Banished Ventures

Smurph

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  • in reply to: MortalSmurph testing North7 #5402
    Smurph
    Participant

    Unfortunately, we are eating all our profits at the moment :P

    All the excess is going into non-Protein foods, bricks, roof tiles, glass, and soon Steel Tools.

    The good news is that I have a LOT of Wool products.

    in reply to: MortalSmurph testing North7 #5400
    Smurph
    Participant

    I restarted my town for The North version 3.

    Survivor. Small, Harsh, Mountainous, Disasters off. Map seed: 1000.

    Currently year 40. I built the Thingstead as fast as I could. I accepted all nomads. I bred people as fast as I could. Population 38/0/24. I just finished a school. I have 3 Big Trading Posts. I am a Wool product trading spot.

    I am going to remake the town and make it very pretty now. I sort of threw things in an ugly pile for efficiency to start. Now, I will focus more on aesthetics.

    Link to Picture, was too big for this site.

    in reply to: Test Log #5375
    Smurph
    Participant

    I see how “unreachable was unclear”. My bad.

    The cause was 8 ingredients? I would have never guessed.

    I’m impressed you figured it out and fixed it so fast. I was completely clueless.

    in reply to: Test Log #5372
    Smurph
    Participant

    Across the river was enough. I was able to start many new games, place the building immediately, and pause it.

    If I do that on my side of the river — works fine.

    If I do that on the far side of the river — crash.

    in reply to: The Berry Tweak #5369
    Smurph
    Participant

    I just want to make 100% sure I understand.

    Blueberries and Cherries are both Fruits AND Grains, correct?

    in reply to: Test Log #5368
    Smurph
    Participant

    Placing an unreachable Export Trading Dock, then pausing it, causes a crash.

    Placing other buildings/docks does not have this affect. Placing reachable Export Trading Docks and pausing them does not have this affect.

    I started lots of new games and was able to repeat this crash.

    Sometimes it was affected by game speed. Sometimes it was not.

    in reply to: Testing North7 #5340
    Smurph
    Participant

    I liked the balance of Stone and Iron tools. On my Survivor Runs the Stone Tools lasted a very short time, but were enough to get me to Iron Tools before I had any issues.

    in reply to: Test Log #5334
    Smurph
    Participant

    Woops! Glad you are way ahead of me :)

    in reply to: Test Log #5332
    Smurph
    Participant

    A Sheep Run should have 4 items on the production log. Sheep Runs currently have 3 items.

    Sheep Runs produce Wool, Animal Fat, Sheepskin and Mutton.

    in reply to: MortalSmurph testing North7 #5326
    Smurph
    Participant

    The Collect Boulders button will be well welcomed. It is year 18. My thingstead isn’t built. I paved all my roads with stone. I built a Large Trading Dock, Several Homes, I have traded for glass, I have a Herbalist, Hunting Cabin, Forester’s Lodge and other things. I have 300 additional stone. I still have only collected 14 Boulders.

    Are boulders used for other things?

    in reply to: Test Log #5325
    Smurph
    Participant

    I repeated the Road thing in vanilla. It’s an issue with me spamming the place road and remove road buttons really fast.

    So, yeah, EBKAC and Vanilla issue, so nothing for you to fix.

    in reply to: Test Log #5307
    Smurph
    Participant

    Should I report bugs/issues here? Thanks for all the great work you are doing.

    I can’t cancel/remove these roads. Something is wrong.

    I thought about building Stone Roads into the woods to help my hunters along their trek. I am trying to build a Thingstead earlier and I have 250 Stone and only 7 Boulders or so. I thought “I’ll pave some roads to make stockpile space.” Then I realized it is cut stone blocks.

    So I have been canceling and removing roads. Something isn’t working though.

    Video: https://streamable.com/yfbh8

    in reply to: Test Log #5304
    Smurph
    Participant

    Stone Tool production at the campfire uses the Log Limit.

    in reply to: MortalSmurph testing North7 #5297
    Smurph
    Participant

    I must ask; why do you bother to build a large trading port for such a small settlement?

    The biggest reason is I didn’t want to dig clay. I like being able to demolish everything in my town and remake things. Clay and Sand are permanent, right? Even filling in the tiny clay thing leaves a little hole in the ground. I was able to make the big one without clay.

    The increased cost wasn’t a big deal. I was able to afford it no problem. I considered making one Small quickly, then either another small or a Large, but I had the resources so I thought “let’s go big”.

    I’m not familiar with The North. The descriptions on the Trading Posts let me think there is a chance, and just a chance, that each Trading Post gets different boats, or a different balance of boats. The small Trading Post didn’t bring Bricks and Roof Tiles very often. Perhaps I had bad luck.

    What about a small Hunting Camp for early game to not have to use those tactics until the proper Hunting Cabin?

    The “put the hunting spot in a far corner of the map” method may be more effective than Hunting Cabins. There doesn’t seem to be a kill limit on the Hunting Spots. Are there limits on the Cabins? Perhaps I had bad luck with the cabins that I built in my previous runs of The North.

    Also, I have always felt that smaller maps have larger concentrations of animals. I am asking if anyone has any data from the moddable files. I know you can edit the herds etc. but in my 10 minutes of searching I didn’t find the right file/information.

    I’m tempted to make a vanilla game on a small and medium map, cut down all the trees, and count the deer. That’s quite tedious and silly though.

    I’ve always suspected that there is a math error on how many animals should spawn on each size map. For example, a 200×200 map is quadruple, not double, the size of a 100×100 map. Perhaps an understandable error like that was made when setting the spawn amounts.

    Again, those are just feelings and suspicions. I don’t have data.

    I would always suggest to give real time a chance and to see a town now growing by immigration rather than by unnatural fast breeding.

    I don’t even have enough Boulders for a Thingstead yet. I built the “Big Trading Dock” and my Thingstead still says “6 of 18 Boulders”. In my last game the immigrants had a high chance of dying rather than reaching my town.

    in reply to: MortalSmurph testing North7 #5291
    Smurph
    Participant

    Sigh, Year 11. I just saw the Trader paddle on by without stopping. Apparently this lake isn’t actually on the river. :(

    I am going to take a break for now. Perhaps I will just do this town without trading and build up this population. Perhaps I will start over.

    I find One Year is One Year incredibly tedious. The game simply doesn’t go anywhere. I am going to have the entire Tech Tree built before my original Survivors have Grandchildren.

    Attachments:
    in reply to: MortalSmurph testing North7 #5289
    Smurph
    Participant

    Step 2: Industry and Trade. Setup Iron Tool production. Create the products needed for a trading post.

    I created a Tar, Charcoal, Bloomery and Blacksmith. I finished a fishing dock. I had one worker fish at ~500 food per year. I had the hunter going at ~600 food per year. The 1,000 year was a fluke. My other two workers rotated between Logging, Firewood, Blacksmithing and building.

    I finished the Big Trading Dock in year 10. I had 9 citizens. I had 2,000 food stored.

    Now I will be setting up orders at specific traders: Tools, Glass, Bricks, Roof Tiles and NON-protein Food will all be ordered.

    I have changed my mind. My oldest child is 8. Let’s see how quickly I can make a School. I won’t save-scum.

    I only have 4 Boulders so far. My Thingstead isn’t ready yet. I am unsure what goods I will produce to trade. Perhaps Leather. Perhaps Hide Capes.

    Attachments:
    in reply to: Testing North7 #5284
    Smurph
    Participant

    I’ve had similar experiences with Nomads.

    On my small map sometimes the Nomads spawn in a location that cannot reach the Thingstead but I still get the “Accept Nomad” prompt. In one corner of the map, it is impossible for me to connect to those nomads via bridge or tunnel. They always starve to death.

    In a second direction Nomads spawned, prompted the acceptance at the Thingstead, and could not reach my town. Fortunately, I was able to build a bridge and connect them to town before they starved to death.

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