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Viewing 13 posts - 1 through 13 (of 13 total)
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  • in reply to: Controls become unresponsive but time still passes? #5663
    Guzorux
    Participant

    I believe i sent the autosaving load file to your e-mail just now, please let me know if you don’t get it!

    If you also want the save file that had what i believe is the same bug but now reports as corrupted then i can send that one as well?

    in reply to: Controls become unresponsive but time still passes? #5659
    Guzorux
    Participant

    Oh yeah, as a recovered file of some sorts. I still have it as a loading option at least.

    The other one has just become plain old corrupted when i tried to open it just now.

    in reply to: An unintended side affect of an awesome update for digging? #5559
    Guzorux
    Participant

    Yeah, i agree with you.
    It wouldn’t change how i play too much but it would certainly aid in getting towards the part i want to play faster!

    in reply to: An unintended side affect of an awesome update for digging? #5554
    Guzorux
    Participant

    OMG THANK YOU!!!! XD

    I’m super glad you considered my previous comments on how highly some of us enjoy the base designing aspect of this game!

    When it comes to having them revealed i’d say i’m also a little unsure what to sugggest.

    My favourite idea for that would be revealing them the same way resources are revealed on the map, through a library upgrade, maybe “Aquifology”? it’s not a real word but an aquifer is an underground body of water. Or just “hydrology”?

    Possibly the same mana cost as basic geology? Rarely do i have a game where my small starting base gets disturbed by a body of water and i don’t extensively plan out a base until i beat the campaign as to design an amazing base only to lose your keeper for a silly reason would to too much to lose.

    • This reply was modified 7 years, 5 months ago by Guzorux.
    in reply to: An unintended side affect of an awesome update for digging? #5548
    Guzorux
    Participant

    http://steamcommunity.com/sharedfiles/filedetails/?id=794755223

    *Not sure why piture isn’t showing so i tried to re-upload it…. for some reason the option the edit the post had disappeared….

    Never mind…. i can’t seem to get the pictures to just display nomally, but it’s possible to see them if you follow the link attached to them.

    • This reply was modified 7 years, 5 months ago by Guzorux. Reason: Realised it didn't work
    • This reply was modified 7 years, 5 months ago by Guzorux.
    in reply to: How to dig in adventure mode? #5353
    Guzorux
    Participant

    haha, yer i did that in the last alpha! XD

    …but never to that extent…that’s some impressive patience…

    in reply to: Minion drag & dropping and some stats #5351
    Guzorux
    Participant

    Ah i was looking forward to this update as well, will look forward to when i have the time to play this again!

    in reply to: Manual production and dungeon design #5349
    Guzorux
    Participant

    Oh wow, Great!

    I was away for the summer and this is great to come back to haha!
    Nice work!

    in reply to: A small delay #5141
    Guzorux
    Participant

    Haha no worries, Good things come to those who wait!
    But ironically i’d love to also say “can’t wait for the optimisations and gameplay improvements!” haha.

    But moving country? Sounds like you wave a lot on your plate, Hope things go as smoothly as possible!

    Guzorux
    Participant

    Sorry but i’d have to strongly disagree about the cost. I’ll end a game with thousands of useless mana, most times exceeding 10k. Additionally the first 4 imps are free so even if a player made a massive mess then they could still continue with 4 imps and rapidly generate the mana for more, as the game already has a reasonable cost creep for more imps.

    And because there isn’t a game mode where you can just build dungeons to be defeated i have to finish a game and then redesign the map (often has me having to delete my current dungeon and filling it in to make room for the new layout which can be very costly).

    If there’s eventually going to be a feature where we can submit dungeon layouts without too much hassle that would be great, as so far i’ve only found retired dungeons that are seemingly not made with the thought of another player entering it. Maybe i’m really unlucky there but it’s still a concern for me.

    I understand your working on improving the adventure mode right now and i must admit i’m rather excited about it!
    I’ve played over 115 hours currently and most of that time has been in base design, the game is fun but my favourite part is designing a bad guy for other people’s games….

    I won’t get anything out of putting in the extra effort in my game….But i just enjoy the thought of someone being pleasantly surprised after picking my dungeon at random, busting down a random door to realise they just barged into a goblins bedroom and seeing “gobolicus” has his own little storage room ….
    Or realising that there is a separate building and finding that it’s a prison with many little doored of cells with guard dogs out front and then finding the storage of “confiscated contraband” from the prisoners.
    Or imagining the player who enjoys being sneaky and then staying in the shadows away from the more densely populated areas whilst stealthing their way around the base.
    And for that player who likes to be thorough and feels a great sense of achievement when they find a stash of gold hidden in a place most others would not have bothered to search!

    So to conclude…. If you must keep the cost of mistake corrections to a finite resource would it be possible to consider a game mode later on down the line with the focus being dungeon design? It could greatly contribute to the variety of dungeons players would face against and if designed well could add a massive bonus to the rpg experience you mentioned you wanted to implement in a previous update regarding the adventure campaign!

    I understand this would be a massive undertaking and a great challenge currently but it would be great to know if this would be considered if time and resources permitted it?

    P.S. I’ve read through this and spell checked it like 6 times so once again hopefully it’s appropriately displayed and worded but I’m prone to mistakes so please let me know if anything seems odd or wrong! : )

    in reply to: Can't Find Retired Online Games in Single Map Adventurer #5070
    Guzorux
    Participant

    I’m not sure if this is correct but are you looking for retired campaign maps?

    I think if you want to play as an adventurer then you need to complete a vanilla play through as a keeper on single player?

    I don’t know if this is how it currently works but i think this is how it happens on my game.

    Guzorux
    Participant

    Ah great thanks! sorry it’s late, i’ll try to get a post up soon!

    Guzorux
    Participant

    Thanks for the reply!

    I believe I’ve bumped into a few other bugs, would you prefer i started a new topic with a relevant title?

Viewing 13 posts - 1 through 13 (of 13 total)