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 Right clicking in the space just opens the normal menu system. Turning the Great hall into a usual dining roomĥ. When I left click, I get the usual 'whats in this space' dialog, and clicking on the alarm bell gives me who made it, but no actions that I can see. 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) It'll be a while before I ditch my militia and leave the civies to their workshop duties (I currently have all my workers armed with crossbows, which works very well in spite of having poor weapon skills), but I'll look into placing a couple bells in the crafting quarters during my next session.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. 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. but I still stand by my statement about the necessity of a "DO THIS NOW!" button.Īs for the rest of your post, pretty handy advice. Doing the setting change after that, the militia milled around for a moment, and then someone FINALLY RANG THE BELL! I guess the attack orders that are set when an enemy is initially spotted will stick if you don't cancel them manually first. So on a hunch, before changing the formation settings this time around, I took a poke at the enemies to see which ones had already been tagged with attack orders and cancelled them. I did a bit of save-scumming to figure out what was going wrong, and attack orders actually did turn out to be the problem, despite my initial efforts: My militia gnomes were still enaging the enemy even after altering their settings to avoid combat/don't defend/don't attack. After setting the bells to be rung, if neither of them are green, I'll check if my nearby workshops are green or occupied, and then I'll select those and tick 'suspend' and immediately untick it, whoever was on that job should immediately go to ring a bell. What I do is have a squad that contains craftsmen that have jobs near my alarm bells (I have 2, and always ring both, in case someone takes a 'ring bell' job and they're far from the bell at the time), such as my carpenter, cook and brewer. Skev a écrit :Attack orders will override ringing a bell, so nobody will do it if they've been told to fight, also nobody will take the 'ring bell' job until they complete their current job. I'm tired of losing valuable, well-trained gnomes because their squadmates were napping and everyone else was too busy being useless to sound the alarm. A simple "RING/PULL THIS NOW!" button in addition to the normal one would suffice. I hope there's some functionality in the future that forces bells or other mechanics-operated doohickeys to be triggered immediately by the nearest gnome regardless of other tasks. If that doesn't scream "FIX ME!", then I don't know what does. My dedicated mechanic won't do it, soldiers that I discharge from their group won't do it, and militia squads that I tell to avoid enemies/don't defend gnomes/don't receive attack orders won't do it. There's no excuse for that bell to go un-rung. Every last profession has mechanics checked. Not a single damn gnome in the four year history of my fort has so much as looked at the bell during an attack. I keep it in my Great hall, if its going off, then noone is allowed to sleep - with the added bonus of all Gnomes converging on the GH and assisting the warriors in the goblin slaughter. one of them frustrates me to no end every time I play: The alarm bell. Alarm Bell - designed to prevent exactly that.
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