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Sim Settlements 2 Official Trailer

Am gleefully doing a new game build on my laptop, concentrating mainly on graphics and fixes until we hear more about what we will need. Would love to put it on my big computer but I already have a game going and don’t wanna mess with it.

also considering upping my Patreon or making another donation because this makes it a whole new game. Again.
 
I'll be honest, this has me actually wanting to hold off on the game until SS2 drops. I'm so excited for this that I feel like playing will just leave me feeling unsatisfied right now. I guess it's a good thing my friend circle chose now to get back into WoW... that should help kill a month or two.
 
I am going to have so much fun with it all, think of the settlements I am going to create.
 
Man, between this and the Creation Club coming back out of the freezer this is looking like a great holiday season to be playing Fallout 4.
Where did you hear about new Creation Club content incoming? I've searched for it but can't find any news on the subject.
 
I am hyped. There is so much going on in that trailer. What is that ion cannon looking thing? What is that Robco screen towards the end? And the voice acting is professional level. This looks so amazing.
 
Where did you hear about new Creation Club content incoming? I've searched for it but can't find any news on the subject.

There is an update on Beths forum. I cant post the link on this forum since i dont have enough posts.
There is no info on what the creations will be, just that they plan to have them out by the end of the year.
 
Where did you hear about new Creation Club content incoming? I've searched for it but can't find any news on the subject.
Don't have enough post to post links, but here it is:
bethesda net/community/topic/430820/holidays-2020-launch-goal
 
Then if Bethesda confirmed more content that means updates to Fallout4.exe and I hope we can pinpoint the engine bug that canary save file monitor checks data loss in save files! Bethesda may just patch it let's hope!
 
Excited by this and except it to offer greater interest than Preston's radiant quests. Not sure how SS2 will fit with SS-C (or vice versa). The uncertainty makes me concerned about investing more in the faction pack.
 
Excited by this and except it to offer greater interest than Preston's radiant quests. Not sure how SS2 will fit with SS-C (or vice versa). The uncertainty makes me concerned about investing more in the faction pack.

Given what we know from the FAQ:
  • SS2 will launch with (most of) Industrial Revolution. RotC and Conqueror will come later as "re-imagined" expansions.
  • SS1 add-on packs and city plans will not be compatible with SS2, but modders will have a conversion tool to aid in porting.
  • The Conqueror story will continue exclusively in SS2.
I think we can speculate that faction packs are likely to follow a similar path of "not compatible, but easily ported". Conqueror will probably be the last thing to re-appear in SS2, meaning we'll have a sizable block of time where SS2 is out, but all Conqueror/Faction players will stick to SS1. That's where your audience will remain exclusively, until C2 eventually hits to continue the Jammer storyline and most of them transition to that.
 
If I had my guess this would allow you to have a directed way to rebuild the commonwealth that runs adjacent to the main storylines while also making those storylines more meaningful (read: not separate microcosms). I doubt it will be an added main story line with one or more factions living or dying based on SS decisions you make.
 
Would it be possible to request the files to advance a translation into Spanish?

It takes me months to translate something like that. It would be very good to be able to prepare the dictionary..

I wouldn't need a playable version, neither does the texture file
 
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I think one of the things I am most excited in the possible features is the "Flash developer needed" post by @kinggath . As you know the terminal screens and Pip-Boy are indeed visual Flash .swf files. The game holotapes are also like this. (Can we please get more "games", maybe to tie in some plots' activities, or a Sim City 2D pseudo-game, vault management, etc?). Or "games" that act like visual navigation instead of text terminal menus? Better navigation in all the menus is more than welcome anyway! :D

The vanilla .swf files can't understand the negative values and advanced magic Sim Settlements does to enhance the basic vanilla settlement implementation like the 999 values when dealing in negative numbers and other bugs in the interface, and Pip-Boy -> Data -> Workshops bugs such as the wrong number of settlers, beds, resources etc on the screen when out exploring.

I hope a .swf rewriting to actually show the actual REAL values is mandatory. As currently the game seems like it is giving good info but is really not. You have to go to a settlement in person to update to correct values, which is very tedious if playing in survival with no fast-travel.

Even Kinggath lowkey pointed at something like this as even the City Planner's Desk doesn't actually use Workshop Framework to generate a happiness report when there is a contradictory message that it does on the screen. And thus the happiness report isn't actually giving out a real calculation / prediction.

Since we know the base mod is rewritten from scratch I hope this happens. This is enough to restart my 200+ hours save anew just for that alone. That is how much it is important to me as a quality of life feature!
 
Given what we know from the FAQ:
  • SS2 will launch with (most of) Industrial Revolution. RotC and Conqueror will come later as "re-imagined" expansions.
  • SS1 add-on packs and city plans will not be compatible with SS2, but modders will have a conversion tool to aid in porting.
  • The Conqueror story will continue exclusively in SS2.
I think we can speculate that faction packs are likely to follow a similar path of "not compatible, but easily ported". Conqueror will probably be the last thing to re-appear in SS2, meaning we'll have a sizable block of time where SS2 is out, but all Conqueror/Faction players will stick to SS1. That's where your audience will remain exclusively, until C2 eventually hits to continue the Jammer storyline and most of them transition to that.
So, city plans being currently built wont be compatible but can be ported?

Would seem best to just build what we have, but don't do any exporting till new release? As the best method? Project Blueprint will work with SS2 in terms of build items?

Looking forward to this bit would be nice to have more information as to future builds.

John
 
Too excited for this! My current playthrough is crashy as a drunk frat boy. So, I've just done a full re-install of the game, but haven't installed any mods. There was a mention that SS2 is so advanced, that several of the supporting mods will need to be updated. Hopefully a lot of this will go quickly, but there are a few mods I love that are abandoned. I know the SS team has had success in getting permission from some authors to update their work in the past. Will this be a thing again?

Thanks again for all the work! And for any fellow Canadians reading this, Happy Thanksgiving!
 
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Hell YEAHHH! Can't wait to start new playthru with this! (& Ivy 6.0, but that's another story)

Truly amazed how much this has grown and expanded over the past 3.5 years!! Keep it goin!
 
It is on Nexus "NOW"
:drinks
 
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