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Fallout 4 - it's official! Coming Nov 10, '15

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Wait, there's reachable, buildable space up there? I need to look that site over again.

One thing I've noticed is that sometimes the automatic farming assignments are inefficient. That is, settlers have taken up farming jobs, but Settler A is working 3 plants and Settler B is working 4. I can re-assign Settler A to do something else, food production decreases, and then I tell Settler B to farm the plants that used to be worked by Settler A, and food production goes back up.

Yeah, that's what I meant by optimization. These people aren't really good team players, they'd all just prefer to pick their one carrot and call it a day.
 
One fix is to kill everyone in the settlement, think of it as The Purge.

That's what I did in Covenant. Well not really, after I ended their little operation, they got pissed at me. Next time I went by town and they all attacked, I left their dismembered bodies out front as a warning to all who cross me.
 
Wait, there's reachable, buildable space up there? I need to look that site over again.

Yeah, you have to build up to the overpass level, or come up from the western end outside the settlement, and then you can build on the deck. I haven't reached the top deck yet... ran out of wood... but I hope you can build there too.
 
That's what I did in Covenant. Well not really, after I ended their little operation, they got pissed at me. Next time I went by town and they all attacked, I left their dismembered bodies out front as a warning to all who cross me.

I've been meaning to ask about this. I did the quest, sided against the organization that was kidnapping people, and when I returned the villagers attacked. Seemed pretty cool to have a settlement with a pre-built concrete wall, but a lot of the stuff inside can't be scrapped, and all the villagers belongings are still marked red to me. So I got the idea it isn't a "normal" settlement and left it alone for now.
 
Plan C has a long and time-honored tradition in Fallout.

Yeah, I remember in Fallout 1 accidentally turning either Junktown or The Hub hostile somehow, probably from shooting at a raider and hitting a guard. Much shooting of townies ensued until I finally re-loaded a save.

In almost every Fallout there's also that moment when an NPC really annoys me and the little voice inside says "why NOT just shoot them in the head?" -- one of the "upper level" citizens in my first visit to Diamond City got me to do that. After saving of course.
 
I've been meaning to ask about this. I did the quest, sided against the organization that was kidnapping people, and when I returned the villagers attacked. Seemed pretty cool to have a settlement with a pre-built concrete wall, but a lot of the stuff inside can't be scrapped, and all the villagers belongings are still marked red to me. So I got the idea it isn't a "normal" settlement and left it alone for now.

I wasted all the settlers inside who turned hostile. Their bodies didn't disappear, so I dumped them all outside the front door. When they still remained, I dumped them behind the guardrail/fence -- now they stay gibbed/naked but respawn with their contents.

A lot of the stuff inside the settlement can be scrapped, but the dead burning turrets and a few beds remain. I've turned it into a regular settlement and defend it by putting turrets by the front door on towers.

It's definitely buggy. Aside from the corpses that don't disappear, the front door kept opening and closing randomly until it just stayed open. And settlers love huddling outside the settlement boundaries by the campfire out front.

Concerning Minutemen and Brotherhoods quests...
So, the Minutemen and Brotherhood final quests appear to be the same aside from the short portion leading into the Institute teleporter room. One uses sewers, other uses the main road. Also, you get a competent, well armed band of helpers versus a bunch of rag tag, incompetent amateur fighters with terrible guns.

I'm guessing the Railroad is roughly the same. Institute seems the most different from walkthroughs I've read.

This game needs a tower defense or settlement defense add-on. Maybe a settlement right by the Glowing Sea that gets attacked non-stop. It'll let you test out turrets and arms you give settlers.
 
Yah this game would be great tower defense add-on! Like every 12 hours in game time, a new wave hits with different types. Like start with low level mobs of one type and build up to harder, then start next type and do same thing.

Does power armor "respawn" in the game? I swear i keep finding power armor in places i've been before. I just been lining it up on a wall. I must got like 30 so far.
 
With the Railroad, you don't fight your way into the institute. But otherwise, yes, the mission is the same as the Brotherhood of Steel ending from the point where you enter the Institute.
 
Yah this game would be great tower defense add-on! Like every 12 hours in game time, a new wave hits with different types. Like start with low level mobs of one type and build up to harder, then start next type and do same thing.

Does power armor "respawn" in the game? I swear i keep finding power armor in places i've been before. I just been lining it up on a wall. I must got like 30 so far.

It doesnt respawn as such, but I think the placed armor spawns in certain spots when you hit a higher level.
 
In almost every Fallout there's also that moment when an NPC really annoys me and the little voice inside says "why NOT just shoot them in the head?" -- one of the "upper level" citizens in my first visit to Diamond City got me to do that. After saving of course.

I was tempted to send the fisherman across the lake from Covenant to meet his maker yesterday.
 
Does power armor "respawn" in the game? I swear i keep finding power armor in places i've been before. I just been lining it up on a wall. I must got like 30 so far.

I think it technically does if you count the Raiders who respawn using power armor. You could, supposedly, steal their fusion cores and they'd be forced to exit, thus creating a newly available suit.
 
My lair under construction at Greygarden. Reached the top deck tonight and started improvements up there.

nr671si.jpg


A shot from the other side showing the way the first catwalk wraps around the pier.

btgjWgN.jpg


Beginning to wall in the middle deck. I will probably put workshops and stuff down here. It really doesn't need to be walled on both sides, since there is no access from the east.

3SpA1cK.jpg


The east side.

asFKVw4.jpg


Couldn't scrap the bus so it's my temporary sleeping quarters until the new house is done.

2YfKWdd.jpg


And here's the beginnings of the foundation for the house on the upper deck. I'll make it about twice this size, but wood is the limiting factor here, so I need to round up some more.

O5U9Hx8.jpg
 
I think it technically does if you count the Raiders who respawn using power armor. You could, supposedly, steal their fusion cores and they'd be forced to exit, thus creating a newly available suit.

Sadly, the "stolen" frames do not respawn. When you force the enemy out of them (by stealing its fusion core or destroying it) and then take the frames away, when enemies respawn in the area, the character that had the frame previously, respawns without it. Only when you kill the enemy together with the frame, they will respawn with a frame again and new PA pieces on them.
 
I got this for Christmas and just started playing it today. I would be further but I got caught up reading opinions about which perks to go after. Eventually I realized it's a GAME and I should be just doing what I want and having fun. I ended up going with a lot more luck than I have in previous games. It sounded fun. We'll see what happens.
 
I got this for Christmas and just started playing it today. I would be further but I got caught up reading opinions about which perks to go after. Eventually I realized it's a GAME and I should be just doing what I want and having fun. I ended up going with a lot more luck than I have in previous games. It sounded fun. We'll see what happens.

at some point you become too absurdly Op that it barely matters....I would say by 34 or so.

A couple that are definitely worth getting early are aqua guy/girl (so you don't die from touching water....very useful), lock picking (max asap), 1 point into ammo and/or bottlecaps is really helpful, and unlock local leader, at least the first point, if you want to get involved in trade routes. At the very least, it helps to keep your junk accessible at all outposts and if you feel you do need to make improvements somewhere, then it is far less hassle.

The rest are the combat perks that depend on how you want to play, based on whatever weapons you want to use. Either way you go, you will be too strong for any potential challenge.

I suppose hacking is good, but I never put points in that. It was many, many levels before I ever saw a terminal that I both couldn't access and felt that I probably wanted to access (just to get some power armor that, frankly, I would likely never use). There are far, far, far more locks in the world than terminals barring your way. There are a handful of terminals that can unlock doors for you, but there are nearly always other ways to ignore those terminals, plus you can somewhat early on get a companion to access any terminal...depending on how you follow the quests.

I hear there is a companion to pick locks, but I've actually never found this companion. No idea where or how to get her....some 130 hours of wandering around.
 
(...)

I hear there is a companion to pick locks, but I've actually never found this companion. No idea where or how to get her....some 130 hours of wandering around.

Cait, found in the Combat Zone. Just east of Diamond City. If you walk around Diamond City, guards will mention something about trouble in the Combat Zone. It pops up as a misc quest. You don't need to get that to find her, it's just an easy way to find the place.
 
My lair under construction at Greygarden. Reached the top deck tonight and started improvements up there.

nr671si.jpg


A shot from the other side showing the way the first catwalk wraps around the pier.

btgjWgN.jpg


Beginning to wall in the middle deck. I will probably put workshops and stuff down here. It really doesn't need to be walled on both sides, since there is no access from the east.

3SpA1cK.jpg


The east side.

asFKVw4.jpg


Couldn't scrap the bus so it's my temporary sleeping quarters until the new house is done.

2YfKWdd.jpg


And here's the beginnings of the foundation for the house on the upper deck. I'll make it about twice this size, but wood is the limiting factor here, so I need to round up some more.

O5U9Hx8.jpg
That is seriously awesome!
 
I decided to experiment with fully walling in a settlement. It's not very practical, because the concrete requirement was enormous - it took essentially all the spare concrete I collected over 60-ish levels.

I present Fort Somerville.

5cDUTK3.jpg

rbNf9Hy.jpg

Gk1JhFC.jpg


There's an open gate to get in and out, which you can see in the center-right of the last image.

It could probably stand another castle turret (laden with gun turrets) or two. The gate's not really that well defended, just a missile launcher and a couple of heavy machine guns. All the power generators are in that southwest turret, though you can't see them since they're walled in. Wires run to the central keep (which has the beds) and along the walls.
 
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Are you using mods to get up there or is that stock?

No mods. The highway is well within the build boundary of the settlement. I did wonder whether there was a height limitation, but at least on the top deck of this overpass I can still build. I might try to build a tower straight up sometime and see how high I can get 🙂.

I decided to experiment with fully walling in a settlement. It's not very practical, because the concrete requirement was enormous - it took essentially all the spare concrete I collected over 60-ish levels.

I present Fort Somerville.

5cDUTK3.jpg

rbNf9Hy.jpg

Gk1JhFC.jpg


There's an open gate to get in and out, which you can see in the center-right of the last image.

It could probably stand another castle turret (laden with gun turrets) or two. The gate's not really that well defended, just a missile launcher and a couple of heavy machine guns. All the power generators are in that southwest turret, though you can't see them since they're walled in. Wires run to the central keep (which has the beds) and along the walls.

Nicer walls then I've ever managed! I assume you used up so much concrete because you placed bases for all the segments?
 
I assume you used up so much concrete because you placed bases for all the segments?
Yeah, the entire wall has concrete foundations. The wooden-stilt foundation is porous, if there's enough headroom enemies can walk right through them. Fences can help with that and are a bit more resource-efficient, but aren't very practical when the hills are as steep as they are at Somerville Place. They'll work for something that's flat or nearly flat.

Besides, if I was going to do walls like this, I figured it was largely an aesthetic project, and the concrete bases allow for much nicer looking walls.
 
Fences can help with that and are a bit more resource-efficient, but aren't very practical when the hills are as steep as they are at Somerville Place. They'll work for something that's flat or nearly flat.

I figure the fences will keep out NPCs as long as there isn't any gap they can path through, but they do look horrible when the ground is uneven.
 
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