Fallout Shelter
Plaguelight Jun 24, 2017 @ 11:50pm
When to Train
When should I start training dwellers around? I've made at least three separate attempts to play this game, and all those times, I've only used Rare/Legendary dwellers to go do quests and stuff. I'd like to learn how to play this game a bit more properly, so that I'm not running low on supplies and a vault full of people with a maximum stat of 3 in anything.

Send help. D;
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Showing 1-15 of 19 comments
Der Hexer Jun 25, 2017 @ 1:39am 
as soon as you can build the training rooms. training the dwellers takes a long time and you should always populate your training rooms.
most rare & legendary dwellers are low on health because the way the E stat is working.
when playing in survival mode make sure you always train your dwellers E to 10 and equip the best possible E gear (+7E) before leveling them up. also give them +7E gear before sending them exploring or on quests unless they're already lvl 50.

here are some values you get leveling dwellers from 1 to 50 with constant endurance:
E@levelup HP@lvl50 1E = 252 HP 10E = 472.5 HP 15E = 595 HP 17E = 644 HP
Mokkori Jun 25, 2017 @ 2:48am 
What about a dweller lvl up 1-50 with 17E then you take off his gear, so => +10E at lvl 50 = how much HP?
Last edited by Mokkori; Jun 25, 2017 @ 2:49am
Der Hexer Jun 25, 2017 @ 2:56am 
10E (without or with gear) from lvl1 to lvl50 = 472.5 HP @ lvl50

the dweller doesn't need to wear +E gear the whole time. in your vault the +E gear doesn't need to be equipped the whole time, just before you click the level-up arrow.
for exploring non level 50 dwellers you should equip them always with the highest possible +E gear as they auto level up and YOU can't change their gear.
keep in mind that exploring dwellers might equip found gear if they think it's better. to prevent this, they should at wear +5E gear or better (they can't loot legendary gear).

Plaguelight Jun 25, 2017 @ 8:20am 
Endurance, huh? Guess I can give it a shot once I have enough dwellers maintaining the supply systems... Time to start a new run.
JPMcMillen Jun 25, 2017 @ 9:56am 
When you unlock the Endurance training room, if you can, build more rooms then you might normally keep around just to get as many dwellers Endurance trained up as quickly as possible.

On my last vault, when I hit 35 dwellers I built enough End training rooms to put nearly half the vault in them. The other half were needed to run the production rooms till I could start swapping them with the End 10 dwellers to get them trained up. Evetually I deleted the extra training rooms when I didn't need that many for Endurance training.
Plaguelight Jun 25, 2017 @ 10:20am 
Originally posted by JPMcMillen:
When you unlock the Endurance training room, if you can, build more rooms then you might normally keep around just to get as many dwellers Endurance trained up as quickly as possible.

On my last vault, when I hit 35 dwellers I built enough End training rooms to put nearly half the vault in them. The other half were needed to run the production rooms till I could start swapping them with the End 10 dwellers to get them trained up. Evetually I deleted the extra training rooms when I didn't need that many for Endurance training.
Sounds like it requires a lot of caps to even attempt something like this... That and a lot of dwellers making babies or something.
Der Hexer Jun 25, 2017 @ 10:49am 
caps are only rare at the very beginning. depending on the pet, gear and dweller stats my exploring dwellers gain 10.000 to 15.000 caps each full run (3-4 days until their inventory is full). challenges and quests are also valuable caps sources.
after some weeks you'll sit at 999.999 caps (the max.) and don't know what to do with it.

also be careful with upgrading 3-wide rooms too early as incidents are much worse then - especially on survival and when rad-scorpions spawn in your training rooms where lvl1 low HP dwellers can die pretty fast.
JPMcMillen Jun 25, 2017 @ 10:59am 
Originally posted by Der Hexer:
also be careful with upgrading 3-wide rooms too early as incidents are much worse then - especially on survival and when rad-scorpions spawn in your training rooms where lvl1 low HP dwellers can die pretty fast.
Good advise. Armed Lvl 1 dwellers can handle a RadScorpion as long as they are in a level 1 room, regardless of size.
Plaguelight Jun 25, 2017 @ 11:47am 
I have to upgrade those rooms eventually, though. Especially with the more rooms I make...

Also, you talk about sending dwellers out for DAYS, but most of the time, mine never last a few hours before they teeter on the bring of death and have to be called back. And I never play on Survival, considering I have yet to find any sort of decent setup to make the game NOT a living hell to manage.
JPMcMillen Jun 25, 2017 @ 12:26pm 
Originally posted by Plaguelight:
I have to upgrade those rooms eventually, though. Especially with the more rooms I make...

Also, you talk about sending dwellers out for DAYS, but most of the time, mine never last a few hours before they teeter on the bring of death and have to be called back. And I never play on Survival, considering I have yet to find any sort of decent setup to make the game NOT a living hell to manage.

A dweller with an 11+ endurance (stat+outfit) will practicly not die when leveling up while exploring. With an 11+ end you will take no radiation damage while exploring, unless you investigate a discovered location. You will also get a lots of hit points and get healed to full every time they level up. This is especially true if their other stats are good and they have a good weapon. Usually mine come back with full inventories and are level 40+.
Der Hexer Jun 25, 2017 @ 1:05pm 
in addition to +11E you should give your explorers the max. 25 StimPacks and maybe 15 RadAways just in case you're running into a random encounter.
for StimPack & RadAway production and storage just build some 1-wide rooms as joining 1-wide rooms into 2 or 3-wide rooms doesn't increase the storage capacity.
for weapon/outfit/junk storage you should build 3-wide rooms and upgrade them to the max., but don't put dwellers in and when possible build them on seperate floors (with dirt layers below and above). this way fires and molerats can't spread into your production rooms when an incident in your storage room happens.

for example:
------E------E---- ssssssEssssssEssss ssssssEssssssEssss ssssssEssssssEssss ------E------E----

legend:
dirt: --
E: elevator
ssssss: 3-wide storage
ssss: 2-wide storage
Plaguelight Jun 25, 2017 @ 1:55pm 
That sounds expensive as all hell to get done, and I've no way to afford currency early on, so...yeah... Unless this is for end-game stuff, I have no way of understanding how I can manage this early on. And I already end up with power issues just after making another floor for barracks in the beginning.
Der Hexer Jun 25, 2017 @ 2:03pm 
did you assign the right dwellers to your production rooms?
S -> Power production
A -> Food production
P -> Water production
I -> StimPack & RadAway
E -> Nuka Cola Bottler (endgame +100 dwellers)

early on you should try to finish the challenges often.
rushing a room can help for a short period, but shouldn't be nessasary after a few days.

check your statistics on power/food/water production AND usage, what are your numbers?
Plaguelight Jun 25, 2017 @ 2:14pm 
Originally posted by Der Hexer:
did you assign the right dwellers to your production rooms?
S -> Power production
A -> Food production
P -> Water production
I -> StimPack & RadAway
E -> Nuka Cola Bottler (endgame +100 dwellers)

early on you should try to finish the challenges often.
rushing a room can help for a short period, but shouldn't be nessasary after a few days.

check your statistics on power/food/water production AND usage, what are your numbers?
Haven't started my new run yet. Trying to get help on how to improve what I am doing, as I always end up running low on resources. And yes, I know how to assign them properly. I just usually end up with a ♥♥♥♥-show assortment, where rarely anyone has more than 2 points in a needed stat.
Der Hexer Jun 25, 2017 @ 11:14pm 
well, in this case you might want to read the excellent The-Fallout-Shelter-FAQ[github.com] compiled by therabidsquirel
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Date Posted: Jun 24, 2017 @ 11:50pm
Posts: 19