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Messages - Rephath

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Help and Guides / Re: Interesting Seeds
« on: March 18, 2016, 12:29:59 AM »
I  had a nice one with a hill that looks like a thumb sticking out of the ground, flat on top, with steep cliffs. I'm still waiting for something that sparks my imagination. My last save file got terminated and I need to start a new game anyway because my mod setup was wrong. But at the same time I'm in a rut. I've played too many hundreds of hours on flattish terrain. Go through the same setup to build a base. Then build large, decorative walls around the outside. Then towers and castles and rooms.

Mods are opening some decorative possibilities, but I either need some inspiring terrain or an awesome building idea.

Help and Guides / Interesting Seeds
« on: March 16, 2016, 02:53:18 AM »
I'm starting up a new kingdom, and want a nice seed for it. Something interesting. Whatcha guys got?

I had a cool place once, but don't remember the seed. The awesome feature was it has a large mountain with steep cliffs. Was going to build a fortress into it. Never happened, though.

Any suggestions?

Addons / Textures / Re: Need some advice for a mod
« on: February 04, 2016, 01:05:06 AM »
Are corpses something that any workshop can work with? Because I see easy potential there.

Corpse + planks = coffin
Corpse + stone slab = burial site

Mod Developers / Re: Got questions about Mod Development? Ask here!
« on: January 25, 2016, 01:16:05 PM »
And if you don't use it it just uses the default sprite for the item?

Mod Developers / Re: Got questions about Mod Development? Ask here!
« on: January 24, 2016, 06:28:11 PM »
What file do I edit to make sure that items my gnomes are carrying are visible? It's been a problem. I've got sprites only for when the item is built or placed, but not when it is being transported.

Help and Guides / Re: Modding Help: Menu Items
« on: December 16, 2015, 04:27:51 PM »

Help and Guides / Re: Modding Help: Workshops
« on: December 16, 2015, 03:49:34 PM »
Okay. That's odd. All those things were working.

Help and Guides / Modding Help: Menu Items
« on: December 16, 2015, 02:15:13 PM »
I'm making a mod. I figured out how to get my items in the right click menu. How do I get them to pop up in the bottom menu, the one you activate with the number keys? Which file is that information stored in?

Help and Guides / Re: Modding Help: Workshops
« on: December 16, 2015, 02:00:11 PM »

Help and Guides / Re: Modding Help: Workshops
« on: December 16, 2015, 01:01:16 PM »
I'll see what I can do. Oh, and now I'm getting double every base thing in all the workshops.

Help and Guides / Modding Help: Workshops
« on: December 16, 2015, 08:31:27 AM »
I'm making a mod. It's going well. I'm paring back the .xml files to just include my additions and none of the original files. This makes it easier to merge mods and such. I've cut everything out in all of the files save one: workshops.xml. Everytime I try to delete a workshop from my file, it causes my game to crash. But not immediately. I can load it and leave it paused, even run it for a few seconds without a crash. And then it crashes.

So, to get around to my main question, how do I set workshops.xml to hold only the new items I created?

Suggestions / What Things Do You Want To Build, But Can't?
« on: November 23, 2015, 01:33:00 AM »
I'm working on making a mod. I wanted people to list the things they'd like to build in Gnomoria, but can't. Examples can either include specific items like metal fences or they could include major projects like ships or dungeons.

If someone lists something else you want to see built, please, please repeat them. I want not only ideas for things to add, but also a rough gauge of their popularity.

Support / Re: Get Gunners to Kill Goblins
« on: November 22, 2015, 11:51:08 PM »
Here is a later version of that file. Note the behavior of the gunners. I want them not to be dancing. I want them shooting.

Support / Get Gunners to Kill Goblins
« on: November 22, 2015, 11:29:55 PM »
I have some gnomes who have been known, under rare circumstances, to fire their guns at goblins. How do I get them to do that with any regularity.

Here's a link to my save file. In it, a bunch of enemies start running past my marksmen. The squad (overwatch snipers) takes a few shots as the goblins run by, and then moves to an odd position and just stands idly with fighting icons over their heads but, as near as I can tell, no actual shooting. It's set up so the goblin raiders charge, die quickly. The tough enemies retreat, see my marksgnomes, and stop there. The gnomes are supposed to shoot the goblins, but don't.

Can anyone take a look at my save file and figure out what's going on? I'd appreciate someone even telling me how to improve my shooting setup.

General / Dread: How Easy Would This Be?
« on: November 21, 2015, 11:54:05 PM »
I want to make a change to Gnomoria, to implement a new mechanic. I want to know how feasible it would be. The idea is dread. We already have kingdom worth, which attracts goblins and gnomes. We have great hall worth, which draws gnomes but not goblins. I want to implement dread, which repels goblins but not gnomes. Dread would be a third counter next to the first two, and its value would be subtracted from your kingdom worth for the purposes of determining how many goblins drop by.

What things would increase the dread value? Basically, every trap and training ground would have a dread rating that repelled goblins, probably by a factor of 3-10 times its worth. Same for every skull and bone in your possession, and anything made from them would also increase dread. Skulls on poles would be an especially good modifier.

Now, if I decide to go about modding, I may tweak the mechanics to make them easier to implement. So my question is this: How easy would it be to add dread to a mod and make said mod available on steam for people to download and use?

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