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Settler clothing and SPECIALs

They have pretty high stats but there's only a limited number of them, and will still take some time to recruit many of them on a fully survival playthrough. Overall I think it works out well since having them ensures the player can at least build one or 2 of the Advanced/High Tech plots, but doesn't invalidate the training system since that will definitely be required in order to be able to switch to high tech plots game wide or even at more than a couple settlements. It might be frustrating to unlock them but have no one who is able to be assigned to them.
Seriously do you think someone will use the training system as it is in SS2?
 
Seriously do you think someone will use the training system as it is in SS2?
If it weren't for the combination of issues that makes leveling up Training plots actually a net loss to your entire trade network, they'd be fine; but yeah, it's entirely possible to control the entire Commonwealth and have all levels of tech operating fine without ever building any Training plots.
 
Seriously do you think someone will use the training system as it is in SS2?
If it weren't for the combination of issues that makes leveling up Training plots actually a net loss to your entire trade network, they'd be fine; but yeah, it's entirely possible to control the entire Commonwealth and have all levels of tech operating fine without ever building any Training plots.
This sounds like the training plots might be bugged out / broken? I've been busy playing Cyberpunk / working on FO4 mods, but before that did regularly use training plots and they were fairly useful. Penalties & operating costs seemed a bit too harsh but were still useful. I believe leveling up should allow it to give faster gains and the rate also being faster the lower the SPECIAL stat currently is. Even besides unlocking advanced/high tech, the relevant SPECIAL stat provides a bonus to the plot's output. ie a Martial plot will provide an extra +1 Defense for every point of AGI the assigned settler has, Industrials will produce more, etc.

What changes would be needed in order to make them useful, if they're underpowered?
 
This sounds like the training plots might be bugged out / broken? I've been busy playing Cyberpunk / working on FO4 mods, but before that did regularly use training plots and they were fairly useful. Penalties & operating costs seemed a bit too harsh but were still useful. I believe leveling up should allow it to give faster gains and the rate also being faster the lower the SPECIAL stat currently is. Even besides unlocking advanced/high tech, the relevant SPECIAL stat provides a bonus to the plot's output. ie a Martial plot will provide an extra +1 Defense for every point of AGI the assigned settler has, Industrials will produce more, etc.

What changes would be needed in order to make them useful, if they're underpowered?
It's not so much that they're underpowered (the pace of stat gain does seem reasonable, although the pace increasing as the Plot levels isn't a bad idea), there's just a couple of issues I personally keep running into:
First is that only the person assigned as the plot's Owner gets any level ups in that stat - the second and third person/s assigned don't.
The other is that even with "Auto Assign" turned off completely, new people joining settlements will automatically take assignments anyway, including those additional slots, and it is an utter pain in the backside to "rearrange" assignments.
The net result is that it's not worth the resource costs etc to even let Training subtype plots upgrade.
 
This sounds like the training plots might be bugged out / broken? I've been busy playing Cyberpunk / working on FO4 mods, but before that did regularly use training plots and they were fairly useful. Penalties & operating costs seemed a bit too harsh but were still useful. I believe leveling up should allow it to give faster gains and the rate also being faster the lower the SPECIAL stat currently is. Even besides unlocking advanced/high tech, the relevant SPECIAL stat provides a bonus to the plot's output. ie a Martial plot will provide an extra +1 Defense for every point of AGI the assigned settler has, Industrials will produce more, etc.

What changes would be needed in order to make them useful, if they're underpowered?
For me it's not a problem of bug, but a problem of gameplay/roleplay...

If I understood well you create 1 plot for 1 settler to gain xp in 1 attribute? Wtf? Imagine you are a plumber, working 8 hours a day without gaining any experience in your job and have to spend your free time to gain some experience in the job you practice all the day? And these plot are considered as 'recreational' plots?

If SS2 have the same future as SS1 I've no doubt mods will come permitting to manage xp of settlers (I know at least one :grin )...
Ideally a settler would gain xp and increase it attributes in the activity it practice but it would be too datas consuming so I think the better way is a method derivated from the player experience, a settler gain xp and levels and the player can decide to assign some points in attributes he wants.
 
It's not so much that they're underpowered (the pace of stat gain does seem reasonable, although the pace increasing as the Plot levels isn't a bad idea), there's just a couple of issues I personally keep running into:
First is that only the person assigned as the plot's Owner gets any level ups in that stat - the second and third person/s assigned don't.
The other is that even with "Auto Assign" turned off completely, new people joining settlements will automatically take assignments anyway, including those additional slots, and it is an utter pain in the backside to "rearrange" assignments.
The net result is that it's not worth the resource costs etc to even let Training subtype plots upgrade.
I’m also under the impression that unasigning th owner from the training plots also reverts there special, unless I’m some how misreading the Vitomatic.
 
I’m also under the impression that unasigning th owner from the training plots also reverts there special, unless I’m some how misreading the Vitomatic.
I hadn't seen that one yet, but at this point honestly I wouldn't be surprised.
 
I think better then all that single Trainings plot a Training Center will be better all in one and with a Funktion that you can chose with a Terminal what each settler Train.Until now this SS2 is real to much Micromanaging with all the things that not real work right.And a TC will even better for the Space not that i can Build 6 Plots in every Settlment only for training.And without Training the Settlement is limited to basic things much more as im not able to disable the reroll for Settler option in the Holo all my settlers come with all 1 and it need age and infinite Micromanaging to get them useful.
 
I’m also under the impression that unasigning th owner from the training plots also reverts there special, unless I’m some how misreading the Vitomatic.
I am not having this issue with the one settler I've unassigned. Yet
 
unlockable settlers that can show up at any settlement you have with an active recruitment beacon once conditions are met
From what I have seen, you do not need a beacon. Unless something changed through the updates, in my many playthroughs, I turn the beacon off at Sanctuary after Lily shows up and I still get the SS2 NPCs showing up.
 
From what I have seen, you do not need a beacon. Unless something changed through the updates, in my many playthroughs, I turn the beacon off at Sanctuary after Lily shows up and I still get the SS2 NPCs showing up.
Lily and her crew of vanilla settlers will always show up. They are part of the story.
 
Lily and her crew of vanilla settlers will always show up. They are part of the story.
I was talking about after the whole "Lily" thing.
 
Several things mentioned do seem to be bugs if it does turn out they're reliably reproducible. I might consider doing some training plots for my addon but ideally would first see how things look after bugs are fixed &/or things are confirmed as being by design.
I’m also under the impression that unasigning th owner from the training plots also reverts there special, unless I’m some how misreading the Vitomatic.
I believe it's supposed to be a permanent increase, or at least it wouldn't make sense IMO for it to not be permanent. Only clothing bonuses should be temporary, only applying as long as the clothing is worn.

If it is to be +x to a stat only while the person is assigned and removed after unassigment, I think it should be a set amount that scales to plot level and I greatly prefer the idea of training plots being a gradual but permanent increase.
I was talking about after the whole "Lily" thing.
Stodge's group joins up after Who Can ASAM. For the others like Carne Asada it may or may not require a beacon. When creating a new unlockable character form, we can specify true/false for beacon requirement & a ton of other things.
 
I believe it's supposed to be a permanent increase
From what I have seen in my playthroughs is that it is permanent when increased with a training plot.
When creating a new unlockable character form, we can specify true/false for beacon requirement & a ton of other things.
That line there is gold! I haven't got that far into the builder's toolkit.
 
Stupid question but what happen if you play for longer and the Settlers train the entire time?Is there a Cap where they stop to gain points or is endless.As at some point Food production or Water Production can become a problem if to much.Only in 1 of my Settlement i have a plot that produce 200 Food and the Settlers are not trained if all have Training and become better i have real to much food then.
 
Stupid question but what happen if you play for longer and the Settlers train the entire time?Is there a Cap where they stop to gain points or is endless.As at some point Food production or Water Production can become a problem if to much.Only in 1 of my Settlement i have a plot that produce 200 Food and the Settlers are not trained if all have Training and become better i have real to much food then.
From what I recall, the rate of increase will slow down the higher the stat is and is supposed to slow down a lot at 10 or a few points before 10 while it should increase at a faster rate for somebody who has just 1 or 2 in the stat. I had someone with 14 in a stat but they started high, might have had clothing increasing it(it was one of the SS2 recruitable characters, not sure if their unique clothing includes stat buffs) and this was with them being on the training plot for the life of a save. Assignments can shuffle sometimes but I tend to set up specific settlements with training for a specific stat so even if they're shuffled there's only duplicates of the plot to be shuffled to, usually at small settlements that I don't visit very frequently.
 
It seems to be a bug with one training plot at Abernathy which is not training., the ones at sanctuary and Tenpines Greygarden and overland seem to be just fine. Deleted it and replaced it and now mr Abernathy is leveling, so maybe a ToD issue even though my RR is being kept minimalist(?)
 
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