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Two things, advanced plots should move to high tech and SS2 npcs need some directions

Bored2024

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Can we get advanced plots updating to high tech plots automatically if the user is high enough level? I really hate having to visit every dam settlement to change from advanced to high tech plots it adds three to four months in game time to my run micromanaging that stuff.

Who directed the SS2 unique npcs where they should stroll around in a settlement? I was trying to finish the main quest "Old Guns" and april li shows up with a dog and a quest. Well ok she just has to hang around and wait for me to get to that quest because right now I'm about to go test some explosives near the castle... well she must be kind of suicidal because she decided to take a stroll RIGHT THROUGH that building where the test fire happens for the quest! I had to get a console lock on her and moveto player her ass real quick lol that dog was worse than she was. She kept trying to walk right into that building so I had to use restrained 1 command on her to keep her from walking until it was over then restrained 0.

I don't know how people play this game on consoles so glad I don't have to endure the lack of console commands. SS2 unique npcs should not show up during "Old Guns" quest but after it is over and other similar situations. I don't want to know what a broken quest is like in SS2 given how script heavy the mod is.
 
Can we get advanced plots updating to high tech plots automatically if the user is high enough level? I really hate having to visit every dam settlement to change from advanced to high tech plots it adds three to four months in game time to my run micromanaging that stuff.

Who directed the SS2 unique npcs where they should stroll around in a settlement? I was trying to finish the main quest "Old Guns" and april li shows up with a dog and a quest. Well ok she just has to hang around and wait for me to get to that quest because right now I'm about to go test some explosives near the castle... well she must be kind of suicidal because she decided to take a stroll RIGHT THROUGH that building where the test fire happens for the quest! I had to get a console lock on her and moveto player her ass real quick lol that dog was worse than she was. She kept trying to walk right into that building so I had to use restrained 1 command on her to keep her from walking until it was over then restrained 0.

I don't know how people play this game on consoles so glad I don't have to endure the lack of console commands. SS2 unique npcs should not show up during "Old Guns" quest but after it is over and other similar situations. I don't want to know what a broken quest is like in SS2 given how script heavy the mod is.
There would be some issues with that - a major one is that high tech plots require significantly more operating costs if you are playing with maintenance costs on. Second, if you are playing with assignment requirements on, then it's not likely that the settlers able to operate the plot have enough SPECIAL points to actually operate it. Third, they generate a lot more pollution and require more sanitation.

I'm pointing all of this out to say there's a lot of impacts on when you upgrade from basic to advanced to high-tech. High-tech for one has serious tradeoffs with the big increase in pollution really requiring a sanitation plot (or two!) if you don't want your settlers to be sick all the time and a ton of maintenance. That's great if you're playing automated with all that stuff turned off, but it is going to hit players with any of that stuff turned on really hard, which is why it's a manual choice to make that change.

Then there's the issue of assignment. Add-on makers design our building plans to be stand-alone, not to be part of an unpredictable tech tree that could transition to any potential design within a size and subclass. If we take the example of a 3x3 municipal power plant - Superstructures Add-on has a basic power plant that up to 5 settlers can be assigned to - that's really to help get you a lot of power using raw numbers early on because you don't have access to advanced or high-tech yet and you don't have settlers that are trained up yet. Say that automatically upgraded to advanced - well the most obvious choice there would be JunkTown's Diamond Power - an advanced 3x3 plot with 1 settler assigned. So suddenly you've got four settlers that are out of a job. Then all of a sudden if you went to High Tech - you've got the Fusion Plant from Pra's Random Add-on - I think that has up to 3 settlers assignable to it? So suddenly you need two of those settlers back. And that's assuming you've kept them training intelligence the whole time so they are ready to now work in the high-tech plot.
 
A check on Location & running quests (Old Guns) Could be setup to block that kind of thing, but it's something that would probably come later during a 'polishing phase'.
 
Ackchyually
when you take Gunner plaza during MQ and progress a bit through rebuilding quests
you get the abillity to ignore plot upgrade cooldowns and have them upgrade in one go, so no wait for 3-4 months
 
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