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RotC: Settlements Under Attack

ElderJames

New Member
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3
Greetings all.

So I only recently learned about Sim Settlements, and I have to say wow. This is a mind blowing collection of mods and quite honestly far superior to the vanilla settlement building mechanics in my opinion. I have not yet installed any mods (I play on the Xbox One, soon to be upgrading to an Xbox One X) and am wrapping up a full vanilla playthrough before delving into adding mods. Sim Settlements is at the top of my list, and particularly Rise of the Commonwealth. I am curious about some things though.

Settlement Attacks: So as you know your settlements will occasionally (and sometimes quite often) come under attack. These attacks spawn various critters, raiders and other clowns at spawn points located around (or even sometimes IN) the settlement building location. How are these spawn points addressed in the city plans available in Rise of the Commonwealth? Have they been moved perhaps, or do the city plans place appropriate defenses and fortifications overlooking these points? Or is this something the player must manage on their own?

Not Defending Your Settlement: So a settlement comes under attack. I drop what I'm doing and traipse all the way across the Commonwealth in order to fend off three gunners and a molerat. However when I DO arrive, turrets and settlers usually handle the attack before I can fire so much as a shot.

This is fine and all, but after this has happened a few times and suddenly you find two or even three settlements are under attack at the same time, you start to think "Well I'm knee-deep in mirelurks right now for the Minutemen, Nick wants me to help him find some missing girl and Cait wants to go ride the rides at Nuka-World again. So I'm sure they can handle it without me this one time."

Unfortunately this is not the case due to algorithmic shenanigans and your uber settlement which can normally fend off super mutants and deathclaws while you watch from a safe distance sipping a Nuka-Cola, gets the bejeebers knocked out of it by a rabid molerat and his friends.

How are these outcomes determined with regards to the cities built with the Rise of the Commonwealth city plans? Are any changes made to the outcome, what things will be attacked and possibly damaged or worse if I do not get to the settlement on time?

Thanks very much in advance for taking the time to read and hopefully answer these questions.
 
Settlement defense is basically a numbers game...add up the food and water production and that is the amount of defense rating you need...10 food, 10 water...you need 20+ defense....build and setup 3 of the 8 defense turrets (this is where the term 'turret spam' comes from)and you have 24 defense and very unlikely to be attacked. As for settlement defense in Sim Settlements RotC, it looks like 'the settlers' pretty much build defenses that cover the needed defense rating to keep from being attacked

As far as I know, if you wait a bit for kinggath and company to get it done, they are going to fold the Industrial Revolution expansion into the base SimSettlement mod. Which will make it much easier to use on the xbox.

And one mod I always use is Shikujin's "Better Warnings for Settlements under Attack"...here is a link for xbox: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/991389
 
There is some more insight on this matter on the description of this mod:

https://www.nexusmods.com/fallout4/mods/20137/

I use the mod myself in survival playthroughs because regardless of how well you plan ahead, and even counting out the dynamic needs variable, FO4 always had a glitch for me that I have not been able to isolate or indeed resolve: for no apparent reason one or more random settlements will have their numbers slump and I need to visit the settlement and often enter workshop mode to resolve this.

Of course when the 'settlement attack' roulette occurs this settlement will be singled out because the defense value will be zero. Luck will have it the settlement will be in the opposite side of the map from where I am too.
 
There is some more insight on this matter on the description of this mod:

https://www.nexusmods.com/fallout4/mods/20137/

I use the mod myself in survival playthroughs because regardless of how well you plan ahead, and even counting out the dynamic needs variable, FO4 always had a glitch for me that I have not been able to isolate or indeed resolve: for no apparent reason one or more random settlements will have their numbers slump and I need to visit the settlement and often enter workshop mode to resolve this.

Of course when the 'settlement attack' roulette occurs this settlement will be singled out because the defense value will be zero. Luck will have it the settlement will be in the opposite side of the map from where I am too.
Oh wow, I'd forgotten about that mod...good suggestion and for op it has an xbox version too
 
Settlement defense is basically a numbers game...add up the food and water production and that is the amount of defense rating you need...10 food, 10 water...you need 20+ defense....build and setup 3 of the 8 defense turrets (this is where the term 'turret spam' comes from)and you have 24 defense and very unlikely to be attacked. As for settlement defense in Sim Settlements RotC, it looks like 'the settlers' pretty much build defenses that cover the needed defense rating to keep from being attacked

As far as I know, if you wait a bit for kinggath and company to get it done, they are going to fold the Industrial Revolution expansion into the base SimSettlement mod. Which will make it much easier to use on the xbox.

And one mod I always use is Shikujin's "Better Warnings for Settlements under Attack"...here is a link for xbox: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/991389

I don't believe kinggath intends to fold the entire IR expansion into the base SS mod. That would make the mod consume a quarter of the xbox's available space all by itself, and it would only continue to grow as SS patches come out. He did add 2 models from IR into the base mod, specifically the Martial and Recreational plots, but this was so martial and recreational plots would have some representation in the base mod without requiring addons or IR to have plots for those areas.

He has also discussed an All-In-One SS + Expansions for the PC, but I haven't heard him reference this for the XBox, just due to the serious space constraints the console is under.
 
Thanks everyone for taking the time to reply and offer suggestions. I'll definitely be taking the time to look into these mods, particularly BS Defence.
 
Do anyone know if settlements that show bugged out numbers in the pip-boy workshop use these numbers for defense calculation aswell or if the actual real settlement stats are used? Right now my defense is bugged out in the pip-boy for the castle because for some reason it has 0 power, even though if I travel there I'm at 120 power and everything is connected and the place is well over the cap on defense in reality.
 
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