I set planks to be built on repeat, didn't think the builder would never stop making them and die from starvation then have another gnome continue the work on top of his corpse
"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. Craft items, build structures, set traps and dig deep underground in search of precious resources to help your gnomes survive the harsh lands. Build your kingdom and stockpile wealth to attract wandering gnomads to your cause, but be wary of also attracting enemies!"
I am still horrible at this game. I'd love to see what some of you guys are doing for your builds.
http://www.desura.com/games/gnomoria - Only available on Desura right now.
I set planks to be built on repeat, didn't think the builder would never stop making them and die from starvation then have another gnome continue the work on top of his corpse
In older iterations of the game I had certain things on repeat build and never had a problem with starvation. Although realistically on stuff like planks you should be building to X instead of repeat building anyway.
Shit man, even the dwarves in DF take care of themselves (if there is a means to do so).
yeah. I've been mentioning this in the indie game thread.
Really like it. It's still getting updated regularly. I would still call it alpha though. so anyone expecting a nearly whole game, not yet. There are still giant holes in the gameplay.
Never had that specific problem with starving. Generally only have starving if, trapped in an inaccessible area, the old stairway stuck bug, or wounded. It a new bug?
I haven't played it for a few months so it has probably changed a lot, but I never had any problem with them starving either, unless they were wounded and would try to drag themselves somewhere, get halfway there, decide they were hungry, then try to crawl back, then eventually pass out, wake up and try to go back to work, etc. But no one ever sat and worked to death. Must be a new bug, which hopefully will get fixed soon.
Overall I love the game, because it is close enough to Dwarf Fortress but visually good enough for me to understand wtf is going on. It may never reach the complexity of DF, but it is good enough. I probably won't play it much more until he has a fairly solid release though, because it is like Minecraft for me, I get burnt out on it after awhile and don't want to play, and miss out on cool new updates.
It is probably a bug, as I was day 5 or 6 spring (super early). But I found it hilarious that soandso starved to death and the other woodcutter took his position on his corpse. Perhaps he had low self-preservation skill, haha. I'd love to see some guides or builds of what you guys have come up with. Every time I play I come up with a more efficient way of going about something.
I had a decent setup where starting somewhere around year 3 I had built up a guard tower above my front gate to house most of my soldiers. Had a hospital, and the remaining floors alternated between training grounds and squad dormitories. Most of the tower was built in midair, so I had to build a support scaffolding around the side, and then once the tower was finished I did a similar thing to build a mostly floating great gnomorian temple built almost entirely out of Lapis. No screenshots though, sadly.
I keep having an issue building tables. I have enough sticks but they wont build. I get 6 or 8 sticks and suddenly the woodcutter will start building them. Any idea what I'm doing wrong?
If that isn't it, I've got nothing.
yeah. If you haven't played in a while. Crafting had a major overhaul recently. Its way more complicated then it was previously.
Swords need a blade and a haft for example to combine into a sword. instead of simply building a sword.
Hathe, probably a priority issue. A woodcutter has alot of things to do.
Carpentry, eating/sleeping, cutting down trees, taking cuttings, planting trees. You probably want 4 woodcutters asap. And even go as far as making a custom job. make 2 actual foresters, only doing the tree jobs. and 2 then doing the carpentry. cutting planks is nearly a full time job.
Set your carpentry workshops to priority 1.
Check your order of importance too. and scheduling.
If you have your carpenter set up to, build up to 10 torch, build up to 4 chairs, build up to 2 sticks. you may never get past the torches if you keep placing them.
(I think this would stop, because it get stuck on the torches/chairs, needing sticks.)
If you have it set to build up to 8 sticks first, then there you go. they are building your 8 sticks, before moving onto the next task.
Ran out of a material. you might have had it set to applewood only or something.
Last edited by Caliane; 03-05-2013 at 01:46 PM.
The False Trouble Kingdom has fallen.
haha. Early game is so much harder now,without exploiting.
Crafting is so much more involved. population is really tight. If you have soldiers training, you will be low on foresters, etc. And under geared for metalworking. Goblins will scale faster then you.
Still having a difficult time either crafting things or making buildings. I checked to make sure I am not asking specific things such as "applewood chair". I am definitely using "any". Posted example below, Jas and Windle are my 2 builders. Anything I am missing?
huh. yeah. If you have the things ready to go, and builders. Placing thing is very high on the priority list. it should get done quickly.
Pathing would be the next question. sure there is no broken stair, or removed floor or something?
I have tried placing the structure inside, outside, etc. basically in many areas. I don't dig down because of the bug of getting stuck.
Yep, that fixed it.
What about planks? Can I have 2 pine planks and 2 birch planks and still make a table?
It's getting harder and harder not to play this. I've been trying to wait until a full build comes out because I don't usually replay games once I shelf them. I read the patch notes on the crafting overhaul and it's quite appealing.
How annoyingly bugged is the current build? What are the top/worst bugs atm?
Honestly, I have not seen a bug personally in some time.
The game is MUCH harder now.
Mants will wreck you. Even goblins/skels are tough to deal with in year 1. The new crafting slowed early game down quite a bit. you are very undermanned. you can't really afford to get soldiers training early enough. But building a tailor for bandages, soldiers training, building torches, distillery, etc. takes manpower.
Older forts are fine. And you can still exploit a bit, but walling off, or building floating farms.
Can you get new Gnomads when "blocking off" your kingdom?
Question for the more experienced players. What speed do you normally play on?
Lost another kingdom in fall year 1. haha.
Third one is going much stronger now. got lucky with Tin on level 12. Changed my build order focus a bit, and have torches up and running. Man power is still wicked low. miners are miners/blacksmiths.
only 1 soldier atm.. day 1 fall. open the gates for gnomads. half my base runs out immediately, directly into goblins. get 2 gnomads, lose 3 idiots, including 1 soldier.
things to do when starting. Make several new jobs.
1. soldier. no tasks. its much easier to keep track doing this.
2. Doc. doc/haul/weaver/tailor. This will let the doc make bandages when hes not healing. Good for the down time. hauling for when even that isn't needed.
3. Jeweler/blacksmith. Jeweler is not a full time job. Blacksmithing can be.. but having this guy do both should be fine.
4. Ranchhand. Ranching also isn't a full time job. I give them ranch, woodcutting(not carpentry), farming(but not brewing/cooking), hauling. most of the outside not crafting jobs. You will find, farms, and groves take up ALOT of manpower. Groves especially with foraging, clipping, cutting, and planting. Which is split between woodcutting and farming, already. Of note, since those are such big jobs, you might find the ranchhand will do them, and NOT the ranching as needed. if you have a yak, or whatever wandering that needs to be penned, just swap back to rancher for a bit, till thats done, then back to ranchhand.
5. Brewer/cook. its a full time job. Especially if you are making sandwiches.
You won't actually use most of these day one of course. Ranchhand is. the blacksmith/jewel summer or fallish. same with soldier if you can. Doc year 2. have bandages by summer. but you dont need a dedicated hospital yet.
Early game build order. lost two kingdoms trying to start anew in 0.8.30.
So, I'm not really even sure... But, some mistakes I made. trying to get more gnomes asap, by building a great hall. More gnomes... but more goblins and skels as well. And without a military, it was death.
beds. Wasted time trying to get beds in year 1. Blacksmith is more important. Tailor for bandages, way more.
Very first thing to do. get that pasture for your yaks up. The faster you do this, the faster they will breed, and give you a third yak you can slaughter for bone, to make a bone needle for that tailor.
Get a wall up by summer.
Play on fast. pausing to assign things. or move around the world, etc. making plans, etc.
And yeah, I have had entire waves of gnomads slaughtered the instant they arrived by mant armies.
Last edited by Caliane; 03-08-2013 at 12:55 PM.
Is there underground and "over"ground farming like in DF? Can't you just dig yourself into a mountain side and farm/cook/train soldiers for a while? Or do you need to be outside to sustain yourself?
currently only above ground farming. plants need sunlight, and dirt.
I think there is a bug where strawberries can be grown underground -- however that is an exploit, so use at your own discretion. There are plans for underground farming; they just aren't in yet.
If it helps, here is a farming journal I made up a few months ago (I'm not sure if I ever verified it, but it seems fairly close to my experiences):
8 births per animal a year; 12 meat per yak; 96 meat per mother/yr; 6 tiles per yak, +6 tiles for bull.
768 solar hours a year; 16 wheat harvests a year; 20 apple harvests a year.
Base sandwich and wine worth: 50. Worth lost/Day: 33; Yearly loss: 1,600 worth (32 sandwiches/wines per gnome.)
10x10 (100 tile) wheat farm | 10x10+2 (102 tile; 16+1) yak pasture | 10x10 (100 tile) apple orchard.
Will sustain 50 gnomes, produce a little excess for merchant, and will divide work between three jobs to not overburden one group.
Last edited by Great Ogre Dictator; 04-06-2013 at 03:59 PM.
From a couple videos I watched it looks like people build their shit (workshops etc...) above ground and surround them with walls. More like a town or village and less like an underground fortress. Can you build roofs and multi level towers? Do enemies destroy walls?
The way you build multi level towers is as follows:
1) Build the interior and exterior walls of your tower out of whatever material you choose
2) Build a ramp or stairs on the outside of your tower
3) Build a floor to serve as the ceiling of the first level. You can build 'floor' in midair as long as you can access that tile.
4) To build multilayer towers, you'll either need it to be stepped, an external stair that you can deconstruct as you build, or you'll need to build upwards from the inside. I don't think its possible to close off the top of your tower if you're building up from the inside unless you make the top level smaller, like the stairwell access of a contemporary building.
Enemies don't destroy walls as far as I know. Haven't gotten past year 3 though so I don't know what lies ahead. They can bust down doors though.
yeah. currently, no enemies can break down walls. They can break down doors. You can build ranged weapons. currently no enemies use ranged weapons.
Simply, walling in, does work to keep you safe, above ground. however, this blocks merchants and gnomads as well.
Underground is a bit different. Golems, zombies, and skels, can spawn in any shadowed wall or ground tile under level 5. These can only spawn within 10 of a gnome or something though. Tend to be a danger to miners, and the like. Building torches can prevent these from spawning at all.
Spider and beetle spawns, I am not sure on.
A perfectly safe town/fortress. wall up outside, light every square underground. wall off any caves.
No collapsing yet. so you can kindof cheat and build floating castles.
Working on building outdoors now, but I'm stumped on how to build up higher than 1 tier. I tried making a ramp to a wall to reach the second tier / roof. Idea is something like this.
I haven't played in months, but I had a similar issue. I figured it out eventually, and I'm trying to remember what the problem was. Are those red squares where you are trying to place walls, and it is saying it can't? Also, is your gnome stuck there?
If that is the case, see if you can't have him build "ramp down" from there. Stairs seem to get fairly bugged at times, but ramps are typically pretty reliable. Ramp up gets fucked occasionally too (or did), so you often have to destroy and try again.
If none of that works, I'll load it up and see what I can figure out myself. Game is probably totally different now though.
EDIT: Funny thing is, I sort of want to play this more than SimCity now
Last edited by Void; 03-10-2013 at 06:07 AM.
I hope they put this up on Steam soon. This seems like it will feed my sandbox addiction for quite a while.
Why not just buy directly from the dude? Don't need to install any service.
Side note - I just tried the boxed in method up till year 4. Would not recommend this as there is absolutely no way to ever step outside your kingdom again. The whole map pretty much fills with mants, ogres, and goblins as well ass all their corpses from dying fighting each other. This screws with your "craft to" count when making weapons and armor as all the shit lying on the ground outside counts towards your item stock.
Building up. you can see the staircase on the inside there.
Build terrain> build stairs up.
Build terrain> build floor off the stairs.
Build terrain> build starts up. placed on the floor.
"ceilings" are just floors. You can then make pitched ceilings with ramps/inclines.
all you need is 2x1.
It doesn't matter which way stairs are facing. you can build a floor in all 4 directions off it. and you can walk through stairs.
I assumed that's the reason Robo is not letting it hit Steam and won't for quite a while.
Does liquid flow?
Is there magma?
Is there any application similar to dwarf therapist to handle jobs in a spreadsheet (other than the buggy Gnomoria Enhanced)?
liquid does flow. And rain even can fill holes. however, anything under like 10% evaporates, so most of the time this won't occur. ramps can make ditches that will fill if you do it right.
Magma is at 100 level.
Actually, if you buy from him directly now, he said he'll give you a Steam key if it ever ends up for sale there. At least, he said that last year, I'm assuming his position is still the same.
So... I get to the end of the first season (12 days I think) and got my first Gnomads. A day or two later several goblins appear in my fort using the only ramp I had left up to get out of my walled area. They massacred every single one of my gnomes, starting with those sleeping on the floor. I have to say I did not expect Goblins this soon. I freaked out when I saw bears a few days before which is why I walled myself in.
Is it possible to have a military up and running by day 12? I don't even have beds yet, let alone any kind of foundry for armor and shit. I did strike copper at level -7... but I have been focusing on getting beds since Day 1 since I read it makes the gnomes sleep less. Seemed like a good idea to focus on for Job #1... But you need 47 different workshops to even be able to get the bone needle needed to construct a Tailor Shop for the mattress. So maybe my dwarves are supposed to sleep wherever they pass out until late game. Anyway - How late do you guys start going out and killing goblins?
Also - are there any "beds" that are not as good but will let me make a dormitory? Cots or whatever?
Beds are nice. but I skip them. just using straw.
tailor, food, metal is more important I think.
I don't know what magic build orders people are doing, to get things up as fast as some claim.
Spring of year 2. my newest kingdom is not looking good.
I was at like 12 gnomes in winter of year 1. opened the door for a merchant. and 4 goblins ran in. the 2 gnomes I had training, did not take them.
Dropped down to 4 gnomes alive..
Spring of year 2. 21 gnomes. Kingdom is alive again. with more gnomes then ever. 6 soldiers training.
Opened the door to kill a mant scout. Fight takes way longer then it should have. burns through far too many bandages.
Before I can shut the door. 4 goblins, 2 orges.
Oh dear.. Army wiped out. 2 or 3 militia dead. Sealed up again. Alive. but population is lower then it should be. And no one is training for when I do open the doors, and have to deal with 10 mants, and bronze+ goblin fighters/ogres..
Day 1 of summer is the first day goblins can spawn. They will be weak, all you really need to not lose anyone is bandages.
Do set up a militia or guard party with retreat when bleeding.
Last edited by Caliane; 03-12-2013 at 04:21 PM.
How does this compare to dwarf fortress in terms of complexity?
I picked up dwarf fortress 2 weeks ago (I know, years late and all) and I'm having a blast with it, but the poor menu navigation is offputing..
Much less complex than Dwarf Fortress with a much better UI.
I just got this.
I'm impressed by the UI and the automation of tedious tasks, like swapping walls or having workshops "make to" a certain number of goods which reactivates when you go below the value.
So one of my Gnomes (2nd day, early game) just decided to be idle, all the time. No matter what job I give him he just will not do anything. I tried to cut down hundreds of trees and make a huge wood stockpile, have all my 9 gnomes haulers only, and 8 of them are doing the job except him. He used to be a miner but I turned him into a woodcutter on day 1. There is an axe on the floor somewhere but I have no idea where his own old pickaxe is. I think maybe that might have caused some bug.
Anyone familiar with it? Is it a known issue? Is there a workaround? Am I missing something stupid? Which Spice Girl was the hottest?
Did you assign him to a military squad? and give him a position perk other then militia?
Getting massive lag issues with .31 patch. This job queuing has bugs I think.
No, no squad yet. I just loaded an old save and it hasn't happened again. I could get other gnomes to be miners and pickup his pickaxe. That gnome was just stuck on idle.
Anyway - is there any way to change a job's priority? I know you can change the priority in a given workshop but I can't tell my farmer/mason to farm first if the job (un-tilled plot for example) is available.
not that I know of.
Direct assigned tasks have the highest priority of course. build a wall, place furniture, cut trees, forage, mine. A command to mine, will always have priority over stonecrafting for example. Next then is workshops. Commands>workshops>farms/forests>pastures>hauling.
Other tasks seem to have a hidden priority value. you can set a pasture to 1, and leatherworking, bonecrafting, etc to 2. and I am pretty sure they will not use that pasture, until they run out of other jobs, that are not hauling.
Hauling has the lowest of course.
Often to force a task, you'll need to assign a custom job.
I have like 3 rancher jobs.
Basic "rancher" is Leatherworking, animal husbandry, butchery, cooking, hauling.
Early game this sucks. the husbandry is only like 20seconds worth of work. Wont be cooking, or anything for a while either.
So I create. "Ranchhand."
woodcutting, bonecarving, leatherworking, animal hus, butchery, horticulture(plant trees and cut clippings), and hauling. Assign ranchers this. Now, AFTER yaks are in pasture, they will help cut trees, take clippings, plant trees. Farming can be added as well.
But, animal husbandry is really low on that priority list. This guy will ALWAYS be doing trees, or farms, and never get to herding animals. Although, WILL immediately go butcher one, if you set that to priority 1. Butcher priority 1 will trump farm priority 1. So right at the start of the game, and randomly during it, when you notice you have 10 yaks all running around. pick a ranchhand, and swap him to
Which is just animal husbandry, and butcher.
Let him do his thing, and then swap him back.
.31 seems to have introduced a bug.
Massive lag from the forge for me. If I deconstruct it, game crashes. Definitely related to the autotasking.
Thanks for confirming though!
Do doors stop goblins? Do they let merchants in? Or should I dig the wall out for merchants everytime?
Doors stop monsters but monsters can attack them, no idea how durable they are. To the best of my knowledge, doors let merchants and gnomads in just fine.
yeah. regular doors just slow them down. and not much. 2-3 hits or so.
Mechanical walls do work.
self powered traps are not very good.
Trap doors can work very well. Several ways to make it so anyone trying enter drops down into a pit, which you can open/close at your leisure.
Dining room now. If I set one up, how does it work? In DF a dwarf would go find food in the nearest stockpile and bring it to the dining room, sit at a table if he can, eat and get happier for eating in a nice setting. I think.
Is that how it works in Gnomoria? Do I have to have stockpiles nearby or is the dining room/great hall used only as a "double the worth of your statues and shit"? Wiki is not too helpful on this kind of question.
And about merchants. In my new game I did not build a market stall before Day 5 so I missed the first merchant. I did build 2 stalls before Day 5 of Summer though but I am sitting there on Day 6 of summer and no merchant has come. Do they not show up at all if you have a door or a wall up? I thought I read merchants will show up as long as you have a stall and may just hang out around you wall if there is no way in. Is that not true? Any reason why merchants may not show up for me in the first summer?
The path to the market stalls is a 1-wide tunnel. I think that's OK in Gnomoria and there is no need to widen it to a 3 wide path for caravans like you would in DF.
Last edited by Azziane; 03-16-2013 at 03:06 AM.
happiness is not in the game yet.
Dining room should increase the "fullness" though. I think. meaning they will eat less often. however, I stopped building dining rooms in a much earlier patch, as I hadn't really ever seen them actually use them.
In general, reducing travel time is better.
A great hall on the other hand does have a specific purpose. It doubles the value of items in it, greatly increasing your kingdoms worth, which increases gnomad arrival, (and goblin). It also serves as a high priority location for IDLE gnomes to hang out in. Visually, lets you know someones idle easily. And with gnomads, it will make them BEELINE to your great hall. Less likely to get picked off by mants, etc.
1 wide is fine I'm pretty sure.
They do show up if theres walls. Not sure why one might not have come.
Also, everyone who already had should be getting steam keys.
"I'm trying to get keys distributed right now I'm not sure how long it's going to take but everyone who purchased through BMT, Desura or Indie Game Stand should be getting keys "shortly"."
Can you capture animals (say, bears)? Can you train them?
not yet. I dont remember if hes commented on it. But its been asked for.
@ 45s~ it looks like bears were placed to make that trap is why I asked.
Last edited by Azziane; 03-23-2013 at 09:45 PM.
I got my code for steam. Super happy I can fire up the latest version alot easier now.
I've put 20 hours into this already. I think I'm a sucker for sandbox games.
Did you actually survive within one game for 20 hours? I still can't get past the first goblin attack, unless I wall myself in. Which is what I did cause fuck losing all the time.
Oh hell no. I've restarted at least a dozen times trying to refine an opening strat.
What I'm doing now is trying to cordon/wall off enough outside territory for future agricultural needs. I'm surviving the goblin attacks so far by filling a squad with five gnomes, keeping them unarmed and using "the way of the gnome" perk. I then park a training center right at my gate so an goblins that show up are attacked immediately.
One error I made on this game: if you're going to use that kind of strat, it's not desirable to have done any foraging/digging/felling outside what will become your border, or gnomes will leave the gate to try to grab stuff a lot.
It was a bit shaky towards the end of summer (I was down to five gnomes), but I got ten new ones at the start of fall, so I might be OK. Or I could die horribly come winter.
Does the Alpaca dyson sphere strategy still work?
I think using a small map, and a walling off the entire thing, wont allow spawns still.
Forcing a shut down, not a save +exit, doesn't save. Just close the window. Or even use a save mod, to load as you want.
Training dummies are in pairs. they duel.
Walling in. Its not really cheating, its building a wall. duh. how useful it is, depends on the game settings. If you have monsters grow over time, its not super effective, as you will have a sea of death waiting for you when you do open. haha. Making opening up, before you have mech walls, pitfalls for real traps to deal with a large force, very dangerous.
Traps. Blade traps, spike traps kindof suck. dont bother.
hatches, and mech walls are the real traps. have a pressure plate, that seals off the corridor, when anyone enters. if its friendly, you can have a switch, you can order to be pulled to let them out. if not, let them starve, or have a firing range that can shoot them. Drowning/crushing is always fun too.
yaks. monsters will kill them. And they will buy more time. you can make a corridor. place a pasture(needs to be outside) like halfway. and a few doors at the end. Again, a firing range, or just sending your troops in now, while the monsters were attacking yaks. or allowing time for your engis to run up and flip a switch for mech walls.
Stick everything into a militia squad. Assign militia perk, so they will work. Assign avoid combat. (can also be exploiting with scout perk)
Doing this, will force everyone to not run into a fight to pick up loot, or reset blade traps in the middle of a horde.
Way of the gnome is really strong early. Combat balance in general has issues. Ranged isnt that great. hammers are better then anything else. many DW hammers. hammers shatter armor, and exoskeletons. swords cut cuasing bleeding. which can be deflected by armor, and do little vs mants.
Mants. Every other day or so past a point, a mant scout will spawn. if you see this scout and kill it. A worker army wont spawn. if you do not kill it, and it lasts a day, the worker army will spawn and attack. The number that spawn are directly related to your food/drink resources.
I hit a bug in this version. Felling axes, and mining picks are vanishing. cant mine or cut logs.
I haven't played in ages, but I used to keep a large herd of Alpacas outside the gate to my fort, would buy time for my soldiers to respond.
It should be trivial for anyone to kill every single goblin in the first year. The most important thing is keep your kingdom wealth as low as possible. You have 12 days to safely dig as deep as you want and get enough ore to craft a couple full sets of armor then just seal up your tunnels and live off smelting all the extra armor/weps the goblins bring you.
I'm terribad at this. I can't ever seem to get hospitals/tailor stations up and running fast enough to support the troops.
I realize this game is still in development, and there are parts of it that I love, but I just never seem to be good enough to fully enjoy all of it. I struggle with all sorts of things that I feel *should* be more intuitive. Like for example building my beginning workshops (stonemason, carpenter, etc.). If you don't micromanage them, they almost never get built via the auto-build thing, but that's fine I can deal with that. However, I set a few trees to be chopped and now the two guys that normally run my wood shops refuse to do anything but chop wood. I fuck with the job tasks thinking I'll make someone that only works at shops, and somehow I get a guy that dies of thirst?? Some of that shit needs to be easier to figure out, or at least put priorities on the individual jobs. Like if I want this guy to go ahead and chop wood if there is nothing else to do, let me put it at 8, whereas I can put crafting at 1, hauling at 9, etc. That simple addition (may not be simple I realize) would make shit a lot easier for me.
And then when I do all that, I'm not doing well enough to fend off the goblins without losing a few dudes, even though I have bandages and shit. Speaking of, there really needs to be an "area of control" somehow, so that my gnomes don't run out and try to pick up shit half a map away, only to be the lone guy that spots the enemy...between them and home usually too.
There is a ton more to the game that I almost never get to unless I wall myself off, and then as everyone says it basically becomes impossible to ever open your gates. Eventually that becomes un-fun. In other words, I feel like there needs to be a bit more of a balance to allow you to ramp up a bit before the shit hits the fan, without using "exploits" so to speak like the digging for 12 days, walling yourself off, etc.
Still enjoying the game a ton, I just suck at it and am obviously not getting everything I should be out of it.
I seem to have gotten a better start. I found it really helpful to make three crude workshops right away and set two of them to just make planks. I also move my "builders" to a new profession that can do everything. That way there are potentially four people that can man wood crafting stations. I was able to get trade stuff up and running a lot faster that way.
edit: So how are you supposed to use hospitals? I noticed in the tab that it counts beds, so I added three beds. Gnomes then proceeded to sit on said beds until they starved to death. What the hell?
Last edited by Alexzander; 03-27-2013 at 04:42 AM.
Another way you can keep them from starving/dying of thirst is to deconstruct the bed they are in. They'll go ahead and try to feed themselves then. But yeah, I still don't know how hospitals actually work as far as healing major injuries.
It must the the whole caregiver thing. I thought I just needed to assign a doctor. D'oh.
So basically, by the first day of summer, I need to have:
A tailor station for bandages
5 gnomes set to be standing military, preferably training by the gate
2 gnomes for the hospital
Everyone else set up as militia
So that's 7 dedicated for defense.
The problem I guess that I'm having is to get all that other stuff done, I pretty much am neglecting decking out a great hall. So I only got 3 gnomads on the first day of summer, for a total of 12 gnomes. Which means more than half of my population isn't being directly productive.
I must be doing a lot wrong right now.
Hospitals are a bit messed up at the moment.
The idea was to have a place for gnomes missing legs, etc to go and sit and get taken care of, so they don't starve. and hobble around all day.
Problem is, all gnomes with even minor injuries go and sit there. And if your doctor/caregiver is busy, they wont leave, even when starving.
I think the only thing that cant be healed currently is "missing" limbs.
I have some advice for people struggling to have a good start to the game. This is what I do for a new game and it works for me.
I walled in, my main problem is endless fucking yak milking/butchering jobs clogging up everything. Beginning to think it's best to just kill the starting Animals and only have farms which you can turn off.
I have a really nice fort, one thing I have discovered is that if you are building above ground you can put your farms and orchards on the roof to make things more compact.
Kill off all but 1 male. And trim down the population periodically.
TLDR - I agree.
Just bought this on steam - is there a recommended beginner guide
http://steamcommunity.com/sharedfile.../?id=133693463 is supposed to be decent and reasonably up to date, I was going to try following it myself when I get round to giving Gnomoria a try if nothing else has popped up in the meantime.
I agree, walling in is not going to give you a real feel for the game. To me, it is better to lose several kingdoms via them being slaughtered than the false sense a wall gives you. Besides, you're likely to lose everyone to crap you find mining anyway if you don't know what you're doing.
However, the guide is still useful in that it shows you what a lot of things do, and how to do them. I had no fucking clue what half this shit was 9 months ago, and starting up again recently I was almost as lost. I had no idea I needed a bone needle for bandages until I read about it, because it didn't even exist before. So reading that guide is at least somewhat helpful I'd say.
I hadn't actually read it from start to finish yet, just seen it recommended elsewhere. Ugh to the walling bollocks but I suppose I can read it for the other info like vvoid suggested.
Out of interest (and presumably this is the target group that would have looked at it) did anyone try A Game Of Dwarves published by Paradox? It's in a cheapo indie bundle atm and seems similarish to this/Towns etc.
What the hell is up with honey badgers? My guys can kill goblins no problem, they don't even get injuries - but fucking honey badgers will kill several gnomes before I can kill them.
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