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Messages - Merry76

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Support / Re: Gnomes just stop Eating and Drinking Everygame
« on: September 07, 2012, 06:41:53 AM »
Could be a pathing problem. Whenever a gnome deceides to fetch something to eat/drink, he chooses sometimes... very poorly, and wants to target stuff thats close by, but walled off (resulting into a epic roadtrip, or death if the trip is too long).

Sometimes they even run past food they could snatch right up to get to their chosen piece.

Suggestions / Death Toll affecting not much
« on: September 07, 2012, 01:24:51 AM »
Gnomes die. Such is Life (and Death, apparently).

But not much else happens, if you loose 2-4 gnomes every season (that would be a life expendancy of roughly 5 years for each gnome... seems a bit low). Sometimes you prefer gnomes dead, because all they do is take up population cap with one or more arms or legs missing (whenever mechanical limbs come in, this might or might not be fixed).

Gnomes dont mourn. Gnomads dont care about the high risk, they just look at the shiny walls and start to settle in the dead gnomes personal quarter. Merchants just think business is all that counts (well, no problem there, its very realistic).

Shouldnt a high death toll (Temporarily) reduce the kingdom worth? (may attract less gnomads or merchants)
Shouldnt gnomes worry about their comerades dying?

Suggestions / Re: Walking on Walls
« on: September 06, 2012, 11:41:20 PM »
The problem you mention is basically a player exploit - kind of thing and there's no real solution without changing the mechanics and forcing all the players to play the way you want to.

Plus, it would solve pathing problems when removing floor tiles (gnomes getting stuck because they are removing large floor parts, without the player having to spoon feed them every step) and solve quirks with gnome movements (i accidently removed the wrong floor once, and was wondering why the gnomes took odd pathings, until i realized i removed a floor behind a wall, and the corridor was indeed insurpassable because of the waist high fence.

Also: Ninja infiltrating goblins! How can you not want that? (ok, i can see why not, but it would make it a bit more dangerous)

General / Re: Making Gnomoria free! (i hope it does)
« on: September 06, 2012, 11:27:22 PM »
Coincidentally, I consider Gnomoria borderline kid friendly.  You've got your starvation and your goblin arm-chopping, but it's rather cartoony and it encourages problem solving and thinking ahead.  The adults can hardly stock food for winter, if your 12 year old can withstand a goblin siege then you're doing parenting right.

Epic winning posting!

Suggestions / Walking on Walls
« on: September 06, 2012, 01:45:34 AM »
It occured to me that the game needs the feature that gnomes and enemies need to be able to walk on walls.

I may need to elaborate this a bit, it sounds odd. Compare a pasture that has walls around it, and one that has no floors around it, with the dirt underneath acting as a wall. Both are inaccessible from the outside, thought the latter looks incredibly silly (the floors are maybe half a meter deep, surely a bloodthirsty goblin could climb that down and up again, and butcher the farmergnome and steal his yaks)

There is nothing wrong with the need for floors(and roofs), but if you remove them and they act as a barrier is just odd. If walking on a wall makes you superslow (half speed) so be it. But having a missing floor act a s a waist high fence that cant be surmounted is just plain odd.

Of course, that could open up the possibilities for ninja goblins that _could_ climb (low) walls, walk on them and infiltrate the fortress like that.

General / Re: Gnomoria v0.8.11 released
« on: September 05, 2012, 03:51:18 AM »
Next stage: Mechanical Limbs!

Suggest to at least make a placeholder for them.  If a gnome loses a limb, you can build a replacement that does the exact same thing.  Later you can add fun effects to them like blade arms, increased strength, rickety rusty legs, explosive shoulders, etc.  But for now I just wanna get some gnomes in nice chrome armatures~

Any idea when this will be added? Even if limbs are just blade arms or peg legs, anything that helps the mutilated gnome army function is good.

Screw peg legs. Gnomes are tinkerers.

We have the iron, we can rebuild him!

Bring on the ... Cygnomes? Gnomborgs?

Support / Re: Building a Distillery
« on: September 05, 2012, 02:18:32 AM »
I did encounter this problem yesterday too. The workshop was just too far away, and the only gnome carrying the materials needed (seems to equal "building" it) went to sleep after a while. The Workshop stoppen being green highlighted, wich turned the mats (wich just lie there) to free game to my stockpile crazy gnomes. They ganged together and undid what the single gnome was carrying all day  :(

going to try to stockpile all the mats near the planned workplace - THEN giving the order to build said workplace, wich should take less than half a hour gnometime when everything is nearby.

General / Re: Gnomoria on Steam Greenlight
« on: September 04, 2012, 10:18:10 AM »
Saw it there, upvoted it - and couldnt wait so i bought it...

Also told a buddy of mine, and he even beat me to buying it.  8)

General / Re: Making Gnomoria free! (i hope it does)
« on: September 04, 2012, 10:02:13 AM »
There is no reason this game should be free. Its awesome Value, even while Alpha.

Seriously, i cant even buy a meal for what it cost me.

I am sitting at a computer that cost me over 1000 dollar, and i want  a game that costs me 8 dollars to be free?

... i dont even...

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