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not great. can't use F2 anymore to pick them up. have to select the rally flag and put it down somewhere to tell them to go check out the flag.. then have to move the flag back to gaurd room or they just stand around doing nothing.
not a happy experience.. not using gaurd room again.
That said, I have had success putting guard rooms BEHIND the dungeon heart. What i mean by this is don't put it where mobs enter the heart, but inside the middle of your base. Usually when I do this they mobs won't venture out of the room itself unless it's for a need. That said, you'd still have to direct them who to attack if enemies do come inside which defeats the whole purpose.
Honestly what i'd advise is making a one tile room with a wooden door anywhere in the dungeon. Throw everything inside and lock it so they can't wander around, then move everything into the guard room when enemies reach it. The armour bonus from the room is no joke.
I also don't like that I can't pick them up with F2 while they're assigned to guard rooms.
I just don't use the thing. One of the few things they changed for the worse.
I mean that is kind of how I would want that to work so I can grab everyone else easily and keep the guards at base. The annoying part is that there doesn't seem to be any way to unassign them without manually grabbing them, and even that doesn't always seem to work.
D3 had F2 and F3 as different grab army functions for that purpose. Granted, more for filtering out units you wanted to keep back home to produce resources which is not really needed anymore, but it would still be useful.
Also you could see which units were assigned to the guard room itself and remove them from there which I guess got lost in the streamlining.
You can't even filter the army list for assigned guards from what I can tell... any of these would work.