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Suggestion Soldier Needs mechanic needs some tuning/documentation

:sorry playing Liberator
Yeah, did that only on my very first playthrough without mods. When nuka world dropped, I was so hyped to be able to take the raider route.... Sadly bethesda screwed that up. Then conqueror came around, and everything is right up my alley
 
I started again and this time left role assignment to manual and tbh it's not very much better. While you can go around manually setting roles and get it going, if you're close to the min threshold of available warriors for a raid and you lose a couple you're stuck with a lot of enormously fiddly manual role setting to get it going again. Maybe a compromise is some sort of "pay 2500 caps, hire a new recruit immediately" option on the conqueror desk.
 
Your recruits are better for every 10 of your levels. I always start the game at at least lvl 10, so right off the bat I'm slightly better off. I also have gotten to where I start all settlements at lvl 2 minimum so that warrior needs are a bit easier to manage.

You just have to find a way that works best for your play style. And of course mods that inject items into leveled lists can also help with what your warriors spawn with. Or the obvious gear up your troops with what you have picked up along the way, just make sure you turn off armory for the troops you upgrade yourself.
 
That really isn't the problem, it's that when you get at or below the minimum threshold of warriors for running a raid it's like hitting a binary gameplay wall and everything to do with Conqueror just stops. You have to either wait a really long in-game time or manually go around tinkering with individual worker/warrior/guard settings and this is the only part of the mod that really feels like that, to me.
 
That really isn't the problem, it's that when you get at or below the minimum threshold of warriors for running a raid it's like hitting a binary gameplay wall and everything to do with Conqueror just stops. You have to either wait a really long in-game time or manually go around tinkering with individual worker/warrior/guard settings and this is the only part of the mod that really feels like that, to me.

Actually, now that I'm using a faction pack and don't have the raider questline to keep me busy as my troops replenish.. I think I get what you mean.
Just got totally wiped on a defend mission, well technically I won, but I'm down to 5 soldiers. And since all my meters aren't quite up to snuff, it is taking forever to replenish troops...
If only we could hire some mercs in the meantime, lol

Got to admit, I understand the whole balancing gameplay aspect, but wow does it hurt when you didn't expect to be mauled by a bunch of power armored attackers. Maybe I should weaken the BOS more in my playthrough, lol
 
Just got totally wiped on a defend mission, well technically I won, but I'm down to 5 soldiers. And since all my meters aren't quite up to snuff, it is taking forever to replenish troops...
If only we could hire some mercs in the meantime, lol
Waging war shouldn’t be easy, but there should be a way to work your way out of the rut... be it do mission X or whatever. KG mentioned they’re working on something to help get out of the rut. Just hope it involves trade offs (isn’t a glorified exploit)
 
Related to this, some top-level means of managing warrior/guard/patrol/worker numbers would be great. E.g. "preferred minimum" and/or "mandatory minimum" for each group, especially warrior, so you can leave auto role assignment on but still expect some amount of warriors to be available rather than having to fight with the auto assigner or disable it entirely. If you have more non-warrior plots than recruits it feels like you have to disable it.
 
Waging war shouldn’t be easy, but there should be a way to work your way out of the rut... be it do mission X or whatever. KG mentioned they’re working on something to help get out of the rut. Just hope it involves trade offs (isn’t a glorified exploit)

I would totally be down for some repeatable rescue mission similar to what already exists for radiant quests, only you bust a captured raider out of a minutemen/gunner jail.
 
Why would you not prebuild settlements up to L3 if all you are going to be doing is raiding them?
There's a bigger reward when you take them, not to mention the load it takes off the game as you play because there is no upgrading happening.

L3 cities cause my game to crash. Besides, it's a bit of a cheat to be honest. Try being raider with only vanilla settlements that you do not control. THAT's true management.

I often turn off Soldier Needs as it's too much of a micro, but this current playthrough I've been investigating by doing. It's a real chore, and much like Pete Hines said in an interview I like immersion in a game but I don't want to brush my teeth in the game. One thing I'm trying now is to simply raid ALL vanilla settlements with vanilla settlers first--either I will win that self-imposed mini-game or the Warriors will dwindle down to zero before I can. If I can get my rations solved by that alone, I'm good.

I wish the rations thing could also be done by simply donating food, which was gobbled up for a temporary boost so the recruitment thing might at least recruit someone the next day. Same for equipment, or even caps. Any donation is truly lost rather than dumped into the recruitment box, but does fill the bars. I think there's a mod for paying to upgrade plots. We need one to pay to play. Oh, wait.
 
L3 harder to attack? Maybe if you sleep through them while your peeps are standing around doing nothing! Nah, having ready made resources available after L3 successes is much easier than having to work with only vanilla vassal settlers when you don't have vassal control. Those two settlers will be all you will ever have, just like in real-life Fallout 4!

One thing I hated about Nuka World was if you wanted your raiders to have goods and food, you had to have settlements first and build them up before raiding them. Playing the "white rabbit" by building trap settlements got old fast.
 
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