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Settlement Attacks

Youd think after 20 or so random attacks that fail theyd just give up already! How many Commonwealth citizens need to die to capture outpost xiomonja...which now that youve told me where to find the "relocate" button, is going to become my penal colony. And the arrogant asshole who "i need" to run my settlement is the first inmat- er I mean guest. Ive already forgotten his name.
 
Oooooh M Freaking G! Thank you so much. The Abernathy Family would like to get rid of about a third of their 53 houseguests!
If you don't want the settler count to go back up, I would check to see if you have a communications plot. If yes, then I would switch it to something else.
All my settlements that keep bringing in settlers didn't stop until I did that.
 
See but i WANT to use the salvage beacons but haven't gotten them to work yet. Keep gettibg distracted....oh wait...gotta go save the Finches....again! Lol
 
What I don't like about the Gunner attacks is that my settlement will "go off line" that I cannot fast travel to it, so I have to jump to the nearest point and run to the settlement to take care of the attack. At that point, I "discover" my settlement until the next attack happens for that one.
 
farming efforts are <ahem> bearing fruit
I see what you did there.

vanilla "Defend <settlement>" quests
About those, actually, aren't there like hard-coded and SS2 couldn't do much to prevent all your settlements from being attacked every day? (It's something that's really annoying for me too as I don't want to spend all my time travelling from settlement to settlement just to deal with that, and I think I once read something among those lines.)
 
What I don't like about the Gunner attacks is that my settlement will "go off line" that I cannot fast travel to it, so I have to jump to the nearest point and run to the settlement to take care of the attack. At that point, I "discover" my settlement until the next attack happens for that one.
As I recall, that was specifically done by kinggath. People would FT to a settlement and end up appearing in the middle of the batch of enemies and/or crossfire and get obliterated. This removes that possibility from occurring.
 
About those, actually, aren't there like hard-coded and SS2 couldn't do much to prevent all your settlements from being attacked every day? (It's something that's really annoying for me too as I don't want to spend all my time travelling from settlement to settlement just to deal with that, and I think I once read something among those lines.)

Right, SS2 doesn't touch vanilla "Defend [settlement]" quests at all, so if your settlement's defense isn't balanced against food|water|etc, then you can still get a lot of those.
 
if your settlement's defense isn't balanced against food|water|etc
What's "etc"? You mean it's not only supposed to be higher than food+water, there's power too or even something else? That should explain why I'm still having some settlements raided while I'm away because I overbuild generators (like I place a 100-power fusion generator no matter if I only need a third of that)... I'll add more turrets again, then! (I feel like I overbuild turrets too but it's never enough :getsome: )
 
Power isn't used in the formulas at all. However, Population IS - more people means less likelihood of attack just like Defense does, however the chance of an attack never goes below 2% per day. (unless Population is 0, in which case no attacks will trigger there - and as best I've seen in my own games, Mechanists Lair for some reason never gets attacked at all)
Additionally, the amount of Food and Water used for how likely an attack is to happen isn't just the amount shown on the HUD for the production, it also counts the amount of each stored in the Workbench. It's possible that amount of Junk in the Workbench also counts; I'm seeing conflicting reports on that across the internet.

The formulas work such that if an attack triggers and you don't go to help defend it, more than 100 Defense is meaningless, and no matter what there will always be a chance for the auto-defense to fail.

(This is only for the base game ones, the SS2 ones work completely differently)
 
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What's "etc"? You mean it's not only supposed to be higher than food+water, there's power too or even something else? That should explain why I'm still having some settlements raided while I'm away because I overbuild generators (like I place a 100-power fusion generator no matter if I only need a third of that)... I'll add more turrets again, then! (I feel like I overbuild turrets too but it's never enough :getsome: )
I see @yaugie has chimed in above to elaborate; thank you, @yaugie.

The main reason I put "etc" in there is I couldn't remember what-if-anything there was beside food/water production, and I didn't want it to seem like I was saying food/water production were the only factors. Sorry for the confusion.
 
It pains me I'll never be able to avoid stuff breaking / being stolen, but thanks for all that info.
Mechanists Lair for some reason never gets attacked
The Mechanist's Lair is not able to be attacked if I remember correctly (I cannot find confirmation but I'm pretty sure), though it's a tad disappointing after we conquer it, wouldn't it give ideas to someone after we opened the place, wouldn't Gunners or Rust Devils want to get it? Anyway, among vanilla settlements there's The Castle too, (except for quests, during which enemies can spawn inside walls lmao), Boston Airport, as well as Bunker Hill, they're flagged AllowAttacks = False. For other DLCs, I have no idea, I guess the rest of them can be attacked.
 
What I don't like about the Gunner attacks is that my settlement will "go off line" that I cannot fast travel to it, so I have to jump to the nearest point and run to the settlement to take care of the attack. At that point, I "discover" my settlement until the next attack happens for that one.
I think this is done to "load" things in without breaking your game. I'm on console so its a game saver for me to walk a little bit, let everything load and not crash.
 
among vanilla settlements there's The Castle too, (except for quests, during which enemies can spawn inside walls lmao), Boston Airport, as well as Bunker Hill, they're flagged AllowAttacks = False. For other DLCs, I have no idea, I guess the rest of them can be attacked.
Oh well I have been attacked by Gunners in Bunker Hill and The Castle (where some spawned in walls again, dumb NPCs lol) so SS2C2 sieges don't seem to take that flag into account.

For Vanilla attacks, I suggest you use this: This Settlement Does Not Need Your Help - BS Defence Redone it uses Workshop Framework to take full control of this irritating mechanic.
Thanks for the mod suggestion; idk if I'll change my current modlist tho, plus the past few days I have been helping settlements with vanilla attacks and found myself building some stuff while I was there so it kept me having some fun in the end. Perhaps I'll use it at some point when I've done everything I wanna do and/or I used big city plans which are complete already and I don't edit them much.
 
I am using the vanilla mod attack mentioned here. I have always boosted my defense on all of my settlements beyond 150 (depending on the size it's in the 200+ range). So I don't have to go bother with those. I do pop over every so often to check to make sure it's all ok. I also have the repair bot mod that has a bot that will do most repairs in the settlement.
 
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