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Messages - bvierra

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Off Topic / Re: I like this game, I do
« on: November 21, 2012, 06:54:58 PM »
This has become more about non Gnomoria stuff, so I am moving it into the Off Topic forum

There is nothing more to see continue on :)

Suggestions / Re: UI : "to level" button
« on: November 21, 2012, 12:55:45 AM »
- or + works to change level, also you can set book marks for an immediate jump to a location. Check the key bindings under options

General / MOVED: Normal, Peaceful, without mants....
« on: November 19, 2012, 08:58:56 PM »

Suggestions / Re: Normal, Peaceful, without mants....
« on: November 18, 2012, 04:07:20 PM »
The way I believe it works is in sprint yr 2 mant scouts will show up pretty much not matter what. You just have to kill the mant scout and the mant soldiers never show up. The way I have found to do this is have 2 gnomes made into scouts from your spring year 2 immigration. The stats really don't matter. Give them a torch and weapon (I also do the leather armor so as to not effect speed) and the scout trait and the see farther with torch trait. Then give em a patrol route around your entire map and let em roam. Also make sure to have avoid enemies and retreat if bleeding, do not have them attack on order.

They see the mant pretty quickly and you then do an attack order on the mant scount. No mant attack force.

General / Re: My new goal, to make it past Spring , yr 2!
« on: November 18, 2012, 04:01:22 PM »
For mant scouts I just put out 2 scouts of my own and have em run around the outside of the map. Since the mant scouts tend to wait a full day before leaving I always find them before they leave.

I have the scouts with a torch, leather armor, 1h weapon, and the perks that let me see farther with a torch and run faster. I also have stay away from enemy and retreat if bleeding checked. If I find a man, they run away and alert me and I send out my roaming attack guard squad.

General / MOVED: Difficulty levels
« on: November 18, 2012, 03:51:09 PM »

Help and Guides / MOVED: Gnomes refusing to wield weapons
« on: November 18, 2012, 03:47:38 PM »

Suggestions / Re: Open the game for modding.
« on: November 16, 2012, 06:34:40 PM »

The problem is that the longer it continues to evolve this way the more work it will require to change all the classes into metadata. At some point turning all the existing entities into config files will simply become unfeasible.

Premature optimization is the root of all (coding) evil.

I only consider myself a hobbyist programming but I have done it for nearly 2 decades in various languages. At the point where the game is when the feature set is still evolving it really can be a lot simpler to just use a TON of dedicated classes. Its more 'spaghettified' this way but it means you dont have to PLAN as much when designing a feature as you are using one-shot solutions.  It lets you get a workable product and test problems and interactions.

Its only AFTER you get 20 of these one-shot classes (like for different Entities) that it becomes worth it to pull out all the common features into an appropriate base class. Its usually a lot easier to find the proper solution at this point and you can save time doing what is actually NEEDED rather than guessing at what you might want to do months from now in some random future update.

That said:

I still want the static numeric things, like prices and spawn caps, put into text files as soon as is feasible. I just recognize that the 'p' in 'asap' might be months from now.

Couldn't have said it better myself. I myself am a programmer by trade, although almost everything I do is server related and not GUI based, well at all. Once you have a clear plan, it's easy to setup... when you don't know exactly where it is going and it's evolving itself, the amount of work to go back and change 1 thing can be huge.

As for the static things in text files, I am sure that some will happen sooner. The spawn caps etc are currently in the actual code by my understanding, but I cannot say for sure.


1 - To use GE, i have to start GE and after that Gnomoria right? They will both run at the same time?
You can have both running at the same time depending on the amount of RAM in your computer, both take up around 500MB minimum. You actually load a saved game in GE, so there is no real time editing. Currently I save my game, load it in GE, then edit the professions in Gnomoria.

2 - Is it possible to add the ability to change professions while in GE?
Not currently, but it is on the list :)

3 - Is it possible to add a screen that tells you about your inventory? Male Yaks, Female Yaks, Seeds, Cotton, Planks and etc...
Sure it is, I just have no had time to do it yet :)

4 - Is it possible to add if a particular gnome is assigned to a squad?
Yep, this is planned as well :)

5 - Is it possible to add a screen that tells you the average time spent on tasks for each gnome? I mean i would like to know if my woodcutters are beeing useful...
Not currently because Gnomoria does not keep track of this (at least from what I have seen)

Suggestions / Re: Open the game for modding.
« on: November 15, 2012, 11:40:31 PM »
What most people do not seem to realize is that adding in modding support will take a LOT of work to restructure. Yes it could be opened up to add in things such as modifying the enemies health range or stats range, but that is about it.

Currently all of the creatures (gnomes / yaks / goblins / bettles / etc) require a separate class to add in and not just a parse of an configuration file. The reason is because of how much the game is changing and the current uncertainty of specifics that need to be taken into account. You have to realize that many things are a lot more in depth than people tend to see in other games. Every creature has a number of different objects, arms, legs, lungs, etc. Instead of having something like a yak has X amount of air that it holds, it more like Yak.Lung.MaxAir = 100. This will allow for a much more in depth game as time goes on (imagine sharks or crocodiles or heck even attack eagles).

I know in many games you can do things such as:
health = 50
baseattack = 5
air = 20

But this would have to be more of
has = yakleftfrontleg
has = yakleftbackleg
has = yaklungs
health = 10

health = 10
attack = 2
attachesat = pointa

health = 10
attack = 2
attachesat = pointb

air = 100
attachesat = pointc

so on and so forth.

You also have to realize he has equations for everything in the game, such as these gnomes attack in worth > X and mants attack if this happens, so on and so forth.

Until there is a better base set of body parts, how they are connected, and then knowing what special things can happen such as bettles with their cocoons this needs to be hard coded.

I know everyone wants to be able to just mod it now, but the reality is that it would take him much longer to get each release out to handle all new circumstances which is one of the main reasons RoboB0b has expressed wanting to hold off. I am sure we all like the weekly release schedule and would not want to see less things come out every 2 weeks in order to accommodate this at this point in time.

I believe we will see modding probably closer to beta / end of beta than during alpha

General / Re: Enemy Break Down Chart
« on: November 15, 2012, 11:11:05 PM »
BTW I threw a template up on the wiki @ http://www.gnomoriawiki.com/wiki/Hostile_Creature_Matrix

Just needs to be a little more filled in :) But it should make updating / sorting a little easier

Wow, just thought about adding runtime backup to my utility Gnome Extractor and saw that
What about combining the joint efforts, but not a copying each other? :)) )
Of course i can say, you are more experienced coder than we are together with my partner for sure, but it will be great to have such a partner in the team as you.
If you do not think it's a good idea, we did not get upset any way, but if you are agree, i can give you my ICQ or Skype for making conference.

Send me a PM if you want and we can talk about it :)

BTW I have it up on github, if you want you are more than welcome to clone it, modify it, and make a pull request :)

General / MOVED: Open the game for modding.
« on: November 15, 2012, 07:57:57 PM »

Off Topic / Re: Hi
« on: November 15, 2012, 07:54:30 PM »
I have locked this topic. It was in no way constructive and really crossing over the line.

Remember guys we don't like to have to play nanny on here but we don't want anyone to be offended and want people to browse freely whether at work or with kids around. Please be smart with your posts :)

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