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Question Can't Launch Assaults

AxeloftheKey

Member
Messages
86
In a new save file with the most recent version. Killed Preston and Jammer and took Sanctuary for the Gunner Faction (using a modded Faction Pack). I have recruited a ton of people and built up the city. I have more than enough Warriors to launch an Assault, but no matter what kind of Assault I do or which Settlement I target, I get a failure message when I try. I've met everyone's needs (I also have Use Soldier Needs set to Off) and yet I still cannot claim any Outposts or Vassals.
I've attached three screenshots showing the message in the corner popping up each time.
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20190721224210_1.jpg 20190721230126_1.jpg

Update: Made Red Rocket an Outpost, completed some quests. I'm wondering if being permanently in the "Tutorial" is affecting things? Still can't start an assault. Might try ending "When Freedom Calls" and other loose quests. Could killing Jammer cause this?
 
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I think I wasn't very clear, I meant some one that is relevant enough to take it to the higher tables, like uituit, we are also not sure that is really a bug with conqueror so there's that, we can't be sure they're going to be bothered to fix it because it may as well not be the mod after all, so I'll just keep digging see if I find something
 
Well, I tried testing with minimal mods, but now I can't get Sim Settlements to appear in the Workshop Menu. (Yes, I have the HUD manager and Settlement Menu Manager and all that).

I give up for now. Hopefully soon I can make Phase 2 function as intended.
 
Well, I tried testing with minimal mods, but now I can't get Sim Settlements to appear in the Workshop Menu.

Did you get the holotape and run it to initialize SS? You have to run the holotape to get the SS stuff to appear in the workshop menu. This often gets overlooked with Conqueror and prebuilds up and running. I often forget to swing by and get it.

You can also check any Chem workstation before that. I usually check the one in Sanctuary first thing. If you have the option to build to a town meeting gavel, SS should be working and waiting for you to get the holotape.
 
If you're trying on the same save, and you removed mods that added to the workshop, the missing menu in that save is going to be almost inevitable

Try on a new game , if you want, I can send you a save game I have with prebuilds already built up, only SS + Addons loaded up, but you would require the Addons I used for it. It's the one im currently testing and the origin of my 4 day old save so in theory all should be working there. Except it isn't :P.
 
Yup that's it, are those all of your mods? No more scrolling down?

Edit: Ofcourse it is, im silly, the counter does say 36 plugins after all..
 
Yeah, unless theres an incompatibility with AWKCR, AE, or Hair mods like Azar Ponytail hairs, its def. Conqueror, so I guess wrap it up and wait for a fix :/
 
I have reached the point where I think I am waiting for an official comment on this bug. I have received no advice on how to fix it, and all of my attempts have led nowhere. I'm at the end of my ideas.
 
I may have stumbled upon the problem that's causing this issue. I was able to launch an assault after I dismissed my companion. Dismiss your companion and try launching an assault. Let me know if it works!
 
@nzane @AxeloftheKey Have y'all compared your conqueror settings/configuration?

Might not make a difference.

I think per another post that @nzane is running with Soldiers' needs off.

I wonder if that isn't working as intended (or perhaps as expected).

When I turned off soldier's needs it only explicitly referenced making raider recruitment easier. Nothing changed on my Conqueror HUD.

But in the patch notes it says that without a full wages bar some raiders won't show up for an attack.

I wonder if this requirement still holds true even with soldiers' needs off and if it's possible that if say you only have 7 warriors available for an assault (guards don't go on attacks) the low wages keeps enough (is 5 the minimum required?) from going on the assault that it craps out.

This might also explain why sometimes it works earlier and then (seems to) screw up late.

I managed to Conquer Covenant with 15 of my men no issues, I went to my base, and I launched an assault to take over Egret Tours as a Vassal, again, sent 10 of my men, but this time only 5 came in for some reason, I ignored it though, since the launch was successful, I took over Egret Tours, I assigned some guards after the successful takeover, went back to my outpost to try and launch another attack against Abernathy Farm, and , our favourite message "Something went wrong while attempting to setup your assault" kicked in again.

As you take Vassals, more and more of your warriors have to get switched to guards (who can't go on assaults) in order to maintain control and so your attack pool starts to dwindle. As the attack pool of warriors dwindles maybe the effects of low wages becomes more noticeable and problematic???
 
@bullyrook that makes sense, for my 4 day old save, but how am I supposed to grow my army on my new save if I can only get a max of 5 soldiers, because I don't have enough of the needs filled, and I cannot fill the bars beyond what they're filled now, because I can't launch attacks, if I can't fill the bars, soldiers won't show up, so its a vicious circle now?

I wonder if this requirement still holds true even with soldiers' needs off and if it's possible that if say you only have 7 warriors available for an assault (guards don't go on attacks) the low wages keeps enough (is 5 the minimum required?) from going on the assault that it craps out.

Anyhow, turning off soldier needs and trying to launch assaults also fails, turning that off should also turn off the mechanics behind it, so what you mentioned shouldn't be possible anyway, note here I said shouldn't be possible, but I will never know because I can't see or understand the coding behind it
 
I thought that could be it too at one point. In my one save I had Sanctuary built up to fully support Soldier needs. Unless I needed Commercial Plots too? I don't grasp how it would be possible to have built a settlement early game that produces food, has commercial plots, and at least 5 spare Soldiers to be Attackers. And all that before you can even do a singular assault?!?
I grasp what you are claiming, but it makes this patch sound unappealing if true. I think by building a few beds I should be able to start Conqueror at least. If a few beds and farms are needed? Well, okay, maybe. Beds, farms, and shops? Strange.
 
Oh forgot to mention @bullyrook , on the save I mentioned where I sent 10 of my men and only 5 showed up, the 3 bars were like at 150+ or more each, I think I mentioned several posts ago I almost had the entire commonwealth conquered, so yeah resources were never an issue for me , or at the very least, shouldn't have been ):
 
Anyhow, turning off soldier needs and trying to launch assaults also fails, turning that off should also turn off the mechanics behind it, so what you mentioned shouldn't be possible anyway, note here I said shouldn't be possible

Like I said I was just wondering. If it only effected recruitment or the overall, new mechanics.

but how am I supposed to grow my army on my new save if I can only get a max of 5 soldiers


I'd guess that turning soldier's needs off turns off needing full wages, rations, equipment bars just for recruitment purposes. Does it or is intended to also turn off the other effects of those mechanics? IDK. We are in uncharted territory.

But if It did only turn off the recruitment requirement (make recruitment not dependent on wages/rations/equipment), you should be able to immediately start donating chems/money to boost recruitment. (Do the beacons work for recruitment???)

The strategy then would to work on building up your base and growing your raider pool and/or taking your first vassal.

But figuring out how to balance everything--that's the trick right?

The night Phase 2 hit, I ended up taking vanilla Abernathy as my first Vassal. I've slowly built it up myself to try to figure out how all the new mechanics work. It took about game month to get it to the point were just it and my HQ were producing enough to overfill the bars. When I start up playing to day I think I might be at the point of being able to get some new recruits. But I am playing with needs on. And the raider quest line does start you out with 20 Raiders. I did assault Tenpines, too, but I left it basically unguarded. I'm actually hoping I lose control over it.

It required having three quards at Abernathy and 3 Patrols going to in order to maintain full control once it got to the point of producing enough to over fill the bars. This left 14 Raiders at HQ. A couple guards and workers there dropped my attack pool to 10-11. So half my force of twenty is tied up with control needs basically.

If I had built up Tenpines and needed to send more guards/patrols there, I would have had even fewer warriors at HQ and fewer warriors than guards costs you your morale bonuses which makes filling the needs bars much harder.

I wonder if the new mechanics are designed to deliberately slow you down. Attack, reinforce, grow, attack, rinse repeat. The trick is to not over extend.

But like I said I'm just wondering because this snizz is so new I don't know squat.
 
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