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Topics - Koub

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Support / Do merchants have math problems ?
« on: August 08, 2013, 04:13:53 AM »
Hi people,

This is summer in my kingdom, and One of my merchants is offering me 17311 value for 1139 puzzle bowes valued 15 each. Now the fun part is that ... 15x1139=17085 (I hope I astonished everybody with my superior math skills  :D).

I'm pretty sure it's not the first time I see such a behavior, where the total sell value of a stack of items is higher that the individual price of the items.

There's a screenshot of the trade window for proof.

I haven't found posts reporting that, but maybe did I miss something ? Anybody ever experienced same miscalculation ?

I'd like a small change in the way selling things to merchant work. Right now, when I sell stuff to the merchant, the algorithm seems to be : from the closest to the furthest.

If this is logical, it's terribly frustrating when I want to sell for example 20k raw stone, but want to keep a few hundreds for crafting purpose : the ones that remain will invariably be the most remote stones of the deepest level of my mine ... and all the stone I have patiently stockpiled next to my workshops will have been sold, forcing my gnomes to haul loads of stone to my stockpiles again, and that, every time I want to get rid of some excessive ressource (but not all of it).

If only there was some gameplay mechanic involved, that gave some challenge, I'd be OK with it, but ... it's only boring, and not fun at all.

I'd prefer the selling order to be :
- First, choose items not stockpiled, from the furthest to the closest
- then items sotckpiled, but not in containers, from the furthest to the closest
- then items in containers, from the furthest to the closest.
(each time, distance refers to the market stall).

Another small tweak I'd like to see : when I sell items that are stockpiled in containers AND out of containers (which occurs when I sell all my low grade food in spring, when the sandwiches produced during winter exceed my crates capacity), I'd like the items remaining in the stockpile (but out of containers) to be stored in the now half empty containers.

I always have slightly bigger stockpile area than containers in them, so that when stuff starts not to be stored in the containers, I know I have to make my storage room bigger, and add some containers. Right now, I can't really see when I have a container overflow because I have remains of my previous overflow in the stockpiles.

If my suggestion seems being written in a confusing way, please accept my apologies, English is not my native language ... If some things are unclear, tell me, and I'll describe them in another way  ;)

Support / Game crashes on savegame load
« on: July 02, 2013, 12:45:50 AM »
Hi everyone,

Today, I couldn't load the game I saved yesterday night. After a few seconds of trying to load my kingdom, the game crashes with a "Gnomoria has stopped working. Windows is looking for a solution" like error.

I've searched this forum and Gnomoria's Bugzilla, found quite a lot of savegame not loading issues, but none seemed similar to mine.
I was around year 4, and things were going quite smoothly (my first viable kingdom so far :))

Here is the error log :

Code: [Select]
    Date: 02/07/2013 07:33:54
Assembly: gnomoria.exe
   World: world06
 Message: La rfrence d'objet n'est pas dfinie une instance d'un objet.
    Game.TrainingGrounds.Update(Single dt)
    Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
    Game.GameEntityManager.Update(Single dt)
    Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
    Game.GUI.LoadingGameScreen.Update(Single dt)
    Game.GnomanEmpire.c8e1ed55b98c25d9215393318d5e71efc(Single c98206223a14c41d705f29e408e0b44cd)
    Game.GnomanEmpire.Update(GameTime gameTime)
    Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
    Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
    System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
    System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
    System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
    System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
    System.Windows.Forms.Application.Run(Form mainForm)
    Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
    A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)

I uploaded my savegame here : (it's not an URL shortener, it's my ISP's online storage site)

Is there anything I can do to "repair" my savegame (Or did I do something wrong at some time that has led to this issue) ?
Thanks for any help.

[Edit] : Typo corrections

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