Banished Ventures

Nilla

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #7106
    Nilla
    Participant

    If you’re short on trading goods, why not try to sell meat? The farmyard with pigs, don’t remember the number, looks adorable and produces an awful lot of pork worth 3. Locate them as close to the ports as you can and you will be able to buy a lot of cheaper food. I usually order fish or nuts. Always a good business.

    in reply to: Crash when saving with 7.1.3 #7082
    Nilla
    Participant

    Weird. It looks like you use the Steam version of the mod. Did you download it from Steam or from this page? I have my version from here. Maybe the Steam version is somehow corrupted. But unlikely because many people use Steam and it should have been reported before.

    in reply to: Crash DS Jetty and Bridges #7066
    Nilla
    Participant

    Just want to tell that your trade fix doesn´t work on the food merchant from Jetty&Bridges. I deliberately put it on a location that I normally wouldn´t use; on a lake where the merchant need to make a turn to reach the port. It´s problematic also with the vanilla port. Later I will locate your big port there to see what happens.

    in reply to: Crash when saving with 7.1.3 #7061
    Nilla
    Participant

    I’ve played the version without issues. Have you tried to download and reload the mod a second time? Maybe something happened and it wasn’t downloaded right. (I had that once with another mod that didn’t work properly).

    I’ve never used the stone tool mod but can’t imagine that it can cause trouble. But maybe disable that and ironman to see what will happen.

    in reply to: Crash DS Jetty and Bridges #7059
    Nilla
    Participant

    I will “undust” this old thread even if I had no crash. I´ve started a new game with the new version of the North and DS Jetty and Bridges.

    I have a few other minor issues:
    The DS fisher need fishing gear to be built. The description (and my memory) says that they could be produced in the jetty workshop but they can´t.

    It´s a loss to produce lumber; cost 4, you make 4 lumber from 2 logs with uneducated workers; that´s a loss of 2 for each lumber. Not even educated workers make a profit.

    The jetty buildings are expensive with the large number of fittings generally needed. It´s fine with me, let them be mid-game buildings where building costs aren´t that important. And on a seafarer map, it´s worth the investments in a lumber yard and a driftwood collector to get the logs you very much need.

    Edit; I just saw that it´s only the bridge fisher that need fishing geer. The others can do without. The fridge fisher is my favourite but I can make do with the others as well.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7052
    Nilla
    Participant

    I know you didn’t ask me to do it, I was simply curious to see the different kind of linen, but saw different kind of glass instead, so I should be pleased, anyway. 😉

    And I used no debug and no modman. I used an existing game with plenty of people and plenty of resources with 3 mods before that experiment. So every step didn’t take very long.

    But of course, I should have checked if there was another version of the papermill, would have helped things up. Anyway, it’s too late now. I’ve changed my mods and have no intentions to go back to that game. But it isn’t an Ironman. You know, I wanted to test Jetty and Bridges with the latest version of the North.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7050
    Nilla
    Participant

    Really Brad; I wanted to check but it didn´t work. I´ll tell you all my misery. (What I do for you, you know how I love ;) such things)

    1. Loaded the paper mill, realized it needs iron fittings. How do we get them? DS production sites can produce some.
    2. Loaded small-town production, smaller and seemed less hazardous than Jetty & Bridges or Industrial mining.
    3. Below RKEd: crash
    4. Above works
    5. Small town Blacksmiths can´t produce fittings, I thought they could but was wrong
    6. Loaded Jetty and Bridges, started to produce iron fittings. Hurra, hurra they can even be used at the building site.
    7. Realized there are several kind of glass; RK glass can´t be used to build the paper mill
    8. Not with paper mill last and not with paper mill first in the mod load order.
    9 Built a DS glassmaker, thought it might produce the right kind of glass
    10. but it didn´t
    11. Gave this experiment up. I hate when things don´t work!!!!

    I will now play a nice Nordic game with no (or few) additional mods. Maybe Ironman. I rather struggle with starvation than with mod orders.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7049
    Nilla
    Participant

    So you mean in addition to several kinds of flax there are several kinds of linen not compatible with each other? I’ve only used the paper mill together with the North and the linen you make in the Nordic weaver’s hut work. But I don’t think it exists as a separate mod. I have a RKEd game running. I will add the paper mill and see if it works with the RK linen works there.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7029
    Nilla
    Participant

    Check the pine loom, if something hasn’t changed since I used it, it produces terribly bad. (It’s quite some time ago since I used that mod and your mod-load-order may also have an influence on the production so it might be OK).

    in reply to: Inedible Foods #7028
    Nilla
    Participant

    I don’t like inedible food. The idea about a separate mod that makes some food inedible is great since I know that many people like it. That way we could choose.

    The idea that people wouldn’t be able to eat wheat or rye is odd to me, even if I realize that it could make the granary work better. I prefer the extra logistic challenge to make the food producers work even if some of the raw material is carried to the houses.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6991
    Nilla
    Participant

    In my experience, if you have problems to catch up with building houses, the number of builders to build a house is not the limiting factor; is the distribution of building materials. Rather choose houses that need little, easy to get building materials than those who can use many builders. In my huge nomad town, I used RK country houses(?) not because of the number of possible builders but because they only need one building material; 48 lumber that you make from 12 or 16 logs (educated/uneducated). But maybe in your case with a real time mod (that I think you use) you should consider that these cheap houses can hold a family of 6 and the natural population growth will increase quite rapidly. If you don´t want that, Kid also have cheap houses for 4 person families.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6978
    Nilla
    Participant

    I’m curious, Brad; do you have several nomad attractors? Otherwise, I don’t understand why you had 11 nomads in year 37, 6 nomads in year 38 and 14 nomads in year 39. When I used Kid’s nomad attractor, it was almost exactly 20% of the population every year, not such a large variation as you have here.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6869
    Nilla
    Participant

    Do you plan to use gold/silver/gems from the mine or just trade it away?

    I also keep a number of old mods. It’s fun that you mention Kid’s tiny mod. I think that’s the only older mod I’ve ever used.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6850
    Nilla
    Participant

    I had that in one of my nomad games, too that one year no nomads arrive. But only in one game. It was the RKEd I think. It looked like they came later each year and one year not at all. It was pretty early and after that everything worked again. Maybe some random things that went wrong. Anyway, your town looks nice.

    in reply to: Nomad games #6805
    Nilla
    Participant

    Well, Brad. This game has almost 8000 inhabitants. My poor computer needs to calculate their actions individually. That takes time and make lags. I have also noticed in big games before that if there are more unusual things, like many sick people out in the streets, homeless nomads or simply something like many merchants arriving at the same time (not in this game it’s no trading game) the lags get worse. It’s probably more complicated to calculate these movements than the normal life of a Banni.

    in reply to: Nomad games #6796
    Nilla
    Participant

    I have used these farmyards before even in a pretty large settlement, so I know them. As I said, they are lovely. My favourite is the pigs and mushroom patch with the pigs enjoying the warm sun and mushrooms as big as the piglets. Another favourite is “three sisters” where the beans climb on the corn and the squash squeezed in between, very untidy and nice. “Unfortunately” they are a bit overpowered for my taste to use in a normal game but of course they are the natural way for a small farm to run their supply.

    And in this game I “can live with” the high production. Or literally, I do live from the high production because it makes it possible to take huge numbers of nomads without big concerns about food, tools and clothes. (I need some firewood from normal cutters)

    I just finished this game. It´s totally crazy. It´s not game-over. It´s enough, lags also in 1x speed. I wanted to stop several years, I make the same things every year, not so fun but I always thought, just one more year just to see if it works this well even bigger. It always did.

    Two years before I stopped, I thought the next “batch” will be bigger than I´ve ever seen before. So I took it and after they all had houses I thought; if I take one more group this game will be bigger than I´ve ever done before. But I haven´t built houses for them all. There´s an epidemic going on; 1330 sick people and 1333 nomads walking around make the game unplayable; lags as bad as I´ve never seen before. But it´s almost 8000 inhabitants.

    First picture
    Year 20. At this point, I first wanted to stop. The picture shows how more or less the whole map looks like. Red´s little country houses (need only 48 lumber, no stone, can host 6 people and has a decent heat economy) various farmyards in the courtyards together with a barn and a firewood stockpile and sometimes a small market.

    Second picture
    This is how I usually do it. After every nomad has a house, I continue to build houses for young couples and start to fill the yards with patches. I also start to prepare the houses for the next year´s nomads.

    Third picture
    Also these 1050 nomads got a warm house, a coat a tool and enough food before winter.

    Fourth picture
    But these will get no house.

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    in reply to: Stuckerton- Lost in the wilderness #6795
    Nilla
    Participant

    On “mild” climate crops usually grow fast enough for a field to be fully harvested. As in vanilla there might be bad years but my experience is that “mild” Nordic and “fair” vanilla is similar in growth. But most food producers give less food than vanilla so you will need more people occupied with food production than you are used to.

    Also, other essential products like tools and clothing are more complicated (or very slow like clothes at the campfire), more people also here.

    To use as few people as possible, you need to build efficient. And that mainly means short ways between workplaces homes and stores. That´s not always the most beautiful way to build. So I guess your building style with small gardens around the houses and free space here and there for decorations is partly to blame for your struggle. You also build rather expensive mid-game buildings early. That too cost time and resources that could have been used for the basic needs. But as long as you survive it´s fine.

    in reply to: Nomad games #6780
    Nilla
    Participant

    Yes to support these large groups is a lot of stress but also a lot of fun. If I remember it right. The biggest group I’ve taken is almost 1000. It was with Kid’s post 50%.

    Anyway, these games use the 20% sign, hard enough. (And with 50% I didn’t accept nomads every year). You inspire me, Brad. I’ve decided to add Kid’s farmyards to RKEd. No normal farms, no orchards, no pastures, no (or maybe a few) blacksmiths and tailors. These games are fast and short anyway so I choose a Jack and Jill start.

    in reply to: Stuckerton- Lost in the wilderness #6779
    Nilla
    Participant

    These additional mods you use fit well to the North.

    With a growing population, it’s easier to produce leather from the deer hides and produce wool coats. To sell a surplus is also very profitable.

    And yes, cray fishing can be a lifesaver. A bit tedious but if you set a few spots when the winter comes, the gatherer will catch crayfish in winter and walk back to his hut when they are depleted.

    in reply to: Nomad games #6768
    Nilla
    Participant

    Played this one to its end, at least almost. 3 of the last 294 nomads who arrived in year 19 starved to death in summer before the harvest. The rest of the about 1800 Bannis will survive until next spring but I don’t think that I can manage to build enough houses for all homeless nomads and in no way survive longer.

    Last year was hard enough. I could barely build enough houses until this last group arrived. Since I ran out of lumber, I even had to build some other cheap houses. There wasn’t time to clear enough land for enough new fields, so no chances to go on.

    Again a fun game. As I thought a bit easier than vanilla but still a good challenge.

    The picture shows the impressive row of the last nomad group.

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Viewing 20 posts - 21 through 40 (of 242 total)