May 24, 2018, 10:14:07 AM

Recent Posts

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1
Suggestions / Re: Can i translate this game?
« Last post by Minayato on May 21, 2018, 03:18:31 AM »
I agree with your information and think that is good information.
2
Off Topic / Provide a description of the information.
« Last post by Minayato on May 21, 2018, 03:18:22 AM »
Describe what is being discussed for the benefit of others.
3
General / Crashing during combat
« Last post by Dieselblue9 on April 02, 2018, 08:59:12 AM »
////////////////////////////////////////////////////////////////
Date: 02/04/2018 16:07:48
Assembly: gnomoria.exe
Version: 1.0.0.0
World: world01
Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at Game.GameEntityManager.c888bc36af8719ea94bfb1f01dc886761()
at Game.GameEntityManager.Update(Single dt)
at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
at Game.GnomanEmpire.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


I don't know why but no matter what enemy I face the game crashes seemingly at random. I disable all hauling tasks and reinstalled Gnomoria and it still occurs. Is there any potential fix?
4
General / Re: Why do 2handed weapons (especially Claymores) suck so bad?
« Last post by Merry76 on March 20, 2018, 01:06:55 PM »
Hi CabbageFoot

This post was indeed super ancient. After I posted it before RoboB0b recoded how combat (and armour, specifically) worked. The Land Of Claymores saga happened back when the "hitpoints" of the armour was not pooled, but you had 3 different types of hp - one vs slashing, one vs piercing and the last vs. blunt. This caused the claymore that did have 2 damage types at the same time to divide its damage potential into two pools, being actually the worst thing since the invention of a shit sandwich. Twohanded got a lot better, but the game had a weird balance in the end (unmodded) in which the armour had the brunt of the health, and the gnome beneath it was basically squish. To elaborate: Gnome skin, flesh and bone together was about 100 hp with very low block (if anything at all), steel was 9k or something. A steel weapon did about 700 damage. This means that everytime the armour broke, the gnome was basically dead. Armour blocked all the damage until it broke, but let status effects through sometimes, wich caused the attacked to be knocked prone or loose its breath etc.

If I would revive it, i'd buff gnome resilience by factor 5 and lower the scaling of the weapons (so they can take a hit naked), while lowering the scaling of armour too. Combat would again be bloody (and unrealistic. I do care little for that). Unfortunaly thats about all you can mod, because how combat/armour actually works is pretty hardcoded.
5
General / Re: Why do 2handed weapons (especially Claymores) suck so bad?
« Last post by CabbageFoot on March 16, 2018, 04:42:43 PM »
This is a super old post I understand, but it has high google relevance so it may be worth posting here is someone is interested. 2H weapons don't sucks as much as people think they do. 2H weapons technically do as much damage at 2 1H weapons combined, which makes them worse for blocking because blocks are calculated per weapon used (shields are also a weapon and they are better at blocking). The real advantage to 2H weapons is overcoming flat resistances from armor. So if a plate armor has 360 slashing resistance and 40 blunt resistance leather armor has the oposite (40 slashing/360 blunt resistance). Your 2 axes do 940ish damage per hit(after a generous amount of multiplies to damage), then 940-40 = 900 damage. That's about 95% damage penetration against leather. Not bad. Vs the plate armor your axes would do 940-360 = 580 damage. That's about 60% damage penetration. So obviously axes are worse vs plate then leather. Now looking at battleaxes the damage penetration is 98% vs 90%. The difference in damage penetration is a lot smaller, so it takes lest swings with both hands to do the amount of damage you need to to break through the armor, additionally, because the damage to armor is more focused, their armor is bound to pop quicker vs 2h swings on average then with 1h swings which will be more spread out on different body parts on average. The way damage works in this game is once you crack the armor you do massive damage, if you don't crack the armor you don't do anything, so the deeper the hit the more likely you are to do enough damage to cleave right to the bone. I did the math for this in a google doc by mining the weapon stats and checking out the damage formula. There are a lot of drawbacks to using 2h weapons, don't get me wrong, but having a squad of literal armor crackers (warhammers) makes a lot of sense, and as long as you have prosthetics, you can patch them right up afterwards.
6
General / Re: Its time to lock the forum
« Last post by Merry76 on March 09, 2018, 03:56:47 PM »
I can just moderate, I cant administrate it. By that logic, I can (and do) delete the odd spam that some bots drop in, but I cant do anything about its status.

Only RoboB0b can, and he hasnt posted in 2 ish years. Or answered to PMs...
7
General / Its time to lock the forum
« Last post by admanter on February 26, 2018, 10:27:04 AM »
This form is pretty well dead and has been for some time. Moderators can you lock the place up to serve as an archive of what is known of gnomoria?
Maybe put a sticky to use the steam forums for any questions new users have?
8
Suggestions / Re: Can i translate this game?
« Last post by zGimli on February 23, 2018, 08:09:41 AM »
The developer abandoned the game years ago
9
Suggestions / Can i translate this game?
« Last post by Esenciak on February 22, 2018, 08:28:48 AM »
I want to translate the game into Polish.
can I get a program?
10
Help and Guides / I would like to create a Polish translation.
« Last post by Esenciak on February 20, 2018, 10:58:55 AM »
What program could I translate the game into Polish? ;)
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