Fallout Shelter

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Xanthir
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Fallout Shelter

Postby Xanthir » Sat Aug 22, 2015 6:20 am UTC

The Fallout 4 pre-game finally came out on Android a week or so ago, and I've been playing it heavily. It's tons of fun! I'm up to 32 dwellers, and starting to try and max out my SPA people with their new training facilities.

Protip: don't use a door guard, the people are worthless 99% of the time. Just use a size-3 room right next to the vault door, and fill it with people and all your good guns. You'll wipe out raiders immediately anyway. Try to keep one good gun per room in the rest of your vault too, as it becomes possible; you'll be happy for it when Radroaches show up.

Protip: Send someone to the Wasteland quickly and keep them out there. They get better stuff the longer they stay out, and the loot they bring back (guns and clothes) are necessary for outfitting the rest of your vault. Try to use someone with good balanced stats, preferably someone from one of your Lunchboxes, with equipment to counter their weaknesses. Every stat is necessary in the Wasteland, for different enemies.
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Re: Fallout Shelter

Postby SecondTalon » Sat Aug 22, 2015 7:17 am UTC

Elder Lyons is a special NPC. Sarah Lyons is also a special NPC. You may recall Sarah being the Elder's daughter.

Someone forgot to set the IsRelated flag for them.

Don't leave them in the same barracks.
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Re: Fallout Shelter

Postby Zohar » Sat Aug 22, 2015 1:10 pm UTC

I played it for a few days but then got annoyed with it and uninstalled. The gameplay was repetitive and boring, and I hate games that force you to check on them at specific times. The graphical design is very good, though.
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Re: Fallout Shelter

Postby Xanthir » Sun Aug 23, 2015 9:33 am UTC

It looks like the game only checks parent-child relations when seeing if two people are allowed to breed, too. Siblings (even from the same parent) and grandparent/grandchild appears to work fine.
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Re: Fallout Shelter

Postby Xanthir » Mon Aug 31, 2015 5:30 pm UTC

To aid in vault organization, I started setting people's last names according to what room they're working in (helps detect when I accidentally drag someone to the wrong room, and to remember where to put someone when they're done in a training room).

But then I realized that the Dweller list won't sort by last name, just full name, so I instead switched everyone around. Now their clan name comes first, followed by their personal name. Helps a lot!
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Re: Fallout Shelter

Postby Xeio » Mon Aug 31, 2015 6:42 pm UTC

I'm just slowly training everyone to max skills and won't have to care where people are assigned anymore...

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Re: Fallout Shelter

Postby Xanthir » Tue Sep 01, 2015 6:24 pm UTC

Sure you do; their outfits still dictate what room they should be in. (It's been confirmed through observation that scores above 10, while not directly reported in the UI, *do* have the expected normal effect on the rooms.)
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Re: Fallout Shelter

Postby Tyndmyr » Tue Sep 01, 2015 7:08 pm UTC

Xanthir wrote:Sure you do; their outfits still dictate what room they should be in. (It's been confirmed through observation that scores above 10, while not directly reported in the UI, *do* have the expected normal effect on the rooms.)


Good to know! Though...in theory, I'd like to have everyone maxed just on principle. And it's good for explorers to have all stats, I believe.

Just started playing about a day ago, at around 35 people, and things are slightly unstable at times. One batch of raiders at exactly the wrong time still requires a fair degree of active management. I think I've been neglecting exploration too much, and don't have enough gear for where I should be at.

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Re: Fallout Shelter

Postby Xanthir » Tue Sep 01, 2015 9:28 pm UTC

Yes, explorers use all stats, depending on the monster or encounter.

Dealing with raiders isn't a big deal once you pick up a few decent weapons. Make sure that the first room the raiders run into is completely full, and the people are carrying all your best weapons. You'll typically kill them all without a problem. (I threw some money at the game and put all my lunchbox weapons there.) You shouldn't actually need any door guards; they're just worthless food sponges 99% of the time.

Around the point you're at now, you should hopefully have at least pistols for everyone in your vault. If not, explore more before expanding much more. Load someone up with stimpacks and rad-aways and send them out on a suicide mission; when they finally die, get revived, and return, you'll have shit tons of stuff.
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Re: Fallout Shelter

Postby Tyndmyr » Wed Sep 02, 2015 3:48 pm UTC

It's a day later, and I've got nuke plants and I'm fighting Deathclaws. Which suck, kind of, but they move through rooms faster, so they're not nearly as likely to actually kill people. They do a lot of random damage, but if folks are in good shape, whatever.

Upgrading the door's health seems pointless. The extra time bought is pretty minimal, and if you're set up for it, you don't really need it or care.

Power seems like the big crunch still, though when I finish out these nukes, hopefully that'll fix it. The training rooms are all in constant use for one person or another, and none of my 65-odd people has any level 1 stats, I think. This will probably get all jacked up when the next wave of offspring hits.

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Re: Fallout Shelter

Postby Xanthir » Thu Sep 03, 2015 2:35 pm UTC

I'm currently saving up to some significant reorg before I start using Nuke Reactors. My vault right now is set up in the standard maximally-compact form, 3/3/2 per floor plus two elevators. Unfortunately, some rooms are basically never used (housing, and I usually have at least some training rooms not used), so when an event happens in them, it's easy for it to spread quite far.

Instead, I'm gonna go for an alternating layout. After the first floor, floors will alternate between 3/(2 gap)/3 and 3/(2 power)/3, with elevators between the sets, making a kind of "ladder" design. Power rooms are most efficient at size 2 (it's better to have 3 size-2 power rooms than 2 size-3 rooms), which is why I'm using them to fill the gap; they're also always filled with people, so it prevents any disasters from spilling between columns. I'll also try and ensure that the resource rooms are on the sides of the "full" floors, with housing/training on the sides of the "empty" floors, so even when a room is empty it'll only spread to two other rooms.
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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 12:26 am UTC

So I started last night, went to bed with all my resources in the green, came home today and they are all in the red. So then I try to rush to move faster and get my resources back in the green, but it fails every time (24%-40% chance of disaster, occurs 5/5 times), and because my people were sick with radiation poisoning I lost three of them to rad roaches (seriously?). Also, would be nice if I could have weapons, but I guess I need people to spare to send out exploring?

I think I need to figure this out a bit better, but I'm not sure I have the patience.
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Re: Fallout Shelter

Postby Xanthir » Fri Sep 04, 2015 1:00 am UTC

If the game is closed, it runs for ~3 minutes after you close it, so that'll eat some resources and then stop.

HOWEVER, I find that it's pretty easy to accidentally not "fully close" the game. In particular, if I just put my phone to sleep (hit the power button to black the screen), the game is still running. At minimum, I need to get back to the home screen. To be safe, I also swipe it away on the app chooser, to make sure it's fully closed.

At this point, your best bet is to probably start over. Also, just send someone out from your initial set of people; you've got 1 or 2 to spare from the beginning. Or send them all out! It means a delayed start, but when they come back you'll have weapons and outfits to spare, and then you can get started on your base for real.
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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 1:04 am UTC

Are you sure about that? I closed out by hitting "main menu" and when I came back everyone who was pregnant gave birth, and I went from almost full resources, to over half-empty.
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Re: Fallout Shelter

Postby SecondTalon » Fri Sep 04, 2015 3:16 am UTC

It's all timer based, so it runs whether it's open or not. I don't know the delay on the auto collection of resources, though, but a rough guess would suggest it's about 50% of manual pickup ability. Basically, if your worksite generates resources every five minutes, the game appears to pick them up every five minutes after they are generated.
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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 6:57 am UTC

Well, started a new vault, ditched the old one. I got a lot luckier this time, with a bunch of weapons from lunchboxes. Sent 8 people out to explore, then 6 are left with one in the diner, one in the med bay, and then two in the power station and water purification - every room except the diner has someone equipped with a gun. Decided to hold off on having kids. We'll see how things are going when I get home from work tomorrow - my resources are regenerating pretty quickly; at least one of my explorers found a gun in just five minutes (compared to none with my last go, and only a single gun in a lunchbox).
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Re: Fallout Shelter

Postby Xeio » Fri Sep 04, 2015 2:56 pm UTC

Tyndmyr wrote:It's a day later, and I've got nuke plants and I'm fighting Deathclaws. Which suck, kind of, but they move through rooms faster, so they're not nearly as likely to actually kill people. They do a lot of random damage, but if folks are in good shape, whatever.
Wat?

They like murder 1-2 people per room as they tear through my shelter...

If HP bars and dweller selection didn't suck maybe I could mitigate some deaths by stimpack use, but those fuckers are nasty.

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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 3:39 pm UTC

I decided to check it this morning. Everyone I sent out to explore, regardless if they had weapons or stims, is dead. The resources, however, are all in the green.
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Re: Fallout Shelter

Postby Tyndmyr » Fri Sep 04, 2015 4:23 pm UTC

Thesh wrote:So I started last night, went to bed with all my resources in the green, came home today and they are all in the red. So then I try to rush to move faster and get my resources back in the green, but it fails every time (24%-40% chance of disaster, occurs 5/5 times), and because my people were sick with radiation poisoning I lost three of them to rad roaches (seriously?). Also, would be nice if I could have weapons, but I guess I need people to spare to send out exploring?

I think I need to figure this out a bit better, but I'm not sure I have the patience.


Yeah, sometimes you can get into a viscious cycle, where everything going wrong makes more things go wrong.

A common trigger is either:
A. not producing enough base resources, so as long as you're rushing routinely, it's fine, but when you stop, it goes to hell.
B. A bunch of kids happen, and your needs suddenly spike.

Exploring is huge. I didn't do enough at first, but radroaches and stuff become way, way more manageable with weapons. Fists suck. Note that encounters seem to get tougher as rooms get larger/upgraded, so doing that without gearing up your people(and later, training them) can make the events quite challenging.

Thesh wrote:Are you sure about that? I closed out by hitting "main menu" and when I came back everyone who was pregnant gave birth, and I went from almost full resources, to over half-empty.


Birth timers definitely happen regardless of it being open or not.

I'm packing about a hundred people in the hive now, and I've had guys explore for like fifteen hours, coming back with giant hordes of loot.

Xeio wrote:
Tyndmyr wrote:It's a day later, and I've got nuke plants and I'm fighting Deathclaws. Which suck, kind of, but they move through rooms faster, so they're not nearly as likely to actually kill people. They do a lot of random damage, but if folks are in good shape, whatever.
Wat?

They like murder 1-2 people per room as they tear through my shelter...

If HP bars and dweller selection didn't suck maybe I could mitigate some deaths by stimpack use, but those fuckers are nasty.


They're REALLY bad if you're jacked up on water or health. A big factor here is level and endurance. They straight up eat my level ones in a heartbeat, but the pathing is predictable. So, make sure that your noobs are on lower floors so they don't get murdered, and stack up your better guns near the entrance so you shred 'em quick. I routinely kill them on floor three. Now, I tend to have fewer large rooms, so that helps. Six guns firing is good. Also, it means only the middle room is getting hit twice(which WILL kill people generally) in every level.

Thesh wrote:I decided to check it this morning. Everyone I sent out to explore, regardless if they had weapons or stims, is dead. The resources, however, are all in the green.


They tend to take damage while they're out. Sending 'em out with a stack of stimpacks helps with this. Alternatively, just res 'em, bring 'em back. Hard on caps, but light on stimpacks.

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Re: Fallout Shelter

Postby Xanthir » Fri Sep 04, 2015 4:26 pm UTC

HP is heavily level-dependent, too - people drop like flies at low levels, but exploring is the fastest way to level them up. Res them and send them back out, they'll do a lot better next time.
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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 4:39 pm UTC

Yeah, I've got plenty of stims now, so that should help... As soon as I get the caps to revive them, of course.
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Re: Fallout Shelter

Postby SecondTalon » Fri Sep 04, 2015 6:37 pm UTC

Yeah, until you get the Game Room and get people's luck maxed out, caps run out all the time. Once you get that going, caps (at least in the numbers needed to revive) are pretty plentiful.
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Re: Fallout Shelter

Postby Thesh » Fri Sep 04, 2015 6:53 pm UTC

It honestly wasn't as bad as I expected. Played for about half an hour on my lunch break, and was able to revive 5/8, and once they come in I'll have more than enough to revive the rest. Plus I'll have a surplus of guns and some nice clothing to help out. Once they get back, I'll start cautiously expanding, before I flood the vault with babies. I am a lot better off this time around.
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Re: Fallout Shelter

Postby Chen » Fri Sep 04, 2015 7:54 pm UTC

So does anyone know what the mechanics for the increasing strength of raiders/radroaches are? Also the frequency or raider attacks? I couldn't figure out if it was based purely on time or it had something to do with level of dwellers, rooms built or any other combination.

Also have there been any app updates for this since it was released? I was playing it on my Ipad 2 (old) and it was crashing enough that I just deleted it. I played a bit on my phone but without knowing the mechanics I wasn't sure how much time I wanted to invest and if I had to feel hurried or not playing (say if raider attacks were time based or something).

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Re: Fallout Shelter

Postby Xanthir » Fri Sep 04, 2015 7:59 pm UTC

Strength of room disasters is dependent on the size and upgrade level of the room - a size-3 level-3 room will get some pretty deadly roaches, so make sure the room has 5 or 6 people all armed with decent rifles or shotguns.

I don't think it's entirely clear how raiders work yet, but I've heard rumors that it's tied to power consumption - they get worse as you expand your vault.

Disasters only occur while you're actively playing, don't worry. While the app is off you just burn a little bit of resources before your vault goes to sleep.
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Re: Fallout Shelter

Postby LaserGuy » Fri Sep 04, 2015 9:27 pm UTC

Has the stability of the game improved? I was planning on picking this up a little while ago, but the reviews were pretty much universally complaining that, although the game was fun, vault-ending crashes were very common, especially on older devices like mine. This was a little over a month ago, I think.

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Re: Fallout Shelter

Postby Xanthir » Fri Sep 04, 2015 11:32 pm UTC

This is anecdotal, but I've never had a crash. My vault is only ~60 people right now, and I have a Nexus 5.
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Re: Fallout Shelter

Postby Thesh » Sat Sep 05, 2015 1:07 am UTC

I haven't had a crash, but haven't gotten very far either. This new vault is doing a lot better. I'm not trying to expand too fast, I'm now overproducing and trying to get happiness to 100%, then, when I'm happy with the progress I've made and have enough caps/stims/rad-away in reserve, I'll make babies and send them out exploring when they grow up, and will cautiously expand a bit. Everyone is armed, and the raider attack was a lot easier to defend against than when one person was armed.

EDIT: It takes a lot of stimpacks for people to survive in the wastes. I sent three people out with five stimpacks and 3 radaways, two of them (level 8 and level 3) were dead within a few hours, and one out with 10 stimpacks and 3 radaways (level 1), and my level 1 was out of stimpacks after 6 hours. The only one that survived was my level 12, after using only two stimpacks.
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Re: Fallout Shelter

Postby Xanthir » Sat Sep 05, 2015 4:06 pm UTC

Xanthir wrote:Instead, I'm gonna go for an alternating layout. After the first floor, floors will alternate between 3/(2 gap)/3 and 3/(2 power)/3, with elevators between the sets, making a kind of "ladder" design. Power rooms are most efficient at size 2 (it's better to have 3 size-2 power rooms than 2 size-3 rooms), which is why I'm using them to fill the gap; they're also always filled with people, so it prevents any disasters from spilling between columns. I'll also try and ensure that the resource rooms are on the sides of the "full" floors, with housing/training on the sides of the "empty" floors, so even when a room is empty it'll only spread to two other rooms.

This was a bad idea. It just made the production rooms too spread out and annoying to deal with.

Instead, I'm shifting into a "traditional" efficient layout, where all my production rooms are packed together up top (for easy collection), then my training, storage, and housing are spread out in the lower floors (to prevent disasters from spreading).

Also, upgrading rooms really isn't worth it. It's super-expensive, and it makes disasters a lot deadlier. Much better to just build more rooms - you've got plenty of dwellers anyway. It increases your power usage a bit, but that just means you have to build more power rooms. ^_^
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Re: Fallout Shelter

Postby SecondTalon » Sat Sep 05, 2015 9:39 pm UTC

Chen wrote:So does anyone know what the mechanics for the increasing strength of raiders/radroaches are? Also the frequency or raider attacks? I couldn't figure out if it was based purely on time or it had something to do with level of dwellers, rooms built or any other combination.

Also have there been any app updates for this since it was released? I was playing it on my Ipad 2 (old) and it was crashing enough that I just deleted it. I played a bit on my phone but without knowing the mechanics I wasn't sure how much time I wanted to invest and if I had to feel hurried or not playing (say if raider attacks were time based or something).


I don't believe it's supported on iPad 2. At all. Why the App Store for iOS isn't this explicit, I'll never know.

Bethesda, in regards to iOS wrote:Fallout Shelter on iOS devices is compatible with the iPhone 5 and up, the iPad 3 and up, and the iPad Mini 2 and up. It is optimized for the iPhone 6, 6+, and iPad Air 2. The game runs on iOS 7 and up.

Android players can check the compatibility of their device by logging in to the Google Play Store and opening the Fallout Shelter page.

Please note that devices with less than 1 GB of RAM are not supported.


As far as updates, there has been one of which I am aware - the one that added Mr. Handys (no idea what they do as I'm not paying a buck for one), Deathclaw attacks (Raiders+) and Molerat invasions (Radroach+)

As far as the timer or whatever goes, I play basically once a day, for 10-15 minutes before bed. Without fail, I have an incident 45 seconds in.


Without. Fucking. Fail. And it's always some piece of shit incident that takes five fucking minutes to clean up, no one's in danger, I just have to fucking wait so I can actually move people around in my workout centers to get their stats up so I can go to bed after they finally put this fucking fire out or kill these goddamn raiders or whatever it is that takes them five goddamn minutes.

....

I'm not angry, exactly, I'm just... irked. A lot.


Re: Stability

It rarely crashes for me, and while I did lose one vault to the save getting corrupted, that was partially my fault. While I've not researched it extensively, the loudest complainers of instability I recall were playing it on unsupported hardware.
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Re: Fallout Shelter

Postby Thesh » Sun Sep 06, 2015 5:56 am UTC

I think I need to expand more... The game is starting to go a bit slow. But everyone is well equipped with good weapons.


I really wish there was a family tree feature, because I can't keep track of who is related to who. Mine is probably going to start looking like a web soon, because there is only so much hyphenating you can do.
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Re: Fallout Shelter

Postby Xanthir » Mon Sep 07, 2015 6:38 pm UTC

Fuck, I just crossed the threshold for Deathclaws to start attacking, and they're *murder*. Raiders were utterly trivial (all three would die within five seconds of stepping into my first room), so I guess the escalation is fine, but wow.

They're extra-bad because in my reshuffling I put my radio room up top - manning the radio doesn't give experience, so they're all low level, and thus have very little HP and die quickly. I've started shuffling them to the wasteland to pick up some levels, but it's not fast enough, the deathclaws keep coming!

At least my vault is now in the shape I want. All production rooms up top, all training rooms in the middle, all storage and housing at the bottom, with the latter two arranged in diagonal patterns to prevent disasters from spreading when the room is empty.
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Re: Fallout Shelter

Postby Thesh » Mon Sep 07, 2015 7:32 pm UTC

What triggers the deathclaws? I just lost two people to mole rats. Those things are frustrating. They started in the living quarters which were empty, and spread to three rooms before I could even get anyone down there. I think I expanded a bit too much, but not unmanageably so. I need to try and keep every room occupied, just segregate the men and the women in the living quarters until I want to expand. Hopefully, I can then rotate people in and out of training and production rooms so they can keep leveling.
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Re: Fallout Shelter

Postby Xanthir » Mon Sep 07, 2015 8:49 pm UTC

As far as iI know, it's just having a large enough Vault. For me it happened when I brought in 10 new people to raise my population from 60 to 70.

And man, diagonally staggered rooms for all your "usually empty" rooms. You can just ignore any disasters, because they'll peter out and not spread anywhere.
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Re: Fallout Shelter

Postby Thesh » Tue Sep 08, 2015 3:57 am UTC

I might be seeing them soon, then. I have 47 dwellers right now, and somewhere between ten and fifteen of them are pregnant. They should be born tonight, and then I'll send them into the wastes tomorrow morning to get gear and then revive them and bring them in when I get home from work. Every room in my vault borders at least two rooms, and it would be too expensive to demolish and rebuild everything. But once the newbies are all back, I can have every room manned.

My first room is a clinic with six people in it, including my two highest level characters. I'll have to see how well they do against a deathclaw.
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Re: Fallout Shelter

Postby Xanthir » Tue Sep 08, 2015 4:53 am UTC

Thesh wrote:a deathclaw.

Three deathclaws at once.

I'm doing a bit better now. My professional explorers had my best weapons, so I took those off and gave them middling weapons, instead putting all the best on my frontline room people. I also broke symmetry on that first floor, and switched from a size-2 radio and a size-3 radio to the opposite, so the deathclaws first enter a 6-man room.

Now I kill one deathclaw in the first room, and finish off the other two in the second. If I'm careful and lucky with stimpacks, nobody dies, but I often still lose someone.
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Re: Fallout Shelter

Postby Thesh » Tue Sep 08, 2015 3:20 pm UTC

Well, I woke up and had my first deathclaw attack; didn't lose anyone, which I was not expecting. I was busy sending all my new dwellers into the wastes, and giving them 5 stims each, so I didn't really have much to go around when the deathclaws attacked.
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Re: Fallout Shelter

Postby Xanthir » Tue Sep 08, 2015 3:50 pm UTC

Yeah, having my opening room filled with people level 5 or below was my mistake. They're all more leveled now.
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Re: Fallout Shelter

Postby Thesh » Tue Sep 08, 2015 4:27 pm UTC

I've got mostly level 20+ people, as well as all of the best weapons. They are a bunch of really gangsta doctors.
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Re: Fallout Shelter

Postby Tyndmyr » Tue Sep 08, 2015 4:45 pm UTC

Xanthir wrote:Strength of room disasters is dependent on the size and upgrade level of the room - a size-3 level-3 room will get some pretty deadly roaches, so make sure the room has 5 or 6 people all armed with decent rifles or shotguns.

I don't think it's entirely clear how raiders work yet, but I've heard rumors that it's tied to power consumption - they get worse as you expand your vault.

Disasters only occur while you're actively playing, don't worry. While the app is off you just burn a little bit of resources before your vault goes to sleep.


Yeah, I learned this the hard way. Turns out, rushing money is keyed to chance of disaster, not those things. So, make a room or two of minimum size, unupgraded, and put some lethal dwellers in it. Rush them endlessly. It'll end up cycling between mid 70s and mid 80s percent failure chances, but failures are handled super quick, and successes make bank.

Crashes have not been an issue for me. I'm over 150 now, and life is good. Playing on iPad.

My elevator goes to bedrock, which is where most of my housing is. Top floor is also all housing, because that's how it started. Meh.

You *can* get Mr Handy's from those packs you get for doing quests. It seems hella rare, tho. They are cool. They cruise around a floor collecting resources automatically, and help solve disasters. They have lots of hp, but you cannot heal them. When they pop, it's 2k caps to fix them. I spose I could buy them for all floors, but...with real money? Naahhhh. You can also send them out for caps, but that seems inefficient, given that you can do that with the much cheaper and healable dwellers too.

Deathclaws seem to be triggered by
1. Opening the vault door.
2. Radio.
The transition to them is probably a size thing, but both of those definitely increase the frequency with which they attack.

I get like four deathclaws at once now. Not so bad with the dialed up guys(first room has a sniper rifle, a plasma rifle, a flame thrower, my mr handy, and three sawed off shotties), but they tend to eat any low level guys that happen to be in their path. I tend to forget about that when scraping through one of those "assign everyone to the right room" quests, which are obnoxious. Because, mostly, I've already done that. So, I gotta futz with clothing and swapping.


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