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Keep the good ideas coming. And we hope you enjoy the game!
Build smaller rooms. What you described sounds like a massive overkill. I usually have 2-3 creat-o-mats and 2 tinkerer's machinariums.
Don't build the big rooms all at once. If you really like building huge rooms, start small and expand them over time. That way you get more control over how long your little snots will work on production.
Use magic workstations. The magic creat-o-mat doesn't break down so production is faster. The magic version of the brew kettle doesn't require an operator.
Use the magic room spell. It doubles the productivity of the room for two minutes.
Build related rooms close together. The shorter the distance your little snots have to carry or drag stuff, the less time they'll spend on it.
Make sure all rooms are completely enclosed by walls and doors. You're probably already doing this, but I'm just including it for completeness sake.
I think teleportation has a cooldown, so if the little snot has recently teleported he'll have to run to the next place.
Trying to operate any very large dungeon with just the basic gimmicks is supposed to be almost impossible (as would be to try to manage without ever researching anything in the lecture hall - it might be possible, but very unlikely going to be pretty..)
In Dungeons 1, we had two UI's dealing with job restrictions to configure your worker (called "Goblins", back then). Everyone we asked either hated it or didn't use it.
So our Idea with "snots management" was from D2 onwards, that they are supposed to work automatically, but the player can pick them up and drop them on certain jobs to prioritize this working place/job type for a short time. Currently, this "short time" is really quite short (one minute) as we put more emphasis on the "everything goes automatically" part. We'll think about increasing this time to a "very long time" (and maybe visualize it somehow better to the player), to give the player direct influence about job assignments. How does this sound?
(No promises yet, though! there are still lots of questions about the specifics and what jobs are assignable at all, just gathering feedback here ;) )
And while we're talking about managing little snots: I'd like the ability to set up transport routes for gold. I like to keep a treasury in the middle of my dungeon within easy reach for my creatures. But the diamond veins are invariably at the edges of the map. If I build treasuries around the diamonds, all the gold will end up there and my creatures have to walk a long distance to collect their pay. If I don't build local treasuries, the little snots will take forever to transport the gold to my central treasury a little bit at a time. But if you drop a pile of gold on the floor, it's obvious that the snots are able to carry quite a bit of it at once. So I'd like to set up a small local treasury at each diamond vein, and when it fills up, one or two snots would carry the big piles of gold to the central treasury while the others would continue mining. Even better, I'd like to have a larger reserve treasury somewhere that the gold would go when both the local mining treasuries and the central treasury are full. Is it possible to get anything like this or is it intended that I'll have to manually move the gold to the central treasury?
For curiosity, if I make a room around a golden vein and lock with a door some servant in it, are they forced to mine without leaving?
Yes, they will dig gold until the end of days (or the vain is exhausted).
Unfortunately, your minions would not be able to retrieve their salary from this place either.
Contrary to inuition, snots can not teleport through closed doors. ;) (They can only teleport where they could also walk to.
Indefinitly assigning/restricting a snot/worker to something should NEVER be nessesary.
The problem is in the campaign if you dont have optimal room placement (i tryed and its not feasable in all missions) AND lategame research/rooms as you pointed out they are not able to keep up.
And you made it hard on yourself, for example someone pointed out that the rich gold vain placement in skirmish was bad to substain a dungeon (2+ vains diggable from 2 sides) now in the campain we have often 1 maybe if we are lucky 2, diggable from 1 side, sorry to say it but thats crap.
There are a few ways to approch this problem so i am making a few suggestions, i would seriously like to a few of these.:
- Replace rich gold vains in campaign (at least 2, diggable from all sides)
- Standard "carry" speed slighly higher (seriously they feel like dungeon 2 tier 0 (zero upgrades) workers)
- An adrenaline reseach that buffs digging, working, movement speed(everything!).
- reduce the cooldown on the teleport
- up the max of workers to 20
- reduce the slap buff from 100% (double) to 50% or something like that to compensate. Yea slaping a snot is nice and funny but it should never be absolutly nessesary.
I realy hope you dont resort to making assigning work the solution.....
Even so I took two hours and 15 minutes to complete it (and there is also the goal that requires completing the mission in less than 40 minutes XD).
All this time to build the dungeon and research everything except the improvements of the various races.
The responsibility for taking all this time is because of the low flow of money and evilness.
There would be a drastic increase in the resources that can be obtained, perhaps through research, because a game can not last so long because of the few available resources, which is an artificial way to lengthen gameplay..
:(
When the player does this, all workers would immediately drop whatever they're doing and put this resource and associated tasks at the top of their priority. So if it's gold, they all start mining/transporting and excavating (to maybe find more gold). If it's beer, they start brewing stuff, and if everything is occupied they start building outstanding brewery spaces/workstations and claming the relevant walls.
This could be on a timer to fix emergency shortages, or on a toggle for whenever player feel like it.
Of course, it would not be the default mode of operation, since nothing else would get done.