bojackx said:
S
Settlements: I haven't delved as deeply into this as I probably should, and the need to constantly transfer mountains of crap between workbenches is a pain in the arse, but the prospect of building my own personalized doom-fortress has me giddy with glee.
Local Leader perk lets you assign a settler to run a caravan to another settlement, causing their workbench contents to be usable. You can build a big loop (or whatever spiderweb you like, but I don't recommend sending them all to Sanctuary, because it spams Pack Brahmin in constantly and be a pathfindng, and potentially framerate mess). Unless they've decided it was a bug to patch, you can get it even with 1 Charisma by wearing the militia hat, fashionable glasses, and 3 CHA apparel (Tuxedo is one I think) when levelling up.
Dragonlayer said:
Cowabungaa said:
Dragonlayer said:
I wish the game had been a bit clearer about the details of settlement management though, as I only found out how to assign workers to resources and guard posts by accident as I was looking something else up. At least now I know why all my Minutemen communities were bitching so much about "starving to death".
God the lack of feedback regarding this bugs me so much. I still don't know why I'm unable to assign guards to my other guard towers. Only one person is assigned to a guard post, but no one else I ask to. My shop keepers are damn flaky too. Sometimes they just won't show up. Seems to happen with the food situation too, as I switch between like 32 and 18 food. I mean, I really like what they tried to do and I love how I built up Sanctuary Hills but damn it's clunky.
Perhaps there's a hidden priority system for the AI settlers? They won't abandon "crucial" work slots to go do other stuff, even if the player is beating them with a stick to go and do so. It doesn't help that there's a 10 second delay between you ordering someone somewhere, and them actually moving out, which meant I incorrectly assumed people were just ignoring me. This is why I rely on defensive turrets for that all-important defence value: the flesh is weak and unwilling, so replace it with the machine!
The named guys in Sanctuary will always hammer on the workshop house doing repairs, but I think they still collect food if assigned, even though not actually visibly doing so. They don't seem to assign to Guard duty or Junk Bench properly.
Settlers seem to default to working food, but only if there's a full slot of 6 food that's not being worked, they won't assign if its 2 or 4, etc.
You might have to give guards armor, I've certainly noticed mine manning their posts more since I outfitted them, and some settlers already have it, which may explain why one work. Also you can give them guns, and they only need 1 ammo for the gun to fire forever (same with enemy NPCs I think). One guard will also patrol more then one tower if they're empty I've noticed, and because they have some sort of shifts (mine show up at my bar at times), they may not appear at the tower you originally assigned them too.
Outfitting settlers with apparel is by far the best troubleshooting tip I've had though. I know my merchants are in suits, my farmers have militia hats, my junkers have bandanas, and my guards are rocking Spike Armor and Gas Masks (sometimes army fatigues, Spike Armors a mite rare). My doctor (a ghoul that randomly showed up, ironically) hash is lab coat, and my bartenders got a fancy dress. Any other schlub is obviously new and needs assignment.
Oh, and settlers can leave (or be killed), then you need to attract a new one and assign them. I think my junk guys left on me once, and one of my guards was killed by a Mirelurk that wandered in (not part of an Attack Alert, just random spawn, probably chased the caravan in)