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Posted

Played it for a couple of days. It's too fussy about how long you play for. Ignore it for a day and when you come back your shelter is short on resources and it's ages to build them back up.

got to about 25 or so in the shelter, then uninstalled it as dull.

Posted

I'm really enjoying it! It's fun :)

 

Just passed 50 dwellers so going well. Trying to make sure every single dweller is armed...just in case!

Posted
Been playing for a couple of days and it is quite fun, but I hate that you have to manually collect resources which means constantly checking back in; unless of course you buy a Mr. Handy! Would much rather they just charged for the game than add in-game purchases for what is practically essential if you don't want to have to check back every 10 minutes.
Posted
From what i read on the tips screen your guys stop using resources after a short while if you close the game, so if you don't check every 10 mins its not the end of the world.
Posted (edited)

I have a guy in power armour and a shotgun guarding the door. Then a decoy canteen room with a pair of armed guards to deter raiders. They work (at the moment) and contribute to the food supply until something needs shooting. An armed guy with a high stat is in each major utility plant to deter roach infestations and lend the armed guards support.

 

One guy roams the wastes at the moment who came within a sliver of death as I haven't ramped up medpack/radpack production yet. Just solved my power shortages! Also, half my vault got pregnant when I first started, the inevitable baby boom causing food shortages! :( Currently trying to figure out selective breeding with my high stat dwellers to get high stats on the kids (which sounds horrible but hey, survival!).

Edited by CAM
Posted
I have a guy in power armour and a shotgun guarding the door. Then a decoy canteen room with a pair of armed guards to deter raiders. They work (at the moment) and contribute to the food supply until something needs shooting. An armed guy with a high stat is in each major utility plant to deter roach infestations and lend the armed guards support.

 

One guy roams the wastes at the moment who came within a sliver of death as I haven't ramped up medpack/radpack production yet. Just solved my power shortages! Also, half my vault got pregnant when I first started, the inevitable baby boom causing food shortages! :( Currently trying to figure out selective breeding with my high stat dwellers to get high stats on the kids (which sounds horrible but hey, survival!).

 

I did feel a bit guilty when i was studding out one guy to a few different women. I only had 2 guys in my vault at that point and 14 women though so not much i could do. Half expected it to all kick off.

Posted
I did feel a bit guilty when i was studding out one guy to a few different women. I only had 2 guys in my vault at that point and 14 women though so not much i could do. Half expected it to all kick off.

 

I had 2 men, 2 women in a room earlier trying to get a few more dwellers. One guy went off in to a room with one of the girls, came back out and moments later went back in with the other girl - I took pity on the 'spare' guy and sat him in the bar to drown his sorrows (and in a fateful twist boost his charisma, which should help him 'breed' in future!)

 

Bonus awkwardness: the 'studded' guy and two women work in the same lab together.

 

Better than the soaps!

Posted
I had 2 men, 2 women in a room earlier trying to get a few more dwellers. One guy went off in to a room with one of the girls, came back out and moments later went back in with the other girl - I took pity on the 'spare' guy and sat him in the bar to drown his sorrows (and in a fateful twist boost his charisma, which should help him 'breed' in future!)

 

Bonus awkwardness: the 'studded' guy and two women work in the same lab together.

 

Better than the soaps!

 

Are you sure it wasn't her son? I've waited ages before for two to breed then when I zoomed in it said "I love hanging out with my family" - ooops!

Posted (edited)

I've got two studs who are doing all the baby making: Dr Bang and Mr Boombastic! And both are dressed like the Pope.

 

My four ladies hang around in the Lounge/Bar whilst either waiting their turn or waiting to pop. When it is their turn, they put on their favorite "Nightwear" and in they go.

 

It's a strange system, but seems to be working well!

Edited by MrMat
Posted
I notice the way the women are just as useful as men, except when they are pregnant, where they just seem to run around waving their arms in face of a disaster - leaving the player less reluctant to arm them properly. Not so great to see sexist chauvanism living on in the gaming community.
Posted

I've heard the reason behind that is that in some countries it is illegal to show harm to children (including unborn ones) so children and pregnant women are invincible, to counter this they are unable to fight.

 

But even if this is the case there are some costumes that are gender specific for some reason and some of the female versions of other outfits are a bit, well, revealing compared to the male counterpart.

Posted
I notice the way the women are just as useful as men, except when they are pregnant, where they just seem to run around waving their arms in face of a disaster - leaving the player less reluctant to arm them properly. Not so great to see sexist chauvanism living on in the gaming community.

 

There isn't any at all. Would you rather see pregnant women fighting stuff and getting killed alongside the baby? And it's a game about survival so, in the words of Laura Rosyln, "If we are going to survive we are going to have to start making babies."

  • Thanks 1
Posted
There isn't any at all. Would you rather see pregnant women fighting stuff and getting killed alongside the baby? And it's a game about survival so, in the words of Laura Rosyln, "If we are going to survive we are going to have to start making babies."

 

No I suppose not. I was really commenting about how I was unlikely to sufficiently arm the women incase they became pregnant. Perhaps they should be able to fight, but withdraw when they get to 50% health.

Posted
Then they'd be invincible so you'd arm all the pregnant women and send them against hard enemies as they can't be killed. :)
Posted
I was quite happy that they made it so the pregnant vault dwellers could still work. I was half expecting them to just wonder around / stay in the living area much like the children do.
Posted
I was quite happy that they made it so the pregnant vault dwellers could still work. I was half expecting them to just wonder around / stay in the living area much like the children do.

 

Don't understand why the children can't work to be honest. I accept that they'll run and hide when bad things happen but I reckon they could run tea & coffee to the hard working adults in the production rooms.

Posted
I've now had 3 instances where a molerat outbreak has wiped out around a dozen dwellers! They're worse than the Deathclaws bizarrely - they tend to move to the next room before they've managed to kill anybody!
Posted
I've now had 3 instances where a molerat outbreak has wiped out around a dozen dwellers! They're worse than the Deathclaws bizarrely - they tend to move to the next room before they've managed to kill anybody!

 

Arm everyone!!

 

That's been my solution. I've always got at least one person out in the wilderness looking for weapons.

 

I've got to a point now where everyone (except children) are armed and there's at least one rifle/shotgun/laser pistol etc in every room.

Posted
Arm everyone!!

 

That's been my solution. I've always got at least one person out in the wilderness looking for weapons.

 

I've got to a point now where everyone (except children) are armed and there's at least one rifle/shotgun/laser pistol etc in every room.

 

Yeah I have done, the molerats are just insanely strong! If the breakout is in a manned room, there's no problem, but if it starts in an empty room and spreads they somehow seem much stronger. I just had an instance about half an hour ago where there were 6 people in a room, 3 of which had rifles, one a laser rifle and the other two 10mm pistols, all with full health, and 4 of them were killed before the molerats were finished off :confused:

Posted
Yeah I have done, the molerats are just insanely strong! If the breakout is in a manned room, there's no problem, but if it starts in an empty room and spreads they somehow seem much stronger. I just had an instance about half an hour ago where there were 6 people in a room, 3 of which had rifles, one a laser rifle and the other two 10mm pistols, all with full health, and 4 of them were killed before the molerats were finished off :confused:

 

I had that too, i was clicking on the people and force feeding them medpacks, its a shame they don't auto use them if you have them in stock.

 

My power armoured wasteland hero just returned with a 18-23 dmg laser pistol and a 21-25 dmg amped gatling laser though which is nice.

Posted

I have been playing the hell out of this game for the last week, its really fun. Couple of tips that I have come across in playing.

 

You really want at least 1 high stat dweller and 1 really good gun (ideally 20+ damage) out of the first few easy lunchboxes you get. If you don't get this then restart and try again. My GF didn't get any good guns at the start or high stat dwellers and it took her ages to get everyone in the vault armed as nobody could survive for over 12 hours in the wasteland. I got a decent stat guy (stats all around 4/5) and a fatboy mini nuke launcher at the start and this really helped bring in a lot of items at the start as I could just send him out for ages to collect stuff.

 

Don't upgrade rooms until you need to. The higher the room level the stronger the incident encounter (hence why you get super touch molerats or fires that seem to take days to put out).

 

If you are planning to have rooms without people in (storage rooms, living quarters and probably medbay/science bay) then build them lower that the main rooms so they are not touching other rooms. This way when in incident happens in one it wont spread.

 

Don't expand to quickly. The game difficulty scales based on your vault population and room levels. At around 30 dwellers you start seeing mole rats, at 60 dwellers you start getting attacked by deathclaws. Raider attacks get stronger as well (better weapons, more raiders). Lots of people get put off the game as they build upgraded rooms really quickly, get a ton of dwellers in the vault and then get owned by the incidents because all there dwellers are low level and unarmed.

 

You can put in some "population control" by building what I like to call a murder room. Just build a single room of any type that can be rushed. Make sure when you build it that it is not connected to any other rooms so events wont spread out from it. Now remove all the items from the dwellers who's services are no longer required put them in the room and keep rushing it until you fail. After enough fails they will eventually die and then you can just remove them. I used this quite a bit when I kept getting "deliver babies" type objectives but was trying to keep my population cap below 60.

 

Train 1 person up with Luck and Int. This is your rush guy for making stimpacks and radaways. Early on you might need people working in the medpay 24/7 to keep a good supply in but once this guy gets his stats up you can just rush them. My int/luck 10 guy (with extra int/luck armor on) can rush the medbay 3 times before the fail % gets above 20. I have 2 triple roomed fully upgraded medbays which means this guy can crack out 62 stim packs in less than a minute.

 

Children inherit stats from their parents. Try to use your highest stat people for breeding. It doesn't make a massive difference, even breeding two 10Perception stat parents doesn't seem to give more than 3 stat points to the childs Perception but that's still better than it being 1 (especially if it gets 3 to all stats, that saves quite a few hours of training).

 

Triple merged rooms are much better than double rooms. Merge rooms before upgrading as it costs less.

 

If your resource bars are in the red when you are turning it on then you don't have enough storage for that resource. Build extra empty rooms to increase your storage capacity of that resource. That way you have more of a buffer of resources, so when the game runs after you turn off, it wont run it into the red. This is still annoying though as you still need to play the game long enough next time to refill your resource buffers (makes turning it on for a quick check hard to do). Mr Handy's do fix this problem and you don't need to buy them (hint, the save file is stored locally on your device and can be edited...). I did buy the £3 Mr handy pack just because they game has given me at least £3 of entertainment but cheated in a couple more for when I expand my resource collection. I don't feel having them unbalances the game as it fixes an annoying problem and doesn't add much else. They also die fairly often and cost 2K caps to revive so not a super powerful addition.

 

Don't bother wasting people to guard the vault door. They don't gain XP or contribute to the vault. Best vault defense is to have a triple merged "guard" room to the right of the vault door with dwellers in it and armed all the time. I have my main power generation in that room and raiders die pretty much as soon as they run in.

 

Deathclaws suck. Don't go above 60 dwellers unless you have ample resource storage, a large supply of stimpacks, decent level people and everyone is armed with decent weapons ("guard room" at least should have 10-15+ damage weapons, everyone else a min of enhanced shotguns). Deathclaws run from room to room so it is a good idea early on to set up your top 3 levels of the vault so they have to go from one room to the next on that level rather than having elevators they can go down right away. This way you can get all your best guns nearest the vault entrance and it should take them down before they get to far.

 

Wasteland exploring is important. Ideally send high strength/endurance people at the start as they will last the longest. Send out every spare person you have to begin with as you want to get everyone in stat boosting armor and armed asap. Even if you are sending them out without any items at the start most of them will survive just fine for a few hours which will get them a couple of items each. Remember they don't take damage coming back so you can leave them out until they are almost dead and then recall them.

 

All stats are important and will increase the length dwellers survive and the quality/amount of items/caps they find. Items finding events are generated around every hour for all dwellers that are out, so if you look through their logs to when they last found a weapon/armor you will know roughly how long until they find the next one. There are also scripted events that can be effected by stats (found a locker/fridge needs str to open, encountered slave/talon company needs char, etc).

 

At around 2 days and 12 to 13 hours exploring they will come across a National Guard Depot. At this place they have a chance to get a legendary weapon (about 1 in 10) or much more common just XP. Once they reach this point it is generally best to bring them back so you can send them out for another shot, there does not seem to be any more scripted events after this point (just the standard once per hour random loot generation).

 

Level 16 seems to be the sweet spot for sending out dwellers (if they have a decent weapon and half decent stats). This gives them enough health to start out with and still have enough space for lots of level ups. Every time they level up their health regens which saves them using a stimpack. Most of the dwellers I have sent out at 16 have been level 50 by the time they hit the 2 day mark.

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