![]() ![]() No Immigration could be another option, though since Gnomoria doesn’t have child birth it would be very hard. Currently the settlements you get around you are random, I know because I did some save/load testing by making manual backups of saves and found kingdoms are randomly assigned when discovered they are not predetermined from the start. ![]() Like how common are curtain settlement types or simply give you an option to choose which settlements are around you. Most of what you mentioned kinda falls under the flavor mechanics I was talking about.ġ-2) Sure DF generates this whole campaign world but in a way Gnomoria could simulate it as well with some starting options. Of course an expansion of your stockpiles and a trader can solve the problem, but sometimes just using a trash compactor is the less annoying way to solve issues. It might seem strange to want to destroy an item when it probably has value in one way or another, but when your butchers let goblins rot due to an overflow of skulls, I doubt you wouldn't wish there was a way to just get rid of them. But it is an option that would be fun to have in Gnomoria, even though it probably means either walling yourself in or getting demolished in the next attack wave.ĥ. Though depending on what inhabits the fortress and how many of your dwarves died it might be a better idea to just start from scratch. As you've mentioned if your fortress falls, you can always embark on the spot of your fallen fortress and reclaim the entire thing. But there are a few other minor things that are nice, more utilitarian.Ĥ. Which honestly can be considdered up and downsides, depending on your particular view. Of course all of the above can be named under the common banner of more complexity. Ever noticed how goblins never carry crossbows, bows or even just a sack of small stones? Yeah, in DF you actually have to concern yourself with the idea of enemies firing arrows back at you. An extra challenge you might not have expected when you started the fortress.ģ. Meaning that you'll have to manage your population through child birth and don't have somewhat easy access to extra tools and ores that world gen didn't place in your embark. Meaning that you may come across the situation where you are the last dwarven civilization, meaning no dwarven traders or immigrants. Another thing from world gen is that some civilizations can be wiped out through world gen. It makes every world unique, where in gnomoria world gen only really affects what you'll find on your location.Ģ. Their cities don't have access to sunberries, featherwood or certain exotic animals(the main reason why you'd let those detestable elves into your kingdom and put up with their woodcutting policy). And those traders may not have what you want because. So if you want goblins and the two other race traders you need to position yourself accordingly, or if you wish to exlude any of them the same applies. In DF you don't automatically get those, you have to be in close proximity to elves and humans to get their traders(and attacks in case of war), and there has to be a land connection, the same goes for the goblins. In gnomoria you get the same things(map related) no matter where you set up the fortress, mants and goblins to attack you(yes I know you can disable them) and the four types of traders to come and bring you trade. To name a few things, that DF has over gnomoria:ġ.The world gen has a large influence on your fortress. So I’d like a serious break down of what DF brings over Gnomoria. And that’s about it.Ī lot of the “interesting” stuff just seems more like fluff to breathe some life into the world but mechanically does nothing to affect actual gameplay. Other than also having an adventure mode, having a larger world in which you simply pick a location to set down in(but you can sort of do that by changing offset in Gnomoria’s settings), having a world history generated (something I’ve seen done in hundreds of D&D tools for generating campaign backgrounds for the lazy DM), and having the semi persistence where if you settle in the same spot there is a chance you will find ruins of you old fortress(never seen this myself only heard it mentioned). So like 1 second after you type look at console the info is out of date and you have to look again.īack to the topic at hand though. You want hard, try flying a space ship in 3D combat with commands that have to be typed out and readouts that only display the “current” information. I even played on many MUSHes and MUDs, one of which had 3D space combat all in text & ANSII graphics. ![]() And I grew up in the era of BBSes with ANSII graphic games such as TradeWars 2002. ![]() Over the years I’ve tried playing DF many times but never got that far as the UI was just unmanageable. But seriously what does DF hold over Gnomoria besides being a lot more complex and unintuitive. ![]()
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