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Messages - Merry76

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Addons / Textures / Re: Quick Question
« on: March 02, 2016, 10:22:35 PM »
I am pretty sure its in the newgamesettings.xml - you will have to make a tiny mod that just has this changed starting options in it.

For example, adding another entry

    <Offset>-1 -1</Offset>

Will give you another miner, complete with copper pickaxe to go. Do it twice, and you should get 2 additional miners. Mind, you will have to actually choose your mod at game start for this to work.

Support / Re: Stone variety in maps, missing marble.
« on: February 26, 2016, 11:43:06 AM »
It also depends heavily on the seed and x/y correction values you use. If you shift the land WAY into bizzaro world, strange things happen. Not as strange as solid walls of strawberry or something, but very weird in other ways. Some people have done that to get an extra challenge or interesting maps (like huge block like plateaus and such).

Support / Re: Stone variety in maps, missing marble.
« on: February 26, 2016, 08:41:17 AM »
Its very unlikely that you are missing a specific stone type upon creation when using a large+ map. Not so sure about small and tiny, because they use the same algorythm to spread it out but just show a smaller window (that means if marble would be 50 blocks off center on some layers, it wouldnt show because tiny doesnt encompass those blocks).

But the maps are procedurally generated with no guarantee of stuff being present.

General / Re: Crashing :(
« on: February 25, 2016, 02:45:16 PM »
You can find the crashlog in > Documents > My Games > Gnomoria > gnomoria.log (at least on windows)

I can hardly read the log, but it points into the general direction of the crahing bug. RoboB0b can sometimes detect errors with the log and the save file.

Mod Developers / Re: Got questions about Mod Development? Ask here!
« on: February 25, 2016, 02:40:06 PM »
Ok, I must have done something very, very wrong, or just something very sloppy Copy&Pasting/Replacing. I did it all AGAIN (one skill at a time), and now it works.

Now that I dumbed the game down, I can build it up again. Or something. Its a step :)

Support / Re: Game won't load :/
« on: February 25, 2016, 02:32:28 PM »
Scary.... I just spent an evening cobbling a mod together - I hope this isnt persisting.

Support / Re: Desura ist not updated
« on: February 25, 2016, 02:29:56 PM »
It is now Febuary 25th and you fucking morons have still not updated Desura to 09.18, let alone the release version. But, of course I'm the idiot for purchasing on Desura when that was the one of only 2 or three options at the time. So, I will take it as you do not give a flying fuck about your customers, so I will make sure that other potential buyer know your attitude.

You realize seronis isnt actually a staff member, but just a normal forum user?

If you have a problem with Desura - PLEASE take it to them. They have forums and customer support for problems they are causing. RoboB0b (the only staff member) cannot do more than submitting the new version (which he only forgot once, as far as I can remember) and hope they do not forget to pass it through. Somehow Steam - despite being the literal devil for many - manages this way better  :-[

Also, I deleted your profanities. Stop that please. Thanks

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?

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