Towns Catch-all

I spent hours on this last night deciding not to chase iron right away since mining down just gets me in trouble. I aimed for stable farms, complete quarters with roofs and food sustainable. Then suddenly I was tossed back to the main menu, no error, no crash, and my save was gone. I really want to love this game but I was really rocking... sigh.

Coldstream wrote:
Tamren wrote:

- All of my animal-related buildings are transparent. I have NO IDEA why, they are the only thing in the game that does this.

Are they working? If I recall correctly, they're all transparent because the villagers need to be told to gather the necessary animals. You need a cow to grind the grain for you, for instance.

Farms, mills and mines are transparent in this build, AFAICT. They will work as long as there is no red X through them. Villagers will use them as-needed to preform tasks (grind flour and pull out ore/coal). I think it is an over-sight or bug, since previous iterations of the game made the transparency toggle with the wall view, using the 'z' key.

Tamren wrote:

The biggest issue that I have is twofold. You can't shape the terrain like I mentioned earlier. If you make a mark in it, its there for good! It's not like minecraft where you can dig a hole and then put some blocks over the top to cover it up again. The only blocks you can place in Towns are constructions of some sort.

True (and hopefully will be fixed in a future patch), but you can fill holes with stone or wood walls. That way you can build over the affected area.

Tamren wrote:

More villagers?

More rooms, decorated rooms(with beds), dining rooms with furniture, ample food supply, idle time for your current villagers, badger-fighting arena with balconies adjacent, and no recent deaths. When you start exploring the depths, villagers (and possibly heroes) dying kneecaps happiness and will stop immigration for a while.

So is it the norm not to start mining for quite a long time? Do people keep seeding to find surface iron or just do without? I'm not looking for weapons and warfare but iron is needed in the kitchen.

ibdoomed wrote:

So is it the norm not to start mining for quite a long time? Do people keep seeding to find surface iron or just do without? I'm not looking for weapons and warfare but iron is needed in the kitchen.

I haven't found a seed with surface iron yet, though I've only done a handful of games.

You can get around the need for iron in the kitchen by building a fire, which only requires gravel and wood. Gravel is typically found near water, though there are occasional land deposits. The fire will allow you to cook meat. The only downside to the fire vs. the stoves is that periodically it will go out and you'll need to task a village with restarting the fire. It lasts pretty long, though.

My initial mining attempts haven't been very successful, even though I've primarily been mining just to get stone for construction. In just about every mine my townies got gobbled by slimes. I guess I need to build a tavern so I can get a hero before I get my mining on. Or get lucky.

For any fence-sitters, today is the last day of the 20% sale on Steam. although this notice might be too late.

ibdoomed wrote:

So is it the norm not to start mining for quite a long time? Do people keep seeding to find surface iron or just do without? I'm not looking for weapons and warfare but iron is needed in the kitchen.

I generally do without for a while. You can get by with meat pies or banana-radish salads just fine, and bone armor + stone spears will keep your citizens safe for gathering around the map.

Also, build a tavern+rooms as soon as you have a stable food supply. Let them take the hits in exploring the dungeons while your citizens build your town.

I'm starting to get used to the new game mechanics. Towns isn't about masterwork megaprojects, at least not at the start. In order to do anything you need labour, and available labour scales directly to the number of villagers. If you start the game planning to build a white stone castle you are getting ahead of yourself. What you need to do is make food and housing using those materials you have access to at the start. Namely wood and straw. Then get some heroes to clear out the dungeon which gives you access to stone and iron. Once you have all the basics covered AND a large workforce you can start to relax a bit and build special things.

The equivalent of "surviving the winter" in Towns is simply having something you can call a town.

Tamren wrote:

I'm starting to get used to the new game mechanics. Towns isn't about masterwork megaprojects, at least not at the start. In order to do anything you need labour, and available labour scales directly to the number of villagers. If you start the game planning to build a white stone castle you are getting ahead of yourself. What you need to do is make food and housing using those materials you have access to at the start. Namely wood and straw. Then get some heroes to clear out the dungeon which gives you access to stone and iron. Once you have all the basics covered AND a large workforce you can start to relax a bit and build special things.

The equivalent of "surviving the winter" in Towns is simply having something you can call a town.

I've found wood to be quite the limited resource even when installed in a farm so I was using mud walls and tearing down mountains to do it.

I think northernlion articulates my viewpoint of the game quite well, although I am much further along than he did in his let's play: http://www.youtube.com/watch?v=_cKbf...

First things first though, I've got to figure out saving, Quit and Save is very awkward to be doing every few minutes, there must be another way...

ibdoomed wrote:

I've found wood to be quite the limited resource even when installed in a farm so I was using mud walls and tearing down mountains to do it.

I think northernlion articulates my viewpoint of the game quite well, although I am much further along than he did in his let's play: http://www.youtube.com/watch?v=_cKbf...

First things first though, I've got to figure out saving, Quit and Save is very awkward to be doing every few minutes, there must be another way...

Till more land and plant more bushes. Tree and shrub growth rates are constant through the game, so you shouldn't have any problems going forward (assuming you didn't clear-cut the entire map).

Re: saving, there should be a 'save' option if you hit the esc key.

Kraint wrote:
ibdoomed wrote:

I've found wood to be quite the limited resource even when installed in a farm so I was using mud walls and tearing down mountains to do it.

I think northernlion articulates my viewpoint of the game quite well, although I am much further along than he did in his let's play: http://www.youtube.com/watch?v=_cKbf...

First things first though, I've got to figure out saving, Quit and Save is very awkward to be doing every few minutes, there must be another way...

Till more land and plant more bushes. Tree and shrub growth rates are constant through the game, so you shouldn't have any problems going forward (assuming you didn't clear-cut the entire map).

Re: saving, there should be a 'save' option if you hit the esc key.

Oh cool, I didn't realize you could get wood from shrubs. And yes there is a save option in the esc menu but when the game crashes, which is pretty common, it doesn't give me the option to resume when I click on normal map.

Kraint wrote:
ibdoomed wrote:

I've found wood to be quite the limited resource even when installed in a farm so I was using mud walls and tearing down mountains to do it.

I think northernlion articulates my viewpoint of the game quite well, although I am much further along than he did in his let's play: http://www.youtube.com/watch?v=_cKbf...

First things first though, I've got to figure out saving, Quit and Save is very awkward to be doing every few minutes, there must be another way...

Till more land and plant more bushes. Tree and shrub growth rates are constant through the game, so you shouldn't have any problems going forward (assuming you didn't clear-cut the entire map).

Yeah, my first town suffered from the lack of wood. Then I realized I could plant a tree farm. Now I get one up and running right after I start my wheat farm and slowly expand it as the surrounding non-farmed trees generate a bush.

The key to farming is to automate harvesting. The longer something sits "grown", the more time you are wasting that could be spent growing something new.

I'm really getting frustrated because even if I pick a "normal" map the game insists on putting a patch of jungle somewhere. This spawns frogs and they kill my villagers EVERY TIME. This gives everyone piss poor morale and I can barely keep happiness above 10 as it is.

Tamren wrote:

The key to farming is to automate harvesting. The longer something sits "grown", the more time you are wasting that could be spent growing something new.

I'm really getting frustrated because even if I pick a "normal" map the game insists on putting a patch of jungle somewhere. This spawns frogs and they kill my villagers EVERY TIME. This gives everyone piss poor morale and I can barely keep happiness above 10 as it is.

The froggies aren't a big deal if you keep your villagers close to home(which should be a bit distant from the jungle patches). Keep everyone busy close to home, don't over-plant when you don't have seeds or shrubs near to town, and you should be good. I'd also advise getting a few cow/pig farms going, then queue up a bunch of bones in the butcher menu. Bone armor + stone spear is a staple for all of my villagers on most maps(no cows/pigs/unifallow on jungle maps, sadly). And get yourself a tavern going to attract heroes. They patrol the map a lot, and it only costs you the food they eat and whatever armor/weapons they take from your armory.

You might also be finding the tree monsters. They were introduced relatively recently (pre-stream, but not by much). They look like trees, but will start to attack your villagers if you get too close and/or take an ax to them. This is a good reason to start a tree farm early, and limit your clear-cutting until you've got everyone armed. Putting an armed guard on patrol near your loggers can also help before you've got full village armor.

DF player here.

Is this any good?

I need something lite to play so I am looking for the best of the lite version that I know of, Towns, A Game of Dwarves and the gnome game.

Recommendations please.

I think it's too early to even comment on if the game is "good" or not. It's certainly not "complete" yet.

If similarity to DF is your main criteria I would go with Gnomoria. Towns and AGoD are both aiming for their own unique spin on things, they just haven't reached it yet.

Tamren wrote:

I think it's too early to even comment on if the game is "good" or not. It's certainly not "complete" yet.

If similarity to DF is your main criteria I would go with Gnomoria. Towns and AGoD are both aiming for their own unique spin on things, they just haven't reached it yet.

Thanks Tamren, that's what I needed to know.

Picked this up during the Steam holiday sale. After using the wiki to get into it, it's managed to eat up most of my weekend.

I picked this up on the Steam sale as well. It's still a bit too fiddly yet for my tastes. Doing simple things like building high enough walls for a roof and setting up proper entries into a mine are all still picky operations. I'd also like to get a better overall data read-out so I'm not having to guess what my villagers are all up to.

Promising, but still has a way to go and I'm not convinced some of the granularity like need scaffolding is really something that adds much to the experience.

I did a few of the tutorials after picking this up earlier tonight. I'm bothered by the game giving me the ability to queue up something that needs 3 layers of prerequisites before being built.

This may be too fiddly for me, but I'll finish the tutorials and get into a real game at least to see how it plays out. I'm kinda feeling like a city-building game lately.

Keeping a close eye on this. It looks neat, and I'd love to play something that sits between DF and Angband in terms of complexity. Came close to pulling the trigger last night, and may do so tonight.

TheHipGamer wrote:

Keeping a close eye on this. It looks neat, and I'd love to play something that sits between DF and Angband in terms of complexity. Came close to pulling the trigger last night, and may do so tonight.

Unless you're really jonesing for this type of thing I would wait until the next Steam sale. Not only will it be cheaper, but will have more bugs worked out of it.

padriec wrote:
TheHipGamer wrote:

Keeping a close eye on this. It looks neat, and I'd love to play something that sits between DF and Angband in terms of complexity. Came close to pulling the trigger last night, and may do so tonight.

Unless you're really jonesing for this type of thing I would wait until the next Steam sale. Not only will it be cheaper, but will have more bugs worked out of it.

I am. I so am.

IMAGE(http://www.vgblogger.com/wp-content/uploads/2009/07/31/IndianaJones.jpg)

Some bad/good news from one of the developers.

http://steamcommunity.com/app/221020...

Arise! So is anyone currently playing this? How is it shaping up? v12 was release the other day.

Snipped from their news feed.

We are proud to present you Towns v12.

This patch brings forth a unique feature, an archeology quest into the depth and the past of Towns – The bury system.

What is this system all about?

The bury system is a feature that enables players to indirectly interact with each other by burying their town at any stage of their game and letting other players explore and conquer those buried towns.

As a new player starts a game (any of the maps) the buried town from other player is "injected" into the dungeons and with a few become an integral and challenging part of the dungeon.

That looks like a cool feature. I haven't really played Towns since they added z-levels on the surface.

With this, Gnomoria, and the newly released Timber & Stone, there are now some pretty meaty graphical DF-likes out in the wild.

I started playing it again with v12. I haven't messed with buried cities yet, but the advancements they've made in the mechanics are pretty solid (last time I played was 4+ versions ago). I am still grumpy that I can place dirt/grass blocks to reclaim land for pastures, but otherwise things are looking good compared to the alpha I funded many moons ago.

Matt says DF is not a great comparison as it reminds him more of Settlers mixed with Dungeon Keeper and Rogue(like).

It is quite different, and that's a good thing really. It's not really meant to be DF with graphics, and as it moves to completion it differentiates itself a bit more. Same with Gnomoria.

This game is just over $5 for the next day and a half, is that a good price for it?

Yonder wrote:

This game is just over $5 for the next day and a half, is that a good price for it?

I got $5 of entertainment from it easily. Just bear in mind that it's not super polished, and it's frustrating in a DF sort of way.