Build your resource first, don't build too quickly: RIGHT!

Post » Sun Feb 14, 2016 8:31 am

Everyone says don't build too quickly. Concentrate of resources at first. So, does that mean leaving four or five dwellers standing outside of the vault while you build your damn resources? That to me is pretty god-damn stupid. I am up to 34 dwellers with at least three out in the damn wasteland collecting noting but crap and each time the vault is overrun with radroaches or molerats or fire half of the 34 are [censored] killed--despite the fact that they are well armored, well armed, with the majority of dwellers leveled at 20 and above.

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Andrew Perry
 
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Post » Sun Feb 14, 2016 3:35 am

I got up to 100 dwellers in like 3 or 4 days and never had a problem. I never understood why anyone would recommend going slow. Stock up on stim pacs and patch people up before they die. That's the only tip I can give you.



I have no idea how you manage to get dwellers killed by fire though. I'm not sure I've ever had that happen to me. Maybe if you put a single low level dweller in an upgraded 3-size room?

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Daddy Cool!
 
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Post » Sun Feb 14, 2016 9:09 am

They usually say to go slow because when people build to fast they often don't have enough dwellers in the wasteland to provide enough outfits and weapons to keep up with the vault. So you end up with a ton of dwellers with crappy weapons, getting eaten alive by mole rats raiders and death claws. You need to be heavily armed with some high level people in that first room (preferable a 3 wide) before you really start making lots of babies, and bringing in a ton of outsiders.

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Trent Theriot
 
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Post » Sun Feb 14, 2016 4:16 am


There are various ways you can play this game, the "Go Slow" strategy is only one of them. Personally, I favor it because it allows for rapid expansion later on. Having said that, it is up to you to come up with a strategy that works for you.



Dwellers that are out exploring do not consume resources. Having said that, it appears that total population (including those exploring) governs when molerats and deathclaws start appearing. Rooms and levels of upgrading also seem to play a part. The way I play, molerats start appearing when my total population reaches 33 and deathclaws appear somewhere in the mid-60's (I think 64, but don't quote me on that). Killing and removing Dwellers to drop below the threshold does not seem to work, That is to say once molerats start happening, they will continue even if your total population drops below 33.



Here is why people say to work on resources first. Power is the most important. If your power drops into the red, rooms in your vault will start shutting down. If a room shuts down, it will no longer produce anything. Storage capacities of rooms seem to be unaffected when it is shut down. That is to say, if a Living Quarters gets shut down, that will not reduce the total population capacity of the vault, but you will not be able to use that room to make babies or hold dances. What you don't want, is food or water production to be shut down if power goes into the red.



If food storage goes into the red, all of your Dwellers who are not exploring will start to lose health and happiness. It should be noted that your Dwellers cannot starve to death, but a vault filled with dwellers that only have one point of health is just a disaster waiting to happen.



If water goes into the red, all your of Dwellers who are not exploring will start taking radiation damage and lose happiness. It should be noted that your Dwellers cannot die of thirst or die from radiation poisoning, but radiation poisoning will reduce the maximum health of a Dweller. That is to say, if a Dweller has a maximum of 100 health and gets 20 points of radiation damage, their maximum health will be reduced by 20 so they will only have 80 health and will not be able to be healed beyond that until the radiation is removed using RadAway.



Basically, if your food and/or water resources go red, then all of your Dwellers start losing health and they become less able to deal with any incidents that occur. The longer this state lasts, the less capable your Dwellers become. This is the basis of the Go Slow and Take Care of Resources strategy. If it doesn't work for you, then find another strategy that will.

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Matthew Barrows
 
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Post » Sun Feb 14, 2016 11:41 am


As I stated initially, all of my dwellers had very good armor and weapons graded 6 and above. Those out wandering the stupid wasteland come back with crap for weapons and armor. The most you can do is sell the damn junk, for caps; and, unless your are expanding your caps are friggin useless; especially if you have 13 of your 34 dwellers dead ranging in cost of 350 to 680 caps.

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Amber Hubbard
 
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Post » Sun Feb 14, 2016 3:07 am


Use those friggin useless caps to revive your dwellers.

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Ella Loapaga
 
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Post » Sun Feb 14, 2016 5:01 pm

That is all well and good when you have enough caps to revive "all" of your dwellers at once. At the rate those idiots out in the wasteland take to gather [censored] it can take hours: And, I mean hours.

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[Bounty][Ben]
 
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Post » Sun Feb 14, 2016 11:28 am


I am not sure why you need to leave dwellers outside at any moment unless you need to make inventory space.



They can wander inside your vault but you should have enough room for most to be of use early on as while resources are important to keep full you should have other rooms for them to be useful in or at the very least exploring.



Make sure you have some in training rooms but a problem could be is you are leveling your characters too fast and this makes events stronger as being above level 20 with most while only having 34 dwellers is a bit high unless you have the equipment to back them up.



I have stopped leveling mine when I can to stop this from happening and as for the gear you need to add as many stim packs and 8-10 rad packs early on when you send them out since they will get better gear for you the longer they are out and if they have better stats.



Just don't overbuild and have one group working on their endurance at low levels before you level them as they will get more hp by doing this while those that rushed ahead in levels but had low endurance will be at a disadvantage when they hit mid-high levels and can get killed easier.



Don't forget to build stim packs also for some dweller healing when needed inside the vault.

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Mimi BC
 
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Post » Sun Feb 14, 2016 1:51 pm

I found that legendary characters don't suit well to production-rooms.


I have Abraham Washington, Star Paladin Cross, Colonel Autumn and Lucas Simms. Only Star Paladin Cross have interest in power-room. I sent the others to the wasteland for exploring, and they can survive up to 2-days, but return with crappy equipment ...

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Claire Jackson
 
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Post » Sun Feb 14, 2016 12:10 pm

First what I can tell armor doesn't do jack in vault battles... they are simply about HP + damage of weapon.



I also am confused... how can you be decimated by radroaches or even moles with 7+ weapons? I am at 53 dwellers have only had dwellers die if they were really low level or multiple incidents occurred and I didn't stim them. Even then never have I had 13 dead at a single time. Someone suggested a bug, maybe that is possible.



Some tips:



Consider keeping your rooms level 1-2, the room level does effect the difficulty of incidents it seems to me. Size also. So if you upgrade or create large rooms, staff them with at least 50% and if level 3 make sure they have decent weapons (7+ would be considered decent I believe).



Also try to be as efficient as possible with your resource production. Produce enough to keep a even level while playing and enough storage to last until resource drain stops after you quit the game. This will allow you to train as many as possible.



At your point, make sure you mix you your high level and low lever in rooms (except for by the door where raiders attack first, all high level there maybe one low).



I don't think this effects your game at this time but know Endurance level determines how much HP each dweller gets at each level up. So if you have END 1 and leveled to 50 the dweller will have considerably less HP then a dweller trained to END 10 at lvl 1, clothes effect this bonus.

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Nikki Morse
 
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Post » Sun Feb 14, 2016 12:27 pm

Fist off, unless you get real lucky with your first lunchbox and get a character with high stats that you can use in the damn wasteland and a damn good weapon you have [censored]. I had once dweller for over eleven hours and he collected only [censored] weapons and armor. They don't give you [censored] for dwellers. The game svcks. That is all there is to it.

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Luis Reyma
 
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Post » Sun Feb 14, 2016 9:15 am

I have less than 50 dwellers.. Those who aren't working are training. I've had 0 luck in lunch boxes so early on I'd send a guy out to gather loot. Slowly but steadily everyone is being trained in at least 2 stats. Going slow does help. I've survived every attack thus far with mostly under 7 damage weapons because I have been leveling everyone up that's in my vault so far.A majority of which are on their way to 50. I don't have a radio room either. I'm limiting population size, as well as how many times I open my vault. This should keep deathclaw attacks from happening


By the time they do happen I'll have everybody leveled up, full stats, and have a group of scavengers out gathering loot. All of which without buying lunch boxes. Slow and steady wins the race and keeps your dwellers alive
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Jason King
 
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Post » Sun Feb 14, 2016 7:07 am


Yup from what I have seen you get "filler" gear up to about 24 hours. After 24 hours is where I would start getting the higher end stuff more consistently.



I did luck out and got a 15 weapon and a good stats guy to start the wastes right away. If you had bad luck with your initial boxes, then going slow will definitely help.



If the game svcks and that's all there is to it, why are you here posting here? Just stop playing. It's ok you don't have to like everything and not everyone has to like FOS.

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GLOW...
 
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Post » Sun Feb 14, 2016 2:21 am

I have tried many ways to achieve what many here have recommended and such, but the end result has always been the same. By the time your wasteland wanders get to 24-hours they are either dead and / or half of the dwellers back in the vault are deceased. (And, many of the dwellers have progressed beyond level 20.) Add to that the lack of caps to revive everyone. in my mind you simply cannot win--if there is such a thing. This entire game is based upon a roll of the dice. To me that is frustrating as hell and not worth the time and and aggravation.

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GLOW...
 
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Post » Sun Feb 14, 2016 8:43 am


You need to improve the stats, mainly strength and endurance for explorers, to have them last longer and to max their 25 stims and around 8-12 rad packs early on as later when they have higher endurance they will not need as many rad packs.



Also equipping them with outfits that add strength and endurance plus toss on your strongest weapons and you should be able to reach that point with 2-3 after a couple days unless you were lucky and got a special dweller and this can be done then sooner usually.



Make sure you are breeding enough dwellers to keep your vault running but not overbuilding where the rooms are too high level and only are half full as this will be the easiest way for them to die inside your vault.

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victoria johnstone
 
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Post » Sun Feb 14, 2016 5:33 pm


One of the problems that I have with some of these suggestions is, how long it takes to get to that point. You shut the god-damn phone of and come back to find all 34 of your level 20 dwellers, including those out in the wasteland are at half health because of radiation poisoning. The twenty or more radaways in your inventory doesn't meet the god-damn demand, to cure everyone. Consequently all of your friggin resources are in the god-damn red, as well. I cannot for the life of me see how to avoid that bull-[censored]. This game is rigged for failure. And, don't get me started on the ratios between failure and successes. I have just as good of a chance to win the damn Oregon Megabucks lottery.

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Jaylene Brower
 
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Post » Sun Feb 14, 2016 1:42 pm


To avoid radiation in your vault like that you need to have your water supply above the required line and when it is your vault dwellers will slowly decrease in radiation and having the game open while this happens will decrease it faster as when you close the game it only runs for 2-3 minutes for these kinds of issues before it stops.



You need to have enough surplus of resources so you don't go below this required line when closing the game so make sure you have enough resource rooms running and upgraded to have the storage and to fill it up before you quit the game and as for explorers unless you are sending them out with 1-2 endurance they should be fine with the 10ish packs for awhile as long as they were not sent out with a ton of radiation already on them.



It sounds to me like your storage is not enough, upgrading the water room or possibly building it to a full 3 space or another room, to keep your vault running when you close the game and if the line on the resouce bar is close to the end that is why as for food and water it should be easy to keep it closer to the middle.

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Silvia Gil
 
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Post » Sun Feb 14, 2016 1:44 am






Yeah, pretty much anything in the game relies on probability and a roll of the dice. But that doesn't mean you can't run a vault without being lucky. You don't need rare weapons to survive deathclaw attacks and such.



When you don't have enough radaways to cure all your dwellers, then your supply of radaways is not the problem. your dwellers shouldn't have rad-poisoning in the first place. So your problems started way before that. I suggest you post a screenshot of your vault, so people can help you.

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Lexy Dick
 
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Post » Sun Feb 14, 2016 3:59 am

I cannot get a screenshot because I have long since deleted that game. I all boils down to not playing these kinds of games on cell phones. I will stick with my Role Player games like Skyrim, Fallout and Dragon Age. I have been playing Fallout Shelter only because I have been on vacation while my desktop is at home. That said, I will be back home on September 8th. I miss my gaming. This is more like frustration.

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Kay O'Hara
 
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Post » Sun Feb 14, 2016 7:30 am

W-w-w-wait.



I'm not sure if you're quitting the game right.



You said something about resources being in the red when you get back. Are you just hitting the home key? Or actually backing out to the main menu and exiting the proper way.



If the game is still running in the background then resources are being used all the time.



But honestly the slow thing is right.



No rooms upgraded until 7+ weapons


Upgrade only your most heavily armed groups.


Match your dweller level roughly to -10 of your dweller amount pas 20. So if you have 30 dwellers you should have your original dwellers around lvl20


Once you hit 50 and can make the training rooms stop right there, get dang decent weapons on the top two floors to handle deathclaws that are coming up next.



But seriously if all you're here to do is call the game crap then it's a waste of everyone's time to try and help you.

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Sheila Reyes
 
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Post » Sun Feb 14, 2016 5:46 am

got to 200 dwellers in a week


looks like you just aren't very good at playing FOS

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Amanda Furtado
 
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Post » Sun Feb 14, 2016 1:33 am

Upgrading room to level 3 get you tough radroach and molerat. Until you get good weapon, you are better off expanding vertically, ie keep building rooms downward and keep room at level 1 or 2.
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luis dejesus
 
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Post » Sun Feb 14, 2016 4:18 am


Yet another "god-damn-phone-shut-off'er".


Point that:


- you HAVE to exit game instead of shutting phone to pause your vault and prevent resourses consumption. Therefore your lines stops being "god-damn red" after your return.


- you SHOULD keep checking your wasteland wanderers and return them to base to heal and deradiate. Items they found depends on their level and S.P.E.C.I.A.L. thats why it'll be a scrap on a first few days. However I equip every of my dwellers even in scrap and thay began to survive better.


- you NEVER lose any dwelver in fire or roach if you have relevant to their quantity room. I always start with 1 room with 2 people, than upgrade it to 2nd level. And only when I have a new worker fits to that room I add the second room and upgrade it to merge with first.


That means "going slow"

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Roanne Bardsley
 
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Post » Sun Feb 14, 2016 7:04 am

i managed my vault based on training. i want everyone to be SPECIAL so. for my first generations, i only built 1 electricity, food, water room (3 room size). it is manageable if i rotate the dwellers (1st gen dwellers working there something off while young lings / new dwellers (they didnt come much) or newborns train. equipment and dwellers management is everything about this game. and HOW you manage them is based on one's taste.

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courtnay
 
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Post » Sun Feb 14, 2016 12:00 pm

I can just go so far then all hell breaks loose. I have tried many different strategies and despite what many people have said here nothing seems to work for me. I get to a certain point and I never seem to have enough stimpacks or radaways to go around. I will close the game CORRECTLY and when I come back after several hours all of my dwellers are half dead with radiation poisoning. I don't have a screenshot so you will just have to take my word for it. Besides, why would I lie it benefits no one. As it is after being on vacation all summer long when I get back home to my desktop next week I will be concentrating on my PC video games. I never have liked playing chess, so strategy games aren't really my forte. I play mostly games like Fallout, Dragon Age and Mass Effect. Even if I play them over and over again I never tire of them. Just saying.

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Paula Rose
 
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