![]() The Alarmbell serves only 2 purposes for me. A simple mechanical wall can close off the entrance to my kingdom in its entirety, leaving only my soldiers outside with enough food, water and bandages to provide for themselves. Matter of fact, its set up in such a manner that my gnomes are entirely cut off from the garrison and the merchant area. Under no circumstance, unless i specifically order my gnomes to leave the safety of the city walls, will they be outside my guard area. My entrance connects to a garrison with training area for my Soldiers. What can i say? I mean besides suggesting that maybe your empire setup could be improved. İlk olarak breadloaf tarafından gönderildi:It'd likely be better and less error prone to not have to deactivate and activate skills with each battle. ![]() It'd likely be better and less error prone to not have to deactivate and activate skills with each battle. There's also a tendency for gnomes to engage in combat even if they have the option of running (like if they're a mechanic, run out to a trap, see an enemy and then decide to rush ahead anyway). They meticulously finish their job or even take on one more job before finally heading off to the Great Hall (it's not consistent and thus highly unpredictable). ![]() Right now as it is, you have to go through your skill assignments, deactivate all mechanic skills and even then gnomes don't run to the Great Hall. If alarm behaviour were better, you would not have to deactivate your mechanic skills and you would be more happy with the straight bee lining of people to the Great Hall. I just like having a robust economy where most of my gnomes are farming or while I see what you're trying to say (players can do a bunch of things to avoid these problems in the game), my thread is asking for better behaviour to reduce clicking every time a battle happens. or select them all on the 1st dozen or two gnomes and use other gnomes to fill positions.Įven when I am not building, or mining.I see your point though I hate the really high rate of militarization that ensues if you don't use traps. Either give them whatever skill is 8 or above 8. Whenever you start a new game, give them more skills. It really makes things efficient.Ĭontrol the number of miners/woodcutters actually there are not with skills (if they are all full skilled) by controlling the # of pickaxes/felling axes you make the blacksmith. because the best gnome for the job will always fill the position. They literally can make blocks so fast after a building or two, that you can't even use them up quick enough even with only 4-6 stonecutters. The minute or two you spend doing it will be earned back with you not having to sit there. I actually DO NOT know why the game doesn't select more skills for you automatically and let you customize it from there. No lag, verified on populace of 52 gnomes on a standard sized map (with all gnomes ALL skills selected). an efficient kingdom can have steel armors and the accomidation of the RED ROCK INN. While in a time period of a year or two others can build a hole in the ground with nice raw stone walls, mud floors, and the accomidations of fred flintstone. It was the most successful, productive, efficient, beautifully decorated town I've ever made. Then I tried playing a kingdom of 50 from the start with every unit in the game having ALL skills. This is what I did with my first 20 gnomes. This last is almost certainly possible, and probably on the "to be added" list. Invaders would trip it (as would gnomads) etc. If you want an alarm to trigger for invaders, you would set up a pressure plate at the gates. Might also be impossible, but more likely to be codable without breaking the game entirely.Ĭ. Players could manually triger a job update. Might be impossible, based on the coding.ī. Jobs like pulling levers and activating bells could be "Special" and somehow instantly trigger a job update. If you feel strongly about this, you could post on the developers forum.Ī. So if it takes ten seconds from "activate pull lever job" to "gnome decides to pull the damn lever"įrom a design standpoint, I can imagine three fixes for the second, but none are implimented yet. If they looked for jobs every second, your PC would EXPLODE. Second gnomes cycle through looking for jobs every few seconds instead of all the time. ![]() Nothing can coutner that besides compressing your fort, which is generally good advice anyway. Alternativly, an idle gnome far away from the lever is being activated to pull it, which can hpapen if you have multiple "chillax" zones or something. Ya see, there are two things going on here.įirst if your gnomes are taking ten seconds from being activated for the job and pulling the damn thing, it's just too far away. ![]()
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