Multiple cell rooms.

Post » Sun Feb 14, 2016 12:15 am

Ok, so obviously power, food, water rooms get priority and 3 cells. Living rooms get two cells in my game.


My question is, do the training rooms deserve 3 cells also?
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Daramis McGee
 
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Post » Sat Feb 13, 2016 10:07 pm

Depends on what your doing Strength,Perception,Intelligence and agility are worth it because they are the most important. Although quick tip I would start training your endurance when you reach 70 dwellers as at 100 dwellers you get the Nuka-Cola Station which requires endurance dwellers.
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Lynette Wilson
 
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Post » Sat Feb 13, 2016 10:52 pm

Sweet, just the info I needed, THANKS!
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Bryanna Vacchiano
 
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Post » Sun Feb 14, 2016 1:25 am

No Problem :)
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Gavin boyce
 
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Post » Sat Feb 13, 2016 8:51 pm

ha, not only do my training rooms fill 3 cells, but i have multiples of them. really, if you ever hope to max out 200 dwellers in less than a year, you need to have as many as possible training at all times. i put the minimum i can get away with into the production rooms(and i really push the envelope there, i juggle my resources right at the edge of the line) and have all the rest training.


although...certain stats have higher priority than others.

i actually only need 1 large perception room, 1 large agility room and 1 large endurance room (which hardly gets used, mostly my explorers and people i dont have another place for them, although i just reached 100 guys so i have 4 nuka cola guys training there now).

charisma and intelligence are the lowest priority, so contrary to what i said earlier, i only have 2 cells devoted to intelligence and charisma. i only need 1 scienboy, but i also made a sciencegirl just because. and they both maxed out intelligence already, so the classroom hardly gets used.

charisma room really only got use until my radio girls/boy finished, i maxed out 4 and have 2 more and then thats not gonna get much use.


now, luck, luck didnt get much use at first, but now that most of my power, food, and water people have maxed their primary stat, i've been diverting them to luck. because there are so dang many, i built 2 large and 1 medium luck room so i can have 16 at a time training. i'm considering building more, but then i realized, once everyone is maxed, these rooms are just gonna be a power drain...
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jesse villaneda
 
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Post » Sat Feb 13, 2016 11:11 pm

with power, water and food, i've been toying with whether or not to go with full sized merged rooms or smaller single rooms.

the smaller single rooms seem to have a lower resource drain and each one only needs 1 guy. but of course, 3 small rooms with 1 guy each is the equivalent of putting 3 guys in a large room. and for example, a large food room produces 40 while 3 smalls produce 36. now heres the pros of small rooms, radroach and fires are easier to deal with in a small sized room because the large encounters are balance for 3-6 people while a small encounter is balanced for 1-2. 2 radroaches are easier to handle than 6-8 roaches. also, more rooms to cllect from mean more chances to earn bnus caps.

now i don't know if the bonus caps are bigger from the bigger rooms or not.

i know that on 15 cells, i can fit 3 large, 3 medium rooms which is 6 rooms, or 15 small rooms which is 2.5 times the chances to earn bonus caps.

my second vault was completely small rooms and after 2 days i had 30k caps...then i did something crazy, i tore down all my small rooms and put large and medium rooms, spent all my caps doing so...and now i always seem to be broke, i'm hardly generating any caps at all. i'm slowly converting it back to small rooms but it is taking a long time.


my first vault is mostly large and mediums and i make a good amount of caps but that could be due to luck training, i've maxed luck on several guys, i'm actually starting to convert my first vault into small rooms.


i stagger the rooms so they don't merge. since i have the tier 2 production rooms i've been doing(T=tier) T1 T2 T1 T2 T1 pattern 5 blocks wide on the right side of my vault, the left side has all large dwellings, large training rooms and large storage.

storage seems like it doesnt matter, large or small it has the same storage so it might actually be better to pepper small storage in between rooms.


for a long time my second vault had this pattern(P=power, F=food etc...) P1 F1 S1 W1 P1 repeated going down each floor on the right side


but now i'm converting to the T1 T2 T1 T2 T1 pattern.

i have 2 tier 2 cells to 3 tier 1 cells instead of the other way around, because the tier 2 rooms are fricking expensive for only slightly higher production, and they actually have lower production values until you max them out and even a small room can cost upwards of 15k to build then upgrade it twice.
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Logan Greenwood
 
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Post » Sat Feb 13, 2016 10:47 pm

Well, seems strategy differs.


For example, my largest training room is for luck, just because everyone can use it. Helps with rushing and other things.


Also, I build so everything fits to the population size. Production rooms full, training as necessary.



When a dweller has reached a higher stat than someone in a production room, swap them.


Works well, ressources are stable. In case of an incident, it's mostly enough to equip people in the room with weapons for the duration of the incident. Or ignore it in case of fire.


Should the incident happen in the living quarters, there are always dwellers nearby that I can sent rather quickly to intervene.



Here's my current layout, I'll probably swap the weapons room and the small storage room soon, just to have the option to expand it:

http://i.imgur.com/vvi3jHn.jpg
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glot
 
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Post » Sat Feb 13, 2016 3:14 pm



wow...a lot of vault suits lol. most of my guys have the +3 primary stat ones. they look like uniforms lol. makes them easier to pick out. all my power guys have military fatigues, water guys ave armored vault suits, food guys have handyman outfits (those are hilarious because they almost look like prison jumpsuits)...but thats because i always have 10 guys exloring at all times and they bring back tons of stuff almost everyone has rusty laser pistol 7 or enhanced shotgun 6-8, the best "common" items you can find. i also managed to find 3 ninja suits, 2 clergy outfits, a female librarian outfit, a greaser jacket, 2 female soldier uniforms, 2 male surivor armors, 2 horror fan outfits, and 2 sturdy leather armor.
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Cheryl Rice
 
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Post » Sat Feb 13, 2016 3:52 pm

I mostly have only one or two guys out.


The rest is keeping the vault running or are having fun in the training rooms. ;)



My Mr. Burke is level 49, soon 50, because he does most of the exploring.


I have a task running that wants me to have an explorer out for 16 hours in exchange for a lunchbox, but unfortunately that didn't work the first time, didn't register. I'm trying this again now.
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Manuel rivera
 
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Post » Sat Feb 13, 2016 1:11 pm

the task to have someone out x hours doesn't count for people who are already out. you have to call them back then send them out again.
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Pete Schmitzer
 
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Post » Sat Feb 13, 2016 11:21 am

That came to my mind, as well.


But I just wasn't sure if I sent him out before or after I got the task.



Well, then this time it should work. Thanks!
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Crystal Clear
 
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