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Thread: 2017.11.03 - Dwelvers Journal - Graphics Reworked
Post: RE:
one thing right from the bat, nameplates are affected by lighting, they go darker more you zoom out, till black rectangles
another annoying thing is, when you alt-tab fullscreen game, it goes to win... |
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David Bacuvka |
News!
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13 |
25.970 |
04-11-2017, 11:05 AM |
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Thread: 2017.11.03 - Dwelvers Journal - Graphics Reworked
Post: RE:
Just from the pictures, look much better, gonna try it latter |
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David Bacuvka |
News!
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13 |
25.970 |
04-11-2017, 01:57 AM |
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Thread: 2016.02.19 - One week left until Dwelvers Kickstarter
Post: RE:
Hi there
looking forward to buy some DLCs through KS to see this game finally finished.
just little complain, thunderclap title "Check out Dwelvers on Kickstarter, an awesome game where the player... |
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David Bacuvka |
News!
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12 |
24.564 |
27-02-2016, 10:46 AM |
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Thread: Game Mode - Non-Controlled Overworld
Post: RE:
Huge fan of EG here :)
I would prefer this kind of surface interaction, similar to trading, but seems lot to abandon (work on surface world)
to be completely honest, I stopped playing Dwelvers a... |
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David Bacuvka |
Suggestions & Feedback
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3 |
7.688 |
05-12-2015, 08:21 PM |
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Thread: Creature Mechanic - Creature skills
Post: RE:
maybe its just me, but Hurricane looks overpowered, especially since knights are main invading force, and come in grouped, and would probably spin all at once, this could decimate whole army in closed... |
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David Bacuvka |
Suggestions & Feedback
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15 |
30.530 |
06-10-2015, 08:28 PM |
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Thread: Creature Idea - The Peasant
Post: RE:
damn, they look better than our creatures, good job :D |
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David Bacuvka |
Suggestions & Feedback
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6 |
13.245 |
19-09-2015, 07:50 PM |
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Thread: Creature Idea - Evil mice
Post: RE:
nice idea, not sure about the model though, liked the old one more, what is that anyway? rat with thorns? more than evil, it looks broken
anyway looking forward to more engine(rat) based structures |
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David Bacuvka |
Suggestions & Feedback
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7 |
16.000 |
19-09-2015, 07:48 PM |
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Thread: Spelling Errors - Help to find them all in the game!
Post: RE:
just a quick note related to text, road tooltip from build menu is same as reinforce wall |
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David Bacuvka |
Old Bugs/Issues & Crashes
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21 |
32.573 |
06-07-2015, 10:49 PM |
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Thread: 0.9c - UI scaling
Post: RE:
i dont count resources in storage, but sometimes I look into production rooms whats on the ground, or want to see how full storage is etc
maybe it gets better when we get AA, because looking at it no... |
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David Bacuvka |
Old Bugs/Issues & Crashes
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8 |
13.182 |
06-07-2015, 10:34 AM |
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Thread: 0.9c - UI scaling
Post: 0.9c - UI scaling
I usually play zoom out, and I cant read tooltips, nameplates, pretty much everything becomes jagged/blurred
maybe its too small, maybe low res, but forces me to zoom in just to read it
Question i... |
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David Bacuvka |
Old Bugs/Issues & Crashes
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8 |
13.182 |
05-07-2015, 08:02 PM |
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Thread: 0.9c - Ladder bug
Post: 0.9c - Ladder bug
Creatures seem to ignore empty block and walk through the air going up ladder, going down works fine
http://s23.postimg.org/irl3r83tz/20150705_121230.jpg (http://postimg.org/image/irl3r83tz/)
ps... |
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David Bacuvka |
Old Bugs/Issues & Crashes
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2 |
5.249 |
05-07-2015, 07:51 PM |
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Thread: Website membership support
Post: RE:
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David Bacuvka |
Questions & Help
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34 |
76.445 |
10-06-2015, 09:00 AM |
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Thread: Is skirmish coming any time soon?
Post: RE:
still it would not hurt to have skirmish against ai (even with all things not in place), so game could be tested in combat, not to mention it takes testing to have ai with at least half brain. Worst c... |
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David Bacuvka |
Questions & Help
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7 |
13.203 |
09-06-2015, 11:14 AM |
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Thread: Is skirmish coming any time soon?
Post: RE:
i know its not meant to be sim, but due to complexity of actual dungeon, and its work flow, its hard to imagine fluid 1v1 gameplay, which is not entirely focused on managing your dungeon, leaving comb... |
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David Bacuvka |
Questions & Help
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7 |
13.203 |
07-06-2015, 10:10 PM |
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Thread: Is skirmish coming any time soon?
Post: Is skirmish coming any time soon?
I mean, sandbox is all fun if you are into building dungeons. I get the vibe from dwelvers it will be more sim than fight, because dungeons are complex, too interconnected, losing few tiles/rooms coul... |
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David Bacuvka |
Questions & Help
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7 |
13.203 |
07-06-2015, 05:52 PM |
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Thread: 0.8j-2 - Set Keys
Post: RE:
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David Bacuvka |
Old Bugs/Issues & Crashes
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4 |
7.888 |
15-02-2015, 04:01 PM |
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Thread: 0.8i - CPU Hog
Post: RE: 0.8i - Bug/Issue - CPU Hog
2Xmatch Wrote: (13-02-2015, 11:57 AM)
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I'm sorry to report but i'm not noticing any increase in performance.
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what are you reporting? poor performance on your PC or CPU still at 100% after patch |
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David Bacuvka |
Old Bugs/Issues & Crashes
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15 |
24.253 |
13-02-2015, 09:49 PM |
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Thread: Traps
Post: RE:
since pipes are in walls/floor maybe it should not be visible :) |
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David Bacuvka |
Questions & Help
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4 |
21.078 |
07-10-2014, 03:09 PM |
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Thread: Traps
Post: RE:
its not that, they destroy it from adjoining tile never moving on the pad, problem is, when there is no creature for them to attack they just attack trap system, and since i dont want to fight inside ... |
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David Bacuvka |
Questions & Help
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4 |
21.078 |
03-10-2014, 03:56 PM |
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Thread: Creature Mechanic - Controlling creature production
Post: RE:
i think current way is great, but I would like removal of incremental production time, if i can make them happy why would you punish me by slowing production? time should scale only with happiness not... |
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David Bacuvka |
Suggestions & Feedback
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10 |
30.836 |
01-10-2014, 08:06 PM |
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Thread: Traps
Post: Traps
How they are supposed to work if enemies just destroy pads before stepping on them? |
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David Bacuvka |
Questions & Help
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4 |
21.078 |
28-09-2014, 12:47 PM |
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Thread: Room Mechanic - Remove Storage imps
Post: RE:
if we remove them, and put transporting on the room imps, we remove very annoying aspect of centralized transportation, if its overloaded, everything is overloaded ... single overloaded room would not... |
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David Bacuvka |
Suggestions & Feedback
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2 |
16.923 |
27-09-2014, 07:20 PM |
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Thread: Room Mechanic - Remove Storage imps
Post: Room Mechanic - Remove Storage imps
Do we need them? Are they just slowing everything down? Do we need middle man to do the 1 tile moving?
I suggest we remove them and let imps store and pick items they need right from the tables/bar... |
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David Bacuvka |
Suggestions & Feedback
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2 |
16.923 |
27-09-2014, 06:17 PM |
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Thread: Creature Mechanic - Imp priorities
Post: RE: Creature Mechanic - Imp priorities
Mello Tonin Wrote: (27-09-2014, 05:48 PM)
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So I am trying my hardest to get a successful run in hard mode, but one thing that is really hampering my success is the fact that Imps would rather be pi... |
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David Bacuvka |
Suggestions & Feedback
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128 |
218.979 |
27-09-2014, 06:13 PM |
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Thread: Creature & Room Mechanics - Empty rooms and imps
Post: Creature & Room Mechanics - Empty rooms and imps
I would like to see simple tweak: do not assign imps to the empty room
current state, you make 10x10 room they build few tiles here and there and each of them will suck one imp until they join toge... |
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David Bacuvka |
Suggestions & Feedback
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1 |
15.570 |
27-09-2014, 05:44 PM |
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Thread: I & S - Customizable map seed generator
Post: RE:
i would like to see another two things
1. time before enemies are active
2. safe area around DM where you dont put digging enemies (only portals right now?)
maybe not manually set up but defini... |
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David Bacuvka |
Suggestions & Feedback
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1 |
18.098 |
22-09-2014, 10:09 AM |
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Thread: Room Mechanic - Disabling room
Post: RE:
lets say your free imps die during attack, and you need them to pick up injured, or build walls, etc, and rest is stuck in the rooms, not doing anything
i want easy way to temporally disable unneeded... |
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David Bacuvka |
Suggestions & Feedback
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3 |
20.730 |
21-09-2014, 11:18 AM |
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Thread: Room Mechanic - Disabling room
Post: Room Mechanic - Disabling room
Pls add disable/stop button to the room, to free the imps/workers |
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David Bacuvka |
Suggestions & Feedback
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3 |
20.730 |
19-09-2014, 09:45 PM |
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Thread: Construction Mechanic - Rock Wall building modification
Post: Construction Mechanic - Rock Wall building modific...
Draging rock wall should not build above starting floor and should fill the holes with multiple blocks to reach starting level of drag
meaning it should be possible to build wall on unfinished wall... |
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David Bacuvka |
Suggestions & Feedback
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2 |
18.932 |
19-09-2014, 09:16 PM |
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Thread: Creature Mechanic - Imp priorities
Post: Creature Mechanic - Imp priorities
After messing with hard mode, I suggest you implement something like this:
is there enough resources for current production/buildings?
yes => transfer
no => gather missing ones
gathering of not need... |
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David Bacuvka |
Suggestions & Feedback
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0 |
12.399 |
15-09-2014, 04:24 PM |
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Thread: Room Mechanic - Removing the imp assignment from the rooms
Post: RE:
with this change i would like to see workload setup, eg. you could set 0-100%(default would be 100) workload to the room (one or all of the same type or all of them) and imps would be assigned based o... |
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David Bacuvka |
Suggestions & Feedback
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9 |
33.997 |
23-08-2014, 06:50 PM |