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| New in 2020 - Settlement Layout System | | New in 2020 - Settlement Layout System |
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− | == Features ==
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− | [[File:discoveroberland.jpg|800px]]
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− | '''Pre-Build Cities''' - When you start a new game, you may choose to cause the City plans to run autonomously. It includes a variety of options to customize things, such as which Settlements, which City Plans, how populated they should be, what level they should go to, etc.
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− | Whether you want to build an empire to conquer, or just want a new experience with Cities to discover and explore, this feature will dramatically change the way you experience Fallout 4.
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− | If you use the City Plan Startup Wizard, you can use plans from add-on packs, including the monthly contest entries. Conqueror can randomly choose from available plans, or you can choose them yourself.
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− | [[File:raidersunset.jpg|800px]]
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− | '''Play as a Raider''' - Many players have lamented that there’s no way to play a bad guy. While we can’t provide a complete experience like the base game, we’re offering an interesting alternative. You’ll be able to join up and do quests with a raider right near the beginning of the game in Concord.
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− | [[File:JammerRoof.png|800px]]
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− | At launch, there is a relatively simple quest line to help you take over the settlements for your Gang. In the future, we’ll continue to expand this questline and add more raider features to give you a more fully fleshed out experience.
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− | [[File:raiderpipquest.png|800px]]
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− | [[File:abernathyassault.png|800px]]
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− | '''Conquer Settlements''' - As part of the above mentioned Raider quest line or with a Faction Pack, you’ll be able to conquer settlements, converting these settlements into Outposts and Vassals where you build up an army instead of a village of settlers. <br />
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− | [[File:enslavedsettler.png|800px]]
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− | Outposts are a more military focused settlement, with less concern on growing food, and more focus on growing an army. Vassals provide the food and supplies needed to run your Outposts.
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− | After capturing a settlement for a faction, the following can occur (depending on what is configured for the faction)
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− | * Decorations for that faction will be dispersed throughout it the next time you return.
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− | * Plots with faction skins available will have those factions applied.
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− | * Settlement flag will be converted to the faction flag.
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− | * Dynamic soundscape will be adjusted to match the tone of the faction.
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− | * Instead of settlers, all newly recruited NPCs will be faction appropriate.
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− | * Visitors will be replaced with faction appropriate, or disabled.
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− | '''Run an Empire''' - Focus on your settlements as a whole, and control your empire with military might.<br />
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− | After converting settlements to Outposts or Vassals, their needs are transformed into military focused stats that can be handled by assigning troops in an optimal way, running attacks to raise morale, and fighting back enemies from taking over your new settlements.
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− | * Setup soldier Patrols between your Outposts and Vassals.
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− | * Assign different roles to your soldiers to maximize the effectiveness of your settlements.
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− | [[File:Conqueror_NPCRoles.png|800px]]
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− | * Establish firm control of your Outposts and Vassals or risk losing them to enemy attacks.
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− | [[File:Conqueror_ResourceGen.png|800px]]
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− | * New HUD elements added with HUD Framework to help manage the new mechanics.
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− | [[File:Conqueror_NewHUD.png|800px]]
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− | '''Building Skins''' - This expansion introduces a method for buildings to be dynamically changed. This can happen in response to events, or manually by using the Customize Plot menu on the ASAM Sensor.
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− | [[File:reskinnedhouse.png|800px]]
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− | This system is part of the 4.0.0 patch of Sim Settlements and includes a variety of paint jobs for the default Sim Settlements buildings. ''Building Skins are available without installing Conqueror.''
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− | [[File:Littlepinkhouse.jpg|800px]]
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− | Conqueror also includes Raider-themed versions of all of the default Sim Settlements buildings.
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− | [[File:Raiderskins.jpg|800px]]
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− | '''NukaWorld Red Rocket City Plan''' - A raider-themed City Plan for the NukaWorld Red Rocket is included. Unlike most city plans, this one will change depending on who has control of it. Each of the three NukaWorld raider gangs have their own version at level 3.
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− | '''Heavy Agricultural Plot''' - The first ever 3x3 plot is introduced. This provides 50% more food than a 2x2 plot, but also requires power, and has higher water and defense penalties.
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− | By default, the plans included with Conqueror will be locked until you complete part of the Raider quest. Add-on pack authors will be able to release building plans for it that do not require any quests to unlock. When those are installed, those plots will be available immediately. ''The Heavy Agricultural Plot is part of Sim Settlements 4.0, and is available without installing Conqueror.''
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− | '''New Building Plans''' - Several new building plans have been added for Martial, Industrial, and Recreational plots with a very dark vibe to fit Conqueror’s Raider theme.
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− | '''New Leader Options''' - You can now make leaders an optional requirement for building City Plans. We’ll also be introducing more leaders as the Raider questline unfolds throughout the post-launch patches of Conqueror. ''New Leader Options are part of Sim Settlements 4.0, and is available without installing Conqueror.''
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| == The Future == | | == The Future == |
TLDR: Workshop Framework attempts to open up the settlement system in a way that many mod authors can contribute (and not just coders either! There are tons of things even the greenest mod author can take advantage of). It has immediate benefits to players outlined in the Player Focused Features list below.
If you use the Unofficial Patch - be certain that Workshop Framework comes AFTER it in your load order.
[/size]
Faster and more stable Workshop scripts
Settlement Import/Export system
Automatic Workshop Menu protection
Fixes Pipboy Data screen issues
Fixes the "Spectacle Island" problem
No DLC requirements
New Options via MCM/Holotape
> Auto assign controls
> Adjust max amount of food and defense settlers can operate
> Adjust base robot happiness (eliminate the penalty if you like)
> Make robots not count against your max population
> and more!
Rewritten Workshop Scripts - faster and more open
Completely backwards compatible* - no property names or function signatures were altered
Adjust any workshop value on the fly - no more hard coded variables
Simple API for advanced functionality for folks who can only code a little (ex. Dynamically place workshop items like Sim Settlements does with just a few lines of code)
50+ new workshop values you can apply to workshop items to create new more interesting bonuses for players
Add your own workshop values for production and consumption with just a single line of code
High-capacity, easily expandable threading system
New Container System to route production to more than just the Workshop Container
Uninstall-safe injection to change workshop production, settler pool, and more
Automatic workshop menu protection means no more need for uninstall chems for workshop mods.
Settlement Layout Import/Export system can be extended and code driven for powerful automated settlement building.
HUDFramework abstraction layer to handle automatic detection, throttling, and communication so you can include HUDFramework calls throughout your code without worrying if the player has it installed or not.
Including new easy-to-use Progress Meters system!
Completely open-source and community driven