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Question Consolidated Squad Thread

Rudy

Well-Known Member
Community Rockstar
Messages
377
Let's use this thread to post any issues with the 4.2.2 feature that lets Conqueror (and Liberator) players add Faction NPCs to a squad.

Q: My Personal Guards get stuck and won't continue to follow me.
A1: Fast travel to a new destination should bring all of the guards in the squad to the new location.
A2: Try the Instant Rally command to see if they teleport to you. (does not work in combat)
It appears, however, that once well and truly stuck, the Guards don't seem to respond to any command (Rally, Instant rally, or even fast travel). Details to confirm this from different players would be appreciative.
Reference:
https://simsettlements.com/site/index.php?threads/personal-guard-stuck.12110/
https://simsettlements.com/site/ind...rmy-or-a-really-large-squad.12045/#post-83606
 
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zodium

New Member
Messages
25
If you have an outpost with 20+ people in it then it would benefit all the workers and guards. It also cuts down on the micromanagement each person. When you gang gets to about 100+ you aint gonna wanna equip them all anymore.

That's what I'm saying though: I already don't equip them beyond making sure they have a ranged weapon and ammo to avoid going into melee, which I can do all at once one time with the Town Meeting Gavel, and would have to do with an Armory too. Before PGs, on settlement defense I would try to personally snipe as many enemies as I could before anyone could get themselves killed charging past the walls and turrets which were supposed to protect them. Now I still do that, just with a squad that's commandable and thus actually useful, dramatically improving the experience!

But PGs have also revealed, cool and intuitive as the armory concept is, how little a plot to improve equipment for what's basically kamikaze warriors really adds: not much. And that while the current Armory isn't sufficiently useful for me to justify using, PG equipment progressing at my own gear's rate on the other hand feels too strong. I find myself wishing it would progress at my Empire's rate instead, significantly behind my own, thus encouraging me to expand and diversify, and I thought it would make sense to change the Armory mechanic accordingly. :3
 

fessmods

Active Member
Messages
181
My dream dynamic is just flat out disabling the ability to equip PGs individually, a tedious but currently necessary thing, and replacing it with customizable 'Armory Templates'. It's too good. I want to drop items in a container and tell Conqueror "this is the template XYZ" and "Personal Guards should use XYZ"
wouldn't want to disable the ability to equip faction NPCs individually. i like the flexibility but also have come to like the armory equip.

i'd be nice if something akin to the following existed
(a) manual equip PG (armory equip = off)
(b) armory equip PG (armory equip = on)
(c) custom equip PG (if enabled/selected, both a and b not possible and assigns PG designated outfit in faction pack akin to special unit outfits)

to me, personal guards are fun but think they have the potential to overwhelm other SS-C features
 
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fessmods

Active Member
Messages
181
I find myself wishing it would progress at my Empire's rate instead, significantly behind my own, thus encouraging me to expand and diversify, and I thought it would make sense to change the Armory mechanic accordingly.
not sure if this would improve gameplay. there's a point a which a lag will create disinterest (the opposite of what you intend)

the armory and armory equip is to keep you invested in your faction NPCs. creating "PG template xyz" and individually equipping PGs have the same effect of decoupling them from the armory and whatever decisions/investment that feed local armor dev. so, in that regard, decoupling PGs from the improvements that drive other faction pack troops decreases the investment motive.

if anything, the base config (able to be turned off for those that want a nerfed experience) should explicitly link PG equipment to armory development. and, that obtaining access to the highest end equipment (for all faction troops including PGs) requires increasing armory development not just at one outpost but across multiple outposts.

i'd like to see FONV-like assassin squads. as you and your PGs project your power across the 'wealth in hostile areas (i.e. area without an outpost from your faction), encounters with assassin squads become more frequent and more asymmetrical in favor of the assassin squad(s). (the mod 'bounties for you' shares some aspects of this.) and, to tie in with the other FPs you've enabled, the more you target, the more you get targeted by them. And, the more they come at your closest and/or lowest level outposts and vassals... up until all their outposts have been eliminated, then random attacks like after completing NukaWorld's Open Season.
 
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zodium

New Member
Messages
25
wouldn't want to disable the ability to equip faction NPCs individually. i like the flexibility but also have come to like the armory equip.

i'd be nice if something akin to the following existed
(a) manual equip PG (armory equip = off)
(b) armory equip PG (armory equip = on)
(c) custom equip PG (if enabled/selected, both a and b not possible and assigns PG designated outfit in faction pack akin to special unit outfits)

to me, personal guards are fun but think they have the potential to overwhelm other SS-C features

Yeah true, also I guess you could flip my argument on its head and say Armories would be amazing if you could command settlers during defenses, or otherwise keep them from charging past the barricades and dying very stupidly so their gear would actually matter. :>

You raise some good points. I think a lot of what's going on with PGs is Conqueror's design evolving from what I surmise is its origins in "hey what if you could be a raider?" into "hey what if you could have an army of raiders?" into "hey what if you could just have any army you wanted?" and finding that when you add commandable troops, suddenly balance becomes a much bigger thing. I'm also very much on the same wavelength in terms of "obtaining access to the highest end equipment (for all faction troops including PGs) requires increasing armory development not just at one outpost but across multiple outposts" -- that was basically my pitch, which I think I got mixed up in my separate wish for templates. No plasma weapons without plasma weapon production facilities!

(Assassin squads are already very well implemented under the SKK framework, check out Combat Stalkers!)
 
Messages
9
Went into Olivia for Dakka's quest, came out and later noticed they were missing. Used the tracker and it only pointed to the last rally point.
I just had the same thing. The last rally point is only temporary; if I moved far enough away from it, it would either follow me or reset to the entryway to Olivia's interior. Making them wait outside also worked for me.

Also, my companions try to run to that spot cus they think there's a downed follower (and they want to stimpack them) including running across the map to that point.
 

fessmods

Active Member
Messages
181
keep them from charging past the barricades and dying very stupidly so their gear would actually matter. :>
Funny you say this. In my latest playthru, the PGs die and the settlers survive vassal attacks. We appear to have our NPC mortality configured differently

agree about the rest. In liberator version, wish vassal settlers had their own equipment (at least clothing/armor) upgrade pathway tied to outpost development. i removed the stuffed animals from the pack chest armor and have made a mashup with it and one of the 'primitive' clothing options. i’d like to use it and other lower grade mashups as the settler track/progression.

will check out combat stalkers after I release next faction pack update
 
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zodium

New Member
Messages
25
Funny you say this. In my latest playthru, the PGs die and the settlers survive vassal attacks. We appear to have our NPC mortality configured differently

Now that you mention it, cranking up the general mortality in my games to 11 probably has something to do with armory equipment feeling like it just doesn't do much. "Hold Position" provides significantly higher defense than power armor, hah. Once they rush past the wall, they're probably dead regardless of gear.

Could there be like a way to tag warriors/guards as reservists, and then temporarily join non-reservists to your Personal Guard (ignoring or with a boosted cap) during settlement defense to make them commandable, while reservists hang back and only enter combat in self-defense until there's room for them? So you'd have a Personal Guard cap of X, a Settlement Defense cap of X+Y, and during settlement defenses reservists would be added to your PG until the total number of commanded troops equals X+Y or there are no more reservists to add.

Anyway, tremendous work, I just keep running with PGs non stop and the main problem is basically they work too well. :3
 

fessmods

Active Member
Messages
181
Could there be like a way to tag warriors/guards as reservists, and then temporarily join non-reservists to your Personal Guard (ignoring or with a boosted cap) during settlement defense to make them commandable, while reservists hang back and only enter combat in self-defense until there's room for them?
Think the issue would be AI. The standard NPC seems on-off. Awareness on, act. Awareness off, oblivious. that plus, conflict attitude (aggressive, timid, etc). Sounds like a new AI package. Not sure if possible.
Fwiw, compared online comments about best companions for combat with combat style configurations (to inform the settings I want to use with my faction commanders) ... nothing really stood out. raiders have diff settings but the companions have largely the same or similar settings
 
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0oops

Member
Messages
64
Had a squad of 3 Personal Guards.

Went into Olivia for Dakka's quest, came out and later noticed they were missing. Used the tracker and it only pointed to the last rally point.

So I reloaded a prior save and went into Olivia a second time, once again the three disappeared just inside the doorway.

Loaded the prior save again and had them wait outside and they were waiting when I exited Oliva.

I had this bug too. My 2 PG dropped dead when I entered Dakka's bunker. The tracker shows they died near the door. No bodies.
 
Messages
35
I had this bug too. My 2 PG dropped dead when I entered Dakka's bunker. The tracker shows they died near the door. No bodies.
This happened to me just yesterday. Now that I think about it, I bet it has something to do with the scripted replacement of base game Dakka and crew with the Conqueror version.
FWIW, the squad tracker points to just inside the door, but they aren't visible. I'm guessing disabled?
 

cosmic-cube-keeper

Well-Known Member
Messages
186
20200310092745_1.png

Experiencing the armory bug myself. Though in this case, it just removed the clothes & left the armour. I have the 'automatically equip outfits' turned off in MCM, and this outpost doesn't have an Armory at all! I think I had 21 people here when this screenshot was snapped.
 
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