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Messages - Merry76

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General / Re: RoboB0b's prolonged absence
« on: March 06, 2017, 02:04:27 PM »
Great to hear ! :)

Yeah, it is. However, I didnt doubt that he lives. I kinda doubt that he comes back, or (even better) starts to develop "Gnomoria 2 - Son of Gnome" or something like that. Dog knows I would throw money at it.

General / Re: Hiya, I'm Still Alive!
« on: March 01, 2017, 11:40:31 AM »
Not much, tbh. I just keep watch over the forums in the small hope that RoboB0b deceides to come back and announce something nice. Its been almost a year since he was last active, so there isnt much hope  :-\

General / Re: *SPOILER* Weapon Calculations
« on: November 21, 2016, 12:04:05 PM »
... unless you get massed twoheaded ogres, then the blunties wont do much against them. At this point shooters or blades start to shine. Shooters only do because they are average (or "meh") against everything.

Unless you mod the shit out of the values, of course.

Support / Re: Community patcher
« on: September 14, 2016, 09:17:32 AM »
This makes your face hitting the keyboard a better programmer than I am. Now I feel kind of sad, and happy at the same time  ;)

General / Re: RoboB0b's prolonged absence
« on: July 15, 2016, 12:07:24 PM »
@Merry76, how about to convince him release Gnomoria open-source? He has been burned out, it's ok, but game will still live

I am less of a fan of convincing someone to give out his work for free. If he comes up with the idea himself its ok for me, but I wouldnt try to convince him because frankly i lack the time and programming experience to pick up the code myself. I can build _some_ C# (mostly Data parsers to shred unstructured data and fire it to sql server) code nowadays, but this game was written in XNA, which I never really got around to learn.

Not that I even could try, because right now getting any response at all seems impossible.

General / Re: RoboB0b's prolonged absence
« on: June 28, 2016, 12:47:02 PM »
I dont think RoboB0b has met an untimely fate.

Well, I have witnessed quite a few of sinlge-creator burnouts, and I fear its that. However, if that is the case, chasing him down or summoning by lava burnt goblins might not really help us (as good an idea the latter is). Even if we get him to show up, if he has a burnout, he wouldnt be very productive - and even feel worse about himself for finishing his own dream project (he called it like this in the early days). Having dealt with burned out people, this would be the last thing that would help.

But you guys have been very civil about this situation, and I thank you for it. If anything, should he come back and read this, he will probably feel better about it all, and not feel like an angry mob is threatening him. I had good times with this game, and gotten every cent i spent in it back in hours of fun. There isnt a single AAA title that could reach it (so far, I still have some 30-40 years ahead of me, if civilisation holds up). I guess this counts for something.

General / Re: RoboB0b's prolonged absence
« on: June 26, 2016, 01:24:11 PM »
I tried, no dice (so far). Would mean over a month vacation "off the grid".

I am also worried.

General / Re: A quick Moderator update
« on: May 22, 2016, 03:48:48 AM »
"Fortunately" the link to the forums on Gnomoria's web site (at http://gnomoria.com/community/ ) has been broken for about a month now, so you can look forward to "not much to moderate" continuing for at least a while longer...

Meh, I cant fix that... Have you noticed RoboB0b already?

Anyway, cant hurt to do it again.

Help and Guides / Re: Help with crossbow gnomes
« on: May 20, 2016, 03:22:06 AM »
Thanks! now i have a reason to keep leveling up nimbleness.
Btw, i sent them to clear a beetle infestation that had been building up for 24 years and now they all have like 550 in crossbow, 400 in focus and fitness and 200 in nimbleness lol. They seem to be far more effective now, still wont pierce armor but they are likely to get kill shots on unarmored foes and worn armors.

Thats some fierce elite marksman gnomes you have there.
Mind, even if they do not kill the enemy outright, ranged troops are basically guaranteed the first strike which can cripple an enemy quite well: shot in the leg? Enemy can fall over and be overall slower. Shot in the arm? enemy can drop his weapon before the fighting actually starts. Hit them in the eyes, the enemy is basically a punching bag for your troops. Of course, there will be more enemies than defender gnomes (unless you play on very easy settings) and there is a freak chance of all your marksman focusing on the same enemy, but the little edge of crippling enemies before the fight starts might tip the scales.

General / A quick Moderator update
« on: May 11, 2016, 10:15:19 AM »
Hey guys - I am still alive

I am really glad there wasnt much to moderate in the last 2 weeks, because my daughter was born on the 3rd, and I have been a bit pre-occupied ever since. Turns out babies arent just cute, they are also quite exhausting.

Please continue to be nice to eachother, I still try to get on the forums as much as I can, but cannot guarantee any frequency right now. It will be better in a few weeks I am told, but right now I rather want to sleep than handle disputes online :)

Help and Guides / Re: Help with crossbow gnomes
« on: May 11, 2016, 10:02:13 AM »
where i can see the formulas?

This https://www.gnomoriawiki.com/wiki/Weapons_and_Armor is still pretty accurate, unless someone modded the game of course (which is easy to do - if you just want to play around with the values. Something I couldnt complete before my current project).

So its basically for damage:

Base * MaterialMultiplier * WeaponVelocity * Nimbleness * MaterialModifier * WeaponModifier * Fitness

Where the attributes are divided by 100, giving you 1.2 multiplier for 120 Nimbleness for example. Note that this treats melee and ranged damage the same, which appears to be intended.

General / Re: Monks dont drop their Items
« on: April 18, 2016, 01:28:47 PM »
Send them to a training ground before engaging the enemy,
that should make them drop what they are carrying and equip proper weapons.
Guard post works too...

If you can stomach the micromanagement, that is.

General / Re: Forums Back up
« on: April 11, 2016, 12:22:48 PM »
Wow - this is really a relief. I feared everything was going the way of the dodo because it took so long  :o

Help and Guides / Re: Soldiers vs Civilians ratio
« on: March 22, 2016, 12:27:44 PM »
If kingdom worth is a large concern I would avoid smelting metal objects into slivers as that can lead to a lot of bloat.

This has to be the truest statement ever... There is a bug (maybe its a wanted feature) that the broken down gear of your enemies creates the most valuable metal, leading to the fact that a statue made from the weapons of your slain enemies is the most valueble thing you can put into your great hall. Very westeros, which probably was why it was left in.

Help and Guides / Re: Soldiers vs Civilians ratio
« on: March 21, 2016, 05:07:49 PM »
I usually start out with militia until I have about 14-16 gnomes, at which point I switch to a full squad of defenders, leaving the civilians doing civilian things. I then go for at least 50% split in the civilian/military ratio, until I have sufficient civilians (I found out that about 15 civilians can be enough, however building stuff is going to be very, very slow), then all extras get military professions (which means all training, fighting, sleeping and - unfortunately - dying).

This also works for hard. For quite a long time too, but you will get overwhelmed at some point because military cannot actually keep up with the stack of doom that will happen. I dont use death traps, so the highest I got without anyone dying was about 1.5 million kingdom worth (I have yet to start another kingdom, and have not "finished" the 1.5 million one, because it was a huge time waster with its megaproject. I also wanted to mod the game, and got frustrated a few changes in. Now my life is changing.... Well, we will see  :D ). When the veterans start dying, it sets a downward spiral in motion, as new recruits only come at the start of the season, and they cannot hold a candle to the vast masses of goblins and ogres, and die first - not amounting to much.

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