Banished Ventures

Thorik

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  • in reply to: Hunting Rebalance #6058
    Thorik
    Participant

    Well, the strategy isn’t very wholesome – I “strategically” starved the starting population (by deconstructing their sacks, making their content unobtainable), leaving only 2 adults and one oldest child. They survived the first year by eating the starting grain and mutton (butchered all but 2 sheep).
    From then on it was fishing (in a spot) + turnips/barley. Just built a trade post, seems they gonna make it. :)

    Hmm, so byproducts-by-accident are moddable, good idea!

    Ok, I’m gonna test it. I think it would be better if deer wouldn’t accidentaly stumble upon your village, it’s pretty immersion-breaking for me.

    in reply to: Hunting Rebalance #6051
    Thorik
    Participant

    I modded Banished’ files a long time ago and forgot about how restrictive it was. :( Oh well, maybe Ostriv will be more moddable.

    In this light, I’m curious how did you manage to make Tar Kiln produce both tar and charcoal?

    With fences you wouldn’t have to trap/encircle them, only change their routes so that they would have to travel mostly through your hunters’ work area.

    I’ve read the article about deer on the site – what are the parameters’ values in the mod? Can you actually kill off entire herds (no magic offspring from no parents)? Is it possible to further enlarge grazing/avoidance zones, so that deer don’t go near settlement at all?

    BTW – I’m currently playing on Harsh-Ironman-Seafarer map and loving the balance without the overpowered early hunting. :)

    in reply to: North 7.1 Beta #6050
    Thorik
    Participant

    Shouldn’t tiles on both sides of Stabbur be walkable? There’s plenty of space there thanks to the first floor overhang being wider than the base.

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