World of Banished

Conversations => General Discussion => Topic started by: Jewels8 on March 31, 2018, 01:37:29 PM

Title: Accepting nomads & citizens stranded
Post by: Jewels8 on March 31, 2018, 01:37:29 PM
Almost every map I have started recently this has been happening, I accept nomads and within a minute or so I get alerts of homeless and low tools, I locate the stranded bannies and have to build bridges immediately with the debug just for them to survive and return home! If anyone can let me know how to stop this from happening? Just finding it annoying!
Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on March 31, 2018, 01:47:10 PM
different map. what mod are you using? this is as much about luck than anything.
      usually, i use the mini townhall to pull nomads.it doesn't require a trade post. early in game i push limits on tools and clothing up.and get the food reserve up as well,before taking the nomads. 1 thing that is a "cheat" but does help is debug some cheap bridges when you do find the nomads so far off.
Title: Re: Accepting nomads & citizens stranded
Post by: Jewels8 on March 31, 2018, 02:29:06 PM
@Brad3  I may have well stocked tools and food etc it happens regardless! After I have enough resources do I put in a trading post followed by and I mainly use town arrival for stats and to accept nomads, a nomad well or a sign and later in midgame I place a proper town hall. The mods I use in this order;

Horse wagon
Increased CC
Ridiculous storage
Busy pastures
Extra leather
Better fields
Hot crops
RK Editors choice or DS terrains & climates enabled or disabled, one or the other
Flax patch
New pine flora
New flora
Pine set
Natural Div 1.01
Megamod 8 RC2 1
Megamod 8 RC2 2
Megamod 8 RC2 3

Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on March 31, 2018, 02:52:53 PM
flax,flora,pine,and nat div all should be higher in order. i do think your issue is luck though.
Title: Re: Accepting nomads & citizens stranded
Post by: Paegin on March 31, 2018, 03:06:23 PM
What I do, is when the map first comes up, I pause, then check every possible creek and river, and place bridges on them for building. Bannies will auto build them as they can. You might want to wait a season or two before putting up whatever building you have that attracts them, give your bannies time to build them. But unless you have a ton of creeks, you should have ways for any nomads to reach you, no matter what direction they come from by year 2.
Title: Re: Accepting nomads & citizens stranded
Post by: Jewels8 on March 31, 2018, 03:17:40 PM
That's what I have started to do too @Paegin and learning early on to place cheap bridges so it's not a problem just thought it was a bug but as you said @Brad3 it comes probably down to luck!...My order of mods hasn't been a problem in any other respect, you say placed higher in order as in higher above what the..
Increased CC
Ridiculous storage
Busy pastures
Extra leather
Better fields
Hot crops

or above
RK Editors choice or DS terrains & climates??
Title: Re: Accepting nomads & citizens stranded
Post by: Gatherer on March 31, 2018, 03:34:44 PM
Quote from: Jewels8 on March 31, 2018, 01:37:29 PM
I accept nomads and within a minute or so I get alerts of homeless and low tools, I locate the stranded bannies and have to build bridges immediately with the debug just for them to survive and return home! If anyone can let me know how to stop this from happening?

This is the part I do not understand completely. If you accepted nomads that means they should be located near your nomad attractor (town hall, well,...). Within your settlement. They should not be stranded across the river.
Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on March 31, 2018, 03:36:53 PM
to get the most out of those mods,yes they should be above the RK or Ds start mods at least.preferably all the way to the top.everything from theose to the MM mods in your list. be advised though that with the order i have at the moment there is some conflicts with the RK mod. i am also using the North with my setup. the items from the pine and nat div mod are tagging strange and not being collected per the clear food tool. the extra anijmals and ores that the RK adds do not appear.there is a texture change of thatch and fodder as well. this is one of those cases where mod order changes will give differences.it is a players preference ,but remember the way you have it set many of the items won't appear on the map.
Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on March 31, 2018, 03:40:15 PM
@Gatherer  i wonder if that can be modded out. it does happen though. there are a few nomad catchers that will ask you even when they nomads are stuck on the map edge.
Title: Re: Accepting nomads & citizens stranded
Post by: Gatherer on March 31, 2018, 03:44:56 PM
@brads3  This is the first time I've ever heard of this. Which ones? I've used vanilla town hall, Kid's rowhouse town hall and nomad well, nomad town signs, nomad statue,... Never seen it happened myself.
Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on March 31, 2018, 03:58:01 PM
maybe you have been lucky. i use the mini townhall usually. i have seen it with RED's lighthouse as well. CC larhe maps,valleys ,lake maps,etc.
Title: Re: Accepting nomads & citizens stranded
Post by: Paegin on March 31, 2018, 06:10:28 PM
Before I started building the bridges right awy, I'd get nomads, but no nomads at my sign. I'd look and there they'd be, halfway across the map, stuck because no bridge spans the creek or river they are on the other side of. Nomad signs/buildings just add the nomad option. They can appear anywhere on the map, if there is no way for them to get to you via bridges.
Title: Re: Accepting nomads & citizens stranded
Post by: Gatherer on April 01, 2018, 02:25:16 AM
Strange bug that they would appear in the nomad attractor UI panel if they can not reach the attractor themselves.
Title: Re: Accepting nomads & citizens stranded
Post by: Paegin on April 01, 2018, 03:18:34 AM
It happens.  :o
Title: Re: Accepting nomads & citizens stranded
Post by: kid1293 on April 01, 2018, 04:27:29 AM
It can happen with faulty points. Wrong name or so...
The game expects both create_001 and create_002 to spawn nomads right.
I had several old mods where I didn't know what to do. Nomads landed
all over the map. I got message but sometimes I couldn't find them.

The problem is maybe with points. But which mod is the culprit, I don't know.
Title: Re: Accepting nomads & citizens stranded
Post by: RedKetchup on April 01, 2018, 04:50:08 AM
agree with Kid :)
same on my side
Title: Re: Accepting nomads & citizens stranded
Post by: Jewels8 on April 01, 2018, 07:25:42 AM
I tend to believe that I just have had a few bad maps lately, the fact that it happened one town after another, my thoughts were..it's gotta be a bug! I do vary my start conditions and it happens regardless. The nomads would appear at the nomad well, signpost or town hall, I go ahead and accept them and they go about they're way, I watch them firstly grab food clothes tools etc from the market and let them do they're thing as I move my focus away for a moment to assign building new homes for them, it's then that the alert comes up, It's an immediate pause game here, locate my people, build bridges and watch them scuttle home..and all is right again :) Yay
Thanks everyone who shared their thoughts and suggestions, some of you have yet to have this happen and others know what I am talking about! It feels good to rescue them though, one minute they are accepted into the town and feeling like they belong and the next minute they appear in far faraway place..wondering how did they get there..poor bannies gotta love them! :) 
Title: Re: Accepting nomads & citizens stranded
Post by: Paegin on April 01, 2018, 11:45:50 AM
Well, Kid, I use your nomad sign. And if I don't build bridges, it could happen.
Title: Re: Accepting nomads & citizens stranded
Post by: kid1293 on April 01, 2018, 12:32:08 PM
Nomad sign should be safe....
Title: Re: Accepting nomads & citizens stranded
Post by: Alitoni on April 04, 2018, 05:46:38 PM
Oh wow, I recently had this happen several times during a play through, and came here looking for help. My nomads arrive and, like OP, I tend to their needs then go about doing other things. Shortly after, I receive the notifications, and when I find them they are at the edge of the map in an area that's unreachable (teleported maybe?). I use RK's lighthouse (NMT 3.0) as a townhall, which I've used a plenty and have not had any issues.

I notice the only mods I have in common with OP are Increased CC and Ridiculous storage, and somehow I don't see how this can affect the nomads in such a way.
Title: Re: Accepting nomads & citizens stranded
Post by: brads3 on April 04, 2018, 06:04:24 PM
as soon as you accept the, hit play then pause. the nomads will show as homless,click the homeless icon, will take you to where they are gathered.
i usually save the game when nomads show up before accepting them. then if they do happen to be lost you have a safety to solve the issue. or in case buildings don't get done gast enough, food was lower than you thought,etc. it is a good time for the save point. if you don't see them do the 
  "helicopter" celebration by the nomad catcher,then they are lost.

    from what i remember reading,where the nomads enter the map is connected to placements of townhalls,trade posts,and some modden units. modded units may include RED's lighthouse<i do think he did a fix or solution in newer versions> castles,possably some markets.how it works is hard coded into the game.
Title: Re: Accepting nomads & citizens stranded
Post by: Nilla on April 05, 2018, 01:52:01 AM
Quote from: Alitoni on April 04, 2018, 05:46:38 PM
Oh wow, I recently had this happen several times during a play through, and came here looking for help. My nomads arrive and, like OP, I tend to their needs then go about doing other things. Shortly after,.............

Just a question; you say, you "tend to their needs". Does this mean, that they have been in your village, have tools and clothing, when they "disappear" in the corner? This happened to me in my last game. The same however happened also to some citizens, before I've taken any nomads at all. I think this is a bugged map, so I started a new game.

In some games, you take nomads as usual; they become citizens but never appear in the village. You can see, that they actually never were in the village, they have no tools and clothing, when they die. They simply can't find a way. If you build bridges to that spot, the next "batch" will arrive alright. And you can play as usual.

You can compare my screenshot with the one from @Jewels8: Two different "bugs". If it looks like on my screenshot, I can only advice to start a new game. (or maybe @RedKetchup finds out something clever after looking at my save)

Title: Re: Accepting nomads & citizens stranded
Post by: Alitoni on April 05, 2018, 02:01:50 AM
"Tend to their needs" = there is already a hostel/boarding house etc in place, queuing up houses to be built, and ensuring there are enough builders to build them, there is plenty of food to go around (I normally have an abundance of food before allowing nomads), an abundance of tools, and so forth.

Unfortunately, I've already deleted the save and have moved on to a new map/game. I will use the lighthouse again to see if this happens again; although, as I mentioned before, I've used it other times and have not had this happen. I think it just may be bad maps, however, I find it odd that my nomads ended up in the exact same spot, pretty much off the map, and in an area that appeared inaccessible.
Title: Re: Accepting nomads & citizens stranded
Post by: Nilla on April 05, 2018, 03:00:09 AM
If it's the "normal bug"; it's not that weird; that's where they come from and the path to the village is blocked with rivers or streams. The weird thing is, that they ask to be citizens, before they actually are there. I guess the program count a time between appearing on the map and asking. You can sometimes see the nomads a long time around the townhall, before the request comes. In that case, I guess they come from a spot close to the village.

If it's this kind of "bug", you can have it with other nomad attractors as well, not only the lighthouse. I also prefere the lighthouse, if I have that mod loaded, really nice looking.
Title: Re: Accepting nomads & citizens stranded
Post by: RedKetchup on April 05, 2018, 03:06:10 AM
the best always is when you are rdy and plan to get nomads and accept them when you will have the alert, is , always look around and build their bridges so they can get to you. it always been from day 1 of this game.
Title: Re: Accepting nomads & citizens stranded
Post by: Abandoned on April 05, 2018, 07:00:38 AM
With regards to accepting nomads, I have been known to accept a lot of nomads especially early in the game since I use the 1:1 aging mod.  I will use one of the mods that attract nomads like Kid's nomad well or sign.  If I do not get nomads the following year or two I know I need a bridge across the river or stream.  On a small map this is not much of a problem, and nomad arrival is solved.

I have not had a problem with citizens being stranded but in story #20 Cedar Creek I had a strange parade of citizens.  Somehow a hunter killed a deer outside of hunting range and across the creek.  Before I notice the venison and hide I saw citizens on the other side of that creek.  The laborers traveled far up the creek to one small spot they could cross, then all the way back on the other side to the meat & hide.  They were cold and starving, I thought I would lose them.  Even though I quickly built a small bridge across the creek they did not use it to return to this side but went back the same way they had come.  They did all survive but other work was neglected. 
Title: Re: Accepting nomads & citizens stranded
Post by: Nilla on April 05, 2018, 07:14:57 AM
That's a very typical thing you describes @Abandoned. Better look close, if you put "action circles" close to rivers and streams.(unless there's a close bridge) It can also happen, if you accidentally mark one tree, or rock on the wrong side of the river. Somehow one or two Bannis manage to get there but can't get back and starve/freeze to death.
Title: Re: Accepting nomads & citizens stranded
Post by: Abandoned on April 05, 2018, 10:48:14 AM
 @Nilla , What I thought was strange was that all or almost all of the labors went to get that meat and hide which I did not see at first.  The hunter's range was very close to that creek but not on the other side and I did not recall having seen any deer in that location.  I will remember to watch that in the future.  :)