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Is there any way of switching off the training room when I'm short on cash?

With that in mind, if I do miss a payday, how do I rectify that mistake. I did it once, almost immediately later had enough money to pay everyone but the damage was done. I kept hearing "Your minions are annoyed, you cannot pay them." till kingdom come, even beyond the next payday in which everyone was paid. This soon turned into "Your minions are deserting" and "Your minions are vandalizing the dungeon". How do I even know which were the annoyed/vandalizing creatures? Just click "info" on them one by one till I find the one which is unhappy???
This question / problem has been solved by Bookwyrm627image
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ZFR: Is there any way of switching off the training room when I'm short on cash?

With that in mind, if I do miss a payday, how do I rectify that mistake. I did it once, almost immediately later had enough money to pay everyone but the damage was done. I kept hearing "Your minions are annoyed, you cannot pay them." till kingdom come, even beyond the next payday in which everyone was paid. This soon turned into "Your minions are deserting" and "Your minions are vandalizing the dungeon". How do I even know which were the annoyed/vandalizing creatures? Just click "info" on them one by one till I find the one which is unhappy???
Training Room: if you are going to build it, then always build it such that you can place a door at every entrance. Click on a door to lock/unlock it. If all the doors are locked (there is a key floating and rotating above the door if it is locked), no one can get in to train (they won't even teleport in). Make sure there aren't any creatures stuck inside, or else they can't get out. This works for other rooms, too, though the only other problem room is the scavenger room (at least you aren't billed any money if no creatures can be scavenged). You can lock off portions of your dungeon this way; you could, for example, build a small containment room to hold flies, with nothing but a lair, treasure room, and hatchery, and lock them in the mini-dungeon. I seem to recall something about Ghosts being able to float through doors, but they don't default to training or scavenging, so it doesn't matter in this case; I don't remember whether they respect locked doors or not, since I never had a reason to lock my temple.

One way to help find annoyed minions is to check the minions tab. Where creature types are the rows and creature activities (idle, working, fighting) are the columns, the percentage of annoyed creatures in a given cell is shown by the creature's race + activity having the same percent shaded in red . This is easier to identify if you don't have a bunch of the creature in question: if you only have one dragon and it is annoyed, then the entire cell will have a reddish background (100% of the creatures of that type involved in that activity are annoyed). If you have 20 warlocks and one is annoyed, then only like 5% of the cell will be reddish. Click a cell to grab a creature that fits its descrption. If you grab a creature and the cell updates to show less of it shaded red, then you've grabbed an annoyed creature. If it updates to show more red, then you've grabbed a creature that isn't annoyed.

To see what I'm talking about, start a new level or something where you only have a few creatures, then slap them around until they get annoyed and watch what happens in the minion tab.

To check a specific minion's happiness level, then use the query function and look for the happiness bar. Left is happy, right is unhappy. The creature details view also shows roughly how much experience the creature needs before it levels.

Minions annoyed: You can try dropping the creature in one of your treasure rooms; they'll take gold equal to their paycheck and then wander off on their default behavior. I'm not sure if dropping the creature in the treasure room will fix a missed payday, but you can try it.

You can get a handful of gold and drop it on a creature to make them happy. This might alleviate the annoyance from lack of payment (everyone likes getting a bonus). I believe the size of the bonus doesn't matter, so you can try to manipulate how much you are holding by picking up gold and dropping it in different places in (or out of) the treasure room. As a side note, a Horned Reaper's attitude can be reset to happy in this fashion, if he hasn't gotten too far along in his unhappiness spiral; once he passes a certain psycho level, there is no calming him down. Dropping him in a temple to worship for a little bit is a cheaper way to make him happy again.
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Bookwyrm627: ...
Thank you.

It is what I was afraid of... again no simple way of doing things. Instead of a simple on/off switch on the training room (and other rooms) you have to pick creatures out one by one and lock it. Want to pause creatures from training just a few minutes till next payday is over? Pick them one by one, lock the room, then you have to unlock the room and again pick them and put them back in the room (those that don't default to training).

You can't pick creatures by level (in case for example you want crature(s) of level 8+ to attack or only creatures of level 4 and below to train), you can't pick creatures by happiness level, you have to pick one by one till you find you're holding the right one. AND YOU CAN'T EVEN PAUSE OR SLOW DOWN THE GAME TO GIVE ORDERS WHILE IT'S SLOWED DOWN.

I'm really trying to like this game, but things like this really bug me. I *love* Bullfrog and its games; like this game's sense of humour but I just can't enjoy this one because of all the minor annoyances.
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ZFR: It is what I was afraid of... again no simple way of doing things. Instead of a simple on/off switch on the training room (and other rooms) you have to pick creatures out one by one and lock it. Want to pause creatures from training just a few minutes till next payday is over? Pick them one by one, lock the room, then you have to unlock the room and again pick them and put them back in the room (those that don't default to training).

You can't pick creatures by level (in case for example you want crature(s) of level 8+ to attack or only creatures of level 4 and below to train), you can't pick creatures by happiness level, you have to pick one by one till you find you're holding the right one. AND YOU CAN'T EVEN PAUSE OR SLOW DOWN THE GAME TO GIVE ORDERS WHILE IT'S SLOWED DOWN.

I'm really trying to like this game, but things like this really bug me. I *love* Bullfrog and its games; like this game's sense of humour but I just can't enjoy this one because of all the minor annoyances.
-I've never had much issue with most of the default choices that creatures choose, since most rooms don't cost you anything after being placed. Some creatures need to be relocated to different lairs (a one time thing per creature, usually), and locking the training and scavenger rooms fixes those two problems. You could dig out space for a training room, with a lair and hatchery attached, then drop the creatures you want to train in that mini space. You should get a notice about creatures being unable to reach your treasure room, so you can know to go pull them out and let them collect their wages. After that, you'll probably hear something about "some of your creatures are unable to reach their lairs", and you can look for creatures that are standing in a hallway near the treasure room, looking like idiots. If the extra lair + hatchery don't have to go through the training room to connect to the rest of your dungeon, then you can just leave the training room locked when you're finished training and let the creatures roam on their own. Cycle creatures in and out of the mini-lair into other lairs to designate who can train.

-Lock the training room first, then start plucking out creatures. That way critters don't start wandering back in while you're trying to evacuate it.

-If there are creatures who default to training that you want not to train, then give them some other job. They'll perform that job (if their AI allows it, ex. warlocks don't manufacture). You'll want a massive workshop to make money anyway, so put those extra bodies to use! The Horned Reaper is the only creature that will just decide to quit working mid-job, everyone else will either keep at it (barring payday and food trips) or refuse to start working in the room in the first place.

-If nothing else, sprinkle some guard posts around to keep creatures busy; each guard post tile has space for one creature, and no one is adverse to manning a guard post. Just keep in mind that creatures don't remember WHICH guard post they are assigned to, when they take a food/pay break. They'll go back to A guard post, but not necessarily the one you originally placed them at. I don't consider this lack of memory a huge issue simply because if I need creatures to defend an area, I'll grab them and drop them straight into that area on demand. Keep in mind that orcs default to guard posts, so they'll fill up guard post rooms (though I think they like training better, and will do that first if possible).

-You can pick up the highest level creatures of a type by clicking on the creature's icon in the minion tab, though you can't select the order of minions you pick up if they are of the same level. So if you have two level 9 orcs, three level 6 orcs, and then level 1 orcs, then clicking on the orc face will grab the level 9's first (order unknown, though it might be set?), then the level 6's, then the level 1's. Alternatively, grab minions based on their current job (an easy way to pluck a few creature(s) out of combat, like flies or hell hounds that have wandered into enemy territory).
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Bookwyrm627: You'll want a massive workshop to make money anyway, so put those extra bodies to use!
That's a new one for me. How do you make money out of a workshop?
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Bookwyrm627: You'll want a massive workshop to make money anyway, so put those extra bodies to use!
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ZFR: That's a new one for me. How do you make money out of a workshop?
Creatures in the workshop build doors and traps. You place the doors and traps, then sell them. Higher tier doors and traps take longer to make and give more money when sold. A massive workshop is one of my first priorities in most levels, and it keeps me funded long after any nearby gold has been mined out.
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ZFR: That's a new one for me. How do you make money out of a workshop?
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Bookwyrm627: Creatures in the workshop build doors and traps. You place the doors and traps, then sell them. Higher tier doors and traps take longer to make and give more money when sold. A massive workshop is one of my first priorities in most levels, and it keeps me funded long after any nearby gold has been mined out.
To add to this,... don't build/sell the cheap doors and traps. That way they will continue to rebuild the expensive ones instead and you make more money.
Also, make sure your workshop has the highest efficiency (check the room flag), a 80% efficient workshop will produce 20% slower compared to a 100% efficient workshop. Unless your room is massive, this means you've got to surround it on all sides with walls and doors.
And finally, you can boost the effectiveness of creatures on any task - including working - up to 225% of normal by buffing them. Slapping them, giving them speed, using must obey and torturing a creature of the same type will all increase their speed.
Post edited May 09, 2017 by Loobinex
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Loobinex: To add to this,... don't build/sell the cheap doors and traps. That way they will continue to rebuild the
How can you choose which ones to build?

Or do you mean, once the cheap ones are built, don't sell them?
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Bookwyrm627: One way to help find annoyed minions is to check the minions tab. Where creature types are the rows and creature activities (idle, working, fighting) are the columns, the percentage of annoyed creatures in a given cell is shown by the creature's race + activity having the same percent shaded in red .

Minions annoyed: You can try dropping the creature in one of your treasure rooms; they'll take gold equal to their paycheck and then wander off on their default behavior. I'm not sure if dropping the creature in the treasure room will fix a missed payday, but you can try it.
You can get a handful of gold and drop it on a creature to make them happy. This might alleviate the annoyance from lack of payment (everyone likes getting a bonus). I believe the size of the bonus doesn't matter, so you can try to manipulate how much you are holding by picking up gold and dropping it in different places in (or out of) the treasure room. As a side note, a Horned Reaper's attitude can be reset to happy in this fashion, if he hasn't gotten too far along in his unhappiness spiral; once he passes a certain psycho level, there is no calming him down. Dropping him in a temple to worship for a little bit is a cheaper way to make him happy again.
The easiest way is to simply press 'A' for annoyance on the keyboard. You'll cycle through all the unhappy creatures. If you missed a payday and have annoyed creatures, go to your treasure room (with T) and pick up 8 small piles of gold, then use A to cycle through all the angry creatures while dropping gold on them to make them happy until creatures aren't angry anymore.
Giving the reaper some money to make him happy is actually far cheaper than dropping him in the temple, because if you give a creature some gold - any amount will do - he will consider his next payday prepaid, and he will happily skip it. So you'll save out on a big payday by doing this.
Dropping a unit in the treasure room is never smart, this costs far too much money and I'm not even sure it counts as a payday. Drop money on the unit instead.
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ZFR: How can you choose which ones to build?

Or do you mean, once the cheap ones are built, don't sell them?
Three steps: 1) Units produce door/trapboxes. 2) You place them on the map. 3 You sell the once that are placed.
What I meant was, don't place(2) the cheap doors/traps because units will always produce(1) the boxes of which you have the fewest stored.
So if you have 2 boxes of each kind, but 0 magic doors, and you place (and sell or keep) every magic door the workshop generates, the workshop will only produce magic doors.
Post edited May 09, 2017 by Loobinex
OK, thanks.

(all this time I thought workshop actually costs money; just like the training room).
Post edited May 09, 2017 by ZFR
Nope, only the training room and scavenging room cost money to use.

That being said, in the campaign you'll never need to use the workshop to create money, the levels are perfectly balanced that when close gold runs out, you're strong enough to easily fight your way to the more distant gold. And there's enough gold on every map the win the level.
I realize many people want to wall in and train forever, but that's simply not the optimal way to play. If you like that, it's best to do so on the maps with gems.