![]() ![]() It would have ruined the game for me, if this solution didn't work. My take on it is that the gnomes found echoing sounds of the gong beat in my Grand Hall pleasing and lost control and sense of time in a Zion-like judgement day celebration slowly shifting toward lustful post dances, provocative body art happenings and sultry bearded midget erotica.īut seriously, this is a crazy-broken surprise-feature and should have some kind of cheat code or menu option to turn off the judgement day alarm. After that all gnomes returned to business as usual, except now with a massively widespread Mechanics skill. The one thing that actually stopped the deadly underground rave-marathon was giving a guard and a patrol order (one of which overrode the panic attack for the patrolling gnomes) and cancelling those orders. Giving an order to dismantle the bell - no one reacted Turning the Great hall into a usual dining roomĥ. Giving one after another, most of my gnomes the Mechanic skill and setting it to highest priority and still no one reacts to the task to clear the alarm.ģ. ![]() Giving an order to deactivate the alarmĢ. Things that I tried which didn't stop this suicide-speed-idling marathon were:ġ. (the alarm bell was in the great hall designation area) Just keep in mind not only will you get more done, but you will produce much more goods to sell at the merchants to trade for more ore or whatever you need.This solution didn't work for me, but I found a workaroundĪfter a gobwin attack, when all the Enemies were dead, all 16 of my gnomes started running around the Great Hall, right next to where the only alarm bell of my kingnom stands. Mainly the game slows down to sub 10 fps with about 40 to 50 gnomes, there are some crashes and a couple other bugs. So isnt that enough of a game and why would I want to attempt to rewrite it Gnomoria while pretty good also has some shortcomings. give them more skills, now they will be cross-trained and much more productive. In my opinion Gnomoria is one of the better Dwarf Fortress clones. If you have Idle gnomes in the great hall (or barring that, bumbling around the bedroom area if it's early on). I rename them to funky names or something silly so I know which gnomes I've already adressed. ![]() You can go under 'population' screen (click population top of screen, center, then go to 'assign' and click on the person's name button on the left), you can go down the list and basically do all the gnomes one at a time. you get the idea! This fixes most people's "problems" with this game. Some miners, some hospital (doctors/caretakers), some farmers, a bunch for workshops AND/OR building. You can set thier individual priorities on the right side. This will not only net you more mechanics, but more everything. I placed a alarm bell in my great hall, goblin have been spotted I give the task to ring the alarm bell the three idle gnoms dont care and all my army is now sleeping because these idiots dont ring the alarm bell, please help. This is where you 'allow' gnomes to do jobs. Open any gnome's personell file for skills (pause game, click on them, click name in window that opens up, goto last tab) and check off any boxes that are 8 or higher. The more they do something, the better they are at it (higher skill) just like gaining levels in a role-playing game. If you multiskill your gnomes on thier personell tab, you will (with a population, for example, of 30 gnomes) have 18-20-something of almost every profession. Some of these are just for making things look pretty or increasing the worth of your kingdom, but others have real value, like the bed and the alarm bell. ago Click on it, and you should see a button that says 'Sound the alarm'. It's a new concept to the game after all. Out of curiosity, how do you turn on the alarm bell I don't see anything obvious, but I easily could have missed it. And the concept may still evolve, like having a only "wake up, soldiers!" signal or bell - or. It was anounced the alarm bell will be automateable (with some overhauling of the mechanism system) someday and i assume it will be very usefull then. If you want to rely on it, you definitely have to set it up to get good use out of it. So i partly agree, it is without use for some playstyles but sure can be put to use if so desired. My mechanics act like a mobile reinforcement instead, beeing called to sprung traps, armed and ready to deliver sneaky attacks in an already ongoing battle. I personaly only used it once to test it and don't need it because of a stockpile-professions-setup that only allows specific gnomes outside, which i have a guard-area for to recall them to. Put their quaters and the bell near or in the Great Hall and don't assign them any other jobs (or jobs where not all of them can be off to, like brewing or cooking) If you want to rely on it, 1 freetime mechanic won't be enough. ![]()
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