Banished Ventures

pleaky

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  • in reply to: Hi again #8030
    pleaky
    Participant

    Very sorry to hear that Nilla. I know how it must feel as I have personally lost loved ones this cursed year too. But you are right that life goes on and I think it’s important to continue to do things that you enjoy in your leisure. Together we can look forward to the eventual update!

    in reply to: My personal wishlist #6271
    pleaky
    Participant

    I can understand if making a building for crayfishing is not planned. Personally i would like to see it even in the form of an optional add-on, as i enjoy the crayfish resource.

    Your workaround for the tavern would definitely work as i put an unlimited cap on my food resource, but then what’s even the point of ale as a resource if not to serve at a tavern? It’s not like they’re a very valuable trade good.

    I agree that mods that add new resources that complicate the resource flagging would be too complicated. That would not be the case with DS mods however, so it is not a problem in my proposal.

    Regarding the DS townhouses, the large (6 person) variation of the cheapest townhouse (stone) has the resource requirements: 72 stone, 48 timber, 34 fittings and 3 logs. Compared to the red cottage, this has less space taken, and fits more people yet doesn’t feel more expensive than the red cottage. This townhouse should include glass and roof tiles. The 2nd type (Bryggen) are more expensive, but again doesn’t need roof tiles and should have much more glass needed as it clearly has more windows than a red cottage despite needing less than one. The last and most expensive type (brick town house) uses copper roofing and lime, which are not obtainable unless you add on another mod so these aren’t even usable, despite being the most fleshed out aspect of the mod. Apart from the resources required, how do the warmth rating, build time required and happiness balance out with the North’s houses?

    in reply to: My personal wishlist #6269
    pleaky
    Participant

    How people feel about changes vary based on their playstyle. While you are a micromanagement kind of person Nilla, i’m more of a macromanagement type when playing Banished. This is why i’m a fan of more automation like a crayfish building and more workers in buildings so i don’t have to worry about it as much. It is also why i have more of a problem with the tavern issue than you do, as i’d rather set it and leave it instead of always having to play around it.

    To best play with macromanagement, i exclusively play with large map settings with mild weather and disasters off. I almost always play on lake which is the best setting for DS Jetty and Bridge. This is why i do not like the peat system, as on a large map setting, there is just too many peat squares to click. It would be nice to increase the size of peat on the ground to a 2×2 square to make it easier, but i don’t think that’s possible. I think in a situation like this, more spread out and larger peat biomes would be good, instead of constantly being in the way.

    Due to my playstyle, i don’t have a problem with the limitations placed on the thingstead. Nilla on the other hand has a much harder time with this change, as it seems that they play on more resource-scarce settings. I still think a simple happiness buff for the village hall is more than enough incentive to build it.

    I don’t agree that more mods would be a problem for flagging. The mods would only potentially introduce one additional resource: timber, which Tom has said he was already considering. Even if you didn’t want to add timber, you could just overwrite the resources needed for the mods to be wood instead of timber, eliminating it from the resource flag contention.

    I use this mod over other mod overhauls because i like the beginning, setting, aesthetic, systems and challenges of the North. The only thing big missing for me is the end-game, where progression halts. It is only logical to me for the bannies to advance into multiple story houses and take advantage of the water when free space becomes more scarce. By integrating mods, Tom doesn’t even have to invent a new end-game and can still focus on the early/mid-game buildings. In my personal taste, it would be the perfect combo to integrate the North’s challenges with the other mods i’ve mentioned. If those were more highly priced, it would be a real end-game goal that would be a big project for the bannies to undergo once they’ve solved their other challenges.

    On a separate note, are you happy with sand at the moment? I think the sand pit is extremely strong as not only can you find gold in it, but it’s infinite. For the past few patches i’ve used sand as my main trade resource. I’m not complaining as i’m abusing it the most, but i think a nerf from 3-4 value to 2-3 would be fair.

    in reply to: My personal wishlist #6258
    pleaky
    Participant

    Hi Tom, thanks for responding.

    1. I like to think the smokehouse is big enough to fit 2 workers. I think it would really help differentiate it from the shed with the smokehouse being a dedicated building for cooking while the shed is a fast and easy way for a single worker to cook and also being convenient to place in the cracks of the city.

    4. Yes I believe another mod was altering the UI so it’s all good now. I think the absence of statistics works as the data is more useful once you’ve progressed to the stage you can build a village hall. Another possible incentive might be a happiness buff for the village hall? If this is too powerful, maybe have the village hall build from bricks too to have it even later in the game.

    6. I assume this is the same way it worked in vanilla so there’s no easy way around it. I guess i have to either micromanage it or set the ale limit high and have traders automatically export it to keep a constant state of production.

    7. Is it possible to have a quick to build building for peat cutters that defines an area to farm peat? Like a woodcutters cabin but for peat. I would think this is a better solution that keeps the profession intact.

    9. By integration I only meant the integration of building requirements, not the mods themselves like MegaMod. If possible the mods would be kept separate, but maybe a small patch overwrites all the building requirements of the addon mod that balances it with the North. This way everything is optional and nobody gets upset. Here is a list of mods i would use alongside the North if balanced to add variety and progression:
    – DS Jetty and Bridge
    – DS Stone Bridge (stone version of jetty and bridge)
    – DS Town Houses
    – DS Market Harborough Old Grammar School

    10. An idea would be have the crayfishing building act like a crop field in that it only is worked during certain seasons but I’m not sure if that’s possible. If not, a low yield would make sense, turning it into more of a delicacy that adds variety to the food production without undermining its presence in trade. It would be more of a low priority food production that’d be nice to have when you’ve already made all the other food productions.

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