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Suggestion My Running Suggestions for Conqueror

A

Ain't Much

Guest
1) During the actual raid, temporarily stop doors/gates from auto closing if that feature is turned on. My raiders got stuck behind the gate that kept opening and closing, leading me to be able to exploit their (unintended) relative safety to beat down the settlers at that location all on my own. As we can all imagine, the gate being open only a little bit allows only a few NPCs through, and it opening/closing/opening/closing is an utterly bad function to have working during a raid. NPCs can't handle it, and it just gets in the way of players. Plus, Jammer wouldn't like you exploiting a game feature to your advantage over that of all the raider recruits.
2) Update: this is fixed in Conqueror --> Jammer should just appear in the first outpost you get once the raid is done. Teleport.
3) Update: this is fixed in Conqueror --> The Jammer dialogue to tell Jammer to go the outpost never happened naturally. I presume he's intended to just go there, but I encountered an odd thing when talking to him. I asked him to change outpost to see what options there were, and the only settlement option was the outpost I already had. Wanting to see what would happen, I told him to "attack" there, he said he'd get a brew and make his way over there. Is that dialogue supposed to be the one to tell him to move to the outpost like you do with Shank? If it is, I suggest it be more clear that's what you're doing. It was not clear to me.
 
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2. He is supposed to teleport to just outside and walk in. Lot of players aren't seeing this behavior, uncertain why but it's top priority to fix as it can break the quest if he doesn't show up.

3. There is supposed to be a different label that says Move Base Here?, or something like that. Likely, I have the property mis-configured.
 
4) Send some of your raiders on patrol in the way provisioners get sent out. Have Jammer group together a band # of your choosing who then wander off and go patrolling around the 'wealth. They return with some random # of goods or caps, or could die. If you join them in the patrol, they have a better chance to live. Not sure how that all would work, honestly, but something raider like. Patrolling, looting raiders would also give a happiness boost to your outpost because they get to do something else other than sit around.
 
5) If you find any normal (hostile) raider or Forged or Rust Devil in the world, have the ability to Recruit or Execute them after knocking them down like you do with settlers, presuming a game perk of some kind in place OTHER than that high level Charisma.
 
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6) Enslave random NPCs by beating them down. Send them to your outposts for work.
Update: slave collars from Conqueror now work to enslave random NPCs. Sneak up to them or be behind them and R) Enslave. Some of their stuff auto goes into your inventory and a pop-up occurs asking you to send to a settlement. You can also take them as a follower. Remote detonate their collars by pointing at them.
 
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7) You know all those troubles settlers go on about, their friend was kidnapped, they caught people sneaking about and want your help to defend. I'd like to suggest we be able to kidnap settlers at neutral settlements and hold them for ransom - if a settlement doesn't have the money (by some random # match based on maybe how many citizens it has and its vendor stall count or whatever works), we can then choose to Execute or Enslave. Picking up the NPCs head and dropping it off at the settlement could cause the settlement to be more "beatable" in the short run for raids or vassals.
8) Not all raids turn a settlement into vassals. We could just want to have fun, raid for food and supplies, kidnap an NPC, leave them for later.
 
9) Have neutral settlements auto-setup provisioners, which we can then attack for supplies off their brahmin. Of course a fresh supply of provisioners would need to replace them but then they come better armed/leveled, etc etc.
 
10) Update: sounds like some new features planned for Conqueror may at a minimum turn a long-lived Raider Recruit into a Legendary Raider.
Lieutenant Program: recruit any Raider of yours from any Outpost as a follower (not a companion). They level up with you, you can outfit them as you see fit, and when they level up a certain # of levels with you (I'll pick 10 levels for this example), they can then be used as a City Leader with traits. Maybe they get a cool new name like Raider Lieutenant, something like that.
 
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11) Pickman Strikes! Small random chance you'll find one of your recruits dead at an outpost with Pickman's card in their inventory. Smaller outpost population = larger chance or even a chance Pickman kills everyone at that outpost, smaller chances with more population. Only way to stop said Pickman is to kill him/recruit him/enslave him.
 
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