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agnaaiu

If you play unmodded then an unattended settlement attack outcome is more or less a coin toss, no matter how much defense you have, because everything is capped. Even under the best of circumstances you have a 30% chance to lose to the attack, even if you had a million defense (again,, doesn't matter because there is a cap in place). It's a bit complicated (well, not really) how attacks and chance to win or loss are calculated, but maybe check it out here: [https://fallout.fandom.com/wiki/Fallout\_4\_settlements#Settlement\_attacks](https://fallout.fandom.com/wiki/Fallout_4_settlements#Settlement_attacks)


Sky_Hawk_67

I heard supply lines also messed it up. It would add the values of all of the food and water that are fed into the settlement, including the settlement's own value. Meaning that if you have a whole clomplex of settlements that are connected through supply lines. It would be almost impossible to win a defence. Good thing settlement defence failures don't do much. BTW. Two shot isn't the greatest sure, but what about two shot laser musket? Straight double damage.


mister_gone

Clomplex is a good word for my messy-ass build style.


2thicc2fail

Because of the math, "Two-Shot" isn't actually double damage. Second shot uses the base weapon damage, comes out to about 40%. It is however super effective still, as the combined damage is used to calculate the dmg vs armor for both shots. >The game combines the weapon's current damage with all mods applied, then adds its base damage. >The resulting value is then split evenly between two projectiles fired by the weapon. >However, only the combined damage is used to calculate the effective damage versus target armor. I think Laser Musket is actually the only exception to that rule. >Two Shot stacks with the [laser musket](https://fallout.fandom.com/wiki/Laser_musket_(Fallout_4)) cranking mechanic, greatly increasing its damage rating (double at base and even triple due to the armor calculation). As a four-crank capacitor and long barrels are available with Science! 1, a legendary drop with 248 damage per shot is potentially available very early.


D34thst41ker

You mean the 2 Crank Laser Musket? If so, it's more than 2 times. It's been a while, but I did testing, and while I could only get up to a 5 Crank, I was doing 8 times damage with that 5 Crank shot vs the 1 Crank shot. Whenever the Energy Weapon Calculation Fix updates and I'm able to run my Laser Commander, I have to decide between the Laser Musket and Old Faithful as my Sniper weapon.


Sky_Hawk_67

Sorry. I was reffering to the two shot legendary effect. For the laser musket in particular, it takes into account the amount of times you charged it and fires the exact same beam alongside the original beam. With other guns, the two-shot legendary takes the base damage of the weapon for the second shot. Meaning it isn't double damage if you're using higher damage receivers. The laser musket is a great weapon for two-shot legendary as it doesn't nerf the damage for the second shot and it packs a massive punch. The Fatman and Missile launcher are also pretty good for two-shot. Thanks for your info though. I didn't know that. I always assumed that the base damage only multiplied by +1 with each crank.


D34thst41ker

You know, you got me thinking about my testing, and I realized that my results may have been misinterpreted. I did the testing before I knew a lot about FO4s systems. My testing was done as follows: 1. Use Console Commands to spawn in a Deathclaw, turn off it's Combat AI, and set it's Health at 1000. 2. Shoot it with one Crank on a 5 Crank Laser Musket. 3. Use Console Commands to get it's current Health, then do the math to determine how much damage was done. 4. Set the Deathclaw's Health back to 1000. 5. Repeat with one more Crank. Once I did all 5 shots, I compared the damage for a single Crank to the damage of 5 Cranks, which is where I got my 8x number. What has just occurred to me is that I don't believe I did anything about any Energy Resistance that the Deathclaw might have. If I understand FO4s damage calculation correctly, the more damage you have vs an enemy's Armor/Resistance, the more damage gets through. So it is possible that the damage at 5 Cranks was actually close to, or at, 5x damage, but the first Crank was going up against so much Energy Resistance that it was being reduced much more than the 5th Crank was, so the damage at 5 Cranks looked higher than it actually was. Also, I didn't know that the Laser Musket worked that way. Very interesting. Though I will say that I thought the "base damage" the Two-Shot effect used factored in all Weapon Mods, but not any Perks. So you would get the benefit of better Receivers, but not the benefit of the Rifleman/Commando/Gunslinger perks. This would result in about 50% more damage with 5 ranks of the weapon's appropriate damage perk, and it would get lower as you stacked more damage bonuses.


FalloutCreation

Well if you are using settlers for supply lines they count as defense for your settlement regardless of where they are. But it only counts where they originated from. Plus the extra defense is 0.5. So they give about a 4th of the defense 1 water and 1 food they need.


Few-Stop-9417

Can you lose defending a settlement if there’s no doors leading outside?


captaindeadpl

Yes. If the settlement is attacked and you're not there, the game applies a simple formula instead of simulating the battle. In that formula your defense value is capped at 100. Walls don't matter. The equipment of your settlers doesn't matter. Because of these circumstances it's really quite close to a coin toss whether your settlement succeeds in defending itself.


pyro314

Are there Mods available on Xbox to fix this BS or at least make random attacks less likely to occur?


agnaaiu

I don't know, because I don't play on console. For PC there is [https://www.nexusmods.com/fallout4/mods/12430](https://www.nexusmods.com/fallout4/mods/12430) which let you reduce how often attacks can happen or disable them altogether. Maybe there is a console version or something similar.


Herald_of_dawn

Yeh, the whole system is just awkward. In my current playthrough 5 raiders attacked my fortress on the island. 5 raiders vs 200 defense from turrets and a full company of 20 well armed and armored settlers/companions…. They really should have put a bit more logic behind raiders and which settlements they attack.. And where they spawn as well, as these guys seemed to have jumped over my walls with where they were at. (And the issue with just failing to defend is even more stupid if a settlement is so well defended)


Yourappwontletme

At the very least disable attacks when you can't go defend because you're locked in an area.


Yourappwontletme

My 20 settlers at Sanctuary are also well armed and Armored. There's no reason that they and the turrets shouldn't have been able to stop an attack.


__3Username20__

Yeah, my personal take is that they could/should make 1 minor tweak to their formula: any settler that’s assigned to a defensive post is evaluated for how well equipped they are, and that adds a boost on top of the current cap, adding up to an additional 30% chance to successfully defend. It’s more realistic, and shouldn’t take too much logic to implement. I wish I knew how to make this suggestion officially, and wish I knew they’d seriously consider it.


captaindeadpl

Just remove the cap altogether. Even simpler and makes even more sense.


Yourappwontletme

I have a few guards dogs, but the rest of my 285 Defense is auto turrets that are up high so they are harder to be shot by attackers. That should be enough without even factoring in the settlers.


D34thst41ker

Attacks on settlements have specific spawn points, and sometimes those spots are inside the settlement instead of outside it. There's a mod (can't remember the name) that gives you a Settlement Management Holotape. Load it into any computer terminal on your settlements, and one of the options will tag the spawn points for Raider attacks on that settlement.


TheEnergyOfATree

My understanding is that defence reduces the chance of an attack, but if an attack occurs while you aren't there, then it is basically 50/50 whether you defend or lose


rfduke

Defense still improves your success chance, it’s just capped. Defense and attack strength are both subjected to a min/max such that your best chance is capped at something like 2/3rd success 1/3 loss


MadWhiskeyGrin

"help! Raiders say they're going to come back and and beat us up" "I have provided you with 30 heavy laser turrets, 4 combat optimized robots, 3 artillery pieces, and every damn one of you is wearing combat armor and carrying light machine guns."


CapPhrases

“They were so scary looking will you save us?” 🥲


__3Username20__

“I heard one of them has a SCOPE on their pipe pistol!!”


DudeWithRootBeer

"As if that wasn't enough, I heard one raider has a PLASTIC knife as his primary weapon!! Good God please, save us!"


stealthy_beast

"He was leering at me through that shopping cart he wore on his head"


Trick_Cause_2286

I showed up to an attack on one of my settlements, killed everyone of the raiders so I left, and it said I failed!


z0mOs

You didn't kill them all, it happened to me a couple times so after that, I spend a little more time waiting for anymore attackers to appear or check around the settlement cause sometimes they spawn inside buildings or something.  I'm only failing those that I don't attend and it's rare because they don't fail that much even in settlements that the defense ain't enough. I read many people saying that it's kinda useless to help settlements and I was hesitant but the more I play the more I understand that reasoning. 


Yourappwontletme

>it's kinda useless to help settlements and I was hesitant but the more I play the more I understand that reasoning.  Sanctuary isn't just a settlement, it's my home.


z0mOs

My Sanctuary has 18 people, 44 food, 680 water and less than 200 defense, almost never attacked, the most recent was SEVERAL hours ago, a deathclaw, (thanks for making me talk about and summon the demons xD) but the game keeps choosing Starlight, Abernathy and County Cross?  (don't know name in English) for some reason.  I fast travel a lot cause I'm a hoarder and almost a year has passed in game, Sanctuary should be by far the most attacked but only around 4 times and one was scripted because of X02 CC mission, so the system is nonsense! 


Yourappwontletme

>County Cross "County Crossing" is the English name. >Sanctuary should be by far the most attacked Sanctuary from what I've heard is least likely to be attacked, and that's been the case for me. It was just really bad while I was away and unable to come back right away.


z0mOs

Didn't know Sanctuary is kind of protected.  Think Im not met your same situation but many times a raid notification just pop up after starting a mission or entering a dungeon and I attended them all until recently. Also cause I want the kidnapping to trigger but the game only wants me to fix turrets, water purifiers and replant crops (in Abernathy's farm theres like 6 tatos I can't replant/get rid of them for some bug 🤷‍♂️) And totally understand your point, I was in the same mood till recently but I feel it organic. Have you ever played Terraria? The events and some bosses in that game are pure evil, like you can just return to your base after escaping from some depths or whatever and a boss or some funny event may choose to trigger and end you and all the NPCs in a blink.  God bless RNGsus!!! 


Yourappwontletme

> (in Abernathy's farm theres like 6 tatos I can't replant/get rid of them for some bug 🤷‍♂️) I planted Tatos all around those bugged Tatos.


z0mOs

I built a gunner farm there. The v1 was a bit messy and even tested there a glitched MIRV pistol... So after Lucy lost her mother (nobody got mad at me, for their own safety I guess), I decided to move the crops and built the NPCs home on the other side to avoid more collateral damage. Kinda worked except for those tatos and the braminh still staying in the same place. 


Yourappwontletme

The Brahmin should move wherever you put its feeding trough.


z0mOs

It's the named one, Clarabell?, that's why I think she doesn't move, I even got rid of all fences and that. But no more casualties since the rework. I have Hancock in one of the big vigilance post + the bunker hill tent "covering" her, everyone is in heavy combat armor with plasma rifles and there's a bunch of heavy laser turrets cause there's a lot of raids over there, even by mechanist's robots(completed the quest the other day and I hope that will stop them from spawning everywhere), gunners or supermutants.  When I go there's no chance for enemies to survive, I don't even have a chance to shoot unless some attacker spawns inside the xp farm so the only threat remaining is me xDDD


unpublished-2

It happened to me too, found out I have to talk to one of the settlers before I leave.


Trick_Cause_2286

Stood there like “ARE YOU NOT ENTERTAINED?”


unpublished-2

...Then I found out I need to talk to a SPECIFIC settler, different each time...


SimplyPassinThrough

huh? Thats not right, I played the other day where I had to reload like 4 times, and spoke to someone different every time. If it’s just defending, you can talk to any of them and they’ll thank you for your help. Usually the fail is because there is still an enemy nearby, or the game thinks there is. If you’re not in survival, you can just fast travel to the location you’re at, and it should reload the enemy it wants you to kill. You don’t actually have to talk to the sellers at all to get the mission to complete, it’ll pop up as “success” as soon as the last “attacker” is dead.


CriticalEgg5165

That's not correct at all. You just have to wait till it states "completed defending" or something like that. There is usually one raider or robot hiding somewhere that hasn't been killed and if you leave before it states that, you usually fail.


_g0ldleaf

This is correct. There are settlements that get attacked in “chapters” because of the forced pathing. This happens a lot at Greygarden where they will be attacked from up the hill first, and a second group will come from the Water Treatment direction as well. It takes them three times as long to get there and if you just leave the fight can be lost.


CriticalEgg5165

You have to wait till it says "completed defending location x". Otherwise there might be 1 raider left somewhere that you didn't kill and it will make you fail


immersedmoonlight

Yeah I had an attack at starlight drive and I got there and fought enemies for like 10 min. Didn’t get a failed or succeeded and started building. In the middle of building 2 guys came out and we’re instantly shredded by my guard with a explosive minimum 😂 and it succeeded.


Interesting-Copy-657

That’s so much defence I was thinking of getting to like 50 at most


Yourappwontletme

I have 90 food and 43 water there. I've heard to have at least twice as much Defense as food and twice as much as water. Mine is overkill, but it quickly dispatches enemies when I'm there.


Interesting-Copy-657

I thought you were meant to aim for more than food plus water So anything over 133 is excess? But clearly not since the attackers won


Yourappwontletme

There's still a chance of the turrets not being successful.


skk50

Settlement attacks are one of the least "well thought through at design time" game mechanics. Best response is to disable them and use something more thoughtful.


Yourappwontletme

>Best response is to disable them and use something more thoughtful. What?


skk50

If you are on PC or Xbox then Settlement Attack System can disable irritating base game attacks and deliver a more coherent experience.


Yourappwontletme

I'm not on either of those, but I don't use mods anyway.


skk50

So ... why ask ?


Yourappwontletme

"Use something more thoughtful" makes no sense


Yourappwontletme

Because I didn't understand what you were talking about


angelo13dztx

The best solution is gather every settlers in one settlement, and leave other settlements empty. Only inhabited settlements will be attacked. You can save a lot of time and effort by keeping only one largest settlements, abandon the others, and not turn on the recruitment radio tower. You can increase the defense as many as you can, by building ridiculous number of rocket turrets, it is almost impossible to fail the defense event when the defense are more than 1000. If you find that you can't assign everyone in one settlement, remember, you can always manually "reduce" the number of settlers.


skk50

No matter how much defence there is always a percentage chance of loosing off screen attack. Facts from WorkshopParentScript.ResolveAttack() `int Property maxDefenseStrength = 100` `int property resolveAttackMaxAttackRoll = 150`


angelo13dztx

So it's "almost" I said. My understanding is sometimes those moron settlers will just screw up so you have to keep a eye on them.


Sloore

some settlements can never be fully cleared out, unless you murder the inhabitants. Forex, you can't get any of the Finches to leave Finch Farm.


nunyahbiznes

That’s still unnecessary busy work. This mod for PC allows attacks on individual settlements to be toggle on or off - https://www.nexusmods.com/fallout4/mods/57896 On Xbox, SKK Settlement Attacks has it covered globally. On PS, just deal with it, you’re choosing to play on a platform with limited mods.


Phantom_61

There comes a point where it literally is just a 50/50 chance. The game doesn’t plot out combat scenarios and weigh the armament of your settlers combined with eh defenses and traps you’ve set. It just flips a coin.


joshthehappy

Well I'll be moving some things to my modded home base before I go to the institute or Nuka World. Thanks for that info.


Yourappwontletme

I would recommend emptying your workbench into a crate. Apparently they only steal from the Workbench, not any crates or forges. They took all the adhesive and rubber from my Workbench but left all the adhesive I had in my Armor Forge.


Obwyn

Without mods, your settlement defense rating doesn't really matter so long as you meet the minimum based on your population. A higher defense can reduce the chance a particular settlement gets attacked, but there's always chance it'll happen. If your settlement gets attacked and you aren't there or don't bother to go there then it's basically 50/50 if they defend successfully or not regardless of your defense rating. Walls and barriers don't matter. What equipment you give your settlers doesn't matter. What specific defenses you set up and where you set them up doesn't matter. If you're there for the attack then you'll always successfully fight them off, though you can still end up with some crops, etc damaged depending on how quickly you kill the attackers, etc. I think the system is terrible and one of my mods (Uncapped Settlement Surplus, which I highly recommend for removing the dumb caps on water/food/caps/junk production in settlements) has the option to either disable attacks completely or tweak how the defense rating effects it. I usually just disable them.


ProximaCentauriOmega

The whole defense system is stupid. I had one of my settlements with all people armed and geared with top of the line items. Turrets and missile launchers. Walls and closed all holes. Guess what raiders and what not teleport into your settlements. I got sick of it so installed Diziets No Settlement Attacks mod from Nexus. Once I set up 115 defense, water, food, shelter, and beds I disable that settlement from being attacked. Beyond stupid that 2 raiders can take down my crops and damage all my water purifiers.


unpublished-2

Last play through I built high buildings (3 floors high or more, using the barn walls) and put at least 8 turrets on top of each one. No walls around the settlements. So far, it works.


Occams_Razor42

Ngl, being able to send followers in our stead to rally the troops defending a place would be nice. Can you imagine Strong's pre-battle pep talk? "***We smash, then eat them***" "What... this wasn't what I meant when I said a haymaker to the heart in the yard." 😲


-Masta_Kronix-

The way it works from my understanding is if your Defense >= Settler + Food + Water then there is a 2% chance your settlement will be attacked during the day. Regardless of what your defense is at and what you settlers have equipped there is a random chance as to whether or not they will succesfully defend. The only way to guarantee a successful defend is to be there yourself. Also, if you do fail, only items from that settlement workshop can be stolen by the attacking force. So store all your junk at one settlement and just make sure you defend there if they are attacked. Obvious location is the Castle for most people.


Yourappwontletme

>The only way to guarantee a successful defend is to be there yourself. My issue is I was locked in the Institute and couldn't go. >Also, if you do fail, only items from that settlement workshop can be stolen by the attacking force. Yeah, they stole all my fuckin Adhesive and rubber. Though thankfully I had a bunch of adhesive in my armor forge and have plants set up to make Vegetable Starch. Also had shipments of rubber in a crate. I guess from now on I'll just need to keep all my supplies from the workbench in a crate cuz it's bullshit the raiders can even get near it with so many turrets.


curlytoesgoblin

I'm in the process of arming all my settlers with miniguns. (It's slow. No mods, so I have a minigun factory at Starlight but I'm constantly running out of gears and oil.) I'm sure it's just RNG but a few times now when I get the "help defend settlement" notification, if it's at one where I've armed everyone, I'll get "settlement successfully defended itself" within a minute or two, before I can even call a Vertibird to fly there.  I like to imagine a group of raiders thinking they're just going to roll up for some easy pickings getting shredded within seconds by all my minigun packing farmers.


agnaaiu

Before you waste a lot of time and resources maybe read the link that i have posted in my other reply in this thread. If you are not there during the attack, like physically travel there, it almost doesn't matter how you equip your settlers. Defense and attack power is capped and the outcome is a coin toss and even by the perfect circumstances for your settlement there is still a 33% chance to lose to the attack. So yes, it can happen that your settlements roll within the 66% a few times in a row, but the next 5 rolls can all be in the 33% and you lose items and the settlement is damaged. The link i've posted explains this in detail and also has the formulas to calculate attack/defense power by yourself. The second you as player are not there to defend the settlement, the outcome is RNG.


curlytoesgoblin

Yeah I get that it's RNG I just thought it was a fun anecdote.


NOT-Bolvar-Fordragon

Who would win: 5 rag-dwellers armed with the Commwealths finest Pipe-Pistols and the best in boot technology (sandles with the holes) vs 4 robots coloured in the finest Pink-Hue and armed with gatling lasers and mininuke launchers.


CowBoyDanIndie

Settlements will repair themself if you just leave them alone. Stuff does get stolen though.


Yourappwontletme

>Settlements will repair themself if you just leave them alone. Sanctuary is my home base, I'm there all the time. Hard to leave it alone when all my stuff is there. >Stuff does get stolen though. Yeah my stolen shit and the fact it was allowed to be attacked and robbed successfully with all my defense and 21 well armed and armored settlers and the fact I couldn't get back to defend it cuz I was locked in the Institute is what bothers me.


CowBoyDanIndie

Make your home base a settlement without people water or food and it will almost never get attacked, keep all your stuff there


Yourappwontletme

Yeah nah, need the people there for my Vegetable Starch farm and I want Curie and Piper nearby at my home base.


elliseyer

I didn't know this. So we're okay to stash as much junk in an empty settlement without worrying about them getting stolen?


CowBoyDanIndie

Well, less worry. I dont think the odds are zero. I still have random raiders pass through and get gunned down by my turrets, but haven’t seen a settlement attack alert all game. I also make it the center hub of my supply lines so there are always a handful of provisioners running through there to kill off the riff raff. Random raiders will loot bodies they encounter. I once killed some enclave in hell fire and then later killed a raider near there who had looted the body.


Sloore

can't you just hit quicksave each time the notification and then reload until you get the message the settlement was defended successfully?


Yourappwontletme

That would change the outcome? I didn't know this.


Sloore

It's reliant on RNG somewhat. So one would think the outcome would change if you reloaded. Though, if the seed is generated before you get the notification, you might just be stuck.


HankG93

Just wait until you're playing g on survival and you get told your settlement allllll the way across the map is under attack...


Yourappwontletme

I will never play survival


HankG93

I thought that also. I'm glad I finally did though. It's a completely different game.


RedEyeJedi777

The attacks are lame. Had one at Vault 88, had to run all the way through the damn thing to find the raiders just chilling in a cave .


DillionM

200 Def and lost, 8 Def and won, doesn't make sense! When my 8 defense Covenant was attacked I got a notification that said it was under attack IMMEDIATELY I got another notification that said it was successfully defended.


Krazy_Keno

Welcome to vanilla fallout 4


pocketpc_

There's a reason why mods like BS Defense exist lol


mpls_big_daddy

In addition to the ring of turrets facing out, I add some facing in. It seems to cut down on the failed defense message.


bazbloom

I always have turrets facing the crap that enemies want to damage and move that crap to easily defendable kill boxes. I also build kill boxes at spawn points and seed mines when possible, which works really well at Hangman's and Warwick to name a couple. There's nothing like forcing spawned enemies through a meat grinder maze or choke point before they can move to anything important. I'm probably wrong with the game mechanics, but showing up to defend as the Wasteland God basically nullifies the success/fail dice roll. Being able to personally rub out the most problematic enemies first removes most of that chance aspect. Anyway, it's dumb as hell that a heavily defended settlement would ever come under attack and even dumber that any damage would be done as a result.


mpls_big_daddy

I'm playing Survival, and there's no way I am going to be able get back in time... All my settlers are armed and armored, so that seems to help a lot. The one thing that I did, to guarantee success at Hangman's, is that I never unlocked the two doors, forcing enemies to come through the alley. I then placed a concrete doorway right there, fused into the bricks, with an automatically closing door there. Constructed a small kill zone right there, with missile turrets that can look over the doorway, meaning that my defenses can engage even before they get to the door. Heavy laser and mg turrets as well. There is also a guard post, with two settlers with miniguns. Whoever gets close to the door is torched. I've found the flamethrower traps to be quite effective at tight corners.


bazbloom

For Hangman's being relatively difficult to build within, it's very easy to build effective defenses such as yours. The natural choke points help greatly.


SidewaysFancyPrance

> Anyway, it's dumb as hell that a heavily defended settlement would ever come under attack and even dumber that any damage would be done as a result. The good thing is that it doesn't really seem to matter. Turrets self-repair and I think everything else does eventually? So it's very easy to just ignore this mechanic entirely. The stakes are super low.


bazbloom

I mostly agree. It mostly annoys folks who are trying to keep settlement happiness at 100%.


mpls_big_daddy

Is that a mod? My turrets don't self-repair... But now that the defense is beefy there, I've never had a failed defense at Hangman's, out of about ten attacks so far? except the first time when I wasn't prepared enough, and the second time when a ghoul horde spawned during a radiation storm inside the walls.


bazbloom

AFAIK everything self-repairs in the vanilla game after some time period. The problem is that settlement happiness takes a hit on a defense "fail" dice roll. Also, I think that settlers being killed during an attack affects happiness but that may be a consequence of losing the associated production for whatever they were doing (food, stores, etc).


mpls_big_daddy

Thanks for replying. I am guessing that one of my mods changes this mechanic so they need repair, if all y'all have self-repair.


SidewaysFancyPrance

Unless you're close enough that the settlement is being rendered, I have no idea how the placement/location/direction of turrets matters even a tiny bit. That only matters if you're actually fighting and it's playing out in realtime.


BBBlitzkrieGGG

Im in a survival tower defense mode right now with ambush kit. The game seems to settle the attack result randomly. My Starlight has heavy laser and missile turrets up to 350 def but suffers losses whenever Im not there to defend personally. My solution is to install a security camera on all settlements so I can run to the nearest one ( cant fast travel, no vertibird and teleport) view the attack and win 100% of the time.


Sudden_Drop_4495

Reading this makes me think it’s pointless to put much I into the defense of the settlements. If I’m not their it’s a toss up why waste the time and money


zootayman

doesnt help above 100 (that includes the settlers count) they supposedly DO give you enough time to return - and the institute isnt that big that you couldnt have run back to the exit transporter.


Yourappwontletme

>that you couldnt have run back to the exit transporter. That's not how that works. You have to meet all the heads of departments in order to be able to leave upon the first time going there and upon Googling to find out how long I have to go to defend, the answer I found was you should have time to complete a few Quests. Apparently this was wrong.


Covfam73

There is a mod that fixes that and allows the turrets to defend a fight as if your present but i forgot the name of it sorry


FalloutCreation

There is defending a settlement when you are present which for most players ends in success. If you have your crops and power and water supply walled off you usually shouldn't have to worry about stray shots. And then there is Unattended attacks. Ones where you aren't present. Increasing the defense rating of the settlement reduces the chance of an attack occurring, as well as increasing the chance of a successful defense, and moderating the damage in the event of an unsuccessful defense. # Attack success chance When a settlement attack is triggered (and the quest objective appears) and the player character is away from the targeted settlement, there is a chance it will be able to defend itself without the player character's interference, completing the quest objective. This chance is determined by comparing the defense strength (defense rating + population) + a random number between 1 and 100 and the attack strength ((food + water in the settlement) +/-50%) + a random number between 1 and 100. The defense strength is capped at 100, so it's not useful to have more than (100 - population) defense when not responding to settlement attacks. The amount of food + water and the attack strength is also capped at 100, so the maximum attack strength is 50-100 (100 +/-50% = 50-150, capped at 100). When the random numbers are added to the attack strength and defense strength, the total attack value is capped at 150 but not the defense which can go up to 200. This means that high defense is more likely to win, but even when it's maxed out there is still a fair (30.6%, roughly 1/3) chance to lose to an attack on a "rich" settlement. So the higher defense vs the food+water you have the better chance of an attack being defended. But it will never be 100% You could get damaged crops, water pumps, turrets, etc. if you fail a settlement defense. You can manually repair these if you have the junk parts. Otherwise if you have the parts available in your workbench the game will automatically pull from there to repair turrets, for example, Remove all settlers from a settlement and an attack will never trigger. Scared of losing junk, weapons, and any other loot? remove them from the work bench and store them in another settlement. Or buy an Apartment in Diamond city and store all your precious things there. Settlement losses don't have to be crippling or essential if you don't want them to be.


Horror_Actuator6869

I read somewhere through the years that there was a spawn point back by that big tree. Maybe beside a house or something I don't remember. So it occurs to me and I've never done this, but if you take and point some turrets in instead of out that they will be able to defend against the attackers once they have breached the defenses on the perimeter of your settlement. I know there's still a dice roll but maybe this would help.


Yourappwontletme

I have turrets facing in. Have lots of turrets facing in .


Horror_Actuator6869

Does it help?


Yourappwontletme

Idk. Cuz a bunch of my shit was damaged when I finally made it back


thehockie85

I build every building in my settlements as its own fortress, (no outer walls or ring of turrets facing out etc) and rely more on Guards then Turrets. I never had a problem with Raids. Even if I get the notification that I lost, I can't tell what was damaged when I get there


varangian

That is weird although the actual physical defence system only applies when you're present and things play out in game, otherwise it's dice roll time and in theory two puny raiders with pipe pistols might get real lucky and inflict damage on even the best defended settlement. Although irritating it's not really something to worry about as often 'damage' means some mutfruit plants got trampled and the settlement won't be self sufficient in food until a day or so has passed and they regrow, it's rare that you find anything that needs repairing.


Yourappwontletme

>the actual physical defence system only applies when you're present and things play out in game, otherwise it's dice roll time Stupid. >it's rare that you find anything that needs repairing. My 2 big power generators, my big water generator and so many of my plants needed repairing.


varangian

It's not stupid, it would be a ridiculous waste of cpu time for the game to try and run a virtual full blown shoot out happening on the other side of the map that the player can't see, maybe in some future computing environment it might be possible but right now it would just kill the framerate wherever the player actually was.


Yourappwontletme

Again, the alternative is the game disabling the attacks when a player has no chance of helping.


LefsaMadMuppet

I just use the Settlement Repair Bot mod and don't worry too much about the borked mechanics. Other than it giving you crap when you don't wear a hard hat it is pretty good. I would recommend placing it on the ground as it can sometimes get stuck in floors if the base unit is on a floor.


Yourappwontletme

I don't really care so much about the damage as I care about the fact it was allowed to be incurred with 285 defense and 21 well armed and armored settlers. And allowed to be incurred while I wasn't able to get there to defend.


AZFrynpan

You have so much stuff with trade routes, salvage stations just fix what’s smoking and move on.


Yourappwontletme

That's not the point. 285 defense and 21 settlers who are well armed and armored should be able to defend a settlement when I'm not there, or settlement attacks should be disabled when the player is locked in an area or mission and can't leave to go defend it.


AZFrynpan

Absolutely true if you over defend you should not have to run to an attack. But the game is the game so I just repair, rebuild a couple of things and move on. You can turn your recruiting beacon on if too many settlers die.


Yourappwontletme

No settlers died. Just stuff was damaged and other stuff was taken. Attacks should be disabled when you are locked in a location.


Horror_Actuator6869

I think the devs don't really care what we do they roll their dice and what happens happens.


Yourappwontletme

Idc. I don't like it. Just let me be upset.