Attack Frequency Solved - How to Reduce Settlement Attacks - Fallout 4

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  • Опубликовано: 29 сен 2024
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Комментарии • 909

  • @YesMan_Lucky38
    @YesMan_Lucky38 8 лет назад +904

    I hate the fact that you have to babysit every settlement. When a settlement is attacked where the hell are the rest of the minute-men and Preston?

    • @Flood520
      @Flood520 8 лет назад +295

      "That's a good question; here, let me mark myself on your map." -Preston Garvey

    • @Flood520
      @Flood520 8 лет назад +86

      ***** Does not change the fact if you do not show up personally to kill those 4 raiders, your settlement is going to take damage.

    • @sik3xploit
      @sik3xploit 7 лет назад +46

      And then when you get attacked by the institute you find out you gave all your combat armor and laser rifle to a synth...

    • @Trustworthy_McLegitimate
      @Trustworthy_McLegitimate 7 лет назад +45

      Jake Stanley LOL. Minutemen in a Nutshell right there. Failing at a moments notice....
      They're good people... just dont expect much from them though.

    • @mister4721
      @mister4721 7 лет назад +45

      Exactly my point, its fuckin stupid, Not only is yr char a General, a Fireman, repairman, builder, farmer, fucking everything rolled into one, its enough to fuckin drive you crazy. Babysitting a bunch of brainless idiots in each settlement. Nope i keep away from the Minutemen now and have done so for the last 3-or 4 chars i have played this through. But thats just one man's opinion isn't it. :)

  • @thomaskirkness-little5809
    @thomaskirkness-little5809 8 лет назад +1

    My cinema settlement was getting attacked by robots every few in-game hours because it contained traps for gunners, ghouls, raiders and radstags. After scrapping them, things returned to normal.

  • @cabbage1701
    @cabbage1701 7 лет назад

    I guess it's a good thing that I always pulled all my food and water from my settlement workshops and stored them in coolers.

  • @romancenturion1086
    @romancenturion1086 7 лет назад +1

    Hi Oxhorn, I just want to thank you for the awesome videos. They've helped me a lot.

  • @AlexPerez-tt9ru
    @AlexPerez-tt9ru 7 лет назад +1

    I haven't left sanctuary and im building a big settlement. haven't been attacked yet

  • @archerthedruid
    @archerthedruid 6 лет назад

    Oxhorn, you sound exactly, I mean exactly like David Costabile!!!

  • @domestictman8395
    @domestictman8395 8 лет назад

    That Workshop script is amazingly simple!!

  • @Probablyshouldnthave
    @Probablyshouldnthave 7 лет назад +3

    you have a flaw in your calculations the resource multiplier 0.001 = 1/1000 not 1/10

  • @XaadeTheBlade
    @XaadeTheBlade 3 года назад

    CalculateDefenseStrength is a method. So the comment isn't necessarily correct.
    Turns out it adds settlers + defense, but caps at 100. Then you add the 1-100 roll.
    attack is capped at 150.
    Therefore at (100 - settler count) defense, the rest is doing no good here. With 20 settlers, more than 80 defense is wasted points.
    Since I can't see the attackstrength value, I can only guess on chances, but a fermi estimate says you have between a 33 and 50% chance of losing.

  • @stefanstoyanov7460
    @stefanstoyanov7460 8 лет назад

    Thank god then that I'm quite paranoid about defence. There's no setlements in my saves that had defence under 250. And usually I provide them just enough food and water to fend for themselves. I earn my caps by looting and internal setlement trading. I never used the purified water selling strategy. But even now I suffer increased attack rates. Fortunately I rarely lose a battle, because of the high defense.

  • @jackd5878
    @jackd5878 4 года назад

    I give my settlers decent Gear and Weapons, so they aren't stunned or killed easily. They can't help defend if they go down. Rather have them shoot at a suicide super mutant rather than run up and punch him. I noticed that you didn't mention if your settlers are well armed and geared or not. I think it makes a difference, but that's more of a my feeling on it rather than my testing this out.

  • @xaosbob
    @xaosbob 8 лет назад

    A thought I had while Croup Manor was attacked in your video: what about happiness? There are vague references to happiness impacting settler productivity (vague mainly because I can't recall them precisely at the moment), which I figure means it acts as a percentile multiplier to...whatever. Surplus food, water, scavenging, that sort of thing.
    In this case, perhaps a settlement with 85 Happiness (I think that's what Croup Manor showed) may only have 85% of the total settlement defense value you've built? The actual numbers may not be that, but perhaps it is a factor. Otherwise, what mechanical reasons are there to keep settlers happy? Narratively, of course, I always try to keep them as happy as I can, but mechanically, there has to be an effect or they wouldn't have bothered to quantify it at all.

    • @oxhorn
      @oxhorn  8 лет назад

      It's an interesting idea, but it's just not in the code. defense strength is population + defense, capped at 100. defense roll is defenseStrength + 1d100. There is no happiniess modifier.
      Instead, happiness affects how many resources your settlement produces, including caps.

    • @xaosbob
      @xaosbob 8 лет назад

      *****
      Okay, I haven't had the chance to look at the code on AFK yet, so I was taking a shot in the dark. Unless happiness is also some sort of global variable that's defined outside that particular script?
      Rolling d100 for the variable seems SO swingy, especially with only two other variables to account for. I wonder why they chose to design it that way? See, Ox, now you've gone and got me all thinking again...

  • @MaximusDecimus1313
    @MaximusDecimus1313 7 лет назад

    Now this might sound crazy but could you simply be failing the "quest" to "help defend 'insert settlement name here'" while still successfully overall defending the settlement in that the settlement does not suffer any damage. Said damage that would then need to be repaired. I failed to see if it said your settlements had suffered damage in the video

  • @TheFancyCoffee
    @TheFancyCoffee 8 лет назад +517

    "Truth is, it was rigged from the start." -developers of the attack system, probably

    • @regardlessrampage
      @regardlessrampage 8 лет назад +32

      from where we're standing, It sure feels like a 10 karat run of bad luck.

    • @Amoeba47
      @Amoeba47 8 лет назад +6

      +regardlessrampage 18*

    • @regardlessrampage
      @regardlessrampage 8 лет назад +6

      cold 187um oops, it's been a few years.

    • @PinkLegue
      @PinkLegue 7 лет назад +12

      'howdy partner'

    • @obamayomama8291
      @obamayomama8291 7 лет назад +4

      PinkLegue "Highroller suite!"

  • @TheFinalattacker
    @TheFinalattacker 8 лет назад +94

    I would just love to know how I can have a settlement with 1000 defense, 18 people and a happiness of 85 armed with power armor and combat shotguns with plenty of ammo can loose a attack?

    • @TheFinalattacker
      @TheFinalattacker 8 лет назад +5

      and I use no mods

    • @jude6414
      @jude6414 4 года назад +1

      yeah you can.

    • @intorsusvolo7834
      @intorsusvolo7834 4 года назад +2

      Low luck? :9

    • @Chronamut
      @Chronamut 4 года назад +6

      I think it depends on WHICH settlement - I did the red rocket truck stop with a defense of over 400 and it has never been attacked. I also make sure that the entire first floor is metal and that the entrance is on a timed off switch with the entrance corridor entirely filled with turrets and the second floor entirely surrounded by turrets that guard the entire perimeter. You basically make it so even if they could take out 1 turret 10 more are firing on them at once. Think in terms of literal defense.

    • @mdredheadguy1979
      @mdredheadguy1979 4 года назад +8

      Because the system decides the out come randomly.
      Unless you show up and help fight.

  • @Nason599
    @Nason599 7 лет назад +93

    they should make a game mechanic when you are the general of the minute men, maybe only after the main quest line is done (or not whatever is claimed the best style) that when a settlement is under attack you have the option to send a detachment of minutemen to protect the settlement, the general has an army that in game he/she has once most of the settlements are acquired and constructed to be "happy" but has limited command over it in-game, they either stay at checkpoints, protect random strategic locations throughout the commonwealth, you also don't even know about that unless you walk past the location and they are in combat. i would have loved to see a more in depth command system for a local army like this. like i said at the beginning of this obnoxiously long comment (sorry :/ ) sending troops to one settlement while you personally go to another would be a fantastic thing to be able to do, it would add a huge immersion level to the game, at least for me who loves RTS gameplay, and it would make the player feel that much more in control of the minutemen as the general, helping the commonwealth with an army instead of mainly by yourself, but still having an army

    • @mdredheadguy1979
      @mdredheadguy1979 4 года назад +9

      I agree with everything you said, but Bethesda cared more about making a MMO game to micro transaction the frak out of gamers, and didn’t care about fully fleshing out the settlements in Fallout 4.

    • @CNSninja
      @CNSninja 4 месяца назад +2

      Reading this comment six years later it makes me think how awesome being able to command a detachment ir two of Minutemen.
      If you've played Metal Gear Solid V: The Phantom Pain, you know how in your menus you can assign some of your soldiers from Motherbase to go do operations in other countries for you, and once the timer for that mission ticks down completely you're rewarded with, for example, removal of extra supplies e.g. helmets, shotguns, security cameras, etc., from in-game enemies and bases, or rewards like new skilled soldiers, resources, etc. I would've loved to have a kind of Minuteman minigame like that in FO4.

  • @metamario9728
    @metamario9728 8 лет назад +46

    The tips about setting settlement defense to 150 and removing excess water and food is really helpful. Thank you.

  • @xaero5150
    @xaero5150 8 лет назад +66

    I have settlements with 999 (the maximum it will ever display) defense, that if I am not there, will lose attacks. If I am there, I don't have to do a thing and an army of legendary deathclaws gets destroyed in a cloud of violence within seconds. There must be something missing.

    • @penelopeburris7016
      @penelopeburris7016 5 лет назад +6

      yeah that's weird, same here with my settlements, just being there during the attack, shouldn't have that much effect on whether a settlement defends or loses during an attack especially if they have plenty of defense.

    • @Warhamer116
      @Warhamer116 4 года назад +16

      @@penelopeburris7016 defence caps at 100 for auto-resolve. Any further than that is not calculated. If you mod your game you can make the formula take into account your actual defence, but at vanilla it just caps at 100 and any further might as well be flapping dongs while attack happens

    • @mdredheadguy1979
      @mdredheadguy1979 4 года назад +13

      This is one of the main reasons I have come to despise the settlement system.

    • @brosef4154
      @brosef4154 Год назад +6

      It just works.

  • @thomasaitken7495
    @thomasaitken7495 4 года назад +21

    Enjoyed the video. I think the thing that drives me crazy the most about settlement attacks is that you can bounce around the map, go a stretch of not a single attack, but suddenly as soon as you are working on a quest, it happens when you can't get away to stop it. And of course the settlement loses the attack. Like when you are deep in the Mechanist layer. Or when the game doesn't even tell you there is one, and you find out that they lost an attack when you visit on a whim.

  • @thelycanthrope1984
    @thelycanthrope1984 8 лет назад +125

    bourhood neighly friend oxhorn XD

    • @RamonPeelP50
      @RamonPeelP50 8 лет назад +1

      ox its getting out of hand XD

    • @nielsegense
      @nielsegense 8 лет назад +14

      Still waiting for the "... borderline, friendly Oxhorn..."

    • @TheDawgMiner
      @TheDawgMiner 8 лет назад +3

      could have sworn he said "bouhood neighly forehead" but I was eating at the time

  • @MACE_HINDU
    @MACE_HINDU 8 лет назад +45

    i have 800 deffence and sanctuary and they hit me with low level raiders and i still lose if i dont show up.

    • @shrike6243
      @shrike6243 7 лет назад +7

      That's because, past a total of 100 defense + population, defense has no effect on the success rolls when you aren't there.

  • @tobarstep
    @tobarstep 10 месяцев назад +2

    Looking at this in 2023...
    Unfortunately the person quoting the script didn't include the most important parts: the functions that actually calculate attack strength and defense strength. Those are both capped at 100. For purposes of auto-resolving attacks your defense strength will never be higher than 100. So, it is pointless for your defense rating to exceed 100. In fact, since defense strength is actually the defense rating + population, you can likely reduce it even further. A settlement with a population of 10 could not make use of any defense rating beyond 90 (max of 100 - population of 10).

  • @1tomsta1
    @1tomsta1 8 лет назад +14

    This vid was playing in the background and I thought I heard Tom Hanks talking about fallout

  • @AzatheCat
    @AzatheCat 8 лет назад +17

    Im sorry, but you said that the game auto wins if defense = over 150. In that code it said "makes it more likely to win"

    • @AzatheCat
      @AzatheCat 8 лет назад

      could it be just that you are getting absolutely terrible roles?

  • @SnlDrako
    @SnlDrako 8 лет назад +36

    I just love the high quality and generally "good intentions" feeling from your videos. And thanks for the explanations.

    • @dangerous8333
      @dangerous8333 3 года назад

      Do you have a link to a video with an example of bad intentions?
      Seems like odd praise. What bad intentions could a gaming channel possibly have.

    • @teardread1899
      @teardread1899 2 года назад +1

      I second this

  • @J_Madison
    @J_Madison 7 лет назад +13

    Is this food and water in storage in the workshop or the amount of plants (food) and water (pumps) that show up on the workshop build screen?

  • @sieverts455
    @sieverts455 8 лет назад +23

    My one settlement just got raided 5 times in one Fallout day

    • @Monkeyshaman
      @Monkeyshaman 8 лет назад +17

      That's almost 7 dog years.

    • @turtlegamez4274
      @turtlegamez4274 3 года назад

      @@Monkeyshaman what? I dog years is one human year. Not one human day. I don't know what you mean.

    • @Monkeyshaman
      @Monkeyshaman 3 года назад

      @@turtlegamez4274 you don't know

    • @turtlegamez4274
      @turtlegamez4274 3 года назад

      @@Monkeyshaman no, I don't know. That's why I'm asking you to explain ffs not rub it in my face.

    • @Monkeyshaman
      @Monkeyshaman 3 года назад

      @@turtlegamez4274 you're not my dad?

  • @stevehealy5810
    @stevehealy5810 8 лет назад +18

    Uhh... @ 10:15 --
    int Property maxDefenseStrength = 100 const auto Hidden
    int Function CalculateDefenseStrength(int safety, int totalPopulation)
    int defenseStrength = Math.min((safety + totalPopulation) as float, maxDefenseStrength as float) as int
    return defenseStrength
    EndFunction
    So, for a population of 36, anything more than 64 safety doesn't do anything for you when doing the Attack/Defend rolls. If you have anything over a total of 100 for pop and safety, its a 50/50 shot at winning because of the artificial caps in the game on defense and attack. So, there will *NEVER* be a situation where you will win 100% of the time with the code as it stands.

    • @oxhorn
      @oxhorn  8 лет назад

      Where do you see that code? That code is not in the code I shared with this video. Is that actually in the game? Can you share with me the name of the file you found it in?

    • @oxhorn
      @oxhorn  8 лет назад

      Also, Sclerocephalus directly contradicts you here: Safety is the defense rating you see in your settlement stats.. Defense strength is not capped at 100, but the sum of safety, total population and a random value ranging from 1-100, so it may exceed 100 (to bviously, the chance increases with your safety rating).

    • @stevehealy5810
      @stevehealy5810 8 лет назад +2

      @Oxhorn -- pastebin of full decompiled file:
      pastebin.com/j8kuzj4P (Set to expire at the end of October so I don't get flagged for something.)
      Line 2656 to 2777 is what you're looking for.

    • @stevehealy5810
      @stevehealy5810 8 лет назад +1

      I think they missed the snippets above line 2694. That's why I wanted a closer look at the CalculateDefenseStrength function after watching your video, as what you were showing didn't jive with what little code I was seeing. The failure could only occur if there were caps put in the two CalculateStrength functions, and the limiter in the main offscreen battle function.

    • @oxhorn
      @oxhorn  8 лет назад +1

      Thank you for this. I see where the confusion lies. We are mixing up attackStrength with attackRoll (easy to do). The attackRoll and defenseRoll determines the outcome of the battle. The attackStrength is capped at 150. The defenseRoll is capped at 200, as you see here:
      int defenseRoll = utility.randomInt() + defenseStrength
      So, settlement defenses and population combined make up defense strength. However, the game limits defense strength to 100. However, it does NOT limit the defense roll to 100. The snippet above shows that defense strength (max 100) is added to a 1d100 roll to determine the defense roll. Thus, the defenseRoll can be no higher than 200, but no lower than 101
      Knowing this, and knowing that attackRoll can be no higher than 150 and no lower than 25:
      Maxed out settlements have a 25% chance to always win.
      Is that right?

  • @blackout5560
    @blackout5560 Год назад +3

    God tier strat: not give a shit about the random settlements, have a settlement with 400 defense to protect your settlers, and have home plate for your important stuff.

  • @austinfitzpatrick4646
    @austinfitzpatrick4646 8 лет назад +32

    I appreciate this, you're one of the only youtubers that do this.

  • @twitchytitchy5472
    @twitchytitchy5472 8 лет назад +10

    Lol I only use tatoes, corn and mutfruits so I never had this problem.
    Vegtable starch for the win :)

  • @26magicman26
    @26magicman26 7 лет назад +7

    Would it make a difference if I put a bunch of resources into a container that I built at a settlement? And not the actual workshop?

    • @loganlabbe9767
      @loganlabbe9767 3 года назад +2

      Im fairly confident container stores do not count. That would be a complicated thing to program and the whole system is pretty simple. Everytime I visit a settlement I take all the food and water out and into boxes.
      ...altho if you dont have supply lines it can actually cause your settlers to go hungry or thirsty since they only seem to autotake from the workshop. Ive had settlements where I farm water complain about the water

  • @holyshaman
    @holyshaman 8 лет назад +17

    Hey Oxhorn I've noticed in my game often the ingame list showing the settlement stats bugs out sometimes and will say for instance I have no water when I know I have tons. perhalps that bugg is part of why you can still lose attacks. Just speculation but I see it allot. It will even effect happiness of a settlement that should have that problem. This game is buggy!

    • @joelockhart6287
      @joelockhart6287 8 лет назад

      yes, almost like it "looses" the defense number, like it does with the water number. then it calculates the attack and plugs a 0 in for defense.

    • @brandynnutter
      @brandynnutter 8 лет назад

      That is an excellent point. I fear there will be no way to test the settlement attacks until we fix that bug. It seems likely that the attack calculations are being made from the bugged info.

    • @HermanBogaers
      @HermanBogaers 8 лет назад +1

      This must be it, this game is way to buggy. Gets even more buggy if you build bigger and bigger.
      doesnt matter if you have reall high defense.

    • @Ruinedworld
      @Ruinedworld 8 лет назад +5

      I have also noticed that the happiness of the settlement starts to go down according to the bugged stats as well. It says they have 0 food and 0 water, or no beds so the settlers are unhappy, but I know they have more then enough of those things, so there is no reason for the unhappiness... so this definitely point to that as being a plausible reason... It seems that the bug revolves around the cell being unloaded when you are not in it, as soon as you return the stats are updated correctly.... I have even tried walking away from the settlement before fast traveling, it stays fixed for a short time and then bugs out again, like its not recording the states or overwriting them correctly...

    • @xxdanxexx
      @xxdanxexx 8 лет назад

      Hey, holyshaman.
      I use to have that problem too, but it's kind of stopped over the year. I suggest for one getting into modding the game (if possible) solely for the Unofficial Fallout 4 Patch at the very least.
      If I remember correctly a major component to the bug was from Fast Travel either to and/or from settlements. I also believe that it's just a display bug.

  • @colonelboston
    @colonelboston 8 лет назад +4

    This is why I just play games and don't fuck with shit.

  • @tristanjorritsma9709
    @tristanjorritsma9709 8 лет назад +5

    Oxhorn has completely forgotton how to speak in English but only when delivering that one line.

  • @bassbro1
    @bassbro1 Год назад +2

    My settlements have a .001% chance of defending itself. The reason you fail is because you didn't show up. You are the driving factor if your settlement fails or not. I have a total defense in Sanctuary of 257. The only time it fails is when I don't show up. 1 time out maybe 50, I got a message saying Sanctuary depended itself. What doesn't help with this whole settlement activity is size. A place like Jamaica Plain is so small you'd think 20 would be too much. What hurts that struggling place is the size. We aren't given much space and furthermore much building capacity. It is worthless to build there without a mod. Sadly, at least on ps4, trophies are turned off when a mod is used. I have been attempting to get that elusive 100% happiness for years. I still have yet to figure it out. Every settlement is different

    • @theepicduck6922
      @theepicduck6922 Год назад

      Max happiness involves just setting a supply line (you need all settlers focusing on happiness use a bar or medic shop if I recall). Bonus if you have contraptions you can get a cat or something similar to boost happiness further. Also just hang out at the settlement (its real time I believe and having the settlement fail to defend itself will hurt you). Oh yeah the lack of 100% happiness is pretty common you have to have your settlers only focus on their happiness.

  • @xProjectKaosTV
    @xProjectKaosTV 8 лет назад +77

    Reduced? Lol, I don't get attacked enough! Maybe like 1 a week game time which is a LONG TIME. I wish they'd attack every few days.

    • @AceDreamer
      @AceDreamer 8 лет назад +11

      Put raider/gunner/super mutant cages in your settlement, they will come banging at the doors to set their mates free.

    • @africanfather8476
      @africanfather8476 8 лет назад

      +AceDreamer how to do that

    • @AceDreamer
      @AceDreamer 8 лет назад +1

      African Father Workshop DLC i think.

    • @newenglandfb3995
      @newenglandfb3995 8 лет назад +5

      ProjectKaos you don't want that it gets to be a hassle

    • @ifyoucanflypancake312
      @ifyoucanflypancake312 7 лет назад +4

      CommandoXProductions I've had 500 hours on the game, and I've only been attacked 4 times. Outside of quests

  • @ekulerudamuru
    @ekulerudamuru 8 лет назад +9

    thanks man, I need to be attack more so I'm gonna pile up food and water in my castle..

  • @maxterino4806
    @maxterino4806 8 лет назад +12

    You realy did your homework! Awsome vid ox!

  • @gaydes1012
    @gaydes1012 6 лет назад +9

    so that's why my settlement always looks like Swiss cheese when I fast travel into them

  • @Balder-gb4eq
    @Balder-gb4eq 7 лет назад +10

    if the player is present it completely changes the outcome

  • @thesnowedone
    @thesnowedone 8 лет назад +29

    That's actually not how I read that code. I read it as you can have a maximum of 200 defense and they have a maximum of 150 attack. But there is still a random chance of 0-100 for just one of those values (although it looks like two one will get cancelled out - read below). Let me explain - This is what I worked out:
    First assumption:
    CalculateDefenseStrength() apparently returns a max of 100.
    Second Assumption:
    We are assuming we are calculating for a settlement with a huge amount of resources (enough to put attackStrength over 150). This settlement also has enough defenses and settlers to max the defensive strength to 100.
    Constant:
    resolveMaxAtackRoll = 150
    Calculations:
    defenseRoll = 1d100 + CalculateDefenseStrength(max is 100)
    Therefore defenseRange is from 101-200.
    attackRoll = minimum of (1d100 + atttackStrength) OR resolveMaxAtackRoll = 150
    So assuming attackStrength is over 150 - this will enforce that attack roll will always be 150. There is no random range as it has been subsumed by the min calcuation when raider attack strength is high due to large amounts of resources.
    The 1d100 for the attackRoll in this context is useless.
    Therefore with a defensive roll range of 101-200 and a fixed attackRoll of 150 - your settlements will have a 50% chance to be defend against a raider attack.
    My suggested solution to this is the following:
    1.
    Decrease resolveAttackMaxAttackRoll to 50.
    int property resolveAttackMaxAttackRoll = 150 auto const
    2.
    Change attackRoll to take into account randomness no matter the size of the attack.
    So change:
    int attackRoll = utility.randomInt() + attackStrength
    wsTrace(" ResolveAttack on " + workshopRef + ": original attack roll=" + attackRoll)
    attackRoll = math.min(attackRoll, resolveAttackMaxAttackRoll) as int
    TO
    ; don't let attack strength exceed 50 - makes high defense more likely to win
    attackRoll = math.min(attackStrength, resolveAttackMaxAttackRoll) as int
    wsTrace(" ResolveAttack on " + workshopRef + ": original attack roll=" + attackRoll)
    ; add a randomness of 1-100
    attackRoll += utility.randomInt()
    This would give an attack range of 51 to 150 and a defense range of 101-200. So a well defended settlement would have much higher chance of winning but there would still be random chance it could fail in defense if there are a large amount of resources in the workshop (in this case 75% to defend - attackRoll(51-100) vs defenseRoll(101-200)). However if you are diligent and clear the workshop of food and water then you could reduce your chance of attack to zero (with no attack strength; attack roll becomes attackRoll(1-100) vs (defenseRoll(101-200)).
    NOTE: The above code might not work - I don't know the language they use for scripting so was just basing it on a cursory look at the code - however it should serve well enough as pseudo code to suffice for someone to use as a base.

    • @taevindenecro6638
      @taevindenecro6638 8 лет назад +3

      This is essentially how I read it as well.

    • @glez13gt
      @glez13gt 8 лет назад +1

      That's not necessarily accurate since the attack role's randomInt()(which, if I'm not mistaken, written like that defaults to 0-100 inclusive. Also note that this function only generates Pseudo random integers) still has a chance of being

    • @Truedog10
      @Truedog10 6 лет назад

      This is how i initially read it as well

  • @IronfireXIII
    @IronfireXIII 7 лет назад +2

    Did Ox's brain forget English for his intro

  • @anarchond
    @anarchond 6 лет назад +7

    There has to be a way to edit the code and decrease the liklihood of attack majorly.
    Like add a rule that states no more then 2 attacks may occur simultaneously, and there be no more then 2 every hour (or whatever time).

  • @mdheinze57
    @mdheinze57 8 лет назад +6

    6:17- yeah I never use the sirens for just that reason: they never go off until it's too late to matter.

  • @robertmerrick2389
    @robertmerrick2389 3 года назад +2

    My defense for Santuary is over 400+.

  • @ismaelgomez7774
    @ismaelgomez7774 8 лет назад +8

    nice to see I'm not the only one who likes role playing as the minute men's general. Subscribed

    • @lvl6humancleric216
      @lvl6humancleric216 3 года назад

      I just started my minute man general character and I've put 100s of hours into this game xD. I am enjoying it so far, mostly I like to play on survival so it's hard to do MM W/O fast travel. Now that I've got all the achievements I don't mind mods.

  • @NicoVandevenne
    @NicoVandevenne 7 лет назад +4

    Wauw Oxhorn, talk about deepdiving.
    Thank you, currently I am not getting attacks :) might need to move up some resources

  • @kabhes9040
    @kabhes9040 8 лет назад +5

    holy shit oxhorn did start making videos i used to watch his warcraft videos all the time

  • @gwouru
    @gwouru 8 лет назад +61

    unless I missed something, it did not have a condition for always win as a defender, only an always win as an attacker. Unless it's specifically coded, one thing being an always win, does not mean the inverse is an always win.

    • @oxhorn
      @oxhorn  8 лет назад +11

      You missed the attack strength cap, which is set at 150. If no attack can be stronger than 150, then logically any defense above 150 will be successful.

    • @gwouru
      @gwouru 8 лет назад +16

      logic doesn't really matter, I saw that, but there's no auto win CODE for having defense higher than 150. The only CODE for auto victory is if attack is higher than defense.

    • @gwouru
      @gwouru 8 лет назад +16

      basically, you auto lose, if your defense isn't high enough, but because there's no line of code saying you auto win if your defense IS high enough, it becomes a coin toss, having good defense allows victory, doesn't guarantee it.

    • @oxhorn
      @oxhorn  8 лет назад +7

      Well ok. So if the cap is in place, and if a raider gang with 150 attack raids a settlement with 590 defense, what happens? The outcome is right here:
      ; called by attack quests if they need to be resolved "off stage"
      ; return value: TRUE = attackers won, FALSE = defenders won
      and directly below that
      endif
      bool attackersWin = false
      So, if the attack strength cap is 150, and to win, attack strength > defense strength (as I showed in the video), then attackers win = FALSE, leading to the above condition; defenders won.
      Check out the code for yourself: afkmods.iguanadons.net/index.php?/topic/4549-settlemet-raids-not-exactly-a-bug-but/

    • @AGiantPie
      @AGiantPie 8 лет назад +12

      This seems the most likely cause, yeah. According to that code there is absolutely no way to guarantee that you will win a settlement defense unless you show up, which confirms what we've all experienced. That's really shit tbh.

  • @dritzgaming5239
    @dritzgaming5239 6 лет назад +2

    I haven’t been attacked once in about 2 months. Can you make a video on how to get attacked?😂

  • @Edfitz
    @Edfitz 8 лет назад +8

    Hi Oxhorn, PS4 player here, love your vids, particularly ones like these. I have found them very helpful, I don't build a new settlement without checking you spawn points vid. Anyway here's a link to SarDeliac's vid on defence. I think you might be interested in the link he has to a Reddit. I think it explains some of the random results you are experiencing.
    ruclips.net/video/pB7ki5ufgUg/видео.html
    Keep up your great work.

    • @oxhorn
      @oxhorn  8 лет назад +3

      Very practical, however his info is wrong--as I showed in this video, the code says 150, not 100. Players following his advice may get frustrated reloading save after save trying to get a COMPLETED with only 100 defense.

    • @Varadiio
      @Varadiio 8 лет назад

      It seems to me that as the video mentions, a 50/50 chance is your best odds. Is there actually a cap on defense? There seems to be. I know there are mods that claim to solve this, and I imagine there are edits to that area to make it more realistic. Whether or not that's "cheating" is kind of irrelevant if the player is just going to exploit the randomness with save scumming anyway. (not that it's of any help to PS4 players)

    • @stevehealy5810
      @stevehealy5810 8 лет назад

      The code that says 150 limits the attack roll to 150. The 100 that's being referred to in the video is maxDefenseStrength which is a separate value from resolveAttackMaxAttackRoll and used separately.
      The code as written works out to: lower of foodRating plus waterRating, or 100, with a chance of one point being knocked off of it, then random number added to it, then limit checked to 150. That makes the attack roll.
      For defense roll, it's the lower of population plus safety or 100, then a random number is added.
      Assuming the code comments are correct, and its a 1d100 for the random number, for most large settlements, you're looking at an attackRoll between 100 and 150, mostly at 150. For a defense roll, its going to be between 101 and 200. This assumes your pop+defense is at/over 100 though.
      Its a very poorly written bit of code, and really needs someone to replace it with something that actually was designed to deal with huge settlements.

    • @Movieman894
      @Movieman894 8 лет назад

      Based on the code that I'm seeing, there doesn't seem to be a cap on the defense roll. In the code, after the comment that says "don't let attack roll exceed 150", there's a line of code saying "attackRoll = math.min(etc)...". That seems to me to be the code that caps the attack roll at 150. We can't see under the hood of that function, but based on the fact that it came right after the comment about capping the attack roll, that seems most logical to me. You'll notice that the defense roll has no code connecting it to math.min(), so the defense roll doesn't appear to be limited. However, now looking at math.min() in other places, it looks like the purpose of that function is to, as the name implies, set a MINIMUM value, rather than a maximum value. If that's the case, then it looks like calculating attackRoll using the math.min() function is a mistake in the code, causing attacks to always have AT LEAST an attack roll of 150. I'm not sure that quite makes sense, though, because that would mean that the rest of your settlements should be losing a lot more often, and anything with a total defense strength of less than 50 (in this case, just the Mechanist's Lair) should ALWAYS lose. That can still be accounted for, however, if the attackers just started with a very low base strength, and therefore the final attack roll was EXACTLY 150. Without knowing more about how the base strength of attackers is calculated, and without knowing the frequency and severity of other attacks on your other settlements, it's hard to say for sure, but based on what I was seeing in the code, it's not inconceivable that they are calculating the final attackRoll using the wrong function.

    • @oxhorn
      @oxhorn  8 лет назад +3

      Interesting, thanks for your thoughts. Here is a link to the code snipped if curious: afkmods.iguanadons.net/index.php?/topic/4549-settlemet-raids-not-exactly-a-bug-but/

  • @glez13gt
    @glez13gt 8 лет назад +3

    Another thing is that the base attack chance is static so regardless of the result you always have to add 2% to the minimum value being 0. So if your defense is so big that when you subtract from attack it ends up being a negative number, that defaults to 0 and then you add the base attack chance. So that is why every single settlement with at least one settler can always be attacked. The thing that should be investigated is that some people now claim that with nuka world empty settlements can be attacked.

  • @RB-83
    @RB-83 7 лет назад +1

    Right in the face, right in the face, right in the face again! Hahahahaha!.........wow not creepy at all!

  • @Kvile-zx4sk
    @Kvile-zx4sk 8 лет назад +9

    And have you ever had Sanctuary attacked without cages? I use it as my main drop off of resources and scrap and have never been hit in 4 play throughs unless I have cages

    • @regardlessrampage
      @regardlessrampage 8 лет назад

      I used to get rad scorpion attacks there early on but it's been quite a long time since anything interesting happened there. I should mention that it's my main resource base as well.

    • @Kvile-zx4sk
      @Kvile-zx4sk 8 лет назад

      +regardlessrampage I got an attack once...super mutants attacking red rocket and I had them chase me onto the bridge where turrets took them out

    • @regardlessrampage
      @regardlessrampage 8 лет назад

      ***** haha nice.

    • @taevindenecro6638
      @taevindenecro6638 8 лет назад

      Super mutants, gunners, robots, and ghouls have attacked my Sanctuary. However, it gets attacked much less often than Crossing, Taffington, and Tenpines. Edit2: I play on PC, don't use mods, and only play on survival.

    • @Kvile-zx4sk
      @Kvile-zx4sk 8 лет назад

      +Taevin Denecro I was PS4 on those play throughs..so no mods. On Xbox now. Still no attacks

  • @lorddemonoss3945
    @lorddemonoss3945 5 лет назад +1

    I just armed every person in the settlement and set up a bunch of Defense lasers.

  • @AdamBrowning
    @AdamBrowning 8 лет назад +3

    You may be running into an overflow. If the defense score gets stored in a byte, then your defense would be + mod 255 (i.e. take the value, divide by 255 and the remainder is the effective value).

    • @tzimmermann
      @tzimmermann Год назад +1

      I know it's old but... I'm pretty sure Papyrus (their scripting language) uses typical 4 bytes integers. It's the only Int type available, it wouldn't make sense to choose otherwise. I think the defense strength is simply capped, as would suggest this function in WorkshopParentScript.psc (found online, not by myself in the game files):
      int function CalculateDefenseStrength(int safety, int totalPopulation)
      int defenseStrength = math.min(safety + totalPopulation, maxDefenseStrength) as int
      return defenseStrength
      endFunction
      The comment above the call is simply misleading.

  • @rocmage1366
    @rocmage1366 8 лет назад +1

    One note about the line in the code "don't let attack go above 150..." That is a comment, not code. It shows what the coder originally intended to do, but it may not reflect the reality of the programming.

  • @bottemlessfries
    @bottemlessfries 8 лет назад +13

    corned beef hash is my favorite breakfast food

    • @mdredheadguy1979
      @mdredheadguy1979 4 года назад

      The guts of a freshly killed raider is mine...
      😈😂😈😂😈😂😈😂😈😂

  • @neowolfsden
    @neowolfsden 7 лет назад +1

    I just always assumed a failed to defend message was simply referring to you the character personally not turning up to defend it, not that its defence had been successful or not as a settlement?

  • @tristanab6578
    @tristanab6578 8 лет назад +7

    thank you so much ox this help me so much!

    • @oxhorn
      @oxhorn  8 лет назад +4

      You bet!

  • @KRAFTWERK2K6
    @KRAFTWERK2K6 Год назад +1

    Yeah no matter how much you arm every settlement, they ALL always die unless you freaking GO THERE personally, observing or helping... it's absolutely ridiculous... And these Attacks often come at the most ridiculous times.....

  • @megaton_a
    @megaton_a 8 лет назад +10

    Earned a sub from me. Great research and explanation. Hopefully you can figure out the defense issue.

  • @ostmen_draugr
    @ostmen_draugr 6 лет назад +1

    I must be blessed, i havent been attacked in at least 7 irl days, so thats what.... A month or so in game time. Granted i have 200 defense in every settlement & empty the workshops every few days & dump them in Mechanist Lair workshop. Never been attacked there even though it has hundreds of thousands of resources & barely any defense.
    Further proof the Mechanist Lair is the best local for provisioners

  • @DownWith1HUpWith76Os
    @DownWith1HUpWith76Os 7 лет назад +6

    This explains why my unassuming Red Rocket gas station player home with only a small garden tended by a robot is attacked every time I visit it...

  • @steeviekouadio9311
    @steeviekouadio9311 3 года назад +1

    I’m attacked every 10 minutes i’m tired of this !
    I have 999 défense in sanctuary and it’s always broken wall serve to nothing a generator in a box , can be demolished , it’s like a simulation to break important stuff
    I decided to store my ressource in my apartment of diamond city

  • @mysigt_
    @mysigt_ 8 лет назад +3

    The thumbnail is driving me crazy oxhorn.

    • @Gannoh
      @Gannoh 8 лет назад

      Oh god I didn't notice it until now :(

    • @oxhorn
      @oxhorn  8 лет назад +2

      Fixed. It was late and I was tired

    • @warmaster2104
      @warmaster2104 8 лет назад +1

      you know that you have to use new saves to remove mods that change the game code so it can reset to vanilla

  • @baval5
    @baval5 7 лет назад +1

    i have the opposite problem. I want someone to raid me and no one ever does T-T

  • @asherandai1000
    @asherandai1000 7 лет назад +9

    lol, so everyone screaming and crying about a new bug with the dlc, when it was actually a fix of an old bug xD
    and you failed to notice the code that limits defence.

  • @youreveningcoat
    @youreveningcoat 8 лет назад +1

    I think playing in Survival lowers settlement attacks because that's what I play in and I get fuck all compared to what I got on my non-survival guy.

  • @Kvile-zx4sk
    @Kvile-zx4sk 8 лет назад +5

    Question about the 150 attack roll max...is that including the random number or just the number that is rolled before adding "random number"? That may be why settlements a little over 150 is still losing. Just a thought

  • @whiterabbit4945
    @whiterabbit4945 2 года назад +2

    yeah im years late
    but max attack strenght 150 does not mean you should always win with 150 defense
    you forgot about the random diceroll you explained of 1-100
    so if you roll a 1 with 150 total defense
    and an attack of 150 strenght comes in and rolls a 100
    you need 250 to get to 251 def, diceroll included to win

  • @DS-si5cp
    @DS-si5cp 8 лет назад +4

    So... basically, the one time they fix something, it screws with us

  • @philcastillo3719
    @philcastillo3719 4 месяца назад +1

    Is that workbench script universal or does each settlement have its own unique script?

  • @fr33kSh0w2012
    @fr33kSh0w2012 7 лет назад +3

    How Come my game just says that settlements are under attack but not WHO BY that's BS!

    • @pmsingel6018
      @pmsingel6018 6 лет назад

      there is a mod that improves attack alerts to include by who and it stops the game until you click so you notice.

  • @Rachel-ym3pj
    @Rachel-ym3pj 6 лет назад +2

    Hey ox! Would love to see video about far harbor 'fog condensers are down' attacks, i can't seem to visit any of my far harbor settlements for more than 5 minutes without getting trampled by huge sea creatures which are difficult to get rid of on ps4

  • @Caboladk
    @Caboladk 8 лет назад +4

    +Oxhorn the reason for you failing to defend the settlement is quite obvious and you'll hit your head once you read it;
    it's a Quest, and you didn't go help defend them, so you fail the quest. It has nothing to do with them winning or losing.. ;)

    • @AGiantPie
      @AGiantPie 8 лет назад +3

      Yes but at the same time a notification popped up saying he'd lost resources at Croup Manor, that was a failed defense whether or not the quest failed.

    • @Caboladk
      @Caboladk 8 лет назад +1

      Yes it said it "Suffered damage from an attack", but does that mean they didn't win? I mean any settlement would suffer damage from an attack..
      I haven't played the game enough to take note of that message and what the outcome was of it..

    • @AGiantPie
      @AGiantPie 8 лет назад +3

      Cabola Yes, you don't take any damage if you win the attack.

    • @Caboladk
      @Caboladk 8 лет назад +1

      Good to know, then I guess the mystery is still alive ;)

    • @AGiantPie
      @AGiantPie 8 лет назад +3

      Cabola I think what it boils down to is that there is no 'auto win' for defending. The code says that attackers win if attack strength > defense strength but it DOES NOT say that defenders in if defense strength > attack strength. There is no code that says defenders win if _____ happens anywhere, so we cannot assume that defenders are ever guaranteed to win. From what I can tell, having a greater defense value than the attack value only ever gives you a 50% chance of winning the attack and never more, which is honestly absurd as that means there's no way to leave settlements to their own devices.

  • @echoness_
    @echoness_ 8 лет назад +1

    I thought resources are referred to the food and water are produced every day in settlement, not the ones you store in workshop, this calculation formula is quite bizarre.

  • @murdergnome7612
    @murdergnome7612 8 лет назад +19

    I remember a time when it was uncommon for Bethesda games to have a lot of bugs and glitches in them, good times

    • @theshadowcyberman3358
      @theshadowcyberman3358 8 лет назад +5

      Wasn't that back when they made NES games based on movies like Home Alone?

    • @murdergnome7612
      @murdergnome7612 8 лет назад

      TheShadowCyberman I remember both Morrowind and Oblivion to be very bug free

    • @denogowli
      @denogowli 8 лет назад +8

      Erik Marklundh they weren't you were probably just lucky. People say fallout 4 and skyrim are buggy but i rarely ever notice them. But in oblivion I constantly got the dubble face glitch and in morrowind the unarmored skill doesn't even work without an unofficial patch.

    • @soangry
      @soangry 8 лет назад +3

      I had a ton of bugs in oblivion. Just read the change log for the unofficial oblivion patch.

    • @stevewatts3502
      @stevewatts3502 8 лет назад +1

      Had to stop playing New Vegas as the crashes were threatening my sanity. If you consider I 100% FO3 (inc. DLC) that tells you something. (er... what, I dunno. lol)

  • @calinpetrescu9128
    @calinpetrescu9128 8 лет назад +2

    the intro is getting more confusing with every video

  • @shanimalcontent1840
    @shanimalcontent1840 7 лет назад +1

    Hey Ox do you fence off yoir settlements? caus I build perimeter fences aroumd my settlements, it helpls alot

  • @ArionEquus
    @ArionEquus 8 лет назад +3

    Unless there is something special about Bethesda's use of decimal points... .005 is .5%, not 50%

    • @oxhorn
      @oxhorn  8 лет назад +2

      Thanks for this, I thought of that, but it contradicts the findings here: www.reddit.com/r/falloutsettlements/comments/405lk9/psa_settler_recruitment_and_raid_chances/ Scroll down to "how settlement raids work". Maybe you can remove the conflict between the two results.

    • @ArionEquus
      @ArionEquus 8 лет назад

      I've spent since you've made this comment trying to figure this out... If the multiplier for resources was only .001 then the entire chance modifier for your Zimonja settlement would be sub 10%. That's paltry for that many resources. And the Reddit post lists this multiplier as 10%, or .1, not .001. There's something that I am missing. Something not listed. I just don't know what it is.

    • @pleasenoname
      @pleasenoname 4 года назад +1

      ​@@oxhorn Nah did all the math, doesn't contradict the findings there.
      0.005 multiplied by 10 settlers is 0.05, which is 5% , they had the 2% base chance plus the 5% for food & water (50 x 0.001= 0.05 or 5%). For defense 10 x 0.01 = 0.1 (10%). so base attack chance +2% , Food & water +5%, Defense -10% , Settlers -5%. Plus or minus is inherent to if the stat reduces or increases attack chance . So 'according to the first reddit example'; "How settlement raids work", +2% +5% -10% -5% = -8%. However the default chance is 2% so it will be that, since the result in this case was a negative number. You should change or put an overlay over your mistake Oxhorn, as it isn't "half". The different stats have different percentage weights before they are added together. Settlers get -0.5% weight, Food and water get + 0.1% weight, defense gets -1% weight . There is a reason the script lists a fractional value and multiplies it. Saying "half" misleads anybody listening by audio or who understands the intent of the script .

  • @mollymillions5438
    @mollymillions5438 6 лет назад +1

    So happiness has no bearing on attack frequency? Does happiness have any effect on a settlement (is there any reason to care about happiness)?

  • @Exozealots
    @Exozealots 8 лет назад +2

    Hey I love your videos man It helps me a newcomer in fallout franchise how to build settlements properly. I was always wondering how come i get attack a lot and now I know why. I been a hoarder on food, water, and scraper and placing them in my workshop. After I remove pretty much everything (sold a lot since the food and water overburdens me's and properly distribute the resources to other settlements) and setting up a good defense I can now don't have to go every settlement just to defend so far I only have 6 but they all get attack a lot, now with the videos you show me and a little bit of management on my workshop, the attack on my settlements are reduce and it can hold off on it's own with my help. So thanks man with your videos kinda help me in a tight spot when I was constant;y being attack by Gunners and Super Mutants and apparently The Atom children( weird). So anyways tks for this advice man!!

  • @xxlvl__upxx9774
    @xxlvl__upxx9774 7 лет назад +1

    it has never affected me 🤔

  • @panpiper
    @panpiper Год назад +1

    I have a couple of settlements that produce 999+ water per day. I usually don't let them store more than ~3500 water. In that same time they might produce a surplus of less than 100 food. I keep no junk in the workshop. Other than those two, the other settlements are quite minor with little surpluses production, but still reasonably decent defenses. This should still produce a LOT of attacks. Those two settlements do get attacked more often than the rest, but it's still fairly manageable. That said, both of those settlements have well in excess of 400 defense. I've never let one fend for itself, but when I show up to defend them, the turrets are clearly able to pretty much handle things.
    I still get involved myself for the XP.

  • @stormcry8202
    @stormcry8202 2 года назад +2

    And this is why I use NSA -No Settlement Attacks- and Junk has No Weight. I just carry my building mats on me, and grab all the newly generated stuff when I reach a settlement. I take the junk and move the food/water to a nearby cooler by a crafting station. I take this approach because I would rather build and explore, than get constant harassing messages. I kept getting attack when I was in the DLC locations, and the attack would end before I could return to defend it, bloody annoying :( If I really want a base attack I just trigger an attack from the CC endless assault traps. :)

    • @Therake2602
      @Therake2602 Год назад +1

      i use NSA but the version which let you get attacks in the settlemnt which you are when you are in that settlement.
      Raiders settlement get attacks by minutmens and brotherhoods frecuently and some attacks can be by another enemies depending of your cages and what animals, creatures,raiders,etc you have in your settlement by cages.
      So i keep that mecanic with that mod because it work like a farm of specific loot that i want in a settlement even if it is less frecuently that vanilla game attack settlement.

    • @stormcry8202
      @stormcry8202 Год назад +1

      @@Therake2602 I usually either farm from : gunner cages, overpasses, and the CC Settlement Ambush System. I love setting up a bunch of gunner cages in the empty parking lot at Jamaica, and ring it with turrets. Then I have a switch that simultaneously shuts a powered concrete door to the parking lot, and opens the cages. Then all hell rains down on the gunners.

    • @Therake2602
      @Therake2602 Год назад +1

      @@stormcry8202 super mutant farm is good too.
      Sometime they can bring a behemot for some reason in attacks so is like a deathclar farm and suicide supermutant so a mininuke farm but are rare in comparison with another supermutant attacks but is still good because you can be attacked by super mutants with miniguns and get more ammo for that weapon.
      Explosive minigun and wounding minigun are so op that in survival i have 1 minigun with that effect and 1 bigboy and using powerarmor with patriotic paint and calibrated shocks legs in the case of explosive minigun for the weight and damage .
      Pain train is so useful in that heavy build in close places sincerely so i use perk iron fist and modifications in power armor for do damage mele without weapons with tesla modification in torso when i have enemies so near and i dont want die by explosion of my minigun or fatman because they are so heavy like their ammo.

    • @stormcry8202
      @stormcry8202 Год назад +1

      @@Therake2602 I love power armor, but I have never gotten Pain Train, but I'm planning on it. I watched Oxhorn use it to great effect. He slammed the Overboss with it, then while he was prone, he pickpocketed an explosive on him. Big Bada Boom :) Aaaaaand "The Quarterback Is Toast!!!!"

  • @kahrnivor
    @kahrnivor 8 лет назад +2

    Now I know why I rarely get attacked. I keep things at a minimum to keep the settlers happy.

  • @McRookworst
    @McRookworst 8 лет назад +1

    I've put the formula in an excel sheet for you: docs.google.com/spreadsheets/d/1JQvCZQGkbAdIYsxozhzHogo44ZHg148sZhoNc3vIF6A/edit#gid=0
    If you copy it and run it a few times, you might find someting useful.
    With maximum defense and avg resources rating the attackers won about 1 in 4 times when I ran it.

    • @oxhorn
      @oxhorn  8 лет назад

      This is awesome, thanks for this!

  • @dwanetube3302
    @dwanetube3302 7 лет назад +2

    why doesnt sanctuary and castle be attacked in my game

  • @ihaveproblems9779
    @ihaveproblems9779 8 месяцев назад +1

    What have I dooooone~ I've kiiiiilled a raaaaaabbit~

  • @RogueDarkAgent
    @RogueDarkAgent 8 лет назад +1

    Awesome clip I'm on ps4 and since installing Nukaworld ( which I've not visited yet cos im vault building jeez it can be painfull ) I've had 3 settlements attacked at once I could only defend one in person and the other two failed to defend thereselves but these were small in population so I wonder the attack on the castle was nothing like I've experienced before they were heavy in numbers super mutants and behemoths. I'm not sure whether it's nukaworld related or since this is me returning to the game since I finished the main story and the game has upped the anti however I'm really enjoying it and glad I came back to the wasteland that and the fact that there's robots around now since I downloaded the dlc for them the game feels totally different and fresh again I love it great channel your a clever chap that's for sure subscribed peace out

  • @ArshikaTowers
    @ArshikaTowers 8 лет назад +1

    The code says "Don't let attack roll exceed 150"
    Int attackroll = utilityrandomInt() + attackStrength
    So to me, that means that the randomInt (The attack roll) can be anywhere between 25-150, then you add the attack strength. How do you determine what the attack strength is? Perhaps depending on who is attack there is a set amount? I didn't see how to determine that.

    • @garryuyahoo
      @garryuyahoo 2 года назад

      Just now getting into this game, and am trying to learn how to defend settlements. I was wondering if I was the only one who caught that.

  • @ianthemagus
    @ianthemagus 6 лет назад +2

    Stored my backup saves and stopped playing right before the DLC came out, coming back to play now, so I'm catching up on all the mechanics that have been tweaked. Good video. One thing I love about the Bethesda games is that the players provide so much content and feedback themselves and "fix" the games over time.

  • @bigbill42007
    @bigbill42007 6 лет назад

    People in the settlements might all need to be armed to be added into the equation. If they don't physically have a gun on them maybe it makes a difference in the system logic/roll.

  • @eternalmiasma5586
    @eternalmiasma5586 8 лет назад

    I wish I got attacked that often, I'm on hardcore and I haven't been attacked more the 12 times while playing and I've had fallout from day one! (Xbox one btw, I haven found any "more attack" mods)

  • @tweeksta80
    @tweeksta80 8 лет назад +1

    What I've noticed is the less settler's I have the less chance my settlement's get attacked. Croup Manor has no settler's a supply line and 250 defence and not once has it been attacked.

  • @wesleyhughes4852
    @wesleyhughes4852 6 лет назад +1

    When playing my game on pc I was defending a settlement (think it was Croup manor) some of my settlers were killed in the battle, even though all the enemies were defeated I still lost the attack. Could this be why you don't always win because a settler is killed?

  • @grefsteel3989
    @grefsteel3989 7 лет назад +1

    Holy shit, 19:40 startled me when he said *WELLP THERE YOU HAVE IT*
    I thought something scary was about to happen, like a mass feral ghoul and gen-2 attack..
    The nuclear weather makes it eerie too.

  • @Jorthax
    @Jorthax 8 лет назад +1

    I thought something was fishy.
    Don't even have the DLC, however I'd never had a settlement attacked until after the main game update.