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  • in reply to: New player questions about rooms #1177

    I don't know the answer to a lot of these, but I will share what I think to be true.  Sorry I cant be more help!

    1. As far as I know, if the room is lit up fully with torches, that is as efficient as it can be.  I don't think size matters, unless the room is really big, then it might just need more torches

    2. Bigger library is better, yes it will generate mana quicker.  Yes, some of the higher level research requires a bigger room… but its not really that big.

    3. In my experience, you don't really need a big treasure room.  I find 2×2 is plenty of space, as minions are constantly taking big chunks of your gold every payday, unless your really lucky, you're never stockpiling tons of gold.  I don't think there is a way to tell how full it is, I don't think I've ever seen minions stop putting gold in the treasure room because it was full, but I'm sure it could happen.

    4. Good question, I have no idea.  If it seems like my minions are crowded, or some of them wont train, I'll make the training room bigger.  I'm not sure if the size of any room discourages certain minions, but it does seem like that sometimes.

    5. I tend to make all of my workshops big enough to have at least 4-6 100% squares, and it works well for me.

    6. I forget about this feature.  I don't typically use it, so I cannot say.  I suppose if you are going to take over a dwarf or gnome dungeon you need to claim tiles before building anything, for example a torch or a trap.

    7. Again, not sure, but it seems like it only attracts more beasts.  In fact, I also feel like you need to begin battling/losing beasts/minions in order to progress on and attract more powerful ones.  In other words, it seems like you might need to engage the game in order to see new/better minions and beasts.  If you just sit there the intake becomes stagnant.

    My advice to you is just play the game and learn.  I enjoy that there is no elaborate wiki or FAQ, it makes it challenging, mysterious, and fun.  Also I don't claim any of my statements to be true, just my thoughts.

    in reply to: Is Alpha 13 harder? #1144

    That would be really cool.  Interesting way to learn what to do/not do.  Great idea.

    in reply to: Is Alpha 13 harder? #1142

    Seems like sometimes its just bad luck.  I had a rough streak for a while when I previously posted, but since then I've won a handful of games, and been able to conquer at least some forces in even more games before getting trampled over. 

    I think if Dragons and Cyclops aren't actively hunting you at the very beginning of a game, the balance feels really good.

    I will say if I see an army of humans coming for me, unless I'm fairly close to endgame power I know I'm a goner, but I'm ok with that!

    in reply to: Replay map? #1167

    I liked the map because of the shape of some of the mountains at one of the corners of the map.  I really like playing defensively, growing my forces and dungeon and letting the battles come to me, and the way the mountains were shaped gave me a great little protected area with only a small opening to access it, a bottle-neck that was easy to defend.  Not that I want the game to be too easy, but it was a nice natural defense.

    in reply to: Keeper Vs Adventurer mode #1105

    I have a few completed dungeon files, I'd be happy to send them your way.

    in reply to: [Alpha 13] Feedback #1158

    I love the randomly generated terrain, but it would be nice to see a little less of the underground lakes.  Personally, I feel one of the best aspects of this game is planning your dungeon out, getting all the rooms and hallways just right, then unpausing and watching it all happen… very satisfying.  However I'm finding that I run into a lake almost immediately every time I start to dig, making planning anything impossible.  The only way I have found to avoid the lakes is to build on top of clusters of resources, which is ok I guess, but that can get messy too.  If lakes had some sort of function it might change my opinion, but as it is now, the lakes are a bit of a hassle.   

    Love this game!  Kudos to the developer.

    in reply to: Is Alpha 13 harder? #1139

    Yeah, I watch your videos!  I've tried the same thing, it's kinda fun, especially if you can sneak in a cave and grab a legendary weapon right off the bat… but what attracted me to this game was the dungeon building aspect.  I've actually been save-scumming files when I actually do get a dungeon built, just to replay and mess around with different ideas but so far the only thing I can do to stay alive in alpha 13 is to take my keeper and just run.

    Keep making videos! They are awesome.

    in reply to: Is Alpha 13 harder? #1137

    I'm having a tough time getting a game off the ground!  I've been trying different strategies as far as what I build first, how big, what I study first… etc. No matter what I do, it's pretty much the same story:  I race as quickly as I can to gather resources and build anything resembling a dungeon, and then the Tree Spirits block all the wood… and then I'm attacked by a Cyclops… Then a tribe of Humans… Then a Dragon. 

    I found Alpha 12 challenging but doable, but 13 seems much more aggressive.  Fighting end-game monsters within the first 5 minutes of game play is a little frustrating.  I think I might put this game down until the next update.

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