![]() ![]() I'm just trying out a trap maze this time for defence and the AI behaviour is really killing it. Right now, I feel like you only really have a single option which is to have a training ground right at the front, a single entrance, nobody goes outside, wall off everything else (assuming you're not playing the game via walling everything off), maybe use traps (but turn off mechanic if necessary) and stock food/drink/bandage by the training ground at the front. If we got rid of the AI problems, you can do more things. Saying something like "your empire set up could be improved" makes sense because a lot of strategies aren't viable simply due to AI problems. I guess my main issue is that I feel that with a few minor tweaks to the game by Robobob, more strategies for defending your empire become viable. Well I'm still waiting for the mechanical walls from my tinkering bench so what I do have is a maze at the front. The Alarmbell works 100% reliable for me. At which point the bell serves as means to recall them, as i remove the tasks until the attack is over. The occasional time when i have gnomes doing tasks on the outside of the walls (like terra forming or something like that). 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. Цитата допису breadloaf: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. It would have ruined the game for me, if this solution didn't work.I see your point though I hate the really high rate of militarization that ensues if you don't use traps. 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) 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. ![]()
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