The same "roll" governs radroaches that are carrying legendary weapons and so forth. Sometimes the loot "roll" coincides with the way a given combat went, which is often entertaining. I've started targeting specific parts but haven't seen them drop. Out of curiosity, has anyone found a way to increase chances a robot body part will be lootable? One of the logs mentioned them shooting off an arm, but I think that was just a story. Scythia wrote: Sophia finally got the caravan signal. They also don't need ammo, armor or weapons (since you build them into them), freeing up vast quantities of carry weight over time.Įquipping a maximum of ~100 settlers is much easier than attempting to equip as many as 500 settlers. Since robot-settlers are my go-to option (see above build), that frees up a LOT of size limit for other concerns, specifically: provisioners (sentry bot provisioners don't go down too easy) and the whole "doesn't need water/food/beds/sleep" facet of robots. Ironically, that's what got me the 100% happiness achievement. Re: Sheffield, previously I'd send him to Hangman's Alley as the sole person in that HoL. then cutting him loose to meander about stoned out of his gourd. This time I'm really hoping to be able to drop a robot workstation inside the main hall-shed and haul him in for repair and upgrade. As long as that terminal was around &/or I sent him off &/or the Raider spawn shed wasn't covered by turrets of extreme prejudice, poor Feelgood always bought a plot.Įven when I've covered the place, fully enclosed the perimeter with Feelgood inside and had 3 missile turrets specifically covering the spawn shack, the poor bugger has up and vanished/been found as a robot corpse. When I've previously sent him off for repairs, he becomes scrap in short order or simply vanishes. I've left him alone before and he just up and disappears. I appreciate the details of your plans and strategies, Turin! Will he keep drifting around the place if you don't? I always select the "send for repair" option. I usually send Sheffield from Diamond City to the Sunshine Tidings Co-op because he seems a natural fit. Turin the Mad wrote: Hoping that this attempt to "save" Professor Feelgood in Sunshine Tidings Co-op will be successful. Home Plate is a late-game acquisition, only Covenant will be later (after concluding the Main Quest). Graygarden (if at all possible) will be an entirely "Handy" population.Īfter all of this is the Castle - i.e., Act 1 of the Main Quest won't begin until after all of the above are acquired. Then it's on to Goodneighbor and Automatron's content before grabbing Graygarden. Once this is done I'll opt into the Beta Survival. At best, it's a robot scavenger paradise. At worst it becomes a small "wastelander condo", good for current Survival difficulty as an R&R bolt-hole for making junk deposits and hosting the usual suite of crafting stations. Sanctuary gets the 6 settlers from Nordhagen and Somerville bringing it to 10-11 total people (Preston, 4 named and 6 generic), increasing with the influx of named traders (Anne Hargrave, the Vault-Tec Rep, etc).īoston Airport will be an experiment. Finch Farm gets Greentop Nursery's generic settlers, so 6-8 total people (4 named plus however many generics survive). Sanctuary is the final human-occupied landfill.Ĭurrent understanding, not accounting for beacon recruits and settlers of happenstance, is that Abernathe will end up with 10 people (3 named plus 7 generics from Tenpines, Oberland and CXing). I like having ghouls hanging out together, so any stragglers I come across will be kitted out and sent to the Slog. If not, then the intent is to consolidate the human-occupied lanfills to Abernathe, Finch, Warwick, Sanctuary and the Slog. If so, Sanctuary will wind up with ~19 named occupants (before any 'tier 4' vendors are accounted for). I'm hoping, but not expecting, that it is possible to relocate the named settlers. Once I snag Taffington over the next hour or so, then it's off to Tenpines, Oberland, County Xing, Nordhagen, Greentop and Somerville. I'm hoping that the 25 HMG turrets liberally providing him covering fire will keep him intact long enough for me to finish conquering establishing almost all of the settlements. This was accidentally accomplished by way of 'scrapall' after clearing the joint and firing up the workshop. Hoping that this attempt to "save" Professor Feelgood in Sunshine Tidings Co-op will be successful.
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