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A drunk boat captain agreed to transport us to the mirelurk infested island.
After killing off the mirelurks from the deck of the boat, a simple task, we unload and start the task of clear cutting all the trees and gathering up resources.
All the while battling more mirelurks that seem to come out of nowhere sometimes.
Dragging all that crap to the top of the hill was a pain in the ass, but at least the hills slow the mirelurks down.
If we don't get that tractor running, we will never get this settlement off the ground
We managed to get an old generator working in an abandoned boat, which should be a great boon for us.
We brought along a guy that swears he can train the mirelurks. We had a good laugh at that, as we lay our heads down on sleeping bags for the night around our cooking fire.
After several weeks of mirelurk attacks, a ghoul that claims to have once been an engineer has a city plan in mind that most people seemed to like, except for Frank the drunk boat captain.
Frank thinks that stairs are the devils making and thier only purpose is to take him farther away from the water. I'm pretty sure it's cause he's usually too drunk to walk in a straight line.
Despite Frank, construction is underway after Sally finally got the tractor running. She was also able to scrap together a couple of noisy generators.
The weird quiet fellow decided to just shack up in the old workshop, which I guess is okay since everyone is now doing most of their stuff in the new work area.
And the new dock on the bay side makes trade and off island collecting so much easier.
Level 2 Spectacle Hights:
Things are moving along quite well. Sally has managed to design a windmill that was supposed to allow us to get rid of the generators, but we are grow too fast. Our drunk boat captain has decided to settle down and run a fishery and a build a boat house at the docks. Maybe some of the reluctant ones will see him and decide to do the same.
The clever chain defense system idea clever "engineers" design to stop Molotov cocktails and seems to work . Unfortunately he fell to his death during construction and the kid that claimed he could train mirelurks, did indeed train some mirelurks, then they ate him. Looks like we might have to wing it for any more "engineering jobs"
So when we built the fence we made sure they were on the outside of it.
Level 3 Spectacle Hights:
We found the engineers notes and was able to hobble together a few more builds to the staks and some defenses.
Sally was able to get some kind of new generator up and running and we sold off the old generators to the Warwicks. Drunk boat captain, Alf , has moved in permanently and the new book place is a nice addition. Some here could use reading a book or two.
We've made it harder for anything to get to our gate, including the "pet" mirelurks and installed an early warning defense system that we can use in the future to lock down the gates if we ever find the right contraptions.
And of course be made Sally Mayor.
All bridges and stairs are pathable.
If you lock the gates the settlers will use the firing platforms
Looks best with Darker nights and Shadows of SimSettlements. FPS will take a hit with Shadows.
Settlers should not just walk off the docks.