Banished Ventures

Helmut-pdorf

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  • in reply to: 2 young people do not want to use open house together #8769
    Helmut-pdorf
    Participant

    Yes, they have started a new family, now there is only one young man waiting alone in a house.

    I am wondering now how the seafarer map can be “overlived” when all trees are gone?
    There is no leather for clothings (no cows ) , no glass for a forester to set new trees, and the growing people need more and more food ( sheep an crop) and need always more and more storage.
    Now I have started the trade with a small dock to get this missing items – but this will shift the end without firewood, peat and wood only far away.

    in reply to: 2 young people do not want to use open house together #8766
    Helmut-pdorf
    Participant

    i have found it in the norsemen docs.
    Thanks !

    in reply to: 2 young people do not want to use open house together #8759
    Helmut-pdorf
    Participant

    Notice: The first new lady do not enter the house with the lonesome boy…

    Helmut-pdorf
    Participant

    Sorry, You are correct!

    I made a short test with my seafarer map and had exact the effect you has described with the buttons.

    That means I have to be careful with the remove structures ( “Gebäude abreißen”) with the bog land – all Peat-fields are removed and only the result of the peat-cutter is left lying for transport.
    I had attached the screenshots before and after the commands.
    The “Cancel remove” (“Entfernen rückgängig machen”) has on the bogland no effect.

    Sorry for this notice on the forum for such “normal” behavior.

    Attachments:
    in reply to: Hi again #7855
    Helmut-pdorf
    Participant

    Oh, Nllla, that is really a bad message from You ! I wish you power and patience to overcome this deep and dark time!

    I have on my wish-list to return to my open advantage on banished, but on summertime the vacancies had priority.
    I hope to see from you here in the forum!

    Helmut-pdorf
    Participant

    Sorry for the long time I was not playing – I was on vacancy in carinthia in Auatria (Kärnten,Österreich) and at Florence/Tuscany/Italy ( Florenz/Toskana/Italien).
    And after return I had to work till yesterday.

    Now I will try to go forward with my Ironmen and later to reach the teacher/school – which should be a hard job to overcome the pressure with such many eaters..

    Helmut-pdorf
    Participant

    Ah, fine! Thanks for the tips I was uncertain about the herbalist and tried to stop the walking “searching for a herbalist”. You are right, it makes no sense – it takes a long time.
    There is a “little” stockpile behind the smithie and blomery, exact for these reasons of the interrupting long ways. Now I think about the 3. (great) pasture to split one of the old sheep runs, where to position it with the 4. home ( goathi again) nearby. I do not switch the hunter away to laborer, but stop the working of them to let them pick up resources in the meantime when there are no wild life nearby. And I have stopped the 2 fishing piers with the smallest income of food ( I think the stream/water-size is not good enough at their position).
    When I think from the beginning of “ironman” – when all my people were dying after short time or in the second year with low food reserve… it was a bad expreience.
    Now I start also to collect boulders from time to time to create a thing place – not for nomads to get at this early stage but for the controlling of the food and materials.

    Helmut-pdorf
    Participant

    Thanks for the answer ! And for the hint with the sheep run – I was lucky enough to build at the first year a little sheep run ( 10 x 15, 11-12 sheep) and to switch some month a stockbreeder to this ( for saving a minimum of the herd anyway..) .
    Now at the 7 year I have 2 sheep run working , but only from tome to time a stockbreeder – and it seems to be time to create a 3. one to split it perhaps.
    I am at the moment fixed on the herbalist hut, because 3-4 people have no more healthy on their hearts ( and return from any long way as unhealthy back to search for a herbalist) – and every visit to a working herbalist at this hut they get a 1/2 heart more in their healthy. I consider also a well as the center of the huts.
    My question now: is it necessary to let the herbalist work at this moment or can he do anything else ( collecting resources), let the hut alone for such visits?
    I am also considering to stop 2 of the 3 fisherman and let them hunt or collect wild food berries.
    The 20% more food the smoking shed/house is generating as not so much as they can collect with hunting – the same with the camp fire . I think it is not really worth the time a complete hunter is fixed with it.
    Now the 3 log sheds are going to be too small for all the food to store. Sometimes I have more than 1000 food in reserve and the hunted venison is laying before the log sheds in the snow. I have also stopped the black smith after creating the iron tools missing. and after creating the fittings in reserve.

    It is really interesting and to concentrate on the map and the people i better than every movie in TV!

    I have added 2 attachments – the screenshots at this moment year 8 and 1 year before ( yesterday evening) with and without UI.
    An then the year 9 with the well in the midle and 2 stockbreeder working – food at 1600 …

    Attachments:
    Helmut-pdorf
    Participant

    Now there is the 6. year and the last missing Goathi was build – when the reserve on food was high enough . ( all 3 fisherman were working in winter as long as they could.
    First child was old enough for laborer – 1 people more to eat..
    always changing between hunter for campfire (venison + 20 %) and hunter for venison, between woodcutter ( if firewood is going low) and laborer (or builder).
    Now there are 7 people and the next child will become old enough in 2 years.. and I have to manage the work between them more and more.
    Now I focus on smithies workplace for getting fittings for the smoking shed ( or hous? – it take a long time for building) to get smoked salmon ( + 20 %).

    One question: if in November some wild berries were marked – are they existent in April – if not yet taken by collectors?

    Helmut-pdorf
    Participant

    OK, I have gotten to enter the second year with my 6(+3) people – always driving the laborers to collect either wild food berries, or one of them as a hunter to collect venison, or max 3 of them fishing at the beginning of the year – in Winter. The most dangerous moment is at the end of May , when the existing food (+ new venison) is eaten , the new berries are not yet to be find and the fishing spots have managed 25-30 trouts as the last reserve- eating themself.
    But in the meanwhile there were 2 log-sheds build and at September ( not to late!) the first Goathi built.
    Also dangerous are the long ways the hunters have often to go to the hunting spots – dying by starvation on the long way. But the collect of the berries with as a minimum 3-4 laborers is working well.
    After May I stop the fishing spots and let the fisherman be again laborers – collecting now the fished trouts , waiting at the fishing spots.
    Newest situation is the fact that I have build a Tar-Kiln to get Tar for the fishing “piers” – fishing Salmon and not trout , and there are at the moment 3 Tar built and are waiting to get transferred to the new fishing piers not yet finished.
    And the 1. child is born in the hut also – as you have warned me :)
    It is an interesting experience to overcome /-live these starting situation!

    Helmut-pdorf
    Participant

    Thanks for the tips with the homes and food production!
    I made another detection: when I start in Winter there is no food in the near and I have to build 4 fish points to use them fast and instantly – but the fisherman does not transfer their cups with trout into the log shed ( even nearby). They have collected in one month 24-30 trout but their food is never transferred into the shed!
    My fisherman are dying with 2-3 full cups by starvation.
    I plan now to switch every 5 minutes (time level 1-2) the fisherman to zero to build laborers to let them collect the stapled food from the fish points into the log shed – and vice versa back to fisherman.
    I hope this works better and let the log shed be filled..

    in reply to: Workplace assignment not near homes #6390
    Helmut-pdorf
    Participant

    I think the best method to new arrange the homes for working places is to demolite the houses near and the others with the workers and after recognition of the play-program to do so than to return (cancel demolition) to the status before.
    The inhabitants should be selected new at this moment and a new (means existing) family should have entered the house – the workers of the near working places.
    Control such behavior in the path menu…

    in reply to: Charcoal storage and beginning homes ? #6356
    Helmut-pdorf
    Participant

    Thanks for the tips – I have learned again some new facts !

    in reply to: Charcoal storage and beginning homes ? #6352
    Helmut-pdorf
    Participant

    Thanks Nilla, this makes all sense.
    1. Could be I have not seen the transport of the finished charcoal to the stockpile and the next movement after changing the laborers job to blacksmith..
    Another tip from the documentation I can only repeat here: 16 firewood on the charcoal pile gives as result 12 charcoal. I have wondered why all my firewood was running out so fast until I limited the output of the charcoal pile to 24 ( 2x 16 firewood = 2x 12 charcoal).
    Than I had in short time enough charcoal for the blacksmith.

    2. I have forgotten the nomads !
    That means I have not to wait so many years for more children (and laborers)!

    3. Next problem will be the fact , that with this map ( see screenshot) the starting point was far away from the main river- in the middle of the mountains. I have to transfer lots of issues in the near of the river later.
    4. Also the barns were full very soon and I had to build a 2. and a 3. one..

    Attachments:
    in reply to: Places to make firewood? #6335
    Helmut-pdorf
    Participant

    On the home page you will find at the right menu down “recommended articles” with tips and tricks, and “15-tips-for-banished-survivors” is necessary to read !

    in reply to: Places to make firewood? #6334
    Helmut-pdorf
    Participant

    Most of these collections (logs, stones,iron, deadwood (=firewood), herbs, vegetables,from “removing” menu are done by laborers !
    Except the “Hunting point”, the campfire which are done by a “Hunter” ( Micro managing by changing the jobs between laborer and Hunter!). The campfire doubles in most case the result of the hunter to meat, or makes hides from the sheets.
    The chopper-block is done by a woodcutter, and is not so fast as the laborer who is collecting deadwood/firewood in areas with trees ( there let the trees alive as long as possible). 2 woodcutter on chopper are fast again – but needs logs ( which are cost-intensive because needs trees).
    The Hunter-cabin ( for 2 Hunter) works like the vanilla hunter cabin, but is also a storage – where the content is often not so used as your people need it.
    The Woodcutter-hut is dangerous – he harvest all the trees surrounding without planting them – you loose all the vegetables and herbs under the trees !
    Also is charcoal built not moved in stockpile, but waiting for a blacksmith in his hut for usage.
    Hope this helps..

    in reply to: Wiki-Translation to german ? #6321
    Helmut-pdorf
    Participant

    Hi Tom, in twitter I (= Helmut – @Helmuti_pdorf ) cannot write a message/mail to you (I am follower now ) in steam-chat I have no experience and do not know your steam name and believe I have to wait for your online time… I would like to write a normal mail to your mail address in impressum ?

    in reply to: Places to make firewood? #6320
    Helmut-pdorf
    Participant

    As I remember – yes. Better let every 2. tree-group alive – they will loose more firewood in a year than you can build on 1 chopping block ( with one extra worker/job).
    Otherwise you have to take a lot of logs to build with min. 2 chopping blocks the same results ( and workers). But to plant new trees for new logs is only possible with the forrester-hut – later in the play.

Viewing 18 posts - 1 through 18 (of 18 total)