Banished Ventures

Testing latest beta of North7

  • This topic has 48 replies, 4 voices, and was last updated 4 years ago by Nilla.
Viewing 20 posts - 1 through 20 (of 49 total)
  • 49 Posts - 548 Views
  • #5870
    Nilla
    Participant

    Just a few very early impressions, I only started. Most of the changes sound great!

    First picture
    The grass on the turf pieces still sometimes are outside the actual turf spot. It´s really no big problem. You find the turf spots easy enough. I guess there is no way to make turf cutting in an area easier, it´s no big deal now at the beginning but later when you have several peat cutters and want to clear a larger area it would be nice if you didn´t need to mark each tile separately.

    I like the new marks of the trout fishing spot, very nice!

    Second picture
    Did you say there is more wild food? It´s (quite a cold) midsummer month and look how much there is in the close area.

    Third picture
    I´m not sure that it´s necessary to have these markings on each peat tile. A different colour of the tile that´s depleted would be enough for me but I can live with it this way too and it´s better than it was.

    The couple in the goahti seem to love trout but do they really need 211 of the little food we have? ;) You write Tom, that they prefer peat as fuel but as you can see there´s more firewood than peat in that house but maybe there wasn´t much peat as they filled it with fuel.

    Attachments:
    #5874
    Nilla
    Participant

    First picture
    Now it´s better when it comes to wild food, as you may see. There are 2 things that very well may have been like this in the last version, just I didn´t notice it:

    When you assign peat to be cleared, it´s shown as an assignment for builders but no builder is involved, labourers prepare the site for the peat cutter. I noticed it now when I unassigned all(=1) builders in the thought that the work to prepare the bog area could wait after all wild food was gathered. Now I don´t see this as a big problem. It´s not so nice to have a lot of building projects shown, that are no building projects but I wouldn´t put all too much work in changing it. I just want to tell if there´s an easy way to fix it.

    Second picture
    Trees that are surrounded by bog tiles will not be cleared, the same is for bog iron.

    Attachments:
    #5877
    Nilla
    Participant

    First picture
    It works alright that they prefer peat as fuel in the house. In a period where I had a lot of peat, there was no firewood in the house stores.

    Second picture
    Why isn´t it possible to priority a tile for the peat cutter? I have used the priority tool at least 5 times on the one spot in front, close to the river, where I want to build but the peat cutter seems to prefer to work in the forest in the background.

    Attachments:
    #5880
    Jase
    Participant

    Wow 211 is a lot of food…I thing to many for a little home.
    The one with all the symbols at the peat cutters is pretty blatant^^ maybe it would just be nicer with a different color or something else^^
    but I don’t know if it can made that easy.

    #5881
    Nilla
    Participant

    I just played a bit more and have a few more things to tell. It´s not an easy game. I have “food issues” as well as “fuel issues”. No one has starved or frozen to death but we are never safe. There´s about the same problems as in the last game with food but in that game, I had more than enough fuel at the beginning. I think that the main difference is that here it´s not so much close forest as in the last game so they need to go further to pick deadwood (or have you also reduced the amount of deadwood, Tom?) I also have an impression that peat cutting gives less fuel, despite more peat from each tile. It takes long to get the 12 peat. But it´s easier to clear land for fields and pastures because of less bogland in the area. (This is no complaining, I like it to be challenging).

    First picture
    Here we can see the fuel graph. Last winter I sent the labourers further away to pick deadwood. In one way it paid off, there´s a lot of firewood but it also lead to that the farmers, who work as labourers in winter (not reassigned still farmers) were late to plant the fields and even if the temperature was good that year, the harvest was not. You can see the smaller turnips at the end of the field.

    Second picture
    Since I find the output from the peat cutter a bit small, I followed one to see what he was doing. He didn´t spend that much time cutting peat, not only going home to the longhouse to eat and get warm, and went idling (the peat area is located close to the thingstead, so it can surely be worse), he also helped making labourer´s work, as you can see on the picture; getting firewood from a quite remote place. In 9-10 months he cut 8 peat. As you can see, there can´t be a lack of labourers; there are 3 labourers, 2 builders without assignment and it´s -14, so at least I suppose that the 4 farmers still work as labourers, even if the calendar says early spring. Now, I don´t think you can do anything about this behaviour, Tom except consider this by setting the actual work time.

    Third picture
    Year 16 and 17 were hard. Year 16 had 4 C at most in late summer, so I wanted to be smart and doubled the fields. Next year was warmer; 7 C at the most. I think I could harvest 60 turnips on these 4 fields. Luckily a merchant brought 1000 beans, otherwise, I don´t know how we would have survived.

    Fourth picture
    A couple of small requests if it´s possible:

    Why is the “inventory” site of the menu always shown when you click on the small trading dock? You must always change to the “trade” side before you can make any business.

    Is it possible to add an option “empty storage” to the wagon workshop? It looks like you have added wheelbarrows, so I guess it may be possible even if it´s a DS mod. In my last game, I accidentally demolished the site, as I wanted to use the fittings that the blacksmith had stored.

    The same thing would be good at the small bloomery, even if it has no options to choose between. It´s always the same problem at the beginning; charcoal that you need at the blacksmith is stored in the bloomery. (or reverse but there you have the option to empty the storage)

    Attachments:
    #5889
    Tom Sawyer
    Keymaster

    Changing the ground texture or the model when digging is done, is not possible. The only mechanic in Banished for such feedback are status icons. Not very nice with a bunch close to each other in a peat cluster but the good thing with status icons is that players have some control over their look. They can be either turned off or scaled smaller and transparent (opacity in visual options). I usually have both set to 75%. Also, I would remove those finished tiles to clean up the map.

    But I have an idea to maybe workaround it by adding something that gets uncovered after the terrain is fully lowered when digging is finished. Will try and show when I have something.

    And as you write, a resource can not be removed if all tiles around are bog tiles or blocked by trees or something else. I did not notice that in my quick tests. People can walk over bog but unfortunately not work until it’s a peat cutting spot. At the moment I see no way to solve this and maybe we can live with it as a “feature” with the meaning of needing a firm footing to do work and to have to start from an edge of a bog area.

    The work time for peat cutting we can lower a bit. In comparison to firewood cutting we have to think of the additional walkways to bog areas which takes much time.

    #5891
    Nilla
    Participant

    I played a bit more this afternoon and made a few more screenshots.

    First picture
    It looks like there´s less bog iron than in the last version and far less than it used to be. It´s also rare that new bog iron pops up when you clear the bog area. You can see that this small settlement has already used all close iron ore. Now, I don´t know if this is a problem. When we know, that we need to mine iron ore after some time, we can plan for it but I would find it nice if the peat cutter more often found some bog iron, when they dig.

    You can also see that there´s a lot of blueberries in the store. Maybe there´s a bit too much to be found. Although I reassign many workers in the “berry season” and send everyone out in the woods, it´s a bit too easy, considering that this is a “harsh” game. On the opposite; there´s not so much firewood. I clear a larger area for deadwood than for berries but must still occupy a woodcutter if I want to make charcoal or pottery.

    Second picture
    I made some calculations, how long it takes for 2 peat cutter to clear a bog area. At the first area close to the village, it took 20 months to clear 43 peat (first picture). At the area you can see on the second picture, still not that far away, it took 18 months to clear 35 peat. So we can say that one peat cutter with 3 stars and fair coat on “harsh”, clears about 1 tile each month, a bit more if it´s very close, a bit less if it´s far away. As it is now, I use peat cutter because I want to clear the bogland for development, the fuel is only a small bonus.

    You must decide, Tom; do you want the bogland to be an obstacle or an asset? As it is now, it´s more an obstacle. This is not bad. I like seafarer to be difficult but a little bit more peat wouldn´t hurt. It would be interesting to know, how other testers feel about the bogland.

    Third picture
    I want to expand so I now employ 4 peat cutter. First, they worked the area down left on the picture. Since it takes some time to prepare the new sites, I marked the upper area, when there were a few tiles left to clear. I thought that they would finish the first area, then go the second but no, there is still some peat left and the workers are all at the new site. I have tried the priority tool but no use.

    Now, I don´t really think that you can do anything about this, Tom but I find it quite annoying, so I want to tell anyway. I see 3 ways to get around it; wait until one area is done before you mark the next, a thing I don´t like because I want to prepare a fast development when I have time or pausing every tile after it´s prepared; nothing for me or simply give away the peat on these tiles and demolish everything in an almost cleared area.

    Fourth picture
    I always say I don´t do much planning in advance but I do plan a few things. I find it good to have sand and claypits together. So before I made the claypit, I also planned for a sandpit close. I sat the footprint on the spot you can see. But unfortunately, this area was also suitable for cray fishing, so I demolished to footprint, something I shouldn´t have done because now when I need it, I can´t build it on that spot. The land has been lowered by the footprint. Must it work that way?

    And I always forget to tell; the building menu still contains 2 longhouses and 2 turf storehouses.

    Attachments:
    #5896
    Tom Sawyer
    Keymaster

    I want it both an obstacle and opportunity. It creates interesting decisions for players in different stages of a game.

    About the changing look after peat cutting is done I tried the idea I mentioned and basically it works but has some not nice glitches. That’s due to neighboring spots sharing terrain nodes and at the moment I have no idea how to fix. If we keep the status icons but they are annoying in their standard look, we can also remove certain ones like the limit icon or the question mark and replace the stop working icon by a specific empty peat spot thing. Maybe we can make it a bit more comfortable this way.

    The priority function doesn’t affect how people are assigned to workplaces. So I think you cannot really control where they go cutting in what order.

    These buttons are doubled in your toolbar because you have the single mods still activated. If you want to disable them in your running game I would make a save before or just do it when you start over. Otherwise it can crash.

    #5897
    Nilla
    Participant

    Of course, how stupid of me not to think about the separate buildings. I will not do anything about it until I´ve finished this game.

    Since I didn´t have much to do last winter (out of logs, the reason can be seen between the menu windows) I decided to study the slow working peat cutter. They certainly do a lot of other things except working. I took a closer look at one of them and he worked a lot with clearing and carrying firewood north of the peat area. Like earlier, there are a lot of available labourers. But all of them live in the south of the settlement and probably it´s too far away for them to go up there. In the houses in the north part of the village, there are normally some labourers but they have all become peat cutters.

    Now at least I have an explanation for this odd behaviour, what I however don´t understand, is that why I saw several peat cutters working with the firewood but none of the herdsmen in the same area. I followed a peat cutter husband and a strockbreeder wife for a couple of months. Until all firewood was cleared, the man was more often in the forest than at the bogland, I didn´t see the wife up there once. If she was picking resources it was her own wool or some mutton from the pasture.

    It looks like there is some priority order between the professions, when it comes to doing labourer´s work when no labourer is available. And it looks like peat cutter is high on that priority list and shepherds for some reason I don´t understand low. I doubt that anything can be done about it but I wanted to tell, anyway. The opposite would make more sense to me.

    Something completely different; just a small idea. I´m a bit short on storage space and (until I ran out of wood) I was about to replace the turf stores with log storehouses; the same size, almost double capacity. Wouldn´t it make sense to have an upgrade button? It takes some time to empty the store and at that time I sometimes forget that I want to build a new store after the old is demolished. By the way; an upgrade button at the turf houses to log cabins would also be helpful.

    Attachments:
    #5899
    Tom Sawyer
    Keymaster

    I don’t have an explanation for peat cutters doing so much laborer jobs at the moment but I don’t think there is an internal priority thing of professions to do this. Actually they should stick to their workplaces until it’s not possible for reasons like reached limit or stopped production. I will also try to figure out this issue. Not really convincing how it works at the moment. What do you think about status icons, would you miss the question mark?

    An upgrade button in the turf-storehouse is a nice idea sand makes sense since the layout is exactly the same. Will also add it to the turf house to rebuild them as log cabins. I found a trick to do it even with different road layout.

    Thank you for continuing testing the peat approach!

    #5901
    Jase
    Participant

    Oh yes, I also had thought about the update buttons, I had forgotten to ask, great.
    Then you could also make a button from Log Cabin to Red Cottage, right?
    From Frame House to Izba would be really cool because they are kind of similar but unfortunately they don’t have the same size.

    Well I wouldn’t miss the question marks on the peat cutters. For me it’s enough just to see when they are finished.

    I have a question: So in Banished it is not possible to change or modify a building like the peatcutters when they are completely finished? I was thinking, if it would be possible to put a red flag on the stick at a peat cutter’s place as soon as they are finished?

    #5902
    Tom Sawyer
    Keymaster

    Right, it’s not possible. What I tried recently was a ground plane with a texture that simulate a overgrown peat ground as part of the 3d model that gets uncovered when the terrain is lowered to its final level. As I wrote it basically works but neighboring spots change this effect in a bad way. So my idea is now to optimize its status icons.

    The log cabins can already be rebuilt as red cottages.

    #5903
    Tom Sawyer
    Keymaster

    Maybe something like this?

    Attachments:
    #5905
    Jase
    Participant

    Oh sorry I haven’t seen the update symbol until now^^ can you make it a bit bigger or a bit longer?
    The symbols look good,cool, didn’t know that such a thing is even possible.^^ But can you make it a little bit lower and closer to the digging area? So you might not be able to see which area is meant when many are behind each other. Maybe a little bit to the right of the stick?

    #5906
    Nilla
    Participant

    As I´ve said; I would have prefered some way without icons but if it´s not possible, we need to make do with icons.

    In large areas that are almost depleted, there are many work disabled signs and without the “?” it´s really hard to see if there´s peat left to get. So as long as you keep the “work disabled” sign for the depleted tiles, I would like to have the “?” for not occupied tiles as well. If I want to delete the depleted tiles without miss any peat, I can always unassign all peat cutter. If there´s no “?”, I can demolish it. Unless it´s a single spot, I never use the small icon at each menu, I use the normal “remove construction” button for the whole area.

    I also think that a sign for reached limit can make sense. In this game, it doesn´t matter; I would never see it because I´ve set the limit high and are rather short on firewood than close to the limit. But what is in a “mild” forest game with no fuel issues? Here you may very well just want to get rid of the bogland and especially someone who doesn´t play the North very often, may miss that work has stopped because you´ve reached the limit. Many players (including me) employ too many woodcutters in such a game and let them stop work at the limit. So a reminder that peat also follows the fuel limit makes sense to me.

    #5907
    Nilla
    Participant

    Sorry, didn´t see the last picture before I wrote the answer( it takes long at the moment because I´m also watching biathlon)

    How does a big area with a combination of depleted and not depleted tiles look? Can you easily see in a group of 30 tiles that 3 of them aren´t done yet?

    #5908
    Jase
    Participant

    Maybe you can clearly see the difference if you make the symbol directly on the brown area? Then you know immediately that this peat cutter spot is emty. Different to Nilla, I always remove them one by one with the button in the menu.

    #5909
    Tom Sawyer
    Keymaster

    It depends on camera position how well it creates an overview. From high and above its pretty good but from a normal view in second picture it’s more difficult to decide about removing the whole area. I don’t get it closer to the ground.

    Attachments:
    #5913
    Nilla
    Participant

    In this case, I would prefer also a sigh for not depleted, maybe in another color.

    #5914
    Nilla
    Participant

    I´m sorry to say, but I´ve found a new bad thing about peat cutting or rather seen new bad consequences of something I´ve mentioned before but not seen as a problem.

    I wanted to test how the forester works in the bogland. Normally, in a seafarer game, I don´t want to change the ecosystem and introduce an unknown flora but here I´ll make an exception, just to test. I wasn´t all too surprised when I saw that not the foresters but peat cutter lived upstairs at the forester house. (first picture) The foresters live in the houses at the right corner of the picture. But this is only a small problem. After the peat was depleted, foresters moved in.

    After a while, I decided to cut more peat in the forest area and marked the rows on the second picture. Now builders moved into the forest house. I had two real building projects for my 4 builders; one pasture and one house demolition. Both at the totally different side of the settlement and both took a very long time because the other two builders also lived close to the bogland, I wanted to use. Since preparing the site for peat cutting is shown as a building project even if no builder is involved, it looks like builders prefer to live close to them and not close to the real building sites, as they normally do.

    Is it possible to take away the preparing of the peat cutting site as a building project? Now when I have more workers, I usually employ 5-8 peat cutters (except in the berry season), it´s maybe 50 sites every year that totally dominate the building menu and slows real building projects down, something I also noticed in my last game without really understanding why.

    I will look a bit more into this and if it works similar all the time, I see peat cutting meaningless as it is now; rather just clear the turf away and let the workers do other things and builders build as fast as always. SORRY! I like the idea of using peat as fuel!

    Attachments:
Viewing 20 posts - 1 through 20 (of 49 total)
  • The forum ‘North7 – Beta Board’ is closed to new topics and replies.