|
Wolfgang Pauli posted:On another note, do we have any specific numbers on how much food somebody eats in a year? If you go a year without a radical population change, grab your food usage from your Town Hall and divide it by population. With larger populations an increase or decrease of one or two won't throw the numbers very much. Looks like it's 100 food per-person, per-year.
|
# ? Feb 19, 2014 01:58 |
|
|
# ? Apr 26, 2024 02:11 |
|
lohli posted:It's not much, but it's much better than I had been doing. My only real advice would be to avoid building fishing docks, gatherer's huts outclass them by so much that it's not even funny, I don't know if having educated fishermen might make fishing docks useful(or how being educated affects productivity in any other case), but they produce so little food that a fully manned fishing dock could only just support the starting families. I'm not advocating building fishing docks to start with, but I built one on a tiny island in a lake and that one is giving me a metric fuckton of fish. Basically give them access to as much water as possible and watch the fish pour in. Edit: I love the bizarre ways people die in. I had a hilarious one but I forgot what it was.
|
# ? Feb 19, 2014 02:12 |
|
uXs posted:Edit: I love the bizarre ways people die in. I had a hilarious one but I forgot what it was.
|
# ? Feb 19, 2014 02:15 |
|
Mu. posted:I had a builder in year 1 die suddenly of a weak heart, which is my favourite death so far. Yes! That was it Edit again: splitting herds is difficult. I don't understand why sometimes it lets me and sometimes it doesn't. Especially cattle and sheep seem hard, while chickens are easier.
|
# ? Feb 19, 2014 02:15 |
|
I had a nice and stable town going when all of a sudden everyone froze to death on the 3rd winter. What the heck happened? Everyone had homes, there was plenty of food and leather jackets.
|
# ? Feb 19, 2014 02:24 |
|
lohli posted:Also I think having your villagers educated gives a massive bonus, I had a food shortage warning one season followed by having 1.2k food in storage the following season after my school finally managed to start popping some kids out. I've been able to cut my gatherers by half and have it remain stable at 1k food. I think it must; I have 12k food stored up after 12 years, and have never had a shortage of anything. The school was one of the first things I built, after a forester/gatherer/hunter cluster. One thing you have to watch out for: if your teacher dies and you don't have a free laborer to take over immediately, all the current students are kicked out with no way back in. That brought my education rate down from 100 to 70. I've been using firewood as trading currency, it's super easy to stockpile with an operating forester and woodcutter, and it's worth 4 "value" a piece so you only need 600 to buy the really expensive seeds.
|
# ? Feb 19, 2014 02:28 |
|
Baby Cakes posted:I had a nice and stable town going when all of a sudden everyone froze to death on the 3rd winter. What the heck happened? Everyone had homes, there was plenty of food and leather jackets. Firewood shortage? Leather jackets enable your workers to stay out in the cold longer, but they will have to come in eventually to warm up again. And for that they'll need firewood.
|
# ? Feb 19, 2014 02:41 |
|
uXs posted:Firewood shortage? Leather jackets enable your workers to stay out in the cold longer, but they will have to come in eventually to warm up again. And for that they'll need firewood. is there a difference between the wood harvested and firewood?
|
# ? Feb 19, 2014 02:41 |
|
Wolfgang Pauli posted:Spread that poo poo out! Even if a tornado rips up your central town, you should still have some forester/gatherer/hunter/herbalist villages on your periphery that can keep the fire alive. I was only a few years in, but my stuff was not clustered together overmuch, the tornado followed my workers along their path where they were gathering logs, hit the blacksmith, did a 90 degree turn to hit the houses/storage, did another 90 to hit my school and then swung in a lazy half circle to hit my hunter lodge thing and then gatherers. I swear it was aiming for the buildings, the only thing left was a well.
|
# ? Feb 19, 2014 02:47 |
|
How can I get sheep/cattle? I started on the Medium difficulty and don't have any. Thanks.
|
# ? Feb 19, 2014 02:51 |
|
You should also include in the op that you can get this game in the humble store.
|
# ? Feb 19, 2014 02:51 |
|
Baby Cakes posted:is there a difference between the wood harvested and firewood? There are logs (used for construction mainly) and firewood, which is cut from logs at the woodcutters. Lorini posted:How can I get sheep/cattle? I started on the Medium difficulty and don't have any. Thanks. I think you're supposed to trade for them if you have a trading post (a long with seeds and other stuff you don't start with). I don't know the secret to actually getting merchants to come to your trading post however.
|
# ? Feb 19, 2014 02:53 |
|
Baby Cakes posted:is there a difference between the wood harvested and firewood? Yes, firewood is one of the few "crafted" items in the game: Log -> Firewood (Woodcutter) Log + Iron = Iron Tool (Blacksmith) Log + Iron + Coal = Steel Tool (Blacksmith) Leather -> Hide Coat (Tailor) Wool -> Wool Coat (Tailor) Leather + Wool = Warm Coat (Tailor) Grain or fruits -> Ale (Tavern) That's the extent of crafting or resource chains in Banished and really represents my main disappointment with the game: there's no real progression and the resource economy is extremely limited compared to similar games. Once you've built two mines (one on Iron, the other on Coal) and bought some Wool and seeds you've reached the top of the tech tree as it were. And as a result your workers' tools will last twice as long before breaking, they can work twice as long in the cold, and the booze will make them happier. Doesn't feel terribly rewarding. Lorini posted:How can I get sheep/cattle? I started on the Medium difficulty and don't have any. Thanks. Don't forget to buy more than one from the trader so they can reproduce Edit: Yeah, that'd pretty much be my review summary. For a one-man indie game, I'm impressed. As a stand-alone $20 city/survival sim, it's okay and the bare bones of a good game are there but it's lacking in depth and replayability. On the whole, with all the attention it's getting, I'm optimistic there will be a good modding community and the game's maker will get a huge flood of cash to keep developing DLC and expansions. Maybe not a diamond, but probably a gold in the rough. \/\/\/\/ Pellisworth fucked around with this message at 03:18 on Feb 19, 2014 |
# ? Feb 19, 2014 02:57 |
|
So far I am impressed for a one man indie title. Played so much I didn't realize how much time flew by. I agree the crafting is a bit shallow but I'm hoping the mod tools he is putting out will lead to some mods which address it. Sounds like they can be used to add new items/buildings/resources which interact with the villagers/economy in different ways.
|
# ? Feb 19, 2014 03:03 |
|
Pellisworth posted:
I'm almost certain that I bought one sheep and had a herd of six before too long. Maybe they reproduce by budding?
|
# ? Feb 19, 2014 03:20 |
|
Is there a way to evict people from their homes? I've got a bunch of singles that are living alone, and they need to go outside and start making babies.
|
# ? Feb 19, 2014 03:24 |
|
The game definitely needs more depth. Very early on, with perhaps 30 people, you can build every building and be self sustaining. I guess I was expecting something a little different. Not a bad game, but mods to add in upgrades and other resource chains are sorely needed.
|
# ? Feb 19, 2014 03:25 |
|
Why did half of my colony die of old age before any more babies were born? I went from 25 down to 11 before any new kids were born.
|
# ? Feb 19, 2014 03:27 |
|
Jalumibnkrayal posted:The game definitely needs more depth. Very early on, with perhaps 30 people, you can build every building and be self sustaining. I guess I was expecting something a little different. Not a bad game, but mods to add in upgrades and other resource chains are sorely needed. It can vary a lot depending on what sort of curveballs the game tosses at you. I lost my first village because one of my farmers died in childbirth at just the wrong time and that was the tipping point for a failure cascade which eventually took out everyone.
|
# ? Feb 19, 2014 03:30 |
|
Petty Haberdasher posted:I'm almost certain that I bought one sheep and had a herd of six before too long. Maybe they reproduce by budding? I dunno, I bought one and put a Herdsman to work tending it and years later I still only have one sheep.
|
# ? Feb 19, 2014 03:34 |
|
DONT CARE BUTTON posted:Why did half of my colony die of old age before any more babies were born? I went from 25 down to 11 before any new kids were born. Probably didn't have enough houses for people to shack up and make babies. Edit: Also it seems that if your teacher dies or is removed from their post, the students that were in the school are actually adults rather than children, so if you're in desperate need of extra labourers or if you have some empty houses and need to increase your population desperately you can kick them out of school. lohli fucked around with this message at 03:41 on Feb 19, 2014 |
# ? Feb 19, 2014 03:35 |
|
Wee Tinkle Wand posted:I lost my first village because one of my farmers died in childbirth at just the wrong time and that was the tipping point for a failure cascade which eventually took out everyone. Love that. Reminds me of the proverb "For Want of a Nail": For want of a nail the shoe was lost. For want of a shoe the horse was lost. For want of a horse the rider was lost. For want of a rider the message was lost. For want of a message the battle was lost. For want of a battle the kingdom was lost. And all for the want of a horseshoe nail. My own failure cascade happened because I built the blacksmith a wee bit too late, and things kind of spiraled out of control and ended with people freezing to death in the dead of winter while they tried to pummel logs out of trees with their fists. jobroskie posted:You should also include in the op that you can get this game in the humble store. Thanks, I was going to do it before bed and totally forgot.
|
# ? Feb 19, 2014 03:42 |
|
Welp. Nearly hit the 50 year mark (and over 400 villagers), but it appears that I'm not going to get any further, at least with this game, since it's decided it's going to start crashing every time it tries to autosave (or if I try to save manually, for that matter). Maybe it's just telling me to go to sleep.
|
# ? Feb 19, 2014 03:43 |
|
Petty Haberdasher posted:I'm almost certain that I bought one sheep and had a herd of six before too long. Maybe they reproduce by budding? You probably bought a pregnant sheep!
|
# ? Feb 19, 2014 04:04 |
|
I really like this game but if you're on the fence there's no harm in waiting. This is definitely a 1.0 release.
|
# ? Feb 19, 2014 04:13 |
|
I would agree. The core of the game is solid, but there is nothing to really build towards, and no real progression. Some sort of campaign would be fun, or at least some obstacles to overcome.
|
# ? Feb 19, 2014 04:16 |
|
Pellisworth posted:Don't designate builders until all the materials for a building are in place and it's ready to actually be built, otherwise you're just wasting labor. Everyone nearby will immediately clear the foundation, harvesters will dump off wood/stone/iron all on their own. There's an obvious visual cue when you have all the resources in place, the foundation will appear and then you should assign builders to finish it up. As I understand it, your villagers will seek jobs. So if you've got a builder who can't build anything for lack of resources, then they devolve into a laborer and start doing those tasks. Which is kind of annoying if your builder delivers the next to last log at a site then hikes off to collect more resources, since they work each task to completion. I noticed my woodcutter doing the same - joining the tree felling party until she checked for a new task and there happened to be some spare logs. I'm stuck in a weird loop where I can't demolish my cart. For some reason people love storing poo poo in the cart, even though I have a pile and a barn. It's probably a distance thing. Still, when you queue the cart for destruction it is no longer a valid storage spot, so the things stored in it are not accessible to consume until hauled to a new spot. This is a problem if all your food is on the cart, and your villagers stop hauling the food off the cart to look for some food to take home... boner confessor fucked around with this message at 04:21 on Feb 19, 2014 |
# ? Feb 19, 2014 04:18 |
|
Mu. posted:I had a builder in year 1 die suddenly of a weak heart, which is my favourite death so far. I had a forester die from getting crushed by a tree, that's probably the best so far.
|
# ? Feb 19, 2014 04:19 |
|
I didn't know foresters could die like that. On the other hand my stone cutters die so often from being crushed by rocks that dying of old age is the exception rather than the rule.
|
# ? Feb 19, 2014 04:27 |
|
So is there something special I need to be doing to get Nomads to show up? I managed to get a decent self-sufficient town with a Town Hall, Trading Post, and just about everything else and I'm getting to watch it slowly wither and die because the population is made up of senior citizens . I'm enjoying this quite a bit though, definitely has some weirdness going on but it's much more forgivable from a one-guy dev team. I could see myself sinking a lot of time into this once the mods and everything get sorted out.
|
# ? Feb 19, 2014 04:27 |
|
TheOrange posted:So is there something special I need to be doing to get Nomads to show up? I managed to get a decent self-sufficient town with a Town Hall, Trading Post, and just about everything else and I'm getting to watch it slowly wither and die because the population is made up of senior citizens . I had to wait a few years to get any to show up, I wasn't paying enough attention to note whether or not my trading post was finished before they showed up so that may or may not play a part. Also I managed to slightly mismanage my food and suddenly everyone was starving and I had to kick 10 people out of school so I could do damage control. Check your houses to make sure they're not full of 30 year olds living with their parents, if they are then build more houses. Popular Thug Drink posted:I'm stuck in a weird loop where I can't demolish my cart. I had two storage barns diverting attention away from it before the cart got low enough that I could try to demolish it, when you have it set to be demolished it seems that your guys will unload the contents but it remains a valid dropoff spot. It's made even worse by the cart seeming be a better location to store things even when other objects are closer to everything that your workers are doing.
|
# ? Feb 19, 2014 04:58 |
Anyone got any interesting seeds as yet? Looking for something which has a decent amount of space for expansion with a good sized river nearby. A lot of my initial starts have been in narrow ground between a river or tributary streams.
|
|
# ? Feb 19, 2014 05:03 |
|
Baronjutter posted:I just want a game where I have full artistic control over my city plus german levels of information and feedback like in anno or tropico, but with a real challenge. It sounds like the challenge is here, but there's little room for design/art/prettyness and the lack of feedback is part of the challenge. Anno without islands would probably be my favorite city builder ever. The RPS review kinda seems to confirm my concerns with everything I've seen of the game. It seems like a very functional game, but I've been really wondering where the fun stuff is supposed to be. Anno, SC4, every city builder I've ever played unlocks some high level, visually appealing, and prestigious stuff to build as you improve your city, does this do the same? I've not seen anything like that. OwlFancier fucked around with this message at 05:12 on Feb 19, 2014 |
# ? Feb 19, 2014 05:05 |
|
lohli posted:I had to wait a few years to get any to show up, I wasn't paying enough attention to note whether or not my trading post was finished before they showed up so that may or may not play a part. Also I managed to slightly mismanage my food and suddenly everyone was starving and I had to kick 10 people out of school so I could do damage control. Check your houses to make sure they're not full of 30 year olds living with their parents, if they are then build more houses. Nope, it's now got to the point where the one survivor is left to wander the entire town now that everyone else has died. It's kind of surreal in a weird way, I guess I'll start over and hope things go better next time. I feel like I should have a quote from Twilight Zone or something here... E: So I guess it just keeps going once everyone's dead huh? Guess I'll let it run in the background for a bit and see if any nomads ever show up. Nanomachine Son fucked around with this message at 05:11 on Feb 19, 2014 |
# ? Feb 19, 2014 05:05 |
|
Does anyone have this problem: Whenever I draw an area to be harvested (eg. harvest trees, gather iron, etc.) my workers will drop whatever job they are assigned to (eg. builders, hunters, gatherers) and immediately rush over to harvest instead. I thought it was because I didn't have enough laborers, but at one point I had 5 laborers and people would stop their assigned jobs and rush over to help. This has caused major issues, like causing famines and poo poo. I can't figure out why this is happening. I'm at year 10 but I'm constantly fighting the game because of this issue.
|
# ? Feb 19, 2014 05:18 |
|
Is there a minimum pop. needed to reach equilibrium? I want to just have a small village and watch my dudes walk around doing stuff.
|
# ? Feb 19, 2014 05:32 |
|
Just broke 400 dudes and started a village across the river that would exist solely on trade with the others and middle class jobs. Naturally, they're all starving to death because I have almost 100 dudes out of work who just walk around balancing out stockpiles. I had almost 30k food and that poo poo cratered within a season. I'm barely about 4k. Die-offs are fine, though, since there'll be this nice village across the way for people to move into when the population recovers and I get more food up. I'm expecting to lose several hundred, but that's fine. I have the infrastructure set up and and tons of stored stone and iron and coal. I can recover even if I'm down to a dozen people for a while. I don't know what's going on with this game, though, since I've only had a couple fires and my diseases didn't go anywhere. Maybe hospitals should be way less effective than they are. I had four guys get yellow fever from a nomad kid and that's as far as I've ever had a disease spread. Also, if the game's not challenging enough then switch over to Harsh climate and never, ever turn away nomads. Plek posted:I was only a few years in, but my stuff was not clustered together overmuch, the tornado followed my workers along their path where they were gathering logs, hit the blacksmith, did a 90 degree turn to hit the houses/storage, did another 90 to hit my school and then swung in a lazy half circle to hit my hunter lodge thing and then gatherers. I swear it was aiming for the buildings, the only thing left was a well.
|
# ? Feb 19, 2014 06:25 |
|
Game needs more tool-tips. Like what do the various tools or lack of tools do? Obviously it effects work speed but give me a little +X% stat. Crafting could have more depth. There could be more buildings and more variety of buildings (like different sized/shaped versions of the same building). Also a game like this desperately needs the ability to personalize your village. Statues, flower beds, functional cosmetic little details that make people happy or just look nice. More things to work towards, vanity projects. Also is there a way to optimize where people live so they live near their jobs?
|
# ? Feb 19, 2014 06:50 |
|
Is anyone else having problems with their workers *ahem* reproducing? All of my villagers must be the gooniest motherfuckers, because I only have 1 person left under 60. They keep dying of old age with nobody to replace them.
|
# ? Feb 19, 2014 06:53 |
|
|
# ? Apr 26, 2024 02:11 |
|
The game does that optimization for you, somewhat. No person is tied to their jobs so if they get shifted from their uncomfortable hostel to a spanking new stone house nearest an orchard, they'll take over the farming.
|
# ? Feb 19, 2014 06:54 |