Gnomoria

Gnomoria

Fire, Bug and Wood Kingdoms
68 Comments
tv/P0TaDOS #SaveTF2 16 Feb, 2021 @ 6:46pm 
Or is it more like one type is weak against the other 2?
tv/P0TaDOS #SaveTF2 16 Feb, 2021 @ 6:44pm 
What is stong against what? Is it fire =>bug=>wood=> trianlge relationship?
Dean 19 Jan, 2019 @ 12:03pm 
The future lied
bee 4 Apr, 2018 @ 1:33pm 
i am here from the future this mod works great
justinsane11 29 Oct, 2016 @ 6:00am 
xxxshadow72 got a dose of reality
Dwagon 7 May, 2016 @ 5:01am 
Will The monsters in your type Kill you?
♚︎Sℼ︎owℽ︎✮ 25 Mar, 2016 @ 10:06am 
oh

Tacyn  [author] 25 Mar, 2016 @ 12:41am 
No, for now I stopped working on this mod.
♚︎Sℼ︎owℽ︎✮ 24 Mar, 2016 @ 6:47pm 
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 @ 11:36pm 
thanks for ur help
Tacyn  [author] 29 Feb, 2016 @ 11:39am 
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 @ 11:19am 
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  [author] 29 Feb, 2016 @ 10:17am 
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 @ 9:47am 
Tacyn does the mod incrase the difficult or it just add variety ??
Tacyn  [author] 28 Feb, 2016 @ 1:42am 
No, this mod is finished.
If I make more civs, then as individual mods.
Roasted 27 Feb, 2016 @ 6:54pm 
Are you planning on adding more civilization's
FalseEnderman 14 Feb, 2016 @ 10:27am 
it worked the crashes are gone.
Tacyn  [author] 12 Feb, 2016 @ 1:07pm 
I've just fixed the stockpile crash on stable.
I've also listed some known bugs on stable that affect this mod.
Tacyn  [author] 11 Feb, 2016 @ 10:21am 
if the lower right corner in the menu says v1.0 RC12 its indev.
v9.18 is stable.
FalseEnderman 10 Feb, 2016 @ 4:52pm 
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 @ 5:46pm 
yeah i used indev and it works fine
Tacyn  [author] 9 Feb, 2016 @ 3:31pm 
It should work on indev, the stockpile crash happens most likely only on stable.
FalseEnderman 9 Feb, 2016 @ 2:00pm 
hey Tacyn maybe were we live is the problem.
Nickinator 9 Feb, 2016 @ 7:16am 
I am using stable
Los.Injurus.Bob.Blunderton 9 Feb, 2016 @ 12:53am 
Looks pretty nice, Maybe call it "Kingdom of the Elements" or something.
Tacyn  [author] 9 Feb, 2016 @ 12:43am 
More important than your OS would be whether you are using stable or indev.
Roasted 8 Feb, 2016 @ 6:41pm 
Tacyn how many civs do you plan on adding
Roasted 8 Feb, 2016 @ 6:41pm 
Dont we all have the stockpile error
Nickinator 8 Feb, 2016 @ 4:18pm 
i dont thing that it is the os but i am running it on win 10
Nickinator 8 Feb, 2016 @ 4:17pm 
I am having the stockpile crash aswell
Dez The Dapper Bocchi 8 Feb, 2016 @ 1:04pm 
i think you should make a magic mod with spell tomes, wands, alchemcy, robes, staves, goblin spell casters, ect
Tacyn  [author] 8 Feb, 2016 @ 5:33am 
Yes, all three kingdoms are enemy civs and should be hostile.
(Sheep)TacoTuesday 6 Feb, 2016 @ 4:52pm 
is the fire nation hostile? i know the bug kingdom is but i dunno about the fire guys
Tacyn  [author] 6 Feb, 2016 @ 12:41am 
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 @ 8:38pm 
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 @ 1:57pm 
McCuddles and Geeves. i DON'T have windows 10 is what i'm trying to say.
Geeves 5 Feb, 2016 @ 5:06am 
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 @ 5:58pm 
Yeah windows 10. what a shame, really wanted to give the mod a go. without stockpiles would be impossible however.
Tacyn  [author] 4 Feb, 2016 @ 2:47pm 
@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 @ 2:29pm 
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 @ 1:48pm 
can you plz link to undead civ or merge it?[pefferably merged]
Tacyn  [author] 4 Feb, 2016 @ 9:50am 
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 @ 6:29am 
i dont have crashes creating stockpiles , im playing indev
McCuddles 4 Feb, 2016 @ 12:57am 
seems to cause stockpile crash. non indev game with this mod only - create stockpile.. and it crashes
Tacyn  [author] 3 Feb, 2016 @ 3:03pm 
I've added an Undead Civ in a separate mod.
FalseEnderman 2 Feb, 2016 @ 3:39pm 
ZOMBIES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Dez The Dapper Bocchi 2 Feb, 2016 @ 12:52pm 
ZOMBIE KINGDOM plz
Tacyn  [author] 2 Feb, 2016 @ 10:39am 
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 @ 11:43pm 
btw
where can i find the stats of those new equipments ?
dadywar 1 Feb, 2016 @ 11:12pm 
ok thanks for the answer

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