Banished Ventures

Brad

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #6601
    Brad
    Participant

    YEAR 5 and 6

    a hay pile was covered and a stand set up to showcase the grass,herbs,and other plants the thatch Indians gathered. then they cleared land and stocked supplies for the next tribe near the lake to the east.

    since we have not had nomads yet, i placed a 50% welcome sign. this should give us a good size group soon. we might get 2,1 from the mini townhall as well. that will help speed the game up.

    pic 1:trade post stocks,no iron is being used for tools or construction
    pic 2: thatch showcase
    pic 3: clearing and stockpile for village #2

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6600
    Brad
    Participant

    yes, due to memory we must pick and choose between mods. i afforded the memory here by removing a lot of mods. someday, i hope to get back to my usual mod order. thankfully the mod manager keeps copies of it.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6592
    Brad
    Participant

    YEAR 3 and 4

    the Indians extended the meeting area by clearing a ceremonial grounds. they built a fire to send smoke signals to call other tribes. a trade post was built to move the copper and iron ore,iron,and flowers.they worked to stock supplies for the upcoming pow wow.

    the fodder-thatch does die off after a few years unlike the ND thatch that does continue to spawn.hence, the thatch Indians had to cut it and build quickly. a school,barn, and sauna were constructed. they also built 2 more houses to move 10 year old boys as well.

    pic 1: ceremonial grounds
    pic 2:trade post
    pic 3: thatch village, a mixture of buildings, some do require thatch as a build material.

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6580
    Brad
    Participant

    BUNNELLOTT-5455459,valley , very large,fair,no disasters,medium start

    goal-highlight changes to the Indian mods and mods that can be used for the Indians,also,attempt to build the map without using any iron. we may use iron ore for tools if we get a major tool shortage.

    mod order-removed many mods. even with fewer mods,i am hitting 90% of the memory capability of this computer.part of the memory for this map is used to change the clothing of the Bannies. these do look like Indians.not everything will be historically accurate.

    America is a huge country,spanning over 3000 miles between 2 oceans. as such the landscape and wildlife is very diverse. there were many different tribes of Native Indians. some lived in the plains and hunted the buffalo. others fished in the Pacific Northwest.in the Northeast, Indians hunted deer and farmed.henece,there were differences to how they made their houses. Banished now has several Indian mods. there are even turkeys to hunt.

    a group was sent out from the fort at Abbottstown to explore. they came upon land between 4 lakes where many different tribes sent delegates to hold council meetings and trade goods.

    we start with the thatch Indians. they use muyd to hold grass,sticks,and stones together to build a variety of different huts. the thatch Indians worked the forest to the north.in keeping with the policy by the tribal council, they built a large grass hut for the chief near the storage barn and pile. then they set up a mini townhall for the other tribes to gather and trade.they make stone tools and leather coats.

    each of the tribes bring some items native to their homelands. the thatch Indians have bees,corn and bean seeds. they are able to grow food and harvest honey.

    pic 1: map settings
    pic 2: map start
    pic 3: thatch Indian village
    pic 4: chief ‘s house and center meeting area
    pic 4: forest

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6579
    Brad
    Participant

    mod order adjustments-

    [Misc]
    Description=jan 2021, indians||3.5g, 96
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    CCNoSmoke=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideNativeClothes=1
    banishedUImaps=1
    unlimited=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    RKEditorChoiceEdition=1
    FruitVegBarn=1
    EBMarkets=1
    EBFarmstand=1
    DSBridgeCrossing=1
    KidSettlersDeco=1
    KidPortableMineRKEC=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidOldTown=1
    KidWorkshop=1
    KidGrannyPark=1
    KidLogDepot=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidPlimothHarmonized=1
    KidPlimothPlantation=1
    KidRowHousing=1
    KidRowBusiness=1
    NomadSignComplete=1
    KidVegetableGarden=1
    KidSomeBoats=1
    KidForestPonds=1
    ForestCombo=1
    marketpuzzle=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    KidDecoPeople=1
    DecorativeItems=1
    TrainingCampMain=1
    TrainingCampDeco=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    TurfStorehouse=1
    NordicSauna=1
    TurfHouse=1
    Goahti=1
    fountainlite=1
    GrassyRoads=1
    NewTrees=1
    StorageShed=1
    SpecializedStorage=1
    SJGL_Small_Markets=1
    GrowRoots=1
    SmallTipi=1
    MaritimesSherbrooke=1
    MaritimesRiffle=1
    NECEmptySquare=1
    MaritimesStorage=1
    Terraform=1
    DairyHut=1
    NordicLogCabin=1
    NordicGranary=1
    ColonialCharterNF=1
    CCFrontier=1
    [Profile]
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    CCNoSmoke=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideNativeClothes=1
    banishedUImaps=1
    unlimited=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    RKEditorChoiceEdition=1
    EBMarkets=1
    EBFarmstand=1
    DSBridgeCrossing=1
    FruitVegBarn=1
    ColonialCharterNF=1
    CCFrontier=1
    Terraform=1
    KidSettlersDeco=1
    KidPortableMineRKEC=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidOldTown=1
    KidWorkshop=1
    KidGrannyPark=1
    KidLogDepot=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidPlimothHarmonized=1
    KidPlimothPlantation=1
    KidRowHousing=1
    KidRowBusiness=1
    NomadSignComplete=1
    KidVegetableGarden=1
    KidSomeBoats=1
    KidForestPonds=1
    ForestCombo=1
    marketpuzzle=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    KidDecoPeople=1
    DecorativeItems=1
    TrainingCampMain=1
    TrainingCampDeco=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    TurfStorehouse=1
    NordicSauna=1
    TurfHouse=1
    Goahti=1
    fountainlite=1
    GrassyRoads=1
    NewTrees=1
    StorageShed=1
    SpecializedStorage=1
    SJGL_Small_Markets=1
    GrowRoots=1
    SmallTipi=1
    MaritimesSherbrooke=1
    MaritimesRiffle=1
    NECEmptySquare=1
    MaritimesStorage=1
    DairyHut=1
    NordicLogCabin=1
    NordicGranary=1
    CCDocks=1
    in reply to: Testing DS Jetty and bridges and North 7 #6566
    Brad
    Participant

    i think DS had it figured the merchants would bring any extra needed parts. you can check for 1 of his blacksmiths that might make them and add it.

    in reply to: Testing DS Jetty and bridges and North 7 #6563
    Brad
    Participant

    thank you TOM. that does look better.

    in reply to: Testing DS Jetty and bridges and North 7 #6562
    Brad
    Participant

    NILLA, we had a similar issue with the RKEC. RED made a townhall patch that fixed it.not sure if it would help you or not.only effected certain buildings and just til they were built.

    in reply to: Testing DS Jetty and bridges and North 7 #6557
    Brad
    Participant

    Nilla, TOM said if we have ideas for new features to ask. do you think we should have an arrow so you could click thru the pics once we open the 1st pic?

    on my computer,the pics open huge. they are larger than the screen but i can not scroll them. i just open them in another window,but it is 1 at a time. just brainstorming.

    in reply to: Hunting Spot color #6551
    Brad
    Participant

    these quick hunter and fishing spots, i micro manage. too hard to find them in the thick tall RK grass.plus by leaving the spot on the map ,it prevents spawning of other items to those spots of 4 tiles. i leave the window open on screen. once an area is hunted enuf,then decrease the # of hunters and delete the space.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6535
    Brad
    Participant

    i guess my paragraphing isn’t working to indent the start of the paragraphs. we can live with that thou. i’ll start the next map on this same thread NILLA.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6534
    Brad
    Participant

    yes, was a short 1. by the time we could even order the build materials to build many of the CC fort pieces,we would have needed more logs than we could produce in the small space.would have worked better,if the start was in the north west corner so we had access to more land.

    it is a landing fort to launch more adventures from.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6526
    Brad
    Participant

    YEAR 15 END

    the forests are harvesting more logs. however,by the time we have enuf logs to build a CC trade post and wait for the supplies to construct the CC fort pieces, these bannies would need more houses.not quite the fort i wanted, but it will work.

    counting the full barracks,there are now 73 settlers.everyone is well fed and happy.soon it will be less crowded again.there are enuf supplies to load the covered wagons with extra seeds,clothing,and tools.

    even thou the education level shows 26%, these bannies have been taught to farm,hunt,and what foods to gather.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: log graph
    pic 5: overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6522
    Brad
    Participant

    YEAR 14

    we plowed a new field for the squash.we needed the space for a large Slink’s farmer market to store food to supply wagon trains. to keep the bannies safe,more lookout towers were built.

    the 4th group of nomads arrived. there are 10 of them,7 workers with 3 children. with the barracks full,it is time for settlers to head out from this landing fort and explore new lands.

    in spring of year 15, the wagons wil be loaded and the setlers can depart.
    pic 1:more towers
    pic 2: SLINK market
    pic 3:wagins being loaded

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6509
    Brad
    Participant

    YEAR 12 and 13

    we had to dig another mine for iron ore. we split the 4 miners between the 2 mines. we decided to build a 2nd saltbox house to empty the barracks. the Pilgrim’s Rest tavern will make root beer.

    the best trade we were offered was blackberry seed. we need a lot more logs to build a CC trade post.we traded coal for furnace fuel.

    this map has many single females that have come of age. 2 more tiny shack houses were needed. there are now 5 or more young females living by themselves.

    pic 1:iron ore mine
    pic 2:Pilgrim’s Rest tavern
    pic 3: more shack houses

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    Brad
    Participant

    what you describe is quite possable.removing mods above the North would require starting a new game. TOM might know more on that. 1 thing you can do if it is crashing at the same time is save and play,save and play. try to get a save point right before the crash. then you can check the building construction to see if the iron fittings are being placed at that moment.

    from what i remember, there is a difference with honey and/or sugar between KID’s formats and TOM’s. can’t remmember if it causes a crash or if the workplaces just won’t use the other’s items.

    Brad
    Participant

    did you build anything just before the crash? you say there are other mods below the North. anything like the pine mod? as NILLA pointed out,why is there 2 no smoke mods and the CC compatability mod? what month was it when it crashed?

    there may be more than 1 issue. we need more info.

    this might be fun to find.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6495
    Brad
    Participant

    YEAR 10 and 11

    we finished the fort walls. a butcher now works beside the depot storage to cut venison into sausages. we took time to finish collecting all the stone and iron ore nearby.

    in year 11, 8 nomads arrived.5 workers with 3 children.1 family did have some seeds with them and planted a garden. they grow beans and corn. they also built near some berry bushes and will have honey from bees that they found.
    another family built nearby and will grind the corn into flour and bake nut bread.

    though we did not get everyone moved out of the barracks,we did cut enuf lumber to build a church.

    pic 1:main wall cometed
    pic 2:garden,nut tree,and workplaces to make bread
    pic 3: church

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6481
    Brad
    Participant

    YEAR 10 REVIEW

    we more than doubled the population to 47,with 14 children and 4 students.we did take in 2 groups of nomads. we constantly have a log shortage due to the lack of space available to cut trees from. the houses are warm as they burn reed bundles and thatch . this thatch is from the Nat Div mod and is not flagged as firewood. much of the thatch is harvested as the foresters plant trees.

    the nomads that arrive are smart enuf to work as farmers,mine,or plant trees.they have been trained much as the bannies in the north.even thou we show a low education level, the bannies are more productive. i like the mini townhall since it brings nomads every few years. staggering the nomads every few years helps give the bannies time to restock and build houses for the main citizens.the mini townhall has not been updated to 1.07 so excuse the messy production chart.

    we did get a good start base to work from. most of the fort walls have been built.we built 2 trade posts and are working to stock them. my hopes of a merchant bringing CC building supplies did not pay off.had it done so,we could have built more of the CC fort pieces.

    goals- we do need to finish the fort walls.we have hopes of building a church and a tavern. much depends on how many logs we have and the arrival of new settlers as well as supplies from any merchants.it won’t take many years and we will need to send settlers out to discover new lands and ship supplies back to support this fort.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4:graph
    pic 5: overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6471
    Brad
    Participant

    YEAR 8 and 9

    the 2nd group of settlers arrived in mid spring. there were 15 of them.4 couples,2 young workers,and 5 children.
    1 family built a pine cabin and began to plant a 2nd combo forest. they will gather herbs and food there. another built a thatch school and set up a medical tent.the other 2 families remain in the barracks for the winter. they helped clear rocks for the new forest.

    we did trade for 90 salt. our plan is to trade out the coal with the RH building supply trade post and us those goods to trade for other needed items.

    in our 9th year, a pair of the new settlers headed to the mine.we will have more coal to trade soon. a stone trade post to bring in seeds is built.hopefully, it will bring us a grain seed. it is needed to improve our health.the new trade post will stock leather coats,furs,pelts,and the salt. the building supply trade post stocks coal and bonemeal.

    the trade merchants built a stone house. this moved everyone out of the barracks. we managed to cut enuf trees to finish building the east fort wall.

    pic 1: 2nd forest
    pic 2: school and med tent
    pic 3:east fort walls,
    pic 4: seed trade post

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Viewing 20 posts - 361 through 380 (of 391 total)