Enhanced Vault Dwellers Survival Guide

Post » Sat Feb 13, 2016 4:38 am

I added a new subsection under Resources (Food, Water, Power) titled, Resources consumption examples. It gives three examples of Vaults. The 10 Dweller Vault is hard to keep going. However, the 17 and the 50 man Vault are much easier to maintain. Hopefully that will help some people get their bases a little more stable and avoid loging in, grabing your resources and loging out. I don't like to do that because when the game is idle and you aren't playing you don't earn all the extra caps from the Dwellers leveling, training, and from collecting the resources from the rooms.

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scorpion972
 
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Post » Sat Feb 13, 2016 4:45 am

Tested this and to my surprise they do upgrade their weapon. I gave him a rusty pistol and now http://i.imgur.com/K0VcAqc.jpg. Thanks for pointing that out. My usual adventurers usually have some rare weapon I got from the cards so I have never seen them switch it. I get my lunch boxes from the objectives although I did buy one pack of 5 in support of the game.

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A Lo RIkIton'ton
 
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Post » Sat Feb 13, 2016 1:29 am

Wow, the 5 children were born and my Vaults water supply tanked. The Food supply is borderline so I guess that was like the sweet spot for my Vault's survival with 50 Dwellers. I defiantly have to make more water and food supply just for 55 people let alone the 60ish dwellers I was going for.

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Prisca Lacour
 
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Post » Sat Feb 13, 2016 9:01 am

Can this be pinned, please?

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Heather beauchamp
 
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Post » Sat Feb 13, 2016 12:50 pm

as a mention in other topic:



I have begun use only single rooms for now. Its much more easer to defend rooms! Even 1 dweller can defend room for fire and radroaches. One room system is easier to manage. I have now over 30 dwellers vault and it's very stable and easy to defend. I have no problem with resources and management

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des lynam
 
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Post » Sat Feb 13, 2016 9:02 am

Today I got to 62 dwellers. After I got them into rooms I started noticing something. Fires break out and I would normally send in Dwellers to put it out. If it took too long it spread and I had to chase it. If I get radroaches I defiantly send in Dwellers because they spread and do a lot of damage. However, I have rooms with 6 people. So I thought, when Radroaches spawn in a room of 6 people they die and I just have to heal the Dwellers. Why am I chasing them? Seriously, if Fires break out I let it spread into rooms where dwellers are and they extinguish it. If Radroaches spawn I let them spread to rooms where Dwellers are and then I just watch the health bar. No more chasing and trying to prevent spreading. I loose 0, or possibly 1 or 2 Dwellers instead of 10.

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NEGRO
 
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Post » Sat Feb 13, 2016 5:48 pm



the fires, its okay not to chase those, they eventually die down in empty rooms and spread to occupied rooms where they can easily be quenched.


however, radroaches are a real threat. i had a radroach infestation in an empty room and i tried leaving it, figunring it would just move to an occupied room, and instead it spread to 4 other unoccupied rooms and then those 4 spread to 6 occupied rooms and there were more than usual in each room and the completely wiped 2 rooms and and almost wiped the others. i was lucky i had some rare weapons like flamers 15-17 and a sniper rifle 10-14 and a laser rifle 15-16, otherwise, my whole vault might have been wiped.


TL:DR

don't take risks with roaches, you need to respond immediately, send whoever is closest, on the same floor, the elevator takes too long and they can very quickly get out of control. once someone is in the room, you can start spamming stimpacks while you send more people to help.
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Spencey!
 
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Post » Sat Feb 13, 2016 5:48 am

I tested sending out an adventurer for 24 hours. He is almost at the 12 Hour mark and so far has has 13 items. Here are the http://i.imgur.com/PJNpDOg.jpg and here are the http://i.imgur.com/m5vsuEF.jpg. I don't know what the max items is yet but I'll see how many more he finds.

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Mari martnez Martinez
 
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Post » Sat Feb 13, 2016 4:16 pm

So my test ended up being 1d 2h 6m for a total of 28 items. Only problem is now it will take 13h 2m for him to return.
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emily grieve
 
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Post » Sat Feb 13, 2016 5:40 pm

I haven't seen a limit on how many items they can pick up yet. I had Bittercup who came with crazy high stats out for 34 hours and she just kept collecting, mostly junk, until I called her back. She was level 41 and had Luck +5 and Perception +7 which helped her find tons of gear, but only like three or four high level items, a gauss rifle, a upgraded battle armor, upgraded merc armor, and a combat shotgun. The biggest benefit to anything over six hours is the XP they get for being out that long. After 24 hours everything she killed was >1000XP, Mirelurk Hunters, Feral Ghoul Reaver,... Other than that I don't see much reason to have them out that long, just send two people out every hour and call two back in leaving them out for 6-8 hours. Add time as you start sending more people. When the vault is 100+ people you'll want to send out like 15-20 or you'll have to much to do in the vault.



EDIT: Also, one thing that might help some people is building two sets of elevators. There is space for eight rooms and two elevators on every level (except the top). I like to have the three rooms on the left, then an elevator, three rooms in the middle, then an elevator, then two rooms on the right.



On the right I only use it for living quarters and storage rooms while all the other rooms can be three spaces wide.

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Alex [AK]
 
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Post » Sat Feb 13, 2016 10:03 am

Yeah I'm starting to regret my layout a bit. However, I just put elevators on the far left side so now there is onother way for them to go if they feel it's shorter. I have two save games I can delete and start over. I'm experimenting with them for now but I may delete them at some point or just destroy some of the rooms and move things around, not quite sure.
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Tom
 
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Post » Sat Feb 13, 2016 6:52 am

EssArrBee, how is your happiness level? Mine is http://i.imgur.com/MRzZWZz.jpg and I can't get it much higher overall. I was thinking about making another Radio station but I don't want to man it. I have one it it works just fine. I have discovered that when the people inside the room say that nobody is listening then nobody will come. When they say that if someone is out there they will sure be listening to me, then people will come 'on occasion'. I think the game prevents Dwellers from coming so you don't overpopulate your vault. When your vault can sustain more people then Dwellers will show up. Basically like the Pregnant Women, if they aren't bugged, they won't give birth if there isn't any space.

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Alan Cutler
 
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Post » Sat Feb 13, 2016 3:51 pm

Interesting, your ressources are ok.


You should be able to keep happiness at 97% or more without a lot of problems.


Do you fail rushes often?


I find that the best method to raise happiness without increasing population is successful rushing of rooms.

Luck plays a part, so equipping people with +luck armor or training them for luck helps.


I often put dwellers that have lowered happiness due to failed rushes to a different room that has a higher probability of success and rush there.


Every rush slowly increases happiness by 10%, so it's rather easy to raise it from the regular 75% for occupied residents to 95%+, all without increasing population uncontrolledly.


See this discussion with picture of proof: http://www.gamesas.com/topic/1522780-why-doesnt-my-vault-happiness-raise-to-100/?p=24081460



Edit: Missing "or" added.
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Tammie Flint
 
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Post » Sat Feb 13, 2016 3:20 pm

I didn't see anyone responding to you on this, so here's one way:


Boost the room.

If it succeeds, happiness will increase. If you fail, all dwellers in the room will take a 10% happiness loss. I haven't confirmed the exact increase when you succeed though. Overall, if you have a low failure rate, this is the best way to increase happiness.



Edit:

Aaaand there's a reply with it right above mine. Well, I'm blind :P.

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Sara Johanna Scenariste
 
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Post » Sat Feb 13, 2016 11:11 am

I have to admit that the information was not at the beginning of my post, easy to overlook. ;)
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Matthew Aaron Evans
 
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Post » Sat Feb 13, 2016 8:12 am

THe only time I get near 90% is when I have a bunch of kids grow up all at once and they are at 50%. I think you can bump them to 75% without much effort like assigning them to training an attribute, but otherwise it's having babies. I don't rush rooms much but that works most of the time when you have high luck. Just get some of those formal wear (Luck +3) on a couple people and move the clothes from room to room to rush with a higher success rate.

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Laurenn Doylee
 
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Post » Sat Feb 13, 2016 11:27 am

I have a rough draft of a Wiki for the https://github.com/Sharlikran/fsdoc/blob/master/README.md with images and specifications. If you know how GitHub works and you would like to fork the branch and update the information make a pull request. After I review it I might ask for adjustments to be made if needed.

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Jack
 
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Post » Sat Feb 13, 2016 10:53 am

I am going to have fun tomorrow. I was able to add a three wide Power Room, three wide Diner, three wide Water treatment, three wide Radio Room, two wide MedBay, two wide Science Room and make 30 woman pregnant to have http://i.imgur.com/8EaXFCF.jpg. Now I can make the last two rooms if I want. I have to wait for them to become advlts and get them into the rooms I built. I kinda want to make a tier one three wide Water Purification Plant and Nuka-Cola Bottler.

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Laura Mclean
 
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Post » Sat Feb 13, 2016 11:55 am

If you are able to make a screen shot pls do it :). i have 89 Dwellers and 0 pregnant woman, and ~5 kids. Show how your shelter looks like.

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xxLindsAffec
 
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Post » Sat Feb 13, 2016 6:43 am

I already have a link above. The link says "100 dwellers", it's blue underlined text in my web browser.

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мistrєss
 
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Post » Sat Feb 13, 2016 3:06 am

Can you mark/add time to your lines were you edited? I can only see your post edit time, but to find what you have edit.. it's a bit tricky :D

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Alexander Lee
 
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Post » Sat Feb 13, 2016 3:04 pm


Actually, it does raise the happiness. One of my vault dwellers was at 12% happiness and I wasn't sure why. So, I figured I'll make her happy by finding her a man LOL While she stood there flirting with the guy, her happiness constantly improved.



Oh and great tip about sending your Dwellers into the wasteland when you are running low on resources, then recalling them and just leave them outside the vault. I never would have thought of doing that. Two of my vaults were in bad shape at the start, but I got them all under control by rushing rooms lol Risky business. I think I actually had 1 dweller die in a radroach attack and didn't had the caps to survive her... RIP Linda (OMG I remember her name LOL) So sad...



Anyway, thanks for putting this guide together.

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Nathan Hunter
 
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Post » Sat Feb 13, 2016 1:32 am

I've had dwellers that were coming from outside raise in happiness just by letting them in and putting them in one of the living spaces.


And I think I remember that at least one recently grown up one rose in happiness by putting him to training.



I used to think only production facilities had the ability of raising happiness to 75% from 50 or below...
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Emilie M
 
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Post » Sat Feb 13, 2016 10:29 am

TheJedi put someone in a training room and their happiness went up. I have seen this happen as well. Your dweller was at 12% and it might have went up just by being in the Living Quarters. If they were in a room with a dead body the happiness goes down. If you had low power, water, and food the happiness goes down. Once you collected more resources then their happiness goes up.


I had a Dweller with 75% happiness at the time and the happiness didn't increase. I'll do more testing but I feel it's from something else.

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Andrea P
 
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Post » Sat Feb 13, 2016 6:29 am

Do you mean post #43? Bethesda forums automatically append a date and time stamp to your post when you edit it. Users like myself can't remove that. The reason that post #43 doesn't not have a time date stamp is because I have never edited it yet. The link was already there. Look at post #48 by TheJedi and look at this post because I edited it. The Bethesda forum put the time date stamp there automatically. I didn't do that.



If you mean post #1 then no. For the first post I will not be posting change logs. I might on occasion say I have added or changed something but I normally don't do things like that.

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Ruben Bernal
 
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