and didnt open the reward until I got a use of it. I once had the same situation but I kept it in. you are penailized if you try to stockpile power. rush a room until one mr handy dies, remove it and let the other one come in. you will recover from a drain incident much faster if you do not build excess power storage capacity. the "incidents" will drain your power based on capacity. My vault with 200 dwellers and 80 rooms is run on (7) tier 2 power rooms (3 wide each) and 1 nuke power at tier 1 (3 wide).Īlso, do not build more power than you need. Here's a simle template of my typical vault: clinics and medbays should stop at tier 2 and stop at 2x wide. storage and barracks can be upgraded because you will not fight in them. the bottom floor should also be tier 1 rooms so that the molerats are easy to kill (be sure to place the 2 elevators on the far left and right side of the vault to prevent molerats entering the vault through the sides.). the top 2 floors should be tier 1 rooms, just to make it so deathclaws, raiders, and ghouls are easy to kill off. then they can easily survive.īut still, you're better off using tier 1 rooms when possible. The best way to fight the difficulty is to train level 1 dwellers in 10 endurance, then send them to level up to 50 while wearing +5 endurance outfit. It’s unfortunate, but misplacing a room is not a free mistake. For instance, destroying a room gives you back less caps than it took to build the room in the first place. Now this sounds simple, but there are a few caveats. Then build it again where you want to place it. you'll burn through stimpacks trying to survive fighting fires, etc. Go to the room you want to move, and delete it. The added difficulty of an upgraded room is not worth it. Before you "upgrade" a room, build elevators and just build more basic rooms.
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