Banished Ventures

Testing latest beta of North7

  • This topic has 48 replies, 4 voices, and was last updated 4 years ago by Nilla.
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  • #5971
    Nilla
    Participant

    That mountain map was fun at the beginning but after a while, it worked well enough and I didn´t really know what to make out of it, so I started a new game; I wanted to see if I also find that there´s too little boulder, stones and iron on the ground at a “normal” map. I have only tested seafarer so far.

    It´s a small valley map with a Nomad start. First question. It looks like more nomads than in “Seafarer” arrive at the Thingstead. Is this only by the “Nomad” start or generally at the normal maps? It´s often twice a year. If it´s not a special effect for this starting option, I find it too much.

    I think I´ve found a bug; no tallow is produced at the campfire. I have a little animal fat and pottery so I don´t know what´s wrong. It only has 2 lines and there are some reindeer hides and firewood in it so it´s hard to say what´s missing.

    Edit; I just saw that the hunter was carrying the pottery back and forth, so it´s the pottery that makes the problem.

    #5972
    Tom Sawyer
    Keymaster

    Oh, indeed a wrong storage flag in campfire. That should not happen anymore! :)

    When I removed nomads from the chapel and temple, I slightly increased the frequency of nomads at the thingstead to compensate it. But I did it via the tolerance parameter so they come more randomly. Also I removed the scaling along population to make it even more the early game attractor that becomes irrelevant in mid and late game when the village hall wants to be built. Will be interesting if you still have this impression of too many nomads after playing a while.

    What do you say to stone/boulder/ore abundance after looking at different maps?

    #5973
    Nilla
    Participant

    To the nomads: is it some kind of algorithm that nomads arrive more often at the beginning of the game or is this coincidence? I had a feeling that they don´t arrive that often anymore and checked the event log for nomads:
    LSp 6
    Su 6
    Su 7
    ESu 8
    LSu 8
    ESu 9
    LSp 10
    LSp 11
    LSu 11
    LSp 13
    LSu 13
    LSp 15
    LSp 17
    LSp 19
    LSp 20
    LSp 21

    Yes, I find that there are too little stones and iron on the ground on this small valley map. I had no problems finding enough boulder for a Thinstead and a mill but I built a mine and a quarry very early, something like year 12-15. I was lucky to get some rope delivered for the quarry and glass for the workshop to produce tallow. But with bad luck with the deliveries, there would have been difficult to develop the settlement this fast. I would have needed the whole map to search for enough stones and iron. It would work if it was easier to build and run mines and quarries but the combination of needing import materials with few resources are maybe too hard.

    But the amount of berries is almost ridiculous. I play this game on “mild” and I swim in blueberries. The output from a gatherer isn´t that high but if I send labourers out with the instant picking tool; it brings a lot. On “seafarer, harsh” there was also plenty of berries but far from this much.

    On seafarer, there are more stones and boulders, so I didn´t have any problems with the small mountain map the 25 -30 years I played but I needed to send the Bannis far away to get enough iron ore and would soon have needed a mine there, too.

    And again I had this setback in happiness as people got sick. If you don´t want an early doctor, maybe it´s possible to make something about the chance to get sick; set it down even more if people are healthy and increase it a bit if they are not. At least you have a feeling that you can do more to prevent sickness.

    First picture
    After Typhus

    Second picture
    Inventory

    Third picture
    Berries in an untouched forest.

    Attachments:
    #5977
    Tom Sawyer
    Keymaster

    They don’t become rare over time. It’s just a bit more random now with sometimes 2 couples per year and sometimes without. I like as it is in your list. Not all to boring and predictable per year.

    Stone abundance I slightly increased and I also want a bit more bog iron on maps but not much since you can start mining pretty early if the campfire is fixed and produces tallow. Then mining is not behind glass anymore.

    Berries seem to pile up much in summers of mild climate. I reduced them in normal forest. I also reduced the radius around gatherer shelters which should lead to a higher yield. They are too inefficient compared to manual gathering.

    I like your idea about health and reduced the chance of diseases for healthy people to 1/50 of unhealthy. It’s an even better reward for keeping people healthy with good food and herbs.

    I want to make a new version this week with all the adjustments we talked about so far.

    #5978
    Nilla
    Participant

    The changes sound good to me.

    I´m also testing a few other things and how it affects the game: To hard test the flax chain, I´m playing without pastures. Probably not a common situation but anyway. I have produced linen before but only together with wool for warm coats.

    I ordered flax seed several times but it took long until I got some. I´m not sure how I find the output/balance thing; I have 1 quite large flax field and my 2 weavers don´t manage to process all of it to linen and I have 1 tailor that doesn´t work all the time to make the coats. Producing linen is a lot of work in real life but compared to wadmal, that also needs a lot of work, it takes so much longer to produce. 2 weaver makes together maybe 70 linen in a year (and you also get a neglectable amount of linseeds) compared to 1 tailor who can make something like 100 wadmal if I remember it right. I think, I would like to see the production a bit faster, still slower than wadmal but not this much slower. (And maybe also set the production speed of wadmal down) Maybe you could also increase the amount of flax needed for 1 linen so that you´ll need 2 fields to support 1 weaver hut with 2 workers rather than than the opposite. And I would also suggest either to take the linseeds away or increase the amount a great deal. Now, these two weavers produce only some 30 linseeds and that makes no sense to me.

    But I can say; even if we only have 166 inhabitants, I can produce linen coats for everyone from flax and deerskin. So, principally; it works to play without pastures.

    I´m also trying to make everyone happy without the pagan temple. 100 members aren´t much in that small chapel. I guess that I can´t recover the bible if I demolish one chapel in order to build a larger church? I´m basically self-sufficient in this game and with only 1 trading dock, it´s hard to get the right merchants often enough to order more bibles. I should have ordered the bibles earlier but I was too focused on the flaxseeds that didn´t arrive. So I can say; the pagan temple is way more comfortable if you´re planning a settlement with more than 200 inhabitants, even with the minor issues with the sacrifice. So again; I think you´ve managed to add another interesting decisions to the game. Well done!

    #5979
    Tom Sawyer
    Keymaster

    I wondered about your numbers because linen weavers should need 80 work units for 3 – 4 linen while tailors need 60 for 4 wadmal. My mistake was in code where I have to set weaving to 40, because it switches between linen and linseed and only then it is 80 for a stack of linen. I fixed it for next update and in your case it will be about 140 linen and 60 linseed from your weavers hut.

    Edit: I also slowed down wadmal production from 4 to 3 in 60 work units. This way it is still faster in early game but linen weaving catches up with education. Together with the fixed (doubled) speed, linen should be much more competitive to wool stuff now.

    #5980
    Nilla
    Participant

    Does 3 instead of 4 mean that you now get less wadmal from the wool? In that case, in combination with less wool from each pasture, it might be a bit too difficult to manage in a harsh climate where you are much dependent on exporting wool products.

    #5981
    Tom Sawyer
    Keymaster

    I meant 3 wadmal from 3 wool instead of 4 from 4 per turn, only to slow it down.

    #5983
    Nilla
    Participant

    That´s fine with me. :)

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