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Messages - Merry76

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In Development / Re: Gnomoria v1.0 RC13 release
« on: February 18, 2016, 08:36:04 AM »
If this would happen at random (read: a catastrope), it would be WAY cool. But its more of a bug right now...

Help and Guides / Re: Beetles - Can they be defeated?
« on: February 17, 2016, 02:46:11 PM »
i wish the dev would put in a max population or max density for beetles.  if you post the save and send me a link, i'm more than willing to clean it up.

Actually, there is a limit. Its just... rather high. It also works on the spawning of beetles from cocoons. This means that as long as there are cocoons "ready to pop" they will do so immediately if the beetle count falls below the limit, making you feel like you have a neverending beetle infestation going on. Because beetles do not need to mature until they can pop out more cocoons, they can plop down a cocoon where they hatched, cause the cocoon supply to not run out.

You basically have to kill them faster than they breed to gain victory. I do think this is kind of neat.

Mind, idle beetles that have not spotted gnomes hardly cause more pathing work than cattle (and thus shouldnt slow down your game). If they spot your gnomes, they WILL try to path to them. This will slow your game down. If you wall them in, wall them in so they cant see you.

Edit: bad english.

Help and Guides / Re: Beetles - Can they be defeated?
« on: February 17, 2016, 01:17:47 PM »
Its actually pretty easy. After a while your shooters start to kill them with a few potshots (cheap stone bullets are enough), or if you manage to get steel weapons you can actually mill them down with melee attacks. The bronze aequivalent beetles use isnt much of a match for steel, and a single epic level fighter with steel gear can probably kill every beetle that can spawn.

That, or a few squads with their skills in the 100-150 range and blunt weapons.

Mod Developers / Re: Got questions about Mod Development? Ask here!
« on: February 17, 2016, 10:47:47 AM »
I tried to "trim down" the skills a bit (all the metal skills went into a new skill "Smithing", smelting went to mining). Game crashes reliably now whenever I click on a gnome. I guess it tries too hard to access skills that where not generated, or it has skills it doesnt know what to do with. Anyway, if anyone has a tip for me how to get it to work, I would be grateful  8)

In Development / Re: Gnomoria v1.0 RC13 release
« on: February 15, 2016, 03:16:44 PM »
BTW... something i noticed during my current playthrough.. gnomes with an "upset" health refuse to work.. is that something i missed in a previous patchnotes, is that something from a mod (playing winter is coming) or is it a bug?

cheers in advance!

Upset always did that. Gnomes normally react upset if other gnomes are dying or died near them. Having to run from enemies for a prolonged time also upsets them for a while (especially if they get stuck on stairs "running away" all the time while not getting very far at all).

General / Re: Please do not forget your Steam users
« on: February 08, 2016, 03:19:20 PM »
Locking this down. I think all has been said what needs to be said. Also everyone, please cool your jets  ;D

Mod Developers / Re: please read
« on: January 07, 2016, 03:59:23 PM »
Thanks for figuring that mess out. I will remove all the spam that people have not replied to and consider this topic done throughtly. If he posts more of that garbled mess, I will act accordingly.

Mod Developers / Re: please read
« on: January 03, 2016, 03:43:24 AM »
Not sure what to do with this...

Is this a mod announcement or a with that someone should write a mod that tries to do this?

Help and Guides / Re: Practical Combat Automaton Question.
« on: November 04, 2015, 11:02:09 AM »
"Better" Materials give you better starting stats. But because stats rise through use, I dont see the need to create steel cores before you go automatons. Mine where all made from sandstone, and they kick goblin butt.

Suggestions / Re: 'Any'Equipment Should Include None
« on: November 02, 2015, 10:31:24 PM »
"Any" Equipment does exactly that. If you can find anything, use that. Prefer metal armour over leather, even if the leather is way better (sadly, this is the case).

Its important to have a closer look to what the other gnomes where doing. There are several reasons why they were ignoring an attack order - blind guessing isnt helping. What could have happened is that they where too scared to actually engage the enemy and sort-attack and then run away right after they see the enemy. In that case, only better gear (and a full squad) will give them the confidence to actually fight.

Help and Guides / Re: Practical Combat Automaton Question.
« on: November 02, 2015, 11:01:49 AM »
If you mod your game so Automatons can actually equip stuff, that could work. You will loose a few though. And they still block your popcap while they are not-yet-lost.

Help and Guides / Re: Practical Combat Automaton Question.
« on: November 01, 2015, 08:32:54 AM »
The reason why you make them out of steel is because a punchbot is practically unkillable if he is made out of steel. Use something weak (like malachite) and he will break WAY before he reaches the skill-levels he actually needs to be a good punchbot. So you end up with a funny coloured piece of junk instead of a steely device of death.

General / Re: Concerns for Gnomoria's Future
« on: October 26, 2015, 02:03:48 PM »
You have not accounted for taxes and other stuff, and divided by 3 and not by 4.5 years like I did, but yeah. The income RoboB0b got was on par with industry so far I guess. Which is cool, he could do what he loved, and wasnt bound by company hierarchy.

However, I am quite pessimistic about how many copies will sell for the 15 dollar price tag. There are a lot of fortress games out there, and most "look" better. They do not "feel" as cool as Gnomoria (at least not for me) because they do not give that level of (non direct) control or the freedom of building, but they look way better. A fact that sells more copies in todays age. I fear that everyone who wants to see past the graphics already has his copy, therefore Gnomoria has peaked already - probably last year.

Suggestions / Re: A Simple Wish List, Add Yours
« on: October 26, 2015, 01:56:37 PM »
Proper repair of armour, and a way to re-implement weapon breakage (and including in it, weapon repair, of course).
A proper mood system that can be accessed by modding (doesnt need to be balanced or anything, we can do that by modding (balancing takes time)).
Animal taming.
Animal armour.
Animal mounting.
Self loading traps (if powered).

General / Re: Concerns for Gnomoria's Future
« on: October 25, 2015, 03:02:19 AM »
Less that he "Bailed out" and more that he simply ran out of money to support development when he has to worry about taking care of his family. Rob has more important things to worry about right now than making sure everyone is happy with Gnomoria upon release, such as getting a new full time job to support his wife and child so that they don't have to live under a bridge somewhere.

RoboB0b has never answered any of my concerns regarding money (and I raised it a few times). He seems coming from a neck of the woods where you do not talk about money, even if its a real important issue. I can live with that, and respect his reservations regarding this topic.

However, if you believe steamspy.com, Gnomoria has sold 237,863 12,949 copies on Steam. You can now do some math and guesswork, but be careful to apply sales (which Gnomoria had a few) and bundle sales. Also factor in that Development was started at least in 2012, and some things had to be bought from other artists (sounds, music, graphics).

However - and now the speculative part begins - steamspy.com delivers us the number of "Players in the last 2 weeks": 7,387 2,283 (3.11%). This is rather low, but not "worringly low". If 75% of those players are fans enough to pay a dollar each (via patreon or some other site) to keep RoboB0b going, its way less than the industry would pay for people with his skills. I know, I hire people in IT (database, not programming... but it should be about the same). Just saying. And changing the sales income to patreon income would only work if the goals where defined tighter, and sales pretty much petered out. Also communication about this stuff would have to be more open than it was in the past. People do not like to send money into the internet without knowing how its going to be spent, and what is coming next or even when. I can totally understand why RoboB0b wouldnt want to walk this path...

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