![]() It'll be a while before I ditch my militia and leave the civies to their workshop duties (I currently have all my workers armed with crossbows, which works very well in spite of having poor weapon skills), but I'll look into placing a couple bells in the crafting quarters during my next session. but I still stand by my statement about the necessity of a "DO THIS NOW!" button.Īs for the rest of your post, pretty handy advice. Some of these are just for making things look pretty or increasing the worth of your kingdom, but others have real value, like the bed and the alarm bell. Doing the setting change after that, the militia milled around for a moment, and then someone FINALLY RANG THE BELL! I guess the attack orders that are set when an enemy is initially spotted will stick if you don't cancel them manually first. So on a hunch, before changing the formation settings this time around, I took a poke at the enemies to see which ones had already been tagged with attack orders and cancelled them. I did a bit of save-scumming to figure out what was going wrong, and attack orders actually did turn out to be the problem, despite my initial efforts: My militia gnomes were still enaging the enemy even after altering their settings to avoid combat/don't defend/don't attack. ![]() After setting the bells to be rung, if neither of them are green, I'll check if my nearby workshops are green or occupied, and then I'll select those and tick 'suspend' and immediately untick it, whoever was on that job should immediately go to ring a bell. What I do is have a squad that contains craftsmen that have jobs near my alarm bells (I have 2, and always ring both, in case someone takes a 'ring bell' job and they're far from the bell at the time), such as my carpenter, cook and brewer. Początkowo opublikowane przez Skev:Attack orders will override ringing a bell, so nobody will do it if they've been told to fight, also nobody will take the 'ring bell' job until they complete their current job. I'm tired of losing valuable, well-trained gnomes because their squadmates were napping and everyone else was too busy being useless to sound the alarm. A simple "RING/PULL THIS NOW!" button in addition to the normal one would suffice. The alarm has been going to a full day now and a I cant do anything with it on. Im still a noob at this game what can I do. ![]() I hope there's some functionality in the future that forces bells or other mechanics-operated doohickeys to be triggered immediately by the nearest gnome regardless of other tasks. I hit the alarm bell when a goblin attack hit but after I cant seem to cancel the alarm Iv tried canceling the command and trying agian but its not working. Mainly the game slows down to sub 10 fps with about 40 to 50 gnomes, there are some crashes and a couple other bugs. ![]() So isnt that enough of a game and why would I want to attempt to rewrite it Gnomoria while pretty good also has some shortcomings. If that doesn't scream "FIX ME!", then I don't know what does. In my opinion Gnomoria is one of the better Dwarf Fortress clones. My dedicated mechanic won't do it, soldiers that I discharge from their group won't do it, and militia squads that I tell to avoid enemies/don't defend gnomes/don't receive attack orders won't do it. It is annoying enough that it take 10 seconds to a minute for a gnome to respond the command of pushing lever, but the random 10 seconds to turn the lever is just making me rip my hair out. There's no excuse for that bell to go un-rung. I build a mechanical wall as an important part of my final defense. Every last profession has mechanics checked. Not a single damn gnome in the four year history of my fort has so much as looked at the bell during an attack. one of them frustrates me to no end every time I play: The alarm bell. ![]() mostly food, trade, ore, and minor things for building.I love nearly everything about Gnomoria. A builder has to do what a builder has to do.:) Well in my case anyway. I personally don't track bandages, as I more focus on the building aspect, with a low difficulty set in options so I at least get goblins and a few other things, but won't be so bad. Nothing like giving gnomes a fear of water. Three goblins got pushed in and nothing else.Īlso i now put a thing that says how many bandages i have like how it tells you food and water. Just be sure there is always a stock of bandages, maybe even track it to make sure.:) i once had battle of five gnoes vs 6 goblins around one block of water. most the other people have mentioned the obvious. They are not golems.Īt least you didn't have a couple training near a lake and happen to not notice the training match ended abruptly due to 1 gnome being somehow knocked into water from training too hard. no bandages and needing sleep, the answer would be obvious. ![]()
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