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Question Patch 4.1.1 Phase 2 playthrough continued - a diary (Spoilers included!)

tot3sch

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So I picked up my game where I left of here: https://simsettlements.com/site/ind...with-phase-2-a-diary-spoilers-included.10691/

I updated Sim Settlements and Conqueror to 4.1.1 and chose to also update the City Plan Contest Entries mod to 1.0.10. I loaded in to the savefile I had especially prepared for that, sitting in an interior cell with zero active scripts.

I wait in this interior cell to wait until all scripts running at startup are done (zero scripts running again) and fast travel to Sunshine, my biggest vassal so far.
  • First thing I notice on arrival: production is way up. I personally had been very happy with production balance the way it was before the patch, but I also know this is a minority opinion and coming from the perspective of someone starting out with cities pre-built to L3 and therefore having production-rich vassals (with high morale bonuses) from the get go. It was probably very much needed to boost production for lower level plots and cities, it's just that I feel production for L3 cities with lots of plots (some of them even L4 agricultural) might be to high now, taking away some of the "cutting edge" I had been greatly enjoying.
  • Second thing I notice: Assignment scripts are running in the background and taking a while. This vassal had 17 civilians working all plots except martial, 5 guards stationed there, and 3 patrols going there from two different outposts (with 1 one of them being glitched/invisible/dead as described in another post). Before the patch this was reflected in the Outpost HUD showing 5 guards, 17 civilians, all other roles at 0. These numbers start moving now, partially moving up and down for a while. I give it time to settle down.
  • Meanwhile I see the flags above the local martial plots going up. So guards DO get assigned to martial automatically, as mentioned in the patch notes. (working as intended)
  • I make sure NOT to use the town meeting gavel for the time being, for reasons see here: https://simsettlements.com/site/index.php?threads/making-patrols-disappear.10745/#post-74291
  • After the numbers in the Outpost HUD stop moving, they first seem to be a bit off. I force a refresh by going into workshop mode, and voilá: 4 guards, 1 worker, 17 civilians. Which is correct, IF the one guard who did not find a martial plot inside this vassal was changed to worker. (I also make another savefile and check the number of active scripts: down to 1)
  • Next, I check with ASAM Maintenance software: no unemployed settlers/civilians, so the one guard who I suspect got changed into a worker at least did not take over one of the non-martial plots.
  • Still avoiding the gavel and also the "call"-functions in ASAM maintenance software, I run around the settlement trying to find this worker (sadly I don't have his ID - yet) with no success.
  • So I lay down another martial plot, hoping this f*cker gets auto-assigned to this so I can find him. Doesn't happen. I probably have to leave and come back to force auto-assignment again.
  • Just as I want to do that, I run into the worker and realize she's actually assigned to martial as a worker. I manually switch her to guard. The number of guards in the Outpost HUD immediately rises to 5 which is correct, but it also still counts 1 worker, which is wrong. Forcing a refresh by entering workshop mode does not (immediately) fix that. Might be script lag.
  • So I fast travel to my usual interior cell, wait for scripts to settle down, and return. The new martial plot gets auto-assigned after a few seconds and starts building, the Outpost HUD no correctly shows 5 guards and 0 workers.
In conclusion: The (auto-) assignment issues with guards are mostly fixed, with the small exception of 1 guard in this particular vassal auto-changed to worker in the meantime, which could very well have been because I had less martial plots than guards, and probably would have been fixed automatically after building enough martial, even if I would not have manually changed his role back to guard. I will double check this in my other vassals later.

EDIT: Seems like I spoke to early. I changed the building plan on the freshly built martial plot and (coincidentally?) ended up with the other 4 martial plots getting unassigned AGAIN.

EDIT 2: Apparently code is still running. 3 out of these 4 got re-assigned, but now I have 3 workers and 2 guards. Something is still a bit wonky.
 
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But first I want to take a closer look at the patrol situation.

I've never tried building a warplanner's desk in a vassal before, so I try this now to see if I can use it here for the newly implemented report feature (patrols leading here) I've seen in the video. I can't.
So instead I create a Conqueror.0.log here in Sunshine (vassal) and save it for future reference, before moving on to HQ (Starlight) to look at the reports there.
 
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Just to be clear, since I might seem to be nitpicky: I immensely enjoy playing with Phase 2 and trying out all the different new stuff!
Nothing I found so far is game-breaking and easily can be worked around, I'm just trying to help ironing out the remaining few glitches...
 
Back in HQ (Starlight), I find a new quest at the bounty board. Will check this out later. First I want to take a look at the new Empire Map and especially the reports available there.
The first report I bring up is the one for Sunshine, the vassal I just visited (to give the system a chance to update the numbers, as mentioned in the patch notes video).
  • The numbers for control, morale and wre production are shown correctly. The report also shows the correct numbers of roles, including the 3 workers which got incorrectly auto-role-changed (see above).
  • The report shows 3 inbound patrols for Sunshine, which is correct in the sense that this is exactly the number of patrols I previously set up. But I also know that 2 of these patrols are glitched at this current moment in my save file, as described here: https://simsettlements.com/site/index.php?threads/making-patrols-disappear.10745/#post-74291
  • The report for Starlight, my HQ, on the other hand shows 1 inbound and 1 outbound patrols. This should be 0 inbound and 4 outbound, respectively.
  • Since I know some of my patrols are glitched, I suspect that might actually be the reason for reports showing incorrect patrol numbers, as already mentioned by @kinggath in the patch notes video.
I'll track this particular issue in it's own thread on this topic (link above), and keep reporting other findings here.

Bringing up the report for Abernathy, the next vassal I intend to visit, I can confirm that reports don't (necessarily) show correct numbers before actually visiting the particular settlement, as also mentioned in the video.

Off to Abernathy...
 
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Arriving in Abernathy (a vassal), I sit there idly for a while giving the scripts time to do their magic and go grab a coffee. (This also means this time I don't get to watch the numbers change in the Outpost HUD, if they change at all.)
  • Auto-assignment of guards never starts, even after 30 minutes I still have 5 guards and 4 unsassigned martial plots present. I suspect a script is stuck.
  • Manually assigning guards to martial plots seems to trigger the auto-assignment process, because suddenly all martial plot flags are up, even before I finished manual assignment.
  • Again, I end up with 1 of my guards auto-role-changed to worker. Since I again have 1 less martial plot than guards present, I guess this might be the reason.
  • I manually set the worker back to guard. Will see if all this "sticks" when I return next time.
  • Control stays above 100%. I didn't expect that after seeing the drop in Sunshine before - but then again, my Abernathy has less production, so this is plausible.
I make another logfile, and move on to the next vassal.
 
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In Tenpines, the next vassal I visit, auto-assignment of guards works again: I watch the flags go up, while numbers in the Outpost HUD get changed around. The guard count goes from 5 to 7, then down to 6 whilst workers go from 0 to 1, then stay there for a while. Entering workshop mode again the numbers go down to 5 guards and 0 workers again, which is correct.
After making a logfile for Tenpines, I move on.
 
Taffington is the next vassal I visit. 3 guards get correctly auto-assigned to 3 martial plots, and since I have nor in-or outbound patrols here I dare to use the town meeting gavel here. Guards get finally summoned. Yeah!
Since I forget to make a logfile here, I come back to Taffington shortly after I went to check in on Covenant, and strangely enough on my return 1 of the guards gets auto-role-changed to worker again. Will have to keep an eye on that.

Covenant on the other hand is in the process of developing it's city plan, and I mainly use it as an experimental internment camp, so I don't worry about it too much for now.

Off to Zimonja, and with all my outpost's and vassal's data refreshed, I go back to HQ to take another look at the reports.
 
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I love patch 4.1.1 and the changes it brings!
  • Especially the reports available on the Empire Map are a huge improvement and make managing a growing number of outposts and vassals so much more enjoyable. That's by far the number one improvement I had wished for, and seems to work correctly, with the exception of patrol numbers, which might be caused by patrols themselves glitching out, not so much the reports misfiring.
  • Next on my personal list of huge improvements is the town meeting gavel summoning guards now. Immensely helpful in vassals, especially in the rare cases where auto-assignment gets confused, or where I have more guards than martial plots in a vassal. I refrain from using the gavel in outposts where I have patrols set up for the time being, because that seems to be the cause of patrols glitching out (which is probably going to get fixed soon).
  • The balance changes regarding production were not really needed in my personal opinion, at least this was my initial impression in this particular playthrough. But I also realize they might be crucial in a playthrough where I don't start out with L3 cities to take over as vassals, and they sure make it easier to ignore the occasional plot assignment hiccup. Also, I enjoyed micromanaging and optimizing my first three vassals so far, but I might grow tired of that soon with more vassals in play. The balance change allows to worry less about the domestic aspect of things, like production, and concentrate more on the military side of building an Empire, like control, and it might prove to be invaluable as soon as hostile takeovers kick in (which I haven't encountered yet). So all in all it's a good change, imho.
I still have to check out the new quest content, which is something I intend to do next. So, off I go...
 
(Quest-wise I had last finished Raucous Reconnoitering for Jammer and Eater of the Pack for Ophelia, before the patch.)

So I went on and captured Maul his five Doggies, and ordered my guys to build him a Kennel.

Also, I met a woman going by Dakka. She's a real b*tch, that's why I like her. She "asked" for help in her own very special way on two occasions now. If that gets me some allies in the Northwest, I'm fine with that.
(The two new quests played out nicely, very well done and fun!)

Finally Ophelia had an idea about how to improve her Wallbusters. I got her the materials she asked for, and I'm excited to see what she comes up with...
 
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Just had what I believe was my first hostile takeover attempt: A massive Gunner attack on Sunshine Tidings, one of my vassals. (I had intentionally left control below max there and the assault had it's own quest popping up, not just a misc quest).

These Gunners got gunned down. Great stuff!
 
Just had what I believe was my first hostile takeover attempt: A massive Gunner attack on Sunshine Tidings, one of my vassals. (I had intentionally left control below max there and the assault had it's own quest popping up, not just a misc quest).

These Gunners got gunned down. Great stuff!
to3scch the miss nanny is still desactivated in your game or some scenes trigger for you????
 
Still deactivated. But I have not given up hope yet. I have been doing a lot of testing and not playing too much. So maybe Ophelia just needs more time in game...
 
Still deactivated. But I have not given up hope yet. I have been doing a lot of testing and not playing too much. So maybe Ophelia just needs more time in game...
Ok thank i am doing this too i am waiting to all scenes to trigger and then i am going to do more quests like the atack of the minutemen HQ and all that things
 
I accidentally broke Dakka's third quest, since I just killed the raiders at the quarry recently. Don't want to roll back, so I'll wait for them to respawn...
 
I accidentally broke Dakka's third quest, since I just killed the raiders at the quarry recently. Don't want to roll back, so I'll wait for them to respawn...
If you want i think what is a mod of faster respawn use it to respawn faster there and then desinstalled it again.
 
I finally made up my mind about the future strategy: I will expand east.
Not only, because County Crossing lies this way, and I've always wanted to claim this place ever since I first laid eyes on it, but also because I want to reach the coast. I yearn to breath some fresh air coming in from the sea...

Eventually I hope to control the whole north, with a few select outposts and plenty of vassals providing for all my gang's needs. And our patrols will roam the areas in between.

I keep hearing rumors about an "Institute", and I started running into so called "Synths" which apparently are this Institute's creation. I'm curious, so I'll try to find out what this is all about. Will have to talk to people about that, since my Raiders know nothing about it.

I could go back to these guys holed up at Cambridge Police Station. I played nice with them once, when I was running errands for One-Eye, I can do it again. Maybe they know something.
Or I could finally visit Diamond City and see if it's really a Jewel...

Time to put on civilian clothes again, I guess...
 
I accidentally broke Dakka's third quest, since I just killed the raiders at the quarry recently. Don't want to roll back, so I'll wait for them to respawn...
They did respawn in the meantime, and I was able to complete this quest. Worked out nicely for me.
I had a blast watching Ack-Ack go to town on these raiders in the quarry, she's a one woman army and completely nuts. I like it. (And as much as I also would love to see her become a companion in the future, I also know this is not likely to happen anytime soon, because reasons ^^)
 
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