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Old Post General gotchas with a new Conq game

spacefiddle

Well-Known Member
Messages
576
Short version:
- Start a new game from scratch, choose all default options for Conqueror.
- Exit vault, do the "check Sanctuary with Codsworth" bit, gotta kill those flies and hit level 2 y'know
- Claimed Sanctuary workshop, and Red Rocket workshop
- Built a turret at Sanctuary
- Did *not* build a radio beacon or do anything else to populate either place
- Meet Jammer, do everything he says, muder the Concord 5 (you monster)
- Now need to choose a "settlement to attack," get popup while talking to Jammer
- Red Rocket and Sanctuary are only options

This is confusing, as I know they're both empty, I claimed them myself, and I have stuff in the workshop storage and some built items there, but Jammer is telling me to choose one to attack. Some more info here would be useful to a new player imho, about what's about to happen, because

- Choose Sanctuary as the target
- Go there with my raiders
- Get shot by my own turret that I built there less than an hour ago
- Get finished off by two random "settlers" that appeared out of nowhere in an empty settlement with no buildings or structures of any kind

Even without the hysterically funny jumpscare I got from being blasted by my own turret.... I feel like it's unclear to the player that the empty settlement I claimed for myself an hour ago will have random hostiles in it now. This could be presented better in the quest. Even without recording new dialogue, might be good to make a pop-up or info window warning the player - before they choose a target - that whichever they pick will be populated and hostile.

Edit: occurs to me that another possible solution would be to pick any other northern-area settlement and nerf it for the purposes of the first attack. Don't spawn in Gunner defenders / have it be the settlers only, etc. This might be more satisfying and visually appealing, to be attacking a "real place" in the world, rather than the empty scrap heap I have been living in myself suddenly having hostile squatters who reprogrammed my turrets ;). Tho i guess it's only fair, consisdering how many times i've done that to NPCs.
 
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I always choose Sanctuary as my main outpost. It's 'home', a sense of familiarity or some other nonsense as far as my character's headcanon goes. So I never put up any sort of major defence works until it's been claimed.

Once everyone's settled, yeah, I go nuts with defence plots and devices. Make instant hamburger out of the gunners and occasional Minutemen who come looking for blood. Yeah, only blood they're gonna find is their own.

The war planner's desk always goes in Shaun's room, morbid as it might be. Right beside the crib, just because :skull:evil:
 
I always choose Sanctuary as my main outpost. It's 'home', a sense of familiarity or some other nonsense as far as my character's headcanon goes. So I never put up any sort of major defence works until it's been claimed.
I would hesitate to call a single turret "major defense works" ;)

I always use TrueStorms and have the Ghoul Horde option on at the start of the game. Therefore, some kind of thrown-together defensive position and sleeping / crafting area is a priority for me in the first hour if not sooner. (Lately I go with Super Paranoid Mode: 70% chance a Horde spawns. Then if one doesn't, the longer you wait for one to appear.... >;) ).

Either way, my point is "don't build anything" is not the solution, unless Conq explicitly tells the player they shouldn't build anything :) The underlying issue is information flow and guiding player actions at the start of the game.
 
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