Why are all my Vault Dwellers doomed?

Post » Sat Feb 13, 2016 9:26 pm

I started up the game just now and discovered that in addition to multiple cases of radiation poisoning, their health bars are extremely low.



I used up all the RadAway I had treating and retreating them and I ran out of MedShots a long time ago.



What will happen if this continues and the entire Vault reaches 0 health at the same time?


I don't think I have the required credits to revive everyone in it at once!



I can't even explain the radiation poisoning, there is no reactor and only 3 power generation rooms.

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Dj Matty P
 
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Post » Sat Feb 13, 2016 6:14 pm



lf your water production drops below that spacer in the top bar (and turns red) you dwellers will take radiation damage.


Happend to me, almost cost me my vault.
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Pat RiMsey
 
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Post » Sat Feb 13, 2016 4:12 pm

I managed to restore the game to an earlier point by restoring a backup of the ipad I made when the game was good and nobody was dying.



It did reset my Caps too, I lost nearly 2000 of them, but thats'a small price to pay not to have everyone die!



Darn it, I don't have the ability to filter much water yet, I'm only halfway to unlocking the 2nd water production machine and nowhere near the NukaCoka plant!

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carrie roche
 
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Post » Sat Feb 13, 2016 11:06 am

I did not have this problem but I think you will have to let them die, and start with the basics. Slowly and steady. ...or if you don't have too much invested in your current vault start a new one. Follow the guides on this forum and you will be fine again. The one tip I could give you is: Don't grow too quick. Focus on efficiency first

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Jonathan Windmon
 
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Post » Sat Feb 13, 2016 8:01 pm

I've got too much done already, the Vault is half built, 25% of them have special armors, 50% of them have special weapons.


And rapid expansion was necessary, I need to have capacity to house 70 residents to acquire more food production facilties.



Also, from a strategic point of view, having all the unarmed and unarmored residents occupying the higher levels just got them killed when the Raiders arrived, so I located them as far from the entrance as I could.



So it is not possible to start over.

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Oyuki Manson Lavey
 
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Post » Sat Feb 13, 2016 8:32 am

Here is an example http://i.imgur.com/MRzZWZz.jpg. I'm still trying to figure out whether or not I can sustain 2 to 5 more people with my current resource production. However, this is more stable then my 50 and 55 Dweller examples. This is still a work in progress at this point.


My production rooms are as follows: Two tier three triple wide Power Plants and one tier three triple wide Super Reactor for 157 Power; Two tier three triple wide Water Treatment Plant for 80 Water; Two tier three triple wide Cafeteria for 80 Food. Power capacity is 1800, and Food and Water capacity is 600 as shown in the screen shot. For living space I have one tier three Barracks and two tier two Residences. I have 68 of 70 Dwellers.

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Marquis deVille
 
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Post » Sat Feb 13, 2016 8:27 pm

Another issue remains that you really have to "Sleep" your Vault. Use the Settings Gears in the lower left to "Exit to Menu". Otherwise it keeps running in the background, still depleting resources, still having Incidents and Raids, all the while you aren't collecting the resource generation to keep stuff going.


Power is critical to keeping Water and Food Production going. As I'm finding out with Vault 696 the Minimal Shelter Project, slow steady expansion is better than fast rapid expansion. Having high SPECIALs in the correct rooms (with the right cloths) can make or break your vault. Upgraded rooms, and multipe rooms can drop power fast (especially if left in the background by accident). This shuts off rooms like WATER.


If you don't get lucky with Lunch Boxes with Unique Dwellers of the right types, you'll need to send folks exploring for Gear (guns and outfits). While taking it slow and making sure your resource production can keep up with the consumption. Don't "breed" too many Dwellers too quickly. Kids take resources and can't contribute back. I'd hold breeding until you have a stable workforce in (order) Power, Water, Food. Keep all other room types LOW or don't even build them. You don't really need RadAway of you can keep your Power and Water stable. StimPacks are priority #4.


You should have at least one Dweller "Exploring" out in the Wastesland as those Guns and Outfit bonuses become critical.
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Rowena
 
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Post » Sat Feb 13, 2016 8:20 am

I don't have any residents available for exploring the Wasteland at the moment, they're all slated for Guard Duty, to keep the Raiders in check.

And when they're not making Raiders deader then deady dead, they're running the Power Generator for the top level.


As far as I can tell, my Vault is similar in room allocation quantity to Sharklikran's, I've just chosen to spread it out more instead of having all the rooms bunched up.


I can't post photolinks yet, but there's like a 10 elevator ride between the rooms around the Vault entrance and the residential quarters/secondary industrial production areas.


The Raiders are not really a concern, since they can't get past the guards in the Power Generator room.

I doubt they could even make it much further if they got past them, there's another room of armed guards in the room next door.

And if by some insane amount of luck they even make it to the residential area, there's another heavily armed group waiting to say hello.
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Mylizards Dot com
 
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Post » Sat Feb 13, 2016 8:14 am

Door guards are a waste. Like a Dweller assigned to Storage. Dwellers assigned to living quaters/barracks are a waste unless they are breeding. Arguably dwellers assigned to the Radio Studio are a waste.


I've found it better to make full 6 Dweller room firing squads. I've shifted things around to get the 3-connected Water Treatment Plant as the first room encountered after the elevator. I actually don't even bother to man the vault door. Over time (and exploring) I have been upgrading the arsenal of the "Water Crew". So raiders break in, run right into the "Water Crew" and get gunned down there.


Very early on they were making it down to the Power Room (raiders run Left to Right though all "manned" rooms on a level).


Now with an upgraded Vault Entrance I can send my 2 best armed "Power Crew" up to the door to likey take out or damaging 1 of the three raiders. The remained run into my very well armed (with sawed-off shotguns) "Water Crew". No one "wasted" on guard duty. Even if somehow they make it past the "Water Crew", the raiders immediately take the elevator down one, move left, and right in a full 6 Dweller "Power Crew" who are almost as well armed.


You should really have at least one Dweller out Exploring at any given time, unless you're in a really bad way. Getting a good set of 6-8 damage guns, and +2 or +3 Stat boosting Outfits has a big impact. Cycle out the Explorers as Dwellers tend to get more XP faster by being in Rooms doing tasks, and not so much while exploring. Ideally you I want a 14+ damage weapon on your explorers if they are going more than an hour out. And you can always sell extra guns and outfits for caps to revive dwellers or continued expansion.
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Jessica Raven
 
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Post » Sat Feb 13, 2016 3:20 pm

The topic has to do with resource consumption which I feel can be balanced with the right setup. I think Tilarta feels he has a comparable setup. However, the last comment said that the Radio room is a waste, I disagree. It adds some happiness but I don't know how much or how to gauge it. Also, as I have stated in my guide I feel it works like pregnant women. When the people in the Radio Room say nobody is listening you will not see dwellers come, ever. When they say they feel people are listening to them then one will show up every so often. I feel the Radio room knows whether or not your base is balanced. Now on the other points about people in the Vault Entrance or Storage room, yes dwellers don't gain any xp like in Production rooms and the base does not really benefit from having dwellers in them. All that happens is that the dwellers deal with incidents when they occur. However, I want the to deal with them because they get XP for doing so.

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saharen beauty
 
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Post » Sat Feb 13, 2016 8:24 am

Incidents spread to other rooms, where they can be dealt with, or Dwellers can be moved to adjacent Incident impacted rooms if you wish to be proactive. I still see very little reason (especially in early stage lower population vaults) to station Dwellers in "dead" rooms. Actually if you are being an Evil? Overseer it would be better to leave such Incidents unattended and deliberate allow them to spread, to maximize XP gain across the Vault.


I said the Radio Room was arguably useless (not totally useless), meaning the point can be debated back and forth. Getting a full crew of Lucky dwellers into production rooms and Rushing can result in more substantive Happiness gains. Given my limited access (being on an unsupported device) I have not explored a fully upgraded 3 tile Radio Room's impact on the vault. However the single tile tier 2 radio room was not bringing about any detectable happiness for the power it was using, and the Dwellers I was committing to staff it.


=====


Getting Dwellers SPECIALs trained (in rooms) and getting a good collection of Outfits (and weapons) is a higher priory for a stable vault than guarding "empty" space. Higher related SPECIALs reduce resource collection times, which increases the supply of those resources in the vault, and makes things overall more stable. As an example in my Minimal Vault I was having power problems running off the single power room until I got Confessor Cromwell who still has the highest Strength in my Vault 696. Putting him in the power room has basically solved that issue. Also getting a full set of strength boosting Combat Armor and a few Miliary Fatigues for everyone in that room has also improved power production for me. I wouldn't have gotten those by putting guards at the door, the barracks, and the single storage room.
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Roy Harris
 
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Post » Sat Feb 13, 2016 6:23 am

I called them Guards, but in actuality, they're running the 1st Level Power Generator Crew.

The ones on the other side are actually assigned to a Science Lab.

They just happen to have lots of guns loaded and ready to use while they are working.


I've upgraded the radio room to level 2 and am going to do level 3 when it is possible.

Whether or not it actually gets me more residents is a bonus, I'm doing it to up the happiness factor.
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Petr Jordy Zugar
 
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