Banished Ventures

Vrayna

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  • in reply to: Testing North 7 v3 #5648
    Vrayna
    Participant

    Ah. The campfire has been working non-stop indeed. It’s funny that I ever noticed it before in the other towns.

    in reply to: Testing North 7 v3 #5644
    Vrayna
    Participant

    In my current town, people seem to eat 200 food per year. I noticed it in year 3 and thought it might be just a blip caused by the opening of 3 new houses at once, but the consumption has been steadily rising as kids are born, and I’m currently at 1920 food “eaten” last year in a town of 10 (kid was born in early summer).

    It’s a Gold Hunter start, on a normal map, the only thing I’ve changed from previous games is adding the hunting camp. I am kinda confused. Are people eating more in North 7 and I’ve simply not noticed it before, or is there something weird going on in this town?

    Or is the Venison taken from the hunting camp to the campfire seen as consumed, when it is in fact transformed?

    in reply to: Testing North 7 v3 #5609
    Vrayna
    Participant

    Hehehe :D

    in reply to: Testing North 7 v3 #5604
    Vrayna
    Participant

    Someone on Discord is reporting an issue with chestnuts: They’re buying the seeds, but they can’t be used in orchards or fields.
    I haven’t been lucky enough to see those seeds on a merchant, so I can’t confirm the problem, but he’s tried it a couple of times in the same town, without luck.

    in reply to: Testing North 7 v3 #5518
    Vrayna
    Participant

    We can pretend they’re using their old destroyed clothing, all stitched together as cloth for the tents. Or the sails from their boat. ;)

    in reply to: Testing North 7 v3 #5516
    Vrayna
    Participant

    The tents might have linen, but most of the other tiny things are just tree stumps, logs, branches.

    in reply to: Testing North 7 v3 #5513
    Vrayna
    Participant

    I’m not sure it makes a difference, but it was in a seafarer start, so could it be because of the nomads restriction thing?

    in reply to: Testing North 7 v3 #5510
    Vrayna
    Participant

    I tried building the mini townhall from Kralyerg’s minibuildings, and I’m getting consistant crashes when I click on it (even before it’s built).
    I seem to remember it working fine with North 6, so I’m not sure what’s happening.

    in reply to: Testing North 7 v3 #5479
    Vrayna
    Participant

    Edit: And now I notice that we’re on Page 3 of this thread and I was still on page 2. I hadn’t seen you had a look at the health thing already Tom :D
    Well, you can read this anyway, it confirms what you saw and confirms that the change to how often health and “need to get healthy!” calculations happen will indeed affect production pretty strongly.

    I’ve had a look at the production drop when you turn on an herbalist. It kinda only happens when your people were unhealthy, because they’ll go there as often as they are allowed to (twice per season? once per “month”?).
    So basically, as long as they are not doing good, they waste a lot of time getting better. Without the herbalist, they’d only waste a little bit of time trying to look for an herbalist.

    If they were reasonnably healthy, there’s still the initial production hit as they all rush there at once (so never open an herbalist right at harvest time), but things even out pretty fast.
    Once they are healthy, they will only try to go to the herbalist if their health drops, so once or twice a year. That’s a less of a waste of time than having them “look for an herbalist” once a month.

    My “healthy” (all food groups, market cart to make sure everyone eats everything) village of 29-32 people consumed a total of 28 herbs over a year, so visited the herbalist only once (the youngest kids probably don’t drop under 5 hearts in their first year).
    Unhealthy village of only 21 people used the 65 herbs I had in storage, maybe they’d have used more if more had been available.

    And no screenshot because I’m a derp and forgot my laptop at my parents so I only have my hand-written notes…

    in reply to: Testing North 7 v3 #5443
    Vrayna
    Participant

    I just noticed that in the “Secluded Settlement” and “Viking Village” overview windows, the “months” are listed as Early Season, Season and Late Season instead of months like in the Trading Town overview. Is that intended?

    in reply to: Testing North 7 v3 #5398
    Vrayna
    Participant

    They use a similar “visiting the herbalist” thing regularly too when they’re unhealthy*, even if you have no herbalist built.

    *Just the regular “could use more hearts” kind of unhealthy, not the “sick, might die” kind.

    in reply to: Testing North 7 v3 #5392
    Vrayna
    Participant

    I had an “interesting” thing happen in my game.
    1- Outbreak of tuberculosis on July, Year 13.
    2- As you can see it spread quite quickly. Already 4 sick the next month.
    3- A couple of people recovered, a kid died in August, and still more got sick. By September I was up to 13 sick people, and work around town was basically not happening.
    4- A couple more people died in October, more recovered, and finally the outbreak was over, with the last sick person being the first one to be buried in my brand new graveyard in November.

    That tuberculosis outbreak killed 1 worker and 3 kids, one of them being 11 and so close to turning into a worker. Sick people also didn’t work, so I lost most of the barley, couldn’t pick the mushrooms/berries, or firewood (I forgot to turn off the charcoal burner too. oops.). I had decent food stores, so my people didn’t starve, but… If it had happened a couple of years earlier it’d have killed my town.

    While it adds a good dose of realism to not be able to build a hospital until pretty late in the game (roof tiles, bricks, glass), it’s rather deadly to not have a healer earlier on.
    I’m not sure how the death/recovery odds are calculated, but if health has an impact, I’d say the healer’s hut saved me, as most of my people were pretty healthy.
    I turned it on mid-outbreak to try and help the people who were missing some hearts. I have no clue if that helped, or if it contributed to the spread of the sickness when everyone gathered there with herbs to have a sip of tasty herb-tea.

    Attachments:
    in reply to: Testing North7 #5365
    Vrayna
    Participant

    Time to test the new beta!
    *cackles with glee*

    in reply to: Testing North7 #5362
    Vrayna
    Participant

    About the nomads, is there a way to change the age range of the couples that arrive? I just got a 16yo guy arrive with a 42yo woman, which makes for a super odd couple and might not even have 1 kid.

    I’ve been thinking about the market too. At the moment we have the choice between the old “vanilla-style” market that requires pretty fancy stuff to build, and the red Landhandel which requires pretty fancy stuff to build (the traders bringing roof tiles and bricks are rare).
    There’s nothing to use early on to help get goods distributed evenly unless you’re using another mod (market carts or in my case Kralyerg’s mini-buildings), and nothing in the old-viking-style.

    in reply to: Testing North7 #5347
    Vrayna
    Participant

    In the “Actions and Removal tools” (says “removel” btw, you have a typo there) toolbar, the Hunting tool is oddly assigned the Escape key as shortcut. Is that something on my side or some oddity on the mod’s side?
    I’ve accidentally placed tons of those hunting spots when coming back to the game after pausing it to do something else. I noticed it because at some point I had 15+ free hunting jobs while I only had a campfire and one hunting lodge.

    Attachments:
    in reply to: Testing North7 #5338
    Vrayna
    Participant

    About the frame houses: I love the way they look, the fact that they’re smaller so can fit better in some places in the village.
    My issue with them is the pottery, and that comes from not having enough workers early on to be able to have one digging for clay and one making the pottery, and not having enough charcoal for everything. By the time I have enough “free” workers and charcoal, I’m starting the glass to build the things that require it and I’m waiting for bricks.
    I suspect the change back to 4 firewood per log is going to make a difference on both points. I’ll probably feel like I can take 1 worker off the winter/spring firewood collecting, and/or I’ll be able to make more charcoal without letting house go cold. The charcoal production feels slow though, so even with more firewood I’m not sure I’ll have enough charcoal for the iron bloom and iron bars and tools/fittings, and still have some to spare for the pottery.

    Basically at the moment it feels to me like the pottery can’t really be a starting thing, and by the time you get that running, you’re close to having the stuff needed for even warmer houses. I’ll probably build some at some point because of how they look / fit in my messy town, but I can’t see them turning into a “main form of housing in young towns” at the moment.

    About the stone tools: I’m a bit undecided too. It feels “too easy” to have them, but… With the amount of work needed to get firewood, charcoal, iron bloom, iron bars and then finally tools, I’m pretty sure something is needed as a temporary solution. There’s just no way at the moment a young town with so few workers (and slow aging, so it takes many years to have more people) can manage the initial charcoal output to make the iron tools early on.

    Maybe some “primitive tools” at the early blacksmith instead? Made from bog iron and wood, using charcoal, to allow tools of poor quality while skipping 2 production steps at the start? The fact they’re using the “precious” bog iron would make it something that’s not interesting in the long run, but just a temporary fix for tool issues.

    The “heavy turnip” thing bothers me a bit. They’re what grows best in cold climates, but unless I put more workers per field, I’m more likely to have a good part of my harvest rot in the fields. Maybe if farmers didn’t spend so much time iddling because they’re unhappy it wouldn’t really matter, but until late-ish game people are unhappy by definition and waste a ton of time. The fact that they need to run to storage a lot more often on top of that is quite a killer unless you have enough workers available to add one in each field at harvest time, which comes back to workforce issues due to the slow aging + few nomads point.
    I’m not sure how much “heavier” they are compared to onions for example, but would an in-between value be possible?

    in reply to: Testing North7 #5275
    Vrayna
    Participant

    If you have both built, is it not because when clicking on the one with the 2 tables, you’re also selecting the buggy one because of its insane footprint?

    in reply to: Testing North7 #5268
    Vrayna
    Participant

    Reddish sign, that’s the one with tables of goods on each side of the door, isn’t it?
    *rushes to cancel the building and pick another model*

    in reply to: Testing North7 #5247
    Vrayna
    Participant

    At the moment I really think it’s the firewood to charcoal that might need a tiny bit of tuning. I haven’t really reached the point where I feel like I can spare any wood for food-stuff. Still trying to make enough charcoal to craft the few iron fittings, and then some iron tools.
    I think that on my map I’ve reached the point where trees are starting to spread nicely though, so firewood should soon be a bit easier to get and I’ll be able to let a worker on charcoal duty for a couple of seasons.

    I suspect I might have also been incredibly “lucky” with an insane amount of stones and bog iron in the areas where trees grew. I’m pretty sure that it also limited the amount of firewood (and wild food) that could possibly spawn. Basically I had the weird luck of very few trees and tons of stuff under them.

    I had forgotten how fun it is to have to worry about details in Banished again :D

    in reply to: Testing North7 #5244
    Vrayna
    Participant

    About the firewood/charcoal thing: I’m playing on “only” Fair climate, so not the harshest, and I have to say that with a Seafarer start I run out of firewood every winter and can’t make more than a few batches of charcoal.

    I basically can never have enough charcoal to use at the bloomery + the 2 steps at the blacksmith to make tools or the fittings needed for the Trade Post, unless I close down 2 of my 3 houses every winter to cut down on firewood use.

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