Banished Ventures

Tom Sawyer

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  • in reply to: Starting A New World #4972
    Tom Sawyer
    Keymaster

    Cabbage is good. They can make tons of tasty sauerkraut then. =)

    in reply to: Starting A New World #4968
    Tom Sawyer
    Keymaster

    Yes, the fire of Steve has gone down in history and all the poor bannies will not be forgotten.^^ I hope “Timbler” is not an omen and will not burn as well as it sounds. :)

    in reply to: The wait #4964
    Tom Sawyer
    Keymaster

    Hi Khelgrim,

    that’s right, it paused or at least slowed down since the diary posts. I could not spend much time with it and also worked on another idea. These days I’m optimizing my old models and make an alpha version for testing. Based on that, I will decide what still has to be done for a complete update. An ETA is always hard to say for a hobby project like this. But let’s say late summer. :)

    in reply to: A Way to Make Iron on Extreme Starts #4958
    Tom Sawyer
    Keymaster

    There is also an A+E start in the North and they can smelt iron ore in the old way using a bloomery. The ore is either gathered or mined.

    in reply to: Mod Compatibility // Mod Order #4956
    Tom Sawyer
    Keymaster

    Hi and welcome! Here is the compatibility list. It’s more a recommendation of tested mods which match the Nordic theme. Patches are not necessary because all overwriting is done by the main mod. That’s why it has to be on top.

    There are much more mods possible to add but it’s then rather experimental and can cause issues. Some people even combine CC or Megamod with the North and get it to work but I don’t recommend it. At least not if you like to play the way it is designed and balanced.

    To satisfy your addiction, you can also add all the new items in my preview mods. :)

    in reply to: More starting conditions #4940
    Tom Sawyer
    Keymaster

    Actually, Survivor is the condition I would recommend when A+E becomes easy. It takes away the equipment but gives you 4 people to solve it. If you don’t like this early game struggle without tools, you can also try:

    • Gold Hunter for more people without buildings but tools,
    • Survivor + StoneTools mod or
    • any condition + Ironman as your aging mod.

    Ironman with +100% required food and clothing is what makes the game challenging again after you know the mod and what to do.

    I prepared one new condition for next version and have another in mind but more for starting in a special environment. To get what you suggest could be to make the Hunter start more difficult giving them the tools but no food. Will do a quick test of how it feels in game. Thanks for your suggestion! :)

    in reply to: Norseman – Child turning laborer at 11 and a half #4926
    Tom Sawyer
    Keymaster

    Haha, your approach will not work. The guy is indeed a bit too old for these girls but not because of childbearing. There is a max range between ages for moving together and it’s set to 20 years in this mod. So the girls are looking for something younger to marry.

    in reply to: Norseman – Child turning laborer at 11 and a half #4924
    Tom Sawyer
    Keymaster

    The right age for turning into a laborer is about 12 years. It was a mistake in mod page and is now corrected. It’s the same in Norseman and Ironman.

    The maximum age for births only affects the mother. And from my experience (in game), a man in the house is not even necessary for it. ;)

    in reply to: Mod Compatibility // Mod Order #4921
    Tom Sawyer
    Keymaster

    Welcome on board!

    This mod list should work. In general, the main mod is on top and additional building mods join below. Only tweaking mods and translations have to be above main mod to overwrite things. The infirmary includes glass and bricks in a vanilla compatible way to work there as well and has to be placed below the North. You fixed this glass in textile issue by moving it down. I have to come up with a new version with all this in one package. :)

    in reply to: Why do 90% of traders only sell Daler and Penning? #4915
    Tom Sawyer
    Keymaster

    That’s a bit unlucky. The ratio of import to export merchants arriving at the big trading post is 50:50 and those who bring money just want to buy stuff. This one would pay the best price for furs and hides.

    If you don’t like to deal with coins or this import-export approach, you can build small trading docks. There, merchants come to barter trade with your people and always have a bunch of useful resources on board.

    I’m currently working at a trading post with a dedicated export dock for better control over random merchants without removing the money feature.

    in reply to: What building produces lamp oil? #4914
    Tom Sawyer
    Keymaster

    Hello and welcome on this humble boat! Lamp oil can be rendered in a farmers workplace built next to a log cabin if not bought from merchants. It’s indeed a bit hidden and not the best solution yet. I’ve added a hint to the lamp oil page.

    in reply to: A full smoke shack #4907
    Tom Sawyer
    Keymaster

    That’s a good idea, both a proper smokehouse and a “catch all” function to not have to switch production anymore. A smokehouse was already suggested long time ago and I made a sketch. I want to get back to it and finish.

    in reply to: Glass needed #4878
    Tom Sawyer
    Keymaster

    Glass can be bought from almost all merchants arriving at the trading dock. Only not from merchants of northern outposts. To order some glass will speed it up. :)

    in reply to: Can’t create parkas #4869
    Tom Sawyer
    Keymaster

    Your hunter is missing some firewood to perform this job at the campfire. It’s not clear from the UI, especially with running fire effect. Maybe to write an info in this tool tip.

    in reply to: Glass Bricks RoofTiles availablity #4856
    Tom Sawyer
    Keymaster

    It was intentional, yes. But the quarry will not leave a scar in your landscape. It turns into a nice fishing area if you flood it. Also, production values are re-balanced to make the quarry more useful. Like more stones from it in a shorter working time and with less risk to be killed by rocks than it is in base game.

    in reply to: March 61 and only one health ?? #4851
    Tom Sawyer
    Keymaster

    Ok, then I got him wrong. When filling up the TP inventory with stuff from barns, I don’t know in what order they carry it. Can be they work downwards the inventory or in order of any internal job list. So if you clicked bread to be stored before fish (because you were doing this in alphabetical order) then they will do too.^^

    And yes, with modding we cannot change such AI behaviors.

    in reply to: Salt not working properly #4845
    Tom Sawyer
    Keymaster

    Hello and welcome on this little board. =)

    Seems as you found a bug in the old North. I made a patch to fix this. You can download it right here: MarketPatch.zip (2 KB). It has to go above the North mod to overwrite the market storage (turns red in mod list) and you have to rebuild the marketplace if you want to fix it in a running game.

    I used this opportunity to change the market in a way it was suggested some time ago. Vendors will now more focus on food and not carry iron, ore or fuels there anymore. Also no herbs to not steal them from herbalist cabins.

    in reply to: Larger Houses #4672
    Tom Sawyer
    Keymaster

    Yes, we had up to 4 kids in a red cottage in North 5. It made problems with population growth or actually with the ratio of children to adults and went back to 3 as a standard. The birth rate was lowered in current Norseman/Ironman versions but I think it would still be an issue. As an additional option, larger houses for bigger families can be of course very interesting to play with. It could be large farmhouses on 5 x 5 or a Longhouse over 6 tiles. I put it on the roadmap!

    in reply to: Gatherer Shelter #4667
    Tom Sawyer
    Keymaster

    Yes, you found the cause. If the entrance of a building is blocked, people cannot use it  properly. The idea is to make special buildings as flexible to place as possible. For example a dairy hut right next to a pasture or a trappers cabin in the woods without a road. Problem is that the game doesn’t give a good feedback if the building is blocked. I will go through them and check if adding road tiles in front makes sense here and there. Thank you for the useful suggestion!

    in reply to: Parkas OP? #4664
    Tom Sawyer
    Keymaster

    Hi Bryan!

    Clothing is something I want to rework in version 7 when flax/linen is introduced but let’s talk about the reindeer parka in North 6. It is thought as a survival item for early game with limitations or disadvantages later and becoming obsolet in a developed town. It might be still too strong compared to other coats but I think it’s not as OP as it seems.

    Parkas are made from 2 deer hides on a campfire which needs constantly firewood and where work speed is slow, perfect to start with but inefficient over time. Also, deer is widely spreed at the beginning but decreasing in a cultivated land, while leather can still be made from cow hides. If you compare trade values, a parka brings 45 – 60 pennies while 2 leather coats bring 60 – 80 (+ 33%), made from same amount of hides. Without education, leather coats don’t have this advantage because people waste material during tanning and tailoring. So this turns out only later in game.

    On the whole I would say, reindeer parkas are great for the first hunters but leather coats are better for trading and to provide clothing for a bigger town as soon as people are educated or deer herds are disappearing. I think, with version 7 the parka should become more rare and pushed into survival starts, while other clothes become an option earlier. :)

Viewing 20 posts - 361 through 380 (of 420 total)