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) 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.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. 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. Craft items, build structures, set traps and dig deep underground in search of precious resources to help your gnomes survive the. If you feel strongly about this, you could post on the developers forum.Ī. Gnomoria is a sandbox village management game where you help lead a small group of gnomes, who have set out on their own, to thrive into a bustling kingdom Anything you see can be broken down and rebuilt elsewhere. 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. New Gnomes, called Gnomads, appear on the edges of the map as your kingdom grows in worth and have the default profession of 'Gnomad.' Gnomes appear to age, gaining grey hair as they do, but it has not yet. Each Gnome can be renamed on its overview page by simply typing over the current name. 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. Gnomes are individuals and each can have a unique combination of skills, attributes, and professions.
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