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Great... so just to deal with one type of threat, I have to downgrade all the tier-3 rooms in my vault? That is a bona fide definition of totally OP.
average level only influences attacks from the outside from what I read... only bringing your pop down to 50 will make the radscorpion attacks stop.
Guess what, you don't need all your rooms to be tier-3. I currently have a vault that has a population of 140 and only 3 tier-3 rooms: weapons crafting, overseers office, and one diner. Nearly every other room in the vault is tier-1, with only a few tier-2 (less than 10). I have no resource problems at all, even after an extended radscorpion attack that kept spawning in empty rooms.
Well you are a patient man.. not having your fitness gyms at tier 3 must slow down the E training so much. And not having tier 3 power plants means you hog more people sitting idle producing power and not adventuring, and not training.
Anyway, that's beside the point. It's really bad when one single enemy forces you to play the game a certain way, and renders other playstyles, strategies, and base designs that were otherwise fine completely moot. That is by definition not balanced, those radscorpions are OP. The fact that it is possible to deal with them doesn't make them less OP, it's the fact that you need to design your whole base solely to deal with that one single threat that makes them OP.
They need a lot of damage to kill (all Dwellers need Vengance/Mirv or similiar), and in 99% cases Rad Scorpions spawn in empty rooms. Almost never spam and jump to room with full leveled and geared Dwellers. They jumping between empty rooms, or sometimes apear in training rooms, killing all Dwellers instatnly.
Thyjump from room to room too fast, so you can't react in any way. Only you can do is just wait for appear this creature in room with full geared/leveled Dwellers.
In case you missed it, I am saying that any trash strat was enough for any of that @#_$ that came before radscorps. I am saying that your layout is trash, and you probably have a bunch of spread on any indoor incident that isn't radscorp, but you ignore this deficit because it didn't bother you; but that doesn't mean your layout is good.
In all honestness, anyone that has to whine about radscorps is a joke. They are so easy to overcome, without even having to kill them, just by throwing a bunch of redundant str dwellers in some power plants; but some joke players insist they have have enough power production and don't want to "waste" dwellers, but instead want #$_& handed to them on a gold plate while they build their vault haoever they fancied.
Also, there's no point in not having 3* training rooms, because one wouldn't really consider trying to fight radscorps with level 1's, unless they had LOW AVERAGE level, in which case, even my level 1 dwellers can kill a radscorp in a 3* lvl 3 room with laser pistols.
APOLOGIES, POST TOO LONG. Tldr : radscorps are not a problem. People that refuse to make accomodations make them a problem.
Good! You are perfectly entitled to your own opinions, even when you do sound quite judgemental, but hey that's fine. Please just note that in my OP I wasn't asking to debate how the game should be played, I only was asking about existing mods or modding tools, whether people had any experience with those.
Oh and there is no point replying to this thread anymore, I found what I'm looking for.
fallout shelter modding tools by robot9706:
https://github.com/robot9706/FSSE/wiki
Here, it's from: https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/*6.-Incidents
Q: What determines how strong incidents are?
A: Let me classify two kinds of incidents, internal (fires, radroaches, mole rats, radscorpions) and external (raiders, feral ghouls, deathclaws).
Internal incidents get stronger with the level of the room they're in. Level one incidents are a pushover even for most weak dwellers, level two are a fair bit tougher, and level three can wipe the floor with weak dwellers. For this reason do not upgrade rooms right away in a new game, wait until dwellers in them have more health and better weapons. Interior incidents also get tougher the wider the room is, but it pretty much scales appropriately with the increased number of dwellers the room can take. In other words two dwellers will have a harder time in a 2 wide room compared to a 1 wide, but four dwellers in a 2 wide should be about equal to two dwellers in a 1 wide.
External incidents get stronger based on the average level of all the dwellers in your vault (explorers not counted). If you've only got one person in the vault then, but they're level 50, then external incidents will be as strong as possible. For this reason you can avoid tapping the level ups of dwellers in production rooms to avoid making external incidents stronger, though this is mostly useful for survival vaults where incidents are frequent and brutal. Another useful technique is to breed a bunch of new level 1 dwellers to drop your average, though be sure you have the food and water to support that.