Banished Ventures

Nilla

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #6466
    Nilla
    Participant

    Ghosted does that mean that your Bannis (as well as the enemy) can just walk through your walls?šŸ˜šŸ˜‰

    Nilla
    Participant

    I wouldn’t worry too much about room for workplaces after upgrading. You will not need all too many of those, so there will most likely be some house that has space for it also if the first houses are close to each other.

    By the way, shepherds is a good starting option. Making clothes at the campfire is slow and you need to hunt pretty hard to get enough skins to make clothes for everyone after a while if you aren’t lucky with the merchants and get sheep very soon.

    Good luck with your game and please show us some pictures. Always nice to see the ideas of other players.

    in reply to: Stockbreeding Labor Output #6445
    Nilla
    Participant

    How long did you run your experiment, Tom? I saw the same as you at the beginning but after some years things changed and the pastures with herdsman produced more meat. In my game with a good, a decent and a bad located pasture, the medium may produce as much as the good some years but the bad located was always less until I built a house and a barn close, after that the output improved. I donĀ“t think itĀ“s random, itĀ“s much too regular.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6429
    Nilla
    Participant

    I have a set of old mods, too. I use them seldom but I could if I wanted to.

    in reply to: Mission- Crash Landing #6428
    Nilla
    Participant

    Congratulation, IĀ“m not sure that itĀ“s a mistake not to make any tools; toolmaking is such a pain without tools, so making tools would have delayed everything as well even if you have experience in toolmaking.

    in reply to: Mission- Crash Landing #6421
    Nilla
    Participant

    If youĀ“ve never played the North before I guess itĀ“s a real challenge. Good luck! ItĀ“s a nice little mission. Please let Smurphy rescue me. ;)

    By the way thereĀ“s another mission thatĀ“s very nice as well, also with only two people from the start but a bit more “normal” gameplay. You should try that as well.

    in reply to: Stockbreeding Labor Output #6420
    Nilla
    Participant

    I think you a wrong, Tom when you say that the breeding isnĀ“t slower if a herdsman is absent. IĀ“m sure it is but thereĀ“s a delay. ThatĀ“s the thing that makes it tricky to see, it takes a couple of years. The breeding after I just split the herd was the same in the pasture with and without herdsman (or even a bit faster without) but after some time the absence was shown, same as I can see in my present game where the output of meat is higher in good located pastures.

    in reply to: Stockbreeding Labor Output #6415
    Nilla
    Participant

    I did some testing, too. Vanilla gameplay, easy start 8 chicken.

    No herdsman ever; chicken don’t breed and start to die late winter 2, all dead early winter 3.
    Same start but herdsman assigned when the first dies, late winter 2. More chicken die, early spring only 4 left, early summer 2 new chicken born but another 2 dead, early winter all initial chicken dead but one more born. Summer 5 pasture (9×9) full with 13 chicken.

    Chicken split into 2 9×9 pastures. One with and one without herdsman. Chicken breed in both pastures, early spring, 7 chicken start to die without herdsman, all dead summer 9.

    Same split, now I let the herdsman visit the empty pasture as soon as the number of chicken reaches 15, let him slaughter and unassign. Numbers from 13 chicken during 4 years:

    With herdsman. Without herdsman
    Eggs Meat Eggs Meat
    132 24. 126. 30
    150. 72. 162. 30
    150. 66. 156. 42
    132. 72. 144. 24

    I also restarted the game and let a herdsman work for about a month at the beginning and the chicken started to breed after some time.

    Conclusion: Chicken (and I guess all other animals) breed faster if a herdsman is at the pasture but they survive and breed also if you only assign one from time to time. If you never assign a herdsman they all die but you can let the herd survive by temporarily letting one work. But of course, if you primarily want wool from sheep, you can get more if you only assign one from time to time. But of course, in this case you need enough labourers to pick it up.

    As I’ve seen in my present game, a good located pasture give more meat than a bad located where the herdsman is absent longer. Here is the screenshot I promised with the output from the 3 pastures. You can also see some of my favourite RKEd things I talked about above.

    Attachments:
    in reply to: switch blog from WOB? #6414
    Nilla
    Participant

    I read your blog on WOB and now I understand more. Anyway, I’m in your corner. The accusations are even too stupid for me to comment there. Don’t let someone bully you in that way.

    in reply to: Stockbreeding Labor Output #6410
    Nilla
    Participant

    I am sure that in some mods animals donĀ“t breed without a herdsman and that they breed faster when one is present a lot but as IĀ“ve said: I havnĀ“t seen it that obvious in the North but very clear in my present game.

    I like many unique things in the RKEd, like the fodder-fertilizer-chain, the canals, the corner buildings and 3 store NMT houses but I have one issue; the survivning aspects that I like so much in the North is missing, so I decided to make a try with RKEd and Ironman. ThereĀ“s one start option Shepherds where you have 2 different animals from the start. I found a map I liked very much that had sheep that I wanted but with one disadvantage; 10 children from the start. I can tell the first years were very tough, I didnĀ“t survive the first attempt but after waiting to build a school it worked.

    Anyway, as you may understand there was a constant lack of workers from the start so the animals werenĀ“t tended very well. I had 6 sheep and 6 pigs and bult a small pasture where I put the sheep to get wool for clothes early. I had in mind that you need to assign a herdsman in RKEd so I had one assigned from time to time. After a while the number of sheep had grown to the maximum 8 and I built a bigger pasture for the sheep and put the pigs in the first small one. Now I didnĀ“t assign a herdsman. Soon I had only 4 pigs. That made me send a herdman to the pigs and soon a couple of piglets were born but the herd didnĀ“t grow. I think all of the initial pigs died before the herd reached the maximal 8.

    Now my settlement have grown and I also breed ducks. In one corner of the map I have 3 duck pasture that happend to hold 20 ducks each. One is very close to a barn and quite close to the herdsmanĀ“s house, the second a bit further away and the third even further. IĀ“ve followed the output of meat in these pastures from the beginning and it very much depends on the time the herdsman spend there.

    I will probably play this afternoon and will make a screenshot. I also have two pastures with bisons about the same size and distance from barns and housing. I think I will assign a second herdsman to one of them and see what happens.

    in reply to: switch blog from WOB? #6409
    Nilla
    Participant

    I had no promlems to load the WOB site and as far as I understood, there are some people willing to take over the site, so it will continue. But I will look at your blogs from time to time no matter where to find them, Brad.

    in reply to: Stockbreeding Labor Output #6402
    Nilla
    Participant

    It’s not a confusing question. I find it an interesting question but my answer may be a bit confusing. Maybe Tom or someone else can answer clearer.

    You don’t need to assign a herdsman to get wool, milk, eggs; those things produced continuously. The animals “drop” it and if there’s no herdsman, labourers pick it up. Although if the little store is full, there’s no new “drop” so if you have few labourers with a lot of other work to do, the production gets down. And of course, without a herdsman, no animal will be slaughtered and there are no meat and skin.

    So far, it’s clear but the most interesting question is: Do the animals breed faster with a herdsman? In some mods I have seen that they do and if you never assign a herdsman the animals die, but I’m not sure it’s like that in the North. I have tested with and without herdsmen but come to no conclusion. Sometimes it looks like it’s faster with a herdsman, sometimes not. If I’m short of workers, I let one work from time to time to better pick up wool/milk (I seldom breed chicken) and maybe speed the breeding up but when I’m very short of workers (or forget) they breed as well.

    in reply to: Compability #6397
    Nilla
    Participant

    It works. First Bryggen houses stands. Even if timber making with the mill from Kid is REALLY bad business. Making 5 timber (worth 4) from 6 logs that I buy for 15 (itĀ“s a seafarer map and IĀ“ve decided not to change the ecosystem and establish firs). I havenĀ“t seen any merchant bring any timber, yet but I hope that the rare Hanseatic will.

    in reply to: Compability #6396
    Nilla
    Participant

    Sorry, Tom. I think it works just fine. It was my fault. I had forgotten that I had the Wagon Vendor loaded (didnĀ“t even use it in this game) and it was above the Townhouses. And I know DS mods are a bit tricky with the wrong load order. When I moved it down things look good. Sorry about the fuzz.

    IĀ“ll let you know how it works.

    in reply to: Workplace assignment not near homes #6395
    Nilla
    Participant

    I have noticed that some maps are bugged, even if I havenĀ“t noticed this special bug but several others that can only be realted to the map.

    I find your thoughts, Frankie about peat cutters causing problems is interesting and somehow logical. I have noticed some issues there, too. If you want to cut peat on several different locations, it doesnĀ“t work like some peat cutters living close to location A stay there and work and other cutters living close to location B work there. ItĀ“s also not like all cutters first cut everything in locatiuon A, then move to location B. Rather: One cuttter can work one tile at location A, then walk a long distance to location B. It seems rather random where he goes next, so I have started to never cut peat at more than one location at the same time. But when you say that nothing has changed after you unassigend most peat cutters, I rather believe in a bugged map, unfortunately.

    in reply to: Compability #6393
    Nilla
    Participant

    There is something that doesnĀ“t work when I put Townhouses below the North,see pic, so at least in this game, therĀ“s problems with the compability. It would be great if it could work. Especially the Bryggen houses is a “Nordic mod” that would fit so well with the rest of your buildings.

    Since the only material that not exist in the North is lumber/timber, I would use the saw mill from Kid, thatĀ“s also a Nordic mod, made after a real site that fits very well, too.

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    in reply to: Workplace assignment not near homes #6387
    Nilla
    Participant

    I have only seen this “behaviour” in very large games (>5000 or so) where I guess that the time to calculate the paths for each Banni to his workplace is too long. I never saw it in the North. A lot of builders can also mess the living space up, they seem to be set high priority but what you describe seems not like that.

    Have you tried to unassign everyone and reassign each profession again one by one? ThatĀ“s the only thing I can think of.

    in reply to: Impossible to use ironman on the crash mission #6384
    Nilla
    Participant

    It did work! Even with the detour to the mine, I forgot that you donĀ“t need iron to fix the dock but itĀ“s nice to know that itĀ“s possible.

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    in reply to: Impossible to use ironman on the crash mission #6383
    Nilla
    Participant

    Of course, how stupid of me not to think about the load order. I must “accidentily” have made it right in other ironman games of version 7.

    I will try it later this afternoon, maybe it takes too long to build a first store, so it can’t work. I’m pretty sure I’ve managed the start of survivors on harsh with ironman but if remember it right, they bring an empty bag to put the first food in.

    in reply to: Gatherers #6374
    Nilla
    Participant

    I have used this “behaviour” in several games; combining crayfishing in winter with wild food in summer and it has worked very well but in my present game it doesn’t work anymore. It’s some kind of bug and I’m sure it’s nothing you can do to fix it, Tom but I’ll tell you anyway.

    When you have several gather’s huts (I first noticed it with 4 huts and 12 gatherers) and set several crayfish spots (about 10) it looks like the game can’t assign a certain gatherer to a certain crayfish spot anymore. After I saw that the spots wasn’t harvested after the winter, I watched a few gatherers a bit closer and they went from one spot to another doing one work and back to a hut to harvest one firewood then back to one crayfish spot, often far away. Not much was harvested.

Viewing 20 posts - 81 through 100 (of 242 total)