![]() ![]() In short I tested a variety of things but nothing fixed the issue (probably not all that helpful, but at least a second person can confirm something weird is happening here). Put them all in militia squads and let them train (or do guard. Alarm Bell (keeps them in the main hall) 2. 2 ways (if you don´t want to wall in): 1. Just remember to power it properly (21 at least) and hook up the power to the plate, not the Mechanical Wall. I also checked their pathing to various areas (they could make their way to the well without issue as well as the stockpile, the farms, etc.). You can use it to keep people out, or everyone in. removing designations from various rooms including the great hall, adding/deleting professions with varying jobs assigned, adding/removing manual job orders). So if an attack happens, the game pauses, and I can check to make sure my military is awake. ![]() My tinker/engineer gnome will ring the bell if I need it, plus I have laborers with mechanic enabled in case the tinkerer is asleep. I tried a variety of things to get them to follow instructions without success (e.g. So here's my setup: I've got an alarm bell in the entrance to my underground base. The fact that none of the gnomes fell asleep in that period suggests to me that you've run into some sort of glitch/bug. From what I understand, sleeping is one of the more hard-coded behaviours a gnome has if they don't fill the need for long enough they simply fall asleep on the floor. I watched them from day 7 at 06:00 (the time of the save) through to day 10 at 00:00. The gnomes exhibited some odd characteristics, the most interesting of which is that they never slept. 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.Well I looked at it, but I don't have a good answer for you (wall of text incoming). 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. So I made an alarm, and my understanding is that it will wake everyone up no matter where. She lost the leg because my armored tanks were all asleep at the time of an attack. I made the post on here about one of my monks losing a leg. 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. Less of a question and more like I just want to confirm that I understand them properly. 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. one of them frustrates me to no end every time I play: The alarm bell. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |