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Messages - sirguylittle

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1
If you bought the game using the Preorder Direct option it will have been handled by BMT Micro.
In that case you could try going to their customer login page. If you have lost your login details but still have the email address you used to purchase the game, then you could try the lost password option.
The page to visit is:
https://customers.bmtmicro.com/servlets/CustomForms.CustomForm

If you used the Humble Widget then it should be in your Humble library.

2
General / Re: Great seed but why can't I play it?
« on: August 23, 2015, 06:09:40 AM »
Found a post explaining about how large numbers need doubling, so to get it its really offset 89999940, 89999960 - sorry!

Good find :) I was just going to suggest the same as this is a known problem. Note that it doesn't always work and gets more temperamental as you use large kingdom offsets due to the way the preview is generated. It was only ever meant as a rough guide as to the nature of the terrain and does not use all the full power of the generation code. To do so it would take just as long as the full generation! To really see what the map will look like, you need to generate it.

You might be interested in my own analysis of using large kingdom centre offsets as I posted here:
http://forums.gnomoria.com/index.php?topic=8094.msg61183#msg61183

(There used to be a time when we did not have the sliders to control the bumpiness of the terrain, so if we wanted a flat map for example we needed to use large kingdom offsets. This used to be known as the farlands, lol)

PS. Note also that using large kingdom offsets also does funny things to the underground terrain as caves get stretched in the same way as the overground terrain. At very large offsets you can get large square holes that can be difficult to get past if you are playing on a smallish map.


3
General / Re: Raising walls / Building floors / Pathing
« on: July 11, 2015, 11:56:28 AM »
Yeah replace floor would not work it seemed as I needed to deconstruct the log floor to set the plank floor.

That's strange, I just tried it to make sure as I haven't played Gnomoria much lately and I first started playing nearly 3 years ago so wanted to make sure that it worked the way I expected.

I put down a birch log floor to start with and then used the Terrain>Replace Floor command to designate a birch plank floor in it's place and it worked fine. It's just one operation instead of 2. One Gnome gets a birch plank and then places it in place of the log which is then left to one side. The floor is not removed at any time, so no Gnomes can get stuck that way.

4
General / Re: Raising walls / Building floors / Pathing
« on: July 11, 2015, 10:43:18 AM »
If you can designate the building job as a single task then your Gnomes can usually get the job done OK.
See my post on this thread for an example of filling in a mined out area which took a couple of days without anyone getting trapped. The initial build order was given as a single designation.
http://forums.gnomoria.com/index.php?topic=4571.msg59009#msg59009

By the way, I can't see your imgur pic, I think the link is incorrect as it is asking me to log in. But if I understand you correctly, are you trying to remove the log floors in order to place plank floors in their place? If so, why not just use the replace floor command to replace one type with another?

5
General / Re: Kingdom centre
« on: July 09, 2015, 04:10:05 PM »
Thanks,

Too bad though. I did change the default starting point, to generate some beautiful square terasses by using very high (x,y) coordinates.
I'll remember to write them down from now on  :P.

Since you are interested in square terraced maps, I thought I would share what I know about using large Kingdom offsets and the size of the terraces.

Basically, as you get further and further out, the squares used to terrace the map get correspondingly larger. Using this graph gives you an idea of how it works.

Down the left is the size of the terrace and across the bottom, the approximate value of the Kingdom Centre co-ordinates (use the same value for both x and y if you want square terraces).

Look up the size of the terrace you want and then follow across to the + sign and then down to find the value of the Kingdom Centre you need.

Code: [Select]
128 +









64 +





32 +



16 +

8 +

4 +
1 +
1 50000000 100000000 200000000 300000000 1000000000 2000000000

PS. Another way to restart a map, if you want the very same map, is to make a backup copy of the worldxx.sav file from your games folder before you start playing it. Then if you want to start over, just copy it back or even give it a new name with a different number.

6
Suggestions / Re: Photo Mod
« on: May 15, 2015, 05:12:59 PM »
I know this is not a complete solution as we would all like, but with the addition of two programs, it is possible to automate much of the stitching process and it is much easier than using a paint program. With these two programs it should not take more than a few minutes to create a full kingdom image.

The two programs you need to get are:

1) Gadwin PrintScreen
With this you can set a folder and hotkey which will allow you to simply grab your screenshots directly as files to the specified folder without needing to copy to clipboard and then paste into a paint program.
http://www.gadwin.com/download/
(the free version, third in the list will do fine)

2) Microsoft Research Image Composite Editor
With this you can load and automatically stitch all the images saved into the folder so long as you have left some overlap between them.
http://research.microsoft.com/en-us/um/redmond/projects/ice/

I don't currently have any kingdom's in play to demonstrate, but this is an image of a start position that I made some time ago.


Click image for full size view


Edit: to change image method

7
Help and Guides / Re: Binding an "Action Button"
« on: April 19, 2015, 07:55:59 AM »
The Action Buttons are found on the Action Bar which is found at the bottom centre of the screen if enabled in Options>Gameplay>Show Action Bar


8
Help and Guides / Re: Underground spawn question
« on: April 10, 2015, 07:16:50 PM »
The control to reveal unlit areas is called Show darkness. It is on the first screen of Controls in Options and by default it has no key assigned to it. I normally assign 'L' for light :)

9
Addons / Textures / Re: [Modding] Faarks mini mods
« on: April 02, 2015, 10:29:34 AM »
Hey Guys, 
i use the steam version of the game.
i have a big mistake, when i will start the "GnomoriaModUI  This comes.
please help me



Write in German its easy.

The solution is in the log

"This file could be blocked due to security stuff. Try right-click it in explorer to open its properties. Check the general tab for 'Security' at the bottom."

When you download a file form the internet, particularly if it is a .exe or .dll, Windows usually blocks it for safety.

If it is something you trust, then you need to manually unblock it so that Windows can load the file into memory, by right-clicking the file and clicking the unblock button.

If you have trouble doing this, alternatively you can download the .zip version of the mod and unzip it.



10
Support / Re: Scaffolding deconstruction problem
« on: March 21, 2015, 05:29:30 PM »
Why not just leave it there? When you are finished with the scaffold, just deconstruct the bottom most one, all the others above that will deconstruct automatically.

11
Support / Re: Pistol Gnome Crashing the game
« on: March 21, 2015, 02:16:37 PM »
I suspect that your problem is to do with refilling ammo, which is known about as per your crash report:
   at Game.Behaviors.RefillAmmo.c869553fb6990e6ccf7f3fbff7da46816(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)

See here as there is a fix on the way when the current development release is complete:
http://forums.gnomoria.com/index.php?topic=7771.0

If you have the game on Steam, then I believe you can subscribe to the indev stream if you want to get the RC candidate to see if it fixes your problem.

12
Addons / Textures / Re: [Modding] kinsi's tiny mods
« on: February 24, 2015, 03:00:18 PM »
Could you explain how smart-hide works? Is it automatic or is it something I have to toggle? Sometimes it seems to be working, and sometimes it doesn't.

"Just rebuild the wall/floor and hide again what lies beyond"

If you have it correctly installed, it should 'just work'

Here are some pics of filling in an area that was mined out for ore. You can see that as the filling in (using a build raw stone wall job) progresses, the area around the filled in area returns to the hidden state.













13
General / Re: Help! how do i take screen shots? D:
« on: September 03, 2014, 10:02:15 PM »
For another method, which makes it possible to easily stitch screen grabs to cover the entire map, see my post here:

http://forums.gnomoria.com/index.php?topic=6433.msg49868#msg49868

14
Help and Guides / Re: Growing grass up or down a level since 0.8.46
« on: August 27, 2014, 09:00:45 PM »
As my original images were lost, I decided to upload some new ones as this question comes up from time to time and my previous findings are still valid as of version 0.9.14.

Step 1 - Start of dig ramp down:


Step 2 - Dig complete:


Step 3 - Ramp removed:


Step 4 - Start to dig ramp down on next lower level:


Step 5 - Dig complete:


Step 6 - Ramp removed leaving a hanging floor:


Step 7 - Seen in daytime to better show the floor with shadow below:


Step 8 - Replacing floor around dig:


Step 9 - All work complete, now we wait :)


Step 10 - Grass is staring to grow!


Step 11 - and now on the floor below:


Step 12 - Floor at -1 complete and now grass is spreading to -2:


Step 13 - Grass has now finished spreading:


Now some views of the lower levels
Level -1:


Level -2:

Note that the grass DOES grow in the shade under the floor above except in the corners. Grass will only grow under a floor for ONE tile as long as one edge is exposed to sunlight.

We could now build a dirt floor on level -1, wait for grass to grow and then finally on level 0 and have 2 levels of pastures underneath, with farms or groves on level 0.

15
General / Re: Grass doesn't grow below level 0?
« on: August 27, 2014, 07:40:18 PM »
It should grow just fine. I use this to put my pastures underground which is especially useful on a small map as you can then cover them with dirt and have more space for farms and groves. It can sometimes need a bit of encouragement to get it started though and rain can interfere temporarily. I did some extensive research some time ago with version 0.8.46 (which is when the ability for grass to spead to another level was introduced) but it is still valid. See here for the original post:
Growing grass up or down a level since 0.8.46

Unfortunately the images have been lost as the host I used no longer exists but if you look further down to titan256's post you can see some similar images.

Note that it is not necessary to have ramps connecting the levels as the grass will still grow to the next level if there is a vertical wall and will even spread from a floor which is not connected to the floor below by either a ramp or wall if there is one one level difference and the lower floor has sunlight.

EDIT: I have now added a post to my original thread linked above with new images so you can see more clearly the process and what is possible.
Growing grass up or down a level since 0.8.46 (reloaded)

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