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Topics - Rephath

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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?

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 / 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 / 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?

Mod Developers / Skinner Family Mods
« on: October 29, 2015, 10:02:24 PM »
I saw this pop up on Gnomoria on Steam. Is this mod set any good? Is it buggy? Should I use it?

Support / Gnomoria Won't Start
« on: October 20, 2015, 11:25:55 PM »
I have it off of Steam. I hit play. It says "preparing to launch Gnomoria." And then it doesn't launch.

Off Topic / Derbalan Shuffle: A Card-Based RPG
« on: September 25, 2015, 05:13:16 PM »
I've been posting on topic for too long and it's time to do something that's not that. I have a Kickstarter for my game Derbalan Shuffle: The Shuffle Begins. It's a goofy, rules-light, card-based RPG. The Kickstarter is here. I can't prove with certainty that the song "Everything Is Awesome" was inspired by this game, but in my heart I know it to be true. If you've enjoyed any of my humor on these forums or if you thought any of my mechanics suggestions were really sound, you should check it out. Also, if you are the sort of person who likes to have fun, this is fun that comes in a box. If you are the sort of person who doesn't like to have fun, you should still back this and then eat the cards or something so you don't accidentally enjoy yourself.

Support / Gnomoria Runs Slow
« on: July 06, 2015, 12:09:05 PM »
So, my game's running slow. Obvious answer: my computer's resources are tapped. But I boot up task manager, and I'm only using 1/3 of processor power and a fraction of my memory. What's up?

Other Games / Zeus: Everything Gnomoria Needs
« on: July 02, 2015, 11:50:44 PM »
So, there's a videogame out there on Good Old Games called Zeus. It's $10. You can buy it here. Now, you can play it just for its own sake, it's an awesome city-building game. But there's a lot of things in that game that would make Gnomoria more awesome if they were incorporated.

Firstly, the combat system is ideal for a Gnomoria-type game. Build tower defenses and click a button to man them. Place banners and individually or collectively summon your troops to that location.

Also, there's diplomacy. They have an interaction system with gifts and raiding and invasions and how well your allies and rivals like you that would work wonders in Gnomoria. Also, you build up resources and then set them aside as a mission objective. Then, the next phase of the mission is to play the colony, building up a second city starting with the resources you set aside. Once that's big enough, you go back to your main one, with a new colony that you can trade with, ask for favors from, do favors for, and get military support from. Colonies also pay tribute, as do conquered enemies and anyone who just decides to join up with you.

If you play this game for any amount of time, and have played Gnomoria, then you'll start seeing ideas that would be aweome to code into this game.

Now, Zeus isn't the same game as Gnomoria. There's not the creative freedom to build. But this game can learn from that other one. And the result is a supreme game.

Pictures / Weirdest Kingdom Name
« on: June 06, 2015, 12:39:37 PM »
So, I expanded my kingdom to the point where this came up:

I don't know what's going on at that lumber camp, and frankly I don't want to know. I hate my imagination already.

Suggestions / Photo Mod
« on: May 15, 2015, 12:58:17 AM »
What we need is a mod that allows you to take a screenshot of your entire kingdom without having to do a composite image of a bunch of different fragments stapled together in paint.

I want to be able to press one button and get an image of my entire kingdom that looks awesome. I don't want to press a few buttons several dozen times and then stick those into paint and spend a few hours to create a picture of my kingdom.

Suggestions / Make Invaders Deadlier
« on: April 18, 2015, 08:02:24 PM »
So, we've had some talk around here about limiting the numbers of soldiers that can stand on a patch of ground simultaneously, about new weapons for gnomes, etc... I think it would be great if those were implemented. However, we don't want goblins to become too easy.

Bridge Bearer: This goblin takes logs and places them across trenches and holes to allow himself and allies to cross.
Demolition Goblin: This goblin may demolish one wall space.

Each goblin that can do one of these things may do it once.

Suggestions / Foods
« on: April 18, 2015, 12:38:16 AM »
So, any mods that would make food, I have some ideas for food groups. Some already exist in this game. Some do not. The idea is that any food from the same group will be able to fill the same slot in any recipe. So, for instance, you can make bread out of wheat, rice, potatoes, or corn to get wheat bread, rice cakes, lefsa, or tortillas respectively. That's one of the odder examples, but those all fulfill the same dietary and culinary purposes.

Starches: wheat, other grains such as barley, rice, potatoes, corn, possibly breadfruit (I'm not too familiar which category it best fits in)
Fruits: apples, bananas, pears, grapes, strawberries, blueberries, etc.... (note that I'm using the culinary and not scientific definitions of fruits and vegetables because common sense)
Vegetables: tomatoes, carrots, peas, lettuce, cucumber, spinach, that sort of thing
Meats: obviously any creature made of meat, tofu
Fish: could be in same category as meat, but I think for flavor it shouldn't be. Salmon, trout, crayfish, octopus, clams.
Seasonings: herbs, salt (mined or derived from seawater)
Sugars: honey, cane sugar, beet sugar, corn syrup, maple syrup,
Eggs: egg proteins have a number of unique baking properties, I'm not aware of any substitutes that work particularly well
Milk: same thing, any milk from any creature should be interchangeable, but milk's milk
Grease: seems more trouble than it's worth, but there could be butter, lard, vegetable oil. Probably more complication than it's worth

So, the idea is, list the major ingredients in any common recipe. Then, substitute those ingredients out for other ingredients. Does the recipe still make sense? Even if it goes by a different name (for example orange wine would make more sense as orange schnapps) the recipe should still hold.

Example: Cake.
Egg + wheat + cane sugar + milk = cake
Eggs + corn + honey + milk = cornbread
Eggs + potato + maple syrup + milk = sweet potato pie (okay, a bit of a stretch)

Example: Jerky
1 goblin meat + 1 pepper = goblin jerky
1 tofu + 1 cilantro = tofu jerky

Bad Example: Pizzas and pastas
You really can't substitute spinach or cucumber sauce for tomato sauce in most Italian cooking. I haven't peeked at the code, but maybe you can have some recipes that allow any vegetable, and some that only allow for a specific vegetable. If it's the former, you may wish to make tomato its own category.

My goal isn't to say "You should do cooking exactly like this." Obviously my system isn't perfect. But think about how instead of programming in 1 recipe at a time to use specific ingredients, you can create broad categories of ingredients that can take many different forms. That way, you can make efficient use of categories. Also, think about where ingredients best belong. Any sweetener is more or less interchangeable with any other sweetener. Corn and potatoes could work as vegetables, since they fit in fairly well there. But since they are closer to wheat in terms of nutrition and ability to make breads, I think they might better fit there.

There's also the element of flavor. Is it worth adding a bit of extra complexity to allow for fish and meat to be separate? Since you could probably replace any meat with a fish in any recipe and have it make since. But they feel fairly different to a lot of people, and separating them would allow them to feel different in the game.

Also, when looking at recipes, you might find a way to balance out the overpowering advantage of wheat. A gnome village producing wheat as their only food crop will do better than a gnome village producing every food crop but wheat. Wheat can make drinks, is the only source of straw, and is the only crop needed to make sandwiches. Adding in recipes to compete with the superiority of sandwiches would add variety to the game.

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