trader there too to start “is a good thing.”

Maybe, she could send you to Sunshine to find some old “radio beacon schematic” or something to unlock the recruitment beacon in her workshop? “I am not going to put into words how my mind is digressing right now.”

So then, “Sunshine Tidings is the first target after settling in at the lakeside cabin”

Why? Ha, no Army without Logistics “Recruitment, Supply lines, and Food and Water” Unlocks.

While at Sunshine it would be cool to hear some kind of distress call about Preston at that desk and terminal. Like an abandoned minuteman communication outpost or something, and being the good fella or gal, you are. Maybe a little lore at the terminal? Then, mosey on up to Concord to figure it out.

“Remove the Codsworth Sanctuary Quest from the game”

From here it could be mostly vanilla quests to start the liberation. Oddly, I agree with Preston. Being an ex-Army Officer. Warfare is so much better with the King of Battle. That is what we call Artillery. Infantry you say? Ha! She is his Queen.

I would do EVERYTHING in my power to secure that resource before starting a campaign of liberation much less taking ground in an urban environment. In historical terms assault’s need a 3 to 1 advantage over defenders before you have good odds to be successful. In urban or better defended it goes up even worse.

Artillery at locations like Lakeside Cabin, Mystic Pines, General Atomics, Breakheart Banks, would make the liberation much more immersive and swing the odds back into the favor of the liberator. Occupy these first or go all commando and hit the Castle. But, it all depends on getting the plans for artillery.

Maybe then go rescue Valentine. Screw around with Kellogg and the like while your troops build cannons then go after the harder factions and head south?

One big rule of combat leadership is: “To make the Spontaneous into the Deliberate.” Few things do this as well as spotting the enemy and pounding his ass with some indirect fire. The more deliberate the happier your troops. Huh – this could be the machinic of the liberator troops. How many survive? I think this is sound advice for any want-to-be Commonwealth General.
 
Marines: Let's take that hill.
Army: Let's call in an airstrike

LOL love it @RayBo ... you are one cool dude. I love it... now, a lot of that would be quite the scenario ... :) but trying to make this vanilla for all the peeps! but.... mods could be required.. eh, I don't want to get into any one's load order... haha.
 
Don't ever @ me with MM nonsense again :)

My only suggestion would be to start the game with Preston already dead, save someone a precious few minutes.........

OKAY, Mr. Happy! phhhttt ;) I only appreciate your opinion... don't have to be so grumpy! :)

(which translates to: heh, hold my beer, I have to send Phil some MM stuff!)

John
 
"One big rule of combat leadership is: “To make the Spontaneous into the Deliberate.”

Be audacious.

John
 
I think we need to have @kinggath make the ability for conqueror do city prebuilds for added settlements. Then we could open up those locations for city plan contests.... this would be the 1st step in reaching the enemy in charge of a settlement.

Maybe reach out to Ragoda on nexus since he does a lot of custom settlement mods. See If he can create more locations where raiders are... or gunners or mutants...

Just spitballing @RayBo
 
"One big rule of combat leadership is: “To make the Spontaneous into the Deliberate.”

Be audacious.

John

“Audacity”
Oh, God. My Heart skipped a beat.
I was here, FM 100-5, this is what they said. Kind of cool to experience something first hand that makes it into the Army’s equivalent of the Bible.
I was a 2dLt, with 1-4Cav, Here. In a past life, not really past life. Still, this was a place and time that I experience and one of my many stories.

9CA2B09A-F9AE-4422-9814-60F06B5E05E4.png

You don’t see battles like this on CNN or the History Channel.
About 400 US soldiers that night blocked Two Divisions of Republican Guards retreating from Kuwait City.

For folks who don’t know, a troop is about 150 men, add in the task organized folks for combat operations brings it to around 400.

I hardly ever think about it anymore. :bye

That one word. Still, you have to know, to know what that little word means.

But, you are correct. I would not be here today if it wasn’t for the A-10s. I won’t ever even tease a pilot.

Thanks for reminding an old man of when he wasn’t just an old man. :bye

:drinks You made me smile. I appreciate that.
 
Last edited:
“Audacity”
Oh, God. My Heart skipped a beat.
I was here, FM 100-5, this is what they said. Kind of cool to experience something first hand that makes it into the Army’s equivalent of the Bible.
I was a 2dLt, with 1-4Cav, Here. In a past life, not really past life. Still, this was a place and time that I experience and one of my many stories.

View attachment 5675
You don’t see battles like this on CNN or the History Channel.
About 400 US soldiers that night blocked Two Divisions of Republican Guards retreating from Kuwait City.

For folks who don’t know, a troop is about 150 men, add in the task organized folks for combat operations brings it to around 400.

I hardly ever think about it anymore. :bye

That one word. Still, you have to know, to know what that little word means.

But, you are correct. I would not be here today if it wasn’t for the A-10s. I won’t ever even tease a pilot.

Thanks for reminding an old man of when he wasn’t just an old man. :bye

:drinks

Brother,

I love you.

And you aren't the only old man around here...

I had bad knees... couldn't join.... my family past all was military. My best friend, Ret. Capt US Army - medical retired IED Afghanistan.

Tell me, do you have a Stetson?
John
 
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