![]() ![]() Shield: Affects your gnome's ability to block attacks effectively.Sword, Axe, Hammer, Crossbow, Gun: Fighting with the respective weapon, including in hand-to-hand for Crossbows and Guns.Brawling: Fighting with random objects: chairs, doors, limbs, etc.Fighting: Fighting unarmed (punching, kicking and biting).However, if weight is ever factored in to haul speed then the haul stat will be used to offset this penalty. There are exceptions such as hauling which, as of July 8th, 2012, doesn't increase the speed with which items are hauled. Higher skill levels provide bonuses such as faster mining and a greater chance to produce higher quality crafted items, making highly skilled gnomes very efficient at their respective tasks. Note that Tiredness also affects movement speed.Ĭombat (increases attack damage, ability to fight in armor?) Focus, curiosity and charm are expected to affect magic, with charm and curiosity becoming more important as more interactions between gnomes are introduced. Generally, fitness, nimbleness and focus affect combat. Mining and tree felling both increase hammer and axe skills. Conversely, mining and inflicting damage increase fitness. ![]() They modify these skills and are in turn improved by utilizing them.įor example fitness improves mining and attack damage. Thus if you have more gnomes than your kingdom worth allows for no gnomads will arrive, and conversely if you have less gnomes than your kingdom worth allows for, they will arrive.Īttributes are a gnome's physical and mental capabilities and are linked to specific skills used in the various professions. The number of gnomes your kingdom may have is a direct function of your kingdom's Total Worth, give or take a little for randomness (see Population). Players are notified of this with a notification in the bottom left stating "X gnomads have arrived". 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.Gnomads arrive on the first day of every season, usually a few hours after sunrise. ![]() 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. Ursprünglich geschrieben von Skev: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. one of them frustrates me to no end every time I play: The alarm bell. ![]()
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