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Messages - Smee

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Pictures / Re: Above ground!
« on: January 30, 2013, 01:13:44 AM »
Yup it is Excel - but not using any clever functions so (as others have suggested) any spreadsheet program will do. I was just using it for the handy grid.  :D

Bad news though - the new patch with all the workshop changes meant I started a new world to see how it all worked. Then another new world trying to optimise my progress through all the extra complications. Tidying up after myself - deleting this new worlds and it seems in my enthusiasm I also deleted this world  :'(


Once the new merchant / gnome calculation patch(s) come out though I will likely rebuild this. I'm still a big fan of this design.

Happy Playing :)

General / Re: Gnomoria v0.8.26 released
« on: January 22, 2013, 11:53:47 PM »
Nice patch. I look forward to playing with it later.

A quick question regarding the planned for Tombs - will it include the ability to distinguish between corpse types on stockpiles (i.e. Enemy corpses / Gnome corpses)1.

By the sounds of it, the next couple of patches are really going to mix things up. When we can finally expand to the 50+ (100+  :o) gnomes, enjoy a more varied variety of foods, and expect Merchants to maintain a use later on, combined with all these workshop changes - the game will be completely different.

Can't wait  :D

1Unless of course I'm going crazy and you can do that already.

It's not a designation like a stockpile. You are still placing it from the Agriculture menu.

But it works very much like a designation if you don't pick a tree type.

General / Re: Starting Seed
« on: January 22, 2013, 05:07:18 AM »
It might be helpful to highlight what you're looking for.

You say you're so picky, and then give no specific details!

Suggestions / Re: Mine Vein Command
« on: January 22, 2013, 12:38:18 AM »
I'm not sure this is necessary.

'Mine wall' bound to 1, 'Build torch' bound to 2*   ... flicking between the two isn't a problem.

Make some use of the keybinding options!

Happy Playing  :)

* As an example only;  2 is more likely to be  'Dig stairs down' or something.

General / Re: So, yeah, more difficult.
« on: January 22, 2013, 12:05:43 AM »
I'm not that good with making good flowcharts digitally so I leave that to someone else.

I guess I am someone else.  ;)
It's not finished but I will make it available when I'm home.

Very nice!  :)

What he means by 'using Groves' is to simply designate the wild forest as a grove!

- Turn off 'plant saplings',
- Turn on 'cut clippings' (if you want) and 'fell tree'.

Your gnomes will then automatically cut the clipping and then fell the trees without requiring any micromanagement!

Once the forest is gone, just remove the grove designation :)

Definitely a handy tip!

General / Re: So, yeah, more difficult.
« on: January 21, 2013, 03:52:13 AM »
This patch has definitely added some complexity to the start!

It took a couple of restarts, but by focusing on getting a stone crafter up asap for stone statuettes, followed by carpenter to make the 3 tables for a marketstall meant I had over 800 value worth to trade by Spring day 5.

This got me several animals (for that all important bone --> bone needle!), lots of food/drink (to save time gathering it) and some easy early copper.

I've had to drastically reduce my early tereforming, opting instead for setting up a temporary base, before shaping the land once a few more gnomes have appeared.

Some recommended tips :

- Use more than one crude workshop!

- Be ready to make on-the-fly changes to professions more often than before. Quickly adding 'construction' to miners when you're not mining, or horticulture to rancher, or masonry to builders can help unlock some early bottlenecks.

- 'Craft to' has never been more important!

- Straw beds don't need any workshop, and you typically start with the materials required to build several. Build them! You need your gnomes working as hard and long as possible those early days!


If you're updating the wiki, what would probably be really helpful is some kind of flowchart showing what unlocks what.

Off Topic / Re: Connecting the forum
« on: January 05, 2013, 07:20:24 AM »
Yup. Seems to be struggling

Help and Guides / Re: How to build epic buildings easier?
« on: January 04, 2013, 09:55:38 AM »
Nope - but using dirt is generally the fastest material to use for scaffolding.

- Plentiful
- Dirt walls can be mined not 'deconstructed'

Suggestions / Re: Terrible Suggestions
« on: January 04, 2013, 09:53:36 AM »
- Armour/weapons shouldn't auto-repair after battle. Much better to have to constantly re-equip our army.

- Trees grow too fast. Should take 2 years to grow.

- Wheat should only be harvested once a year, in Fall, and can only be planted in Spring.

- Fields have to be left fallow every other year or the nutrients in the soil will be used up.

- Gnomes need 3 square meals a day, including drinks. Eating takes at least an hour.

This! is a terrible suggestion. glad to see some one gets it.

Thanks  ;)

Help and Guides / Re: permanent blindness?
« on: January 04, 2013, 07:27:23 AM »
Well if you're so intent on killing him...

Yes you can wall him in. More fun (and quicker) to wall him in next to a lake and then release the water.  ;)

Help and Guides / Re: permanent blindness?
« on: January 04, 2013, 07:01:04 AM »
Harsh!  :o

He's perfectly capable - just his vision circle is quite small.

He can be quite adequate at most workshops. He can quite easily be your tinkerer - sitting on the bench all day.

... I guess we won't be voting Feda in to any position of power  ::)

Help and Guides / Re: permanent blindness?
« on: January 04, 2013, 06:34:27 AM »
Yup  - the same as if they lose an arm or a leg. You can wrap as many bandages around the stump/dead eye as you like - it doesn't help.  :P

Prosthetic limbs are rumoured to be added some day, maybe this will include ... glass eyes or something.  ::)

Suggestions / Re: Terrible Suggestions
« on: January 03, 2013, 11:34:56 AM »
There's not enough dirt. Each dirt wall should break into 10 pieces of dirt.

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