[BUG] dwellers don't want to fight!

Post » Sat Feb 13, 2016 9:22 pm

So I have the following bug from time to time:


When raiders come I equip my dwellers with rifles or whatever weapons I have and send them to the entrance to fight, but then they just stand at the entrance door helplessly with their weapons and do nothing! As a result, my dwellers got killed despite the fact that I had enough weapons. I closed the game and reloaded it after 5 minutes or so. It helped, fortunately the majority of the dwellers were alive, although I had to pay caps to resurrect those poor ones.


My friend had the same bug and as a result all his dwellers were murdered. So annoying! Does anybody else have the same bug?
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Misty lt
 
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Post » Sun Feb 14, 2016 2:21 am

I've had a bug where if I moved people to the vault door and they arrived within frames of the raiders breaking in, the raiders would stop in the vault room, and start doing damage to people rooms away from there. No combat occurred in the vault room at all. Like you I had to close the game and reopen it to correct it.

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A Dardzz
 
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Post » Sun Feb 14, 2016 5:04 am

I'm not sure if this is a bug, but my guys often will stop fighting, and when the raiders move to another room they don't chase after them. Like, what the hell? Go after them. Either this is a bug or a stupidly annoying design feature.

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Noely Ulloa
 
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Post » Sun Feb 14, 2016 11:25 am

One of my characters is equipped with Sturdy Wasteland Gear and the Pressurized Flamer and will not attack radroaches. Every time radroaches attack he runs across the room from side to side and will not attack. I usually have to send in a dweller with another high level weapon to take care of them.



Another issue I have is when rushing a room, it says there's only a 7-10% chance of having an incident but it's a false percentage. The way it is set up, its as if the percentage doesn't matter and it's just a 75/25 chance in favor of the incidents.

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Kay O'Hara
 
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Post » Sun Feb 14, 2016 11:25 am

That part is a stupidly designed feature Argonian. There's no guarantee that there will be enough room in the room the bandits will go, so they refuse to follow without orders. This and the fact that the vault room only has room for 2 people, but bandits come in batches of 3, kind of make me annoyed as you are always outnumbered in the vault door room.

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Josh Sabatini
 
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Post » Sun Feb 14, 2016 7:18 am

It has just happened again! This time raiders killed three of my dwellers and reloading the game didn't help. They were just killed! In the end I had to pay more than 1000 caps to revive them!!! Its getting really annoying, and the worst thing is that no one is gonna reimburse me with that 1000 caps! I'm so much disappointed that I want to remove the game from my phone and forget about it!!!
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Katharine Newton
 
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Post » Sun Feb 14, 2016 10:50 am

If equipped with a flamer in a 3 long room, the toon just runs back and forth without shootin
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Chloe Lou
 
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Post » Sun Feb 14, 2016 6:58 am

I think the game still classes as you attacking them... because for sure every dweller loses health at the same rate whether they are being attacked or not. I think going with the Area Of Effect method of combat svcks for an RPG spinoff. Does the platforms not have enough CPU power to roll dice like D&D combat and instead go the simplest way. Anyone in the room is dying at the same rate no matter what and trying to select the poor sods to heal them is a pain in the ass.



Oh and how the hell do Mole Rats dig up from the floor when downstairs one level is another vault room... Are they THE AMAZING SQUASHABALE MOLE RATS that can squeeze in through a 12 inch thick solid concrete floor? :glare: I can imagine the Radroaches getting in that way... but MOLE RATS? In all my time playing Fallout 3 and New Vegas I NEVER recall seeing a Mole Rat in a vault (although with my memory I may have). I would have preferred Super Mutants.



BUT BACK ON TRACK... having dwellers do the musical chairs during combat thing is really confusing.

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Eric Hayes
 
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Post » Sun Feb 14, 2016 7:34 am

Yea, it's been discussed, but whether or not dwellers are going through the animation of attacking, they are attacking. More detailed, if they are actually in a room with hostiles and not screaming and leaving (pregnant), then they are attacking. The animation is irrelevant to the mechanics under the hood.



No, they do not follow hostiles by themselves. Yes, that can be annoying.



Putting defenders in the vault room is not really a great idea. They will always be outnumbered. Period. Rather, it is a good idea to put a 3x power room as the first (and second as well as third...) room that any invaders will pass through when entering the vault. Fill in your 6 (and eventually 12, then 18) best armed and strongest dwellers there. That's your defensive line. Deepen it as you progress.



Further, don't overbuild. Make sure you can fully staff and arm any room before you build (or expand) it. In other words, if you move everyone onto your "defensive line" and leave a bunch of other stuff open or understaffed, you're leaving yourself open to a right gutting by roaches or molerats. So don't overdo it. Balance is key.



Just my two cents.

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biiibi
 
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