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Topics - Smee

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Pictures / Above ground!
« on: January 03, 2013, 03:29:15 AM »
Kingdom Above

The first time I saw a screenshot of someone's above ground village/town in Gnomoria I knew I'd have to give it a try.

I spent some time in Excel creating a plan for efficiently laying out all the key components of the kingdom in an above ground structure that was easily defendable.

A 17 x 17 square fort is the design I settled on.

Because of the quantity of building required I used the new terrain options to create a flat land with abundant shallow ores.

Whilst the fort would include a walled off area behind for groves/pastures etc, I vowed to never shut off the front door.

See the short album below to see my plans and an above-shot of the fort.



As you can see I've embellished a side tower and a small house behind the keep. I intend to populate the walled in area with more houses, some simple roads, and a crypt by the far back wall. I'm also slowly channeling the bottom lake into a river flowing upto a well just visible in the final screenshot.

More screenshots of the individual layers of the main Keep will follow soon. I'm really quite happy with how it turned out. The flow of materials through the keep is quick and efficient.

Pictures / Legendary Gemmed Ring!
« on: December 21, 2012, 09:36:26 AM »
... worth 25000 to the vendor!  :o

Seriously need vendors with some good stuff on - how can I ever sell that for anything near it's value!  ;D

Support / Recent Oddities (Post Patch v0.8.24)
« on: December 21, 2012, 12:02:59 AM »
I've noticed a marked rise in the number of gnomes who suddenly declare they can't find a path, even though other gnomes are running past them. They then continue moving perfectly fine a few moments later.

Soldiers falling asleep on the ground whilst training alot more

And before when I could queue up a series of 'dig stairs down' alternating back and forth as I go down 10-15 levels at a time, now more often than not the miners won't dig the second set of stairs unless I mine the block first. Then at other times they'll do a set of 4-5 stairs, no problem. 

Nothing too disastrous, just a bit weird.

Suggestions / Quick armour QOL addition
« on: December 17, 2012, 09:42:21 AM »
Just wondered if it'd be a popular and/or quick UI addition to the Armour workshop (and Leatherworker) to have the option to add 'Full set' to the craft list. For those times when you have 200 bars/hides and want to quickly churn out 5+ full sets of armour rather than adding 5+5+10+10+10+10 separate craft tasks.

Cheers.  :)

Suggestions / Some ideas : Medics + Stretchers
« on: November 28, 2012, 03:23:43 AM »
I want to suggest two additions to the military.

First off : A medic role.

Kitted out with a 'satchel' on their back, which can store... 5-10 (?) bandages, and no weapons, they bravely follow soldiers into battle, applying bandages to the wounded.

Useful for those times where battles happen well away from base - deep in a mine, or above ground. This will also allow a move away from stockpiles of bandages all over the place (which is currently bugged anyway, as injured seem to head to last made bandage, rather than nearest!).

It would require some tricky AI though - one that can get close to mobs to bandage wounded, without engaging them and getting stuck in combat, or getting scared and running away. 

Second : A stretcher, made from 2 bones and a hide.

Healthy members of military will automatically run off, come back with a stretcher, and carry any bleeding/injured gnomes to a hospital.

Whilst on a stretcher, gnomes bleed at half/quarter speed maybe.

Perhaps requires a tinkerer to discover.

I welcome thoughts.

Cheers.  :)

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