I uninstalled the game at ~50 guys. It needs a content patch to address the lack of any real endgame goals. A better interface (it's a pain in the ass to move guys around in this game) and some bug fixes also wouldn't hurt. From the sound of it, it also seems like the cap should have been 100 guys instead of 200, due to some pretty serious engine limitations. A trick before I leave: don't leave anyone in your base equipped with a weapon. When radroaches or raiders come, just equip the people in that room, then unequip them afterwards.
I've got two dwellers who work in the radaway room who are permanently unhappy because they say there's a corpse in there. There's no corpse in there. There might have been, at one point, but I'm sure I resurrected everyone who died so far and I see no corpse. And there's another worker in the room, in the back part, who doesn't see the corpse and is happy as a clam. Any suggestions?
How is that in any way a "trick"? Handing weapons to unarmed people during an invasion is common sense. Not arming people just because is plain stupid. Sounds like the sort of non-tip somebody who didn't put much time into it would come up with to sound clever about having avoided putting time into it . Once you start running explorers it's trivial to arm everyone in your vault. Want to know what's even easier: not having to micro at all during an event because all rooms are adequately staffed and armed. The only real "trick" to this game is to take it slow. My vault hits 2 weeks old today and is still under 70 dwellers. All adults armed with 4+ weapons, have some dwellers with 10 in the requisite special in all rooms, and working toward training up everyone gradually. I'm just letting the radio room handle my population expansion for now. Don't worry about the so-called objectives and you'll do fine. Chasing lunchboxes you don't need is what risks instability (I guess in more ways than one if high pop vaults are universally a problem).
Fallout Shelter by Bethesda Softworks LLC I think she *upgraded* her power armor to tenpenny suit... Uggh stupid
Take one of your lowest level, non trained dweller, and send him out to die naked and unarmed out there in the outlands. Burn his corpse. That way you're back to 199 and may invite Me FancyPants there
then strip him of his outfit and put it on someone more worthy got to the point were its not really fun anymore for me. too many people and basically just swapping them between training and their rooms. dont need to worry about raids or anything anymore... May start again and see how easy it is with the glitch.
This is the point where I uninstalled. Great game to keep me going until there, but there's not really any point after 200. Getting 3 legendary weapons on my first 3 lunchboxes kinda made the game EZmode. Never had a dweller die from a raid or fire or radroach infestation. 4 of 5 stars from me: just needs a proper ending or a play forever mechanic. The 'end' came with no fanfare.
Quite enjoy this game I'v download it and played for 4 days and the average score is A-. It's really a nice game for me and I almostly can't stop playing it. lol
I'm at 135 dwellers and I have pretty much lost interest in it. It has become monotonous, tedious, and now it just feels more like a chore than a game. It was fun and cool in the beginning but it has lost its entertainment value. Like others have stated, it needs something else, better goals to strive for, or even one ultimate goal. Gonna keep it installed for a bit longer with hopes of some sorta content update, but I don't suspect that one will come anytime soon that'll revitalize it for me- I think the very nature of the game is self defeating. At least it kept me pretty solidly entertained for a few days. Oh well. At least I still have a bunch of levels in Xenowerk that I have yet to earn 3 stars on.
For those who experience lag while scrolling the dwellers list, here's a tip: zoom out to the maximum, to the point which the characters are static. The CPU has much less work to do, and the scrolling lag is sensibly reduced.
So the loot the wanderers get is it based on time,luck, level or all of the above? I've been sending the same guy everytime equipped with 35 health and 35 rad away. Normally I recall after 10 hours but I double it this time. He came back with a lot of laser weapons and military armor. :0
My longest is 3 days 6 hours for this dude. Not my best dweller but he started with 50 stim packs (thanks for the glitch of the raiding party on the vault as I was prepping him to leave). My best level 50 (which seems to be the max level) can explore a couple days.
I guess there's no way to prolong their lives aside from stimpaks/radaways and revives? Has anyone noticed if the clothes with high endurance do anything out there? So far I'm just sending him with a lucky suit to increase the chance of rare loot.
If i have a guy with 10 strength and i equip hip with suit +7 strength does it counts as 17? I am asking because i train couple guys to have everything 10 and then try to send them for adventures. Also i already have lot of dwellers with luck 10 and main stat 10 working in food/water/electricity rooms and i equip them with suits that gives them +7 to main stat
I seem to have hit a bit of a snag now. The pregnant woman won't give birth and it's been three days now. I have plenty of food and plenty of rooms (enough for ten more dwellers) but the ladies just won't pop. XD Glitch, I reckon? Anyone with a similar issue and possible solution? Thanks!
It's happened to many people here, so your not alone feeling is that the room they fell pregnant in has been removed and that causes the glitch - not sure if that happened to you or not... Best way to get rid? Send them to the wasteland with no gun or medpacks. Wait. Remove the dead body.