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March 2019 Specifics

kinggath

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Settlement Options

-Croup Manor
-Coastal Cottage


Prizes

T-shirts for top 3 and gog/steam games to the winner!

Plus bonus prizes for every valid entry past 7 we get - bonus prizes will include things like Blu Rays, additional T-shirts, and more that will be given out to other people outside of the top 3! (ie. if we get 10 valid entries, there will 3 bonus prizes)


(If you're interested in contributing anything to the prize pool, such as games, merch, gift-cards, etc, PM me!)


Special Requirements

Each round, we'll have some requirements of your City Plan. Sometimes it will be specific items, special rules, or even themes, see below for current special requirements.

- Must have at least 10 plots. They can be any combination of types and classes.
- At least 1 of each plot class - the classes are Agricultural, Commercial, Industrial, Martial, Recreational, and Residential.
- Must support at least 11 settlers, but no more than 15. That means a job and bed for each settler (from plots or otherwise)
- **Challenge Map** - Build a fortress that will be a challenge for even the hardiest of raider player to assault and take over.
- Must have a large entryway, at least the size of the large junk gate in a logical place.
- Max 10 turrets.
- Max 8 Guard spawners. (These are a new object in the Project Blueprint menu under Project Blueprint > Special > Spawners. If you don't see this option, update your Project Blueprint mods from the City Planner's Toolkit!)

- Keep within double the build limit. To get approximately that amount on your build limit meter, use the City Manager holotape to reset the build limit, and then use the increase build limit tool within it 3 times. All of these options can be found under Tools > Configuration Tools.


General Requirements

The following requirements will likely apply to every month's contest.

- Must have a Recruitment Beacon in each level.
- Must have a City Planner's Desk in each level.
- Can only use items from the base game, Sim Settlements, or those unlocked by the Project Blueprint mod from the City Planner's Toolkit.


Pick your settlement from the list above and GO GO GO!
 
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uituit had posted a potential delay, as I was out of town for work - but I made it back early so we're back on schedule!
 
- Keep within double the build limit. To get approximately that amount on your build limit meter, use the City Manager holotape to reset the build limit, and then use the increase build limit tool within it 3 times. All of these options can be found under Tools > Configuration Tools.

When do u do this? right at the start of building the settlement, or when u first hit the build limit?
 
Would I be right or wrong to assume the turret limit doesn't include ones spawned by martial plots?
 
Will the Guard Spawners work against vanilla settlement attacks?
 
- Keep within double the build limit. To get approximately that amount on your build limit meter, use the City Manager holotape to reset the build limit, and then use the increase build limit tool within it 3 times. All of these options can be found under Tools > Configuration Tools.

When do u do this? right at the start of building the settlement, or when u first hit the build limit?
Do it before you start building.
 
Plots from Addons are fine.

When I ran the Contest holotape/Tools, I discovered a purple highlight on a residential Sim add-on plot after it ran to 100%. It's from Wasteland Ventures SS all-in-one. Purple usually = not legal, but does that also mean when the Contest holotape/Tool turns it purple?
 
I discovered a purple highlight on a residential Sim add-on plot after it ran to 100%. It's from Wasteland Ventures SS all-in-one.
Purple stuff on plots are ok, since plots will change to whatever the player has available if they don't have a certain addon pack (or dlc).

(Things from the furniture store from addon packs can not be used in the contest, since that can't be replaced if the player doesn't have the addon pack)

Good luck!
 
Ok. I was concerned a wee bit because it was the only plot with purple and all of the plots happen to have spawned from add-on packs.
 
"Must have a large entryway, at least the size of the large junk gate in a logical place."

Does this mean it has to be an opening? Would the large junk gate work or the Spider gate plot?
I know this is so that "challenging" does not mean confuse the AI, but how open does this entryway have to be?
 
Adding to Kristin's question: Are pathable choke points that are narrower acceptable on the path into the settlement after the main gate?
 
Are pathable choke points that are narrower acceptable on the path into the settlement after the main gate?
I definitely have some narrow pathways, but also navmesh blocks laid out, and in dozens of test raids my settlers had no problem running through them in droves to attack the raiders despite being single-file. I'm rather hoping that as long as it's a natural part of the city theme and they/you can pass through that'd be all right.

Can someone also describe what the civilian and guard spawner do? Do all civilians appear at that point as they spawn over time? Do all hired guards spawn at that point when we arrive to raid their place? I presume multiple copies don't mean multiple groups, etc etc. Anyone know?
 
Would the large junk gate work or the Spider gate plot?

AS much as I would love every to use my spider gate in CPs ;) the entrance is very small and wudnt count as large gate :(.

Are pathable choke points that are narrower acceptable on the path into the settlement after the main gate?
They should be fine ,as long as a brahmin can path.
Can someone also describe what the civilian and guard spawner do?
More info should come once Project Blueprint is updated.
 
Update: The Unofficial Patch team has corrected the problem in patch version 2.07. Versions prior to that will result in Croup Manor precombines being broken.

Apparently at some point in version history they rotated a rock or something there, resulting in precombines being broken. The house itself was scrapped during the city plan foundation startup. In several tests with myself and others both in and out of the helpful SS-side team, disabling UOP was the culprit and the city plan fired off normally. That isn't a fix, of course. Not sure how that would affect Refresh of the plan and such. Someone said they'd post over at UOP about the problem.

On the plus side, not creating a scrap profile from the city plan process resulted in the house remaining and the vanilla scrap items already there I had moved around were duplicated; easily scrapped.
 
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Looks like Croup Manor has a problem if we use the Unofficial Patch (2.0.6b at least). Apparently at some point in version history they rotated a rock or something there, resulting in precombines being broken. The house itself is scrapped during the city plan foundation startup. In several tests with myself and others both in and out of the helpful SS-side team, disabling UOP was the culprit and the city plan fired off normally. That isn't a fix, of course. Not sure how that would affect Refresh of the plan and such. Someone said they'd post over at UOP about the problem.

On the plus side, not creating a scrap profile from the city plan process resulted in the house remaining and the vanilla scrap items already there I had moved around were duplicated; easily scrapped.
I filed a bug report on there. They're waiting for game update in case anything changes. Will be fixed some time after that
 
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