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I think this makes sense because higher perception increases aim accuracy. Have them on the bottom of the vault to ignore all of the incidents happening there.Ī variant of the above, so that the events happening in each room does not propagate. First Room After Vault Door Should be Water Plant. Storage rooms, living quarters and Science/Medlabs are almost always empty. You could remove the learning rooms or have half of them depending on how many children you plan to have at any given time. Use the empty space here to build more power rooms as needed. The following design is the most effective. This means all rooms you do not use activily, group them together and separate them from activly used rooms. Molerats only spawn in rooms connected to dirt, elevator block spawning chances.If all rooms have been effected once, incident will end.Incident spread to nearby rooms if unchecked.The best defense is to guide the enemy through the rooms containing the dwellers with the highest STR and END which means your power rooms have to be the first in line and on the top floors. On new floor, go left, then right if possible.4) 1st floor Science labs (2nd most shallow rooms on the game) handles every incident comes from outside. ( Or most of the time dont need power) 2) Protect the living floors (1 to 13th floors) from haunted floors (15 to 25th floor) through a layer of 1 wide rooms in 14th floor. If no elevator is at the end, move back until one is found 1)Put every rooms on bottom which dont need power to operate.Move through all rooms on one floor to the end.
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