May 26, 2018, 02:42:09 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bizantia

Pages: [1] 2 3 ... 6
General / Re: Gnomoria getting reworked
« on: May 10, 2017, 03:41:02 PM »
I'm stoked about this. I still like the current game after 2k hours played over a number of years, and still get pumped when I start new worlds or try new mods, so the concept of this is rad to see in the works. Also would be willing to pay for content to original creator(s) who put in hours of code time.

General / Re: RoboB0b's prolonged absence
« on: March 17, 2017, 08:35:11 AM »
I've played this game for like 2000 hours, Mr. Bob, and will likely play it for more. It is possibly the best game ever, and even though people complain, I find it to be a complete and engaging experience.  Best wishes to those who want to play the game. I wouldn't mind if Mr. Bob came back and added more content, but if he doesn't I am happy too. The only thing I want is "rogue" items to stop building up when my worlds get old. All the extra leather items that pile up at the leather worker that don't really exist but still build up there just get annoying, as do the random planks that remain after removing a stairs. Anyways I am just on a gripe rant that isn't really that warranted. All the loves for this game.

General / Re: RoboB0b's prolonged absence
« on: June 28, 2016, 07:06:42 AM »
Agreed. You summed up my thoughts in many ways. I am thankful to robobob for all the work he put into this game. I've played it for 1,700 hours or more, second only to Diablo II and World of Warcraft, so I think that speaks well for his accomplishment...he made a game that is truly captivating, and although I would say the game is 'complete,' I would like to be a believer in the faith - the faith that this game will see updates and changes.

I also want to thank those who have developed mods... but those just don't feel the same. Glassworks and the new elemental monsters and the undead allow for more enemy invasions, and that changes the dynamics in the game some, but mostly the mods just add more clutter to an already well done game.

I've had lots of fun, thank you all.

General / Re: Game abandoned? No more Dev communication
« on: April 29, 2016, 09:39:25 AM »
Just to note than an abandoned game and an unupdated webpage are two different things.

I would like to see regular content updates, though I don't expect them.

Postponed or delayed progress is also different than abandoning a project.

I assume the developer has other life requirements that demand his time, which I understand.  He essentially took on a massive independent project by creating this game.

Hopefully he continues to play a roll in the progression of Gnomoria.

I like the possibilities inherent in the modding community.

Addons / Textures / Re: Mod ideas
« on: April 29, 2016, 08:06:02 AM »
I want boss fights.  Sometimes I try to build kingdoms without gates and use military control and strategy to fight off enemy invasions.  I want to be able to test my tactics against random encounter mobs that either spawn in dungeon depths or on the map somewhere and drop loot.  In the initial releases of the game during alpha goblin armor was wearable by gnomes before it became "worn," so I would guess/hope it is possible for creatures to drop items gnomes can use.  Maybe after so many years we will see trolls or dragons attempting to enter our kingdoms.  I have enjoyed the mods containing more enemy types. 

Most of the mods simply function to provide more choices...more metals, foods, vegetables, crops, etc. The content I really would enjoy would provide more challenges for players to encounter.  I like the change to cooking in Tacyn's Base efficiently feed gnomes requires a bit more planning and thought.

Enemies with ranged weapons would introduce a new dynamic to base building, for example...line of sight would matter more.

I don't like how goblin tunnelers leave tunnels all over the map even when my base is open and accessible...I would rather see goblin sieges where they can knock down wall blocks with increasing efficiency.  This would encourage open base play style while introducing new defense planning and mechanics to the game.

Certain blocks take gnomes longer to mine through than others...i.e. Iron vs. Copper.  Perhaps the goblins would be able to knock through blocks with varying levels of difficulty...i.e. dirt is faster than stone, stone is faster than block, and block is faster than metal...perhaps obsidian would then be useful as a super hard material.

I like the idea of constructible weapon and armor enhancements.  Perhaps introducing super rare materials along with the ability to craft these materials into item enhancements would provide an additional way micro manage the military the military gnomes and develop new tactics as well.

More trees, more ore, more crops just tend to clutter the game as opposed to making it more dynamic and interesting in terms of content.  Cosmetics are not a personal priority...we are playing a 2-d game with terrible graphics...the fun comes from management, control, and least for me.  At the end of the day a strawberry is an apple is a turnip is a potato is a raspberry, etc.  They all serve the same purpose.

I like the more complicated cooking system because it introduces new purpose to the game.

Training captured animals to fight using golems has been a fun new mechanic available due to the animal camp mod...I like this addition of content...perhaps the ability to put armor and spikes on my bears would be awesome.

Just my 2 cents...

I wish I was adept with coding...I'd try to tackle some of these things...

To those of you who have taken your time to code and develop the mods available so far, Thank You!

In Development / Re: Gnomoria v0.9.18 RC42 release
« on: October 04, 2015, 07:53:36 AM »
I just noticed today when I made a new world that the "goblin tunneler" option was off the initial checklist when in the Advanced Options, then when I had my first crates built I noticed they weren't all pine; instead I had some apple and birch crates.  Then...I had orange wine instead of strawberry wine in those crates.  This blew my mind just a bit :)  Thanks for the work.

Help and Guides / Re: Smelting useless?
« on: October 04, 2015, 06:19:40 AM »
The more steps it takes to make an item out of steel bars seems to compound the value of the bars, and since sliver bars are worth more I could see this as a problem. 

I always just figure by the time I plan to use steel in the first place my Kingdom worth doesn't matter so much any more.

The sliver bars increase value compared to regular bars at every metal tier.  Steel weapons explode your kingdom worth, so if you don't want to micromanage the steel then I suggest you hold off smelting and stockpile worn steel items either for later smelting when you can handle the influx of kingdom worth, or use the worn steel as is quite valuable.

Videos / Re: Grizzlejoke - Video Playthrough
« on: September 17, 2015, 05:23:40 AM »
Another installment to my playthrough:

Help and Guides / Re: Defensive gnome issues
« on: September 09, 2015, 04:54:41 PM »
I use frenzy on low skilled shield gnomes because I have shields and leather armor equipped...they easily survive the initial goblin wave they encounter and then they have quite high skills by the time the goblins arrive with any kind of power.  I also use frenzy when initially training weapons; though I keep gnomes training with weapons out of combat until they have higher skill levels.

Useful tips:

Micromanage perks.  Once the goblins arrive you can switch from frenzy to guard...survive the fight...switch back to frenzy once the goblins are dead. 

Early on killing animals you can turn on and off "retreat if bleeding" too because if the gnomes stay at the lizard instead of running away they kill it faster, but if they start to bleed alot you can turn on that option to make your gnomes run after bandages.

Survival instinct is another perk to turn on and off depending on situations like if you notice gnomes get injured and needs to run to the hopsital..

Videos / Video Tutorial: Military Defense
« on: September 09, 2015, 04:46:06 PM »
Posted above in the help/guides section as well:

Below is a link for a video I created in order to discuss some of my thoughts on military strategy.  I think the video does a good job providing a foundation for establishing a powerful defense.

Help and Guides / Tutorial - Military Strategy - Defense
« on: September 09, 2015, 04:45:18 PM »
Below is a link for a video I created in order to discuss some of my thoughts on military strategy.  I think the video does a good job providing a foundation for establishing a powerful defense.

Help and Guides / Re: Equipment issues
« on: September 09, 2015, 03:07:43 PM »
Your miners will only grab picks when they need them; otherwise they leave them on the ground or at a stockpile if you designate one.  If I want my miners (or woodcutters) to keep their tools all the time I set them in squads with a uniform.  I create a position such as miner and equip that position with a uniform with a pickaxe in at least 1 hand.  If you select the option to have the "miner" position to "retreat to equip uniform" that gnome will then always carry the axe.

Help and Guides / Re: Defensive gnome issues
« on: September 09, 2015, 03:03:57 PM »
Early game my defenders train way of the gnome to get dodge, as you have been doing.  Once I switch to wood shields I also equip leather armor on the gnomes with shields.  Eventually I switch to leather with tower shields.  Bear leather is ideal because it is quite tough. 

For new recruits:

Switch one of your well trained shield gnomes that already has high dodge skills back to way of the gnome and give your new gnome the position with the gear and the shields if you have to put them on the front line right away.  Better yet; keep a training squad or have the new gnome(s) train with your civilians part time while he helps farm for a season.  Just that little boost in dodge skill from 11ish to 20ish is amazing for gnome life expectancy.

Videos / Re: Grizzlejoke - Video Playthrough
« on: August 31, 2015, 06:36:38 AM »
I've uploaded the second installment to this series.

Videos / Grizzlejoke - Video Playthrough
« on: August 25, 2015, 10:01:18 PM »
Join in with some fast paced short episodes as a the gnomes of Grizzlejoke fight off the ever expanding goblin hordes.  Game settings 1/2/2 with enemies increasing in strength over time.

Just for the funz I will be producing a video playthrough that I publish on Youtube.  You can find  an introduction episode here:

Pages: [1] 2 3 ... 6