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Topics - dakenho

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Support / building bug and crafting bugs
« on: November 18, 2017, 10:49:17 AM »
I have notice a problem with building buildings, i often somehow have gnomes that cant figure out construction jobs, this seems most prevalent when many gnomes are on similar construction projects using similar materials, start a new game, mine down to some stone and dig out a small chunk for this project, build a large square wall on the suffice and assign all gnomes to build the wall, gnomes with 2 behaviors that i would consider bugs, 1 they will attempt to construct something on a tile a gnome is standing (they do this any constructions) then both constructions fail until the gnome goes and gets something to eat or sleeps, the other is the same piece of material can be assigned to multiple constructions jobs, in the case of the wall in every game i have done this two gnomes will attempt to steal a piece of stone from another gnome currently trying to build a wall section. you can tell this is the case because the construction sprite will flicker colors.

the crafting bug
for some reason the construct missing materials thing can often result in excess materials, queue up a full set of metal armor for 10 gnomes and let everything required be automatically queued you will likely end up with excess materials, though craft to seems to work fine for this (i suspect this is something where hauled materials maybe flagged as unavailable so the shop just crafts a new one or something)

Suggestions / tracking kindom wealth
« on: March 01, 2014, 07:33:38 AM »
allow us to track kingdom wealth in the top right hand corner along with food and drinks and other craft items.

Support / work shop auto build still broken
« on: January 23, 2014, 08:41:41 AM »
I am still having problems with work shop auto build, mainly the problem is that I end up with extra stuff some how,  I have been very careful to queue exactly what I need but in the end I always seem to end with extra of something.  This seems most prevalent in the armorer (or maybe that is just where i notice it most often)   After all my gnomes are armored up I notice a few extra armor plates will still be queued in the armorer, with no means of un queing them apart from turning off accepting automatic jobs.  In other instances it seems I may end up with an extra helmet I did not queue or other random pieces of armor.

Support / digging stairs down problem
« on: July 07, 2013, 11:05:05 AM »
I noticed that for some reason my miners were not digging stairs down,  it would show green and they would have the task but they would just spin in the dinning hall.  I figured out that what ended up happening is the tile was pre designated but latter was reviled as ore and there for would not but dug, i figure the same thing maybe happening with the dig, in most cases choosing a different near by tile worked but not always and when I did dig the previously mentioned tile was not infact ore, so not really sure what is going on here

Suggestions / system clock, custom counters
« on: July 06, 2013, 06:16:48 AM »
it would be nice if we could turn on a system clock to tell us the current time while playing
it would be nice if we could add custom counters to the gui, say to tell us our bandage count

Support / tailor bug
« on: July 06, 2013, 06:15:46 AM »
apparently my starting farmers refuse to make bandages if I use the craft too feature, I had over 20 cloth waiting, I even canceled the job and reordered, the farmer promptly made one bandage and stopped (despite having it set to craft to 10)  They seem ok making them if i queue it up one at a time.

Suggestions / snap back key
« on: June 29, 2013, 10:16:58 AM »
I like how the game snaps to specific events but it would also be handy to have a snap back key to snap me back to where I was.

Suggestions / number of days in a season setting in world generation
« on: June 29, 2013, 09:21:11 AM »
It would be handy if in world gen we had a number of days per season setting, I feel this may help curve the difficulty for newer players by allowing extra days in the first season to prepare.

Support / gnomes still not equipping armor properly
« on: March 28, 2013, 01:17:28 PM »
about half my military gnomes are still not equipping armor on one side, my first two military gnomes equip fine but the other 3 in the same squad don't (moving them to their own squad doesn't help either)

Support / game extreamly slow on load
« on: March 19, 2013, 10:06:47 AM »
I have a save that is extremely slow upon load the game is still in its first year so I dont have a lot of gnomes or stuff going on but the game is slow with a 5 second delay on key press and action and even on max speed things are really choppy.

Suggestions / standing orders
« on: March 03, 2013, 06:42:55 AM »
I know there have been a lot of suggestions for civilian AI such as always retreat options like military but I would like to expand on this a little, there should be a standing orders section that should have various options like
do go out at night
always retreat
always attack
sleep in empty bed room

a few suggestions
1.   ability for players to designate areas to limit gnome movement (should be able to toggle) think of this as a, were under attack, get inside
2.   expansion of existing items and crafts:  I have seen a lot of players ask for more drinks, more food, more kitchen recipes, and I am in favor of that but do realize this is likely up an coming, (my vote is to have cheese made from milk).
3.   balancing of gnomes dietary needs, (they really should eat more) (maybe this should be a slider menu option?)
4.   balancing of item values:  I noticed that some items (such as jewelery) have no value what so ever and who's value appears to be the sum of the value of the base components.  This effectively means that apart from making space in your stockpiles, there is no reason why one would ever make jewelery.
5.  craft X:  craft to is a great addition to the crafting menu, I would like to see an option to craft X number of items

when i assign a gnome to something its annoying to click on his name, rename him, then go back to the population screen (which doesn't seem to take this change with the back button all the time),  please allows players to click on the gnomes name and rename them with out leaving the context of the assign screen,

Support / goblins using logs as weapons
« on: January 06, 2013, 07:25:57 AM »
I had a goblin roaming around the country side (in daylight no less) with no armor and only carrying around a tree trunk,  I sent my militia out to kill him only be horrified that hew as able to one shot each militia the second they got into melee range (mix of copper and bronze gear), so apparently logs are the best weapons in game  :-\

Help and Guides / defending surface and minning tunnels
« on: January 02, 2013, 09:33:40 PM »
despite putting torches everywhere I can, I still have trouble defending both the surface and my mining tunnels,  this is due to the simple fact that the attack command makes me run 50 z levels down to deal with zombies, then have to run 50 z levels up to deal with the goblins, this is always where I fall apart because I can nto defend 2 places at once, and even at that my military has trouble running 50z levels down to defend my minners, I am going to try have 2 military units, one near the entrance and one at about z 50 but I do not know really what else to do.

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