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Conqueror Fans- Looking for input from you!

Kinggath, if you are interested in a tabletop game system with some good ideas, send me an email and I'll send you the files for The Perfect Captain's "Swamp Fox" rules.

Home-grown by some very good game designers (not me). Free, in the public domain. The system is for partisan warfare in the Amedican Revolution. 30 pages of campaign rules. Both sides aim to secure communications and the loyalty of the inhabitants to their cause, while keeping the enemy from doing the same. Each side builds detachments of a leader and soldiers. The attributes of the leader determine what the detachment can do. The player issues orders to the leaders via dispatches. Civilian allegiance, encampments, settlements, fortification levels, spying, dissension in the ranks, protection of key locations, ambushes, infiltration raids, event triggers, some scenarios.
 
I'm interested in how a conquerer-like theme is going to fit in with the established story in SS2. in SS2 chapter 1 and 2 you mainly play as good/neutral guy, offering settlers new homes, taking out the gunners, etc.

If it was going to be in the same vein as conquerer where you can command raiders, would it be similar to the problem of Nuka World? Where majority of the base game you play as as a good/neutral/sarcastic character and then all of a sudden become a raider overboss
 
I'm interested in how a conquerer-like theme is going to fit in with the established story in SS2. in SS2 chapter 1 and 2 you mainly play as good/neutral guy, offering settlers new homes, taking out the gunners, etc.
This is purely my own opinion/guesswork of course, but I'd imagine a significant part of Chapter 3's plot will be that we're going to use the contacts of everyone in our "core cast" to recruit and equip a new army of our own. Yknow, between Aiden still knowing where all the "old Minutemen" are, and Algernon siphoning troops (and equipment?) from the now-decapitated Commonwealth contingent of Gunners...
I agree that it wouldn't really "fit" for us to suddenly go full Raider, but we might have a bit of wiggle room in terms of "operational procedure" for how our 'new army' operates.
 
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I'm interested in how a conquerer-like theme is going to fit in with the established story in SS2. in SS2 chapter 1 and 2 you mainly play as good/neutral guy, offering settlers new homes, taking out the gunners, etc.

If it was going to be in the same vein as conquerer where you can command raiders, would it be similar to the problem of Nuka World? Where majority of the base game you play as as a good/neutral/sarcastic character and then all of a sudden become a raider overboss
Oddly enough I actually think the way to go full raider is through the CPD quest line, specifically the part where you are trying to establish an independent judiciary. The existing factions are not going to allow you to create an institution that would have nominal authority/jurisdiction over the commonwealth unless they get to dictate/set the terms. So you have a "Commonwealth Constitutional Convention", depending on the amendments/positions you adopt (which would function to grant significant perks or debuffs), the factions could potentially turn on you (even if you decide to give one faction everything they could still make extremely costly/unreasonable demands after said convention). Everyone blames everything on you, they turn hostile so now you're forced to raid to survive.

In Nuka World you choose to become a raider, here you make choices that end up forcing you to become a raider.
 
As I deep dive into the Conqueror code base and am porting it forward, I realize I'm going to inherit all if its baggage too. So now's the time to correct those mistakes. Tell me about the parts of Conqueror that were frustrating to you!
hi @kinggath never played SS1 or Conqueror so the best of luck to you but i do love what the mods add to the game but i have one lil question for ss2ch1ch2 is it normal for a settlement to never leave lvl 1 or do i need SS2 ROTC for that to happen
 
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is it normal for a settlement to never leave lvl 1 or do i need SS2 ROTC for that to happen
This is not really a thread to ask such questions, but the answer is that SS2 has basic plans that do not evolve (there are no city plans in Chapter 2 as far as I know). You'll find leveled plans in SS2 ROTC or user plans on Nexus.
 
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so, assuming it's all porting to the ss2 story and gameplay line
1. make use of the custom gunner faction from the CPD quests hellhounds or whatever as the gunner antagonists I liked those guys.
2. make the rec plots train the raiders/faction that you are using to attack to make them stronger
3. bring back jammer even if it's not a full conquers story line jammer and Olivia should make a return maybe as good guys this time pandora to the synth lady with the sword maybe make her a custom companion if you do the institute story line, also maul loved his chit chat lines
4. make all the prebuilds use the new faux power setting this has prevented a few crashes for me already and i bet would improve the stability of the prebuild system.

other than that, anything I wanted or had ideas on has been covered by others already. id really love to see the Jammer story line finished but I'm not holding my breath but if nothing else bring them all back as npc tied to something else as treats for the old ss1 conquer loving people.
 
bring back jammer even if it's not a full conquers story line jammer and Olivia should make a return maybe as good guys this time pandora to the synth lady with the sword maybe make her a custom companion if you do the institute story line, also maul loved his chit chat lines
Oh! Possible Easter eggs. If the voice actors are still available, that could be possible. *starts performing strange cult rituals to make it so*
 
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!!!!!OH, one issue was the integration of non-Conqueror settlements "vanilla settlements" into the Conqueror system.
How to bring in settlements that were just acquired as in the vanilla system into the Conqueror System. They were two different settlement systems with no way to roleplay in just a settlement that the PC built up from scratch? It would be nice to have a way to bridge together the two settlement systems?

Now, I need to think a bit to come up with a good suggestion for how that might be done/look like?
Expanding on this, what I really hoped to get out of SS1 Conqueror was for the vanilla factions to have a bit more life and interaction with the settlement system, and being able to expand them with mods. I want to join a faction and then start conquering territory for them, while the other factions try to resist and conquer too. Minding the "separate systems" and effectively separate factions (i.e., my SSQ Brotherhood was effectively separate from the regular BOS) made that a janky roleplay experience. Maybe this sort of integration is just technically impossible or too much work and why SS seems to have gone down a more story-driven than systems-driven route, I guess, but it would be the dream.
 
As I deep dive into the Conqueror code base and am porting it forward, I realize I'm going to inherit all if its bagagge too. So now's the time to correct those mistakes.

Tell me about the parts of Conqueror that were frustrating to you!
i cannot stand the fact that if you use auto built settlements the game crashes every hour at most and later on every 10-15 min due to poor optimization on an already poorly optimized game and those stats are with buffout 4
 
i cannot stand the fact that if you use auto built settlements the game crashes every hour at most and later on every 10-15 min due to poor optimization on an already poorly optimized game and those stats are with buffout 4
another thing i did not like is the lack of explanation: like how do you get a armory. i had to go to youtube to figure that out, you should not have to use outside resources to just get a feature.
 
i cannot stand the fact that if you use auto built settlements the game crashes every hour at most and later on every 10-15 min due to poor optimization on an already poorly optimized game and those stats are with buffout 4
A lot of crashes on the prebuilt system from conquers was due to the power grid issues the new faux power setup should save a lot of these crashes from happening. That and only using basic settlement plans the rotc plans where much to large and complicated to have more then a few at a time. So if you use the faux power and the simple plans that are 1 level only I’m betting almost all the crashes will be gone.
 
another thing i did not like is the lack of explanation: like how do you get a armory. i had to go to youtube to figure that out, you should not have to use outside resources to just get a feature.
You have two options to learn everything about a game: look outside the game (ask friends, read guides, watch videos) and experiment. It's always been this way in complex games because bombarding the player with every possibility is going to turn the tutorials into white-noise.

In fact, I've watched lots of Let's Plays of SS2 where that already is happening - people start dismissing the notices because they get too many and a while later they will be asking their audience how to do a thing they just dismissed the explanation for.

SS2 does have the unlock system to trickle in content, so it will hopefully be less of an issue than with Conqueror - but there are always going to be some number of features you have to discover one way or another.
 
Really excited to see Conqueror revived for SS2!
I had some ideas from that time on how vanilla factions could be integrated and how they might behave, I wish I'd written more of it down....
Overall I think most of my complaints and thoughts are covered by others in the thread so far.

My favorite thing about Conqueror was the pre-conquered settlements and going to take them over, it would be cool if there was a dynamic raid system which seems to be what was imagined for Conqueror (looking back at the old pages for the mod)

Either way, looking forward to Chapter 3.
 
Oh! Possible Easter eggs. If the voice actors are still available, that could be possible. starts performing strange cult rituals to make it so
I've said it before, and I'll say it again, despite how unlikely it is to happen at this point. I still want at least Jam-jams to appear in SS2's storyline. He has to be out in the world somewhere right now right, or could at least be written to be? Yes I remember he was part of the Corvega gang that attacks Preston and Co in Concord...
Dude had a surprisingly good mind for personnel management/recruitment and supply-line logistics... sounds like something we could really do with going into Ch3.

And yes, of course I know there was that one spot in Chapter 1 that kinggath hinted he might appear but it didn't work out that way
 
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I've said it before, and I'll say it again, despite how unlikely it is to happen at this point. I still want at least Jam-jams to appear in SS2's storyline. He has to be out in the world somewhere right now right, or could at least be written to be? Yes I remember he was part of the Corvega gang that attacks Preston and Co in Concord...
Dude had a surprisingly good mind for personnel management/recruitment and supply-line logistics... sounds like something we could really do with going into Ch3.
If we head cannon that this was all before the conquers story line him and aiden knew each other we could have it as the when he found Ophelia back when she was brotherhood backstory and it would kinda tie in together. Either way the two of them where my favorite from conquers.
 
If we head cannon that this was all before the conquers story line him and aiden knew each other we could have it as the when he found Ophelia back when she was brotherhood backstory and it would kinda tie in together. Either way the two of them where my favorite from conquers.
My interpretation was always that Jammer and Aiden knew each other when they were kids, and hadn't seen each other in years - I'm thinking at LEAST since before "General Becker" died in the backstory, which was 5 years before the game itself starts, since Jams seemed surprised/disgusted that Aiden would be with the New Minutemen. I seem to remember Jammer had reasons to loathe the Minutemen, but I can't remember specifics now that I try to think back.
 
Yeah that was the story and I think it was because the MM got his parents killed but it’s been a super long time since I’ve played conquers.
 
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