12/11/2023 0 Comments Gnomoria alarm bellI'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. โพสต์ดั้งเดิมโดย 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. The actual bell is not possible to land on, when crouching under the railings, because you'll just phase right through it.I see your point though I hate the really high rate of militarization that ensues if you don't use traps.Standing on the Bell Alarm, crouching and standing it multiple times will make it ring in a low tone and it will ring multiple times on one time.The sound is more enhanced in the PC version.This is possibly one of the easiest hazards to avoid in the game.To avoid the other one in the Backyard, go around the side of the Guillotine that is near the Chest. Ever since the Fall Damage was added on V1.7.9.3, it will save you a lot of time instead of running through many ha zar ds. (NOTE: Doing the U-shaped route will be time consuming as there are quite some ha zar ds on the Ground Floor. Either by using the U-shaped route on the Ground Floor or take Fall Damage by falling through the Upper Floor's Stair holes.
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