Gnomoria

Gnomoria

Fire, Bug and Wood Kingdoms
68 kommentarer
tv/P0TaDOS #SaveTF2 16. feb. 2021 kl. 18:46 
Or is it more like one type is weak against the other 2?
tv/P0TaDOS #SaveTF2 16. feb. 2021 kl. 18:44 
What is stong against what? Is it fire =>bug=>wood=> trianlge relationship?
Dean 19. jan. 2019 kl. 12:03 
The future lied
bee 4. apr. 2018 kl. 13:33 
i am here from the future this mod works great
justinsane11 29. okt. 2016 kl. 6:00 
xxxshadow72 got a dose of reality
Dwagon 7. maj 2016 kl. 5:01 
Will The monsters in your type Kill you?
♚︎Sℼ︎owℽ︎✮ 25. mar. 2016 kl. 10:06 
oh

Tacyn  [ophavsmand] 25. mar. 2016 kl. 0:41 
No, for now I stopped working on this mod.
♚︎Sℼ︎owℽ︎✮ 24. mar. 2016 kl. 18:47 
will u add more kingdoms eg frost legion or the undead etc.and maybe some cool ores that u can get for a certain kingdom
X.P.M.T 29. feb. 2016 kl. 23:36 
thanks for ur help
Tacyn  [ophavsmand] 29. feb. 2016 kl. 11:39 
The damage type is important: for example,
FireCiv deals fire dmg. So use armor with anti-fire materials: e.g. their own scales.
Their armor is weak against a certain type of dmg -> use weopons that deal this type of dmg.
X.P.M.T 29. feb. 2016 kl. 11:19 
the material we use to build weapon and armor is the thing that make the stregth and weakness for each civ? for an exemple Fire Civ we need to fight with Copper weapon because they are weak but they are streght if the gnome has equip Tin armor ?
Hope you understand what i mean, my english isn't so good^^
Tacyn  [ophavsmand] 29. feb. 2016 kl. 10:17 
It should keep difficulty about the same at the start.
Each Civ is supposed to be the same strength as Goblins.
However, once more enemy kingdoms appear in your diplomacy list, handling their different stregths and weaknesses should add an extra challenge compared to dealing with just Goblins.
X.P.M.T 29. feb. 2016 kl. 9:47 
Tacyn does the mod incrase the difficult or it just add variety ??
Tacyn  [ophavsmand] 28. feb. 2016 kl. 1:42 
No, this mod is finished.
If I make more civs, then as individual mods.
Roasted 27. feb. 2016 kl. 18:54 
Are you planning on adding more civilization's
FalseEnderman 14. feb. 2016 kl. 10:27 
it worked the crashes are gone.
Tacyn  [ophavsmand] 12. feb. 2016 kl. 13:07 
I've just fixed the stockpile crash on stable.
I've also listed some known bugs on stable that affect this mod.
Tacyn  [ophavsmand] 11. feb. 2016 kl. 10:21 
if the lower right corner in the menu says v1.0 RC12 its indev.
v9.18 is stable.
FalseEnderman 10. feb. 2016 kl. 16:52 
how do i find out if it stable or indev. igggnore large spaces and repeated lettter soda got is my keybbbboard.
Nickinator 9. feb. 2016 kl. 17:46 
yeah i used indev and it works fine
Tacyn  [ophavsmand] 9. feb. 2016 kl. 15:31 
It should work on indev, the stockpile crash happens most likely only on stable.
FalseEnderman 9. feb. 2016 kl. 14:00 
hey Tacyn maybe were we live is the problem.
Nickinator 9. feb. 2016 kl. 7:16 
I am using stable
Los.Injurus.Bob.Blunderton 9. feb. 2016 kl. 0:53 
Looks pretty nice, Maybe call it "Kingdom of the Elements" or something.
Tacyn  [ophavsmand] 9. feb. 2016 kl. 0:43 
More important than your OS would be whether you are using stable or indev.
Roasted 8. feb. 2016 kl. 18:41 
Tacyn how many civs do you plan on adding
Roasted 8. feb. 2016 kl. 18:41 
Dont we all have the stockpile error
Nickinator 8. feb. 2016 kl. 16:18 
i dont thing that it is the os but i am running it on win 10
Nickinator 8. feb. 2016 kl. 16:17 
I am having the stockpile crash aswell
Dez The Dapper Bocchi 8. feb. 2016 kl. 13:04 
i think you should make a magic mod with spell tomes, wands, alchemcy, robes, staves, goblin spell casters, ect
Tacyn  [ophavsmand] 8. feb. 2016 kl. 5:33 
Yes, all three kingdoms are enemy civs and should be hostile.
(Sheep)TacoTuesday 6. feb. 2016 kl. 16:52 
is the fire nation hostile? i know the bug kingdom is but i dunno about the fire guys
Tacyn  [ophavsmand] 6. feb. 2016 kl. 0:41 
indev [v.1.0] has a feature that allows you to load several mods at once.
Otherwise, the patch notes of 9.18 contains a description on how to merge mods manually.
Or read my earlier post.
Roasted 5. feb. 2016 kl. 20:38 
dude u need 2 put this with your other mods so you get heaps of enemie's duz any1 no how 2 get 2 mods at once
FalseEnderman 5. feb. 2016 kl. 13:57 
McCuddles and Geeves. i DON'T have windows 10 is what i'm trying to say.
Geeves 5. feb. 2016 kl. 5:06 
I have windows 10 and am not experiencing any sort of stockpile crash. Whatever is causing the crash, it isnt windows 10
McCuddles 4. feb. 2016 kl. 17:58 
Yeah windows 10. what a shame, really wanted to give the mod a go. without stockpiles would be impossible however.
Tacyn  [ophavsmand] 4. feb. 2016 kl. 14:47 
@Desimatorg, if you are on 9.18 all you need to do is copy the included mod from undead civ into the included mod folder of this mod and add it to modmerger.ini.
FalseEnderman 4. feb. 2016 kl. 14:29 
hey McCuddles i have the same problem. do you have windows 10? that was the one thing i me and the auther didn't have in common.
Dez The Dapper Bocchi 4. feb. 2016 kl. 13:48 
can you plz link to undead civ or merge it?[pefferably merged]
Tacyn  [ophavsmand] 4. feb. 2016 kl. 9:50 
Its mostl ikely because of
"storage.xml merges AllowedItems for each StorageID when merging multiple mods. This makes it so multiple mods, all with new items, can all be stocked into Crates, etc" -RC1 General
dadywar 4. feb. 2016 kl. 6:29 
i dont have crashes creating stockpiles , im playing indev
McCuddles 4. feb. 2016 kl. 0:57 
seems to cause stockpile crash. non indev game with this mod only - create stockpile.. and it crashes
Tacyn  [ophavsmand] 3. feb. 2016 kl. 15:03 
I've added an Undead Civ in a separate mod.
FalseEnderman 2. feb. 2016 kl. 15:39 
ZOMBIES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Dez The Dapper Bocchi 2. feb. 2016 kl. 12:52 
ZOMBIE KINGDOM plz
Tacyn  [ophavsmand] 2. feb. 2016 kl. 10:39 
the stats for the new equipment are found in materials.xml and items.xml.
The material gives the defensive properties and the strength.
Item.xml defines weapon sizes and attacks.

I don't know if a new map is necessary.
They might be discovered as a new enemy site with growing kingdom value.
That is something only robobob could definitively answer.
dadywar 1. feb. 2016 kl. 23:43 
btw
where can i find the stats of those new equipments ?
dadywar 1. feb. 2016 kl. 23:12 
ok thanks for the answer

so i have to start again a new map to have this new civ ?