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91
Mod Discussions / Re: Official Banished MegaMod Public Beta
« Last post by Fellow Villager on January 19, 2017, 08:18:27 AM »
sorry for the offtopic, but i lost may mail and the new colonial charter mod...someone could link it?
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General Discussion / Re: Ostriv - a new city-building game in development
« Last post by yevheniy on January 19, 2017, 07:39:31 AM »
Thanks guys!
There's some Ostriv development news: Advanced farming and customizable buildings
Talking about some new gameplay decisions and new features added to the game in last couple of weeks

http://ostrivgame.com/wp-content/uploads/2017/01/debug3.jpg

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Village Images / Re: Sightseeing In Banished Land
« Last post by Paeng on January 19, 2017, 05:43:38 AM »
Meanwhile, Deep In The Forest...

https://dl.dropboxusercontent.com/u/5012419/Banished/_wob/forest01.jpg


https://dl.dropboxusercontent.com/u/5012419/Banished/_wob/forest02.jpg


https://dl.dropboxusercontent.com/u/5012419/Banished/_wob/forest03.jpg


https://dl.dropboxusercontent.com/u/5012419/Banished/_wob/forest04.jpg


 ;)
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Village Blogs / Re: Nilla, Firestelluride - testing the North, Ironman
« Last post by Tom Sawyer on January 19, 2017, 05:07:43 AM »
Quote from: Nilla
To store coins...... hm...... I think I'm too stingy for that.  :-[ I want to get as much as possible out of my merchandise and use the few coins the merchants bring! Now! Not later! But honestly, I guess, it would be a good way to store things. I'm sure I wouldn't go broke, if I barter traded more.

Hm, barter trading is not really my intention if I suggest to stock money for efficient storage. It seems the cash flow is the problem. We made a balance of import/export. You give the money away in the same amount as you can get it from export merchants. Even with your 3 ports it seems to be not enough. Actually not bad but not a good way to save a lot of money. More coins from export merchants would help.

Quote from: Nilla
I think the new bigger port from @kid1293 would be very valuable. I find the limited space in the ports is more annoying, when you're playing the North, than in a vanilla gameplay. Here I like to sell more heavy stuff like logs, wool, hides, charcoal, tools and clothing. One alternative thing to a bigger port, could be to change the weight of things. I can understand that logs are heavy and spacial, but tools and clothing? Don't need much space to store a coat or a hammer!

The required space of tools, clothing, textiles, iron and other materials is already reduced in the North. From 10 to 5 in most cases. The basic rule is: food 1, materials 5, stone/bricks 10 and logs 15. Coins also 1 of course. A big port with high capacity is convenient for trading. Maybe more than many small docks and we can adapt Kids port to make it work in the North. And I think it should be logical in comparison to other storage buildings. Maybe not only paid by land use but also with building costs for big storage. Like an industrial port as advanced building for midgame with typical brick architecture like in some ports of Hanseatic cities.

Quote from: Nilla
There's one unusual thing in this game, compared to all other Nordic games I've played. I have too much logs! It never happened before.

I guess your surplus of logs is a result of slow growth. In the North logs are building material and not so relevant for firewood. So slower growth means less required wood.
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Mod Discussions / Re: Forest Deep
« Last post by kid1293 on January 19, 2017, 04:51:48 AM »
OK.OK.
A sturdy stair it will be!
And I beg forgiveness for being rude to the dwarfs!

edit - Here is a Tree Hall ( with stair for all! )
Version 2 in download.
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Mod Discussions / Re: Official Banished MegaMod Public Beta
« Last post by Abandoned on January 19, 2017, 04:26:00 AM »
I got Banish from GOG version 1.0.4 when I bought it, when I returned to the game I uninstalled and downloaded updated version 1.0.6 from GOG. Don't use mega mod but other mods work fine (except a few real old ones.)
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Mod Discussions / Re: Wood Butcher v1.0
« Last post by Abandoned on January 19, 2017, 04:18:08 AM »
Very nice, needs New Hunters Cabin (work in progress)   :)
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Mod Discussions / Re: Forest Deep
« Last post by Abandoned on January 19, 2017, 04:12:28 AM »
Not to constructor, those who live in tree houses do well to stay on good side of dwarves known to carry big axes.
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Village Blogs / Re: Abandoned - Mountain Mines - Story 8
« Last post by Abandoned on January 19, 2017, 04:00:11 AM »
Chapter 5

  In the spring of year 11, 7 nomads arrived from the east.  They passed through Chattachoo and traveled much the same route as we had to get here.  They too had come from the north, but not as far north as we.  No, they hadn't heard of anyone looking for their children.  We all had someone we left behind; parent, grandparent, sibling.  They said they would come and find us but it's been over 10 years.  How could they find us?  This is a vast land and settlements are few and far between, as you well know, weary traveler.  Anyways, 2 of the nomads became stone cutters in the quarry after the road diggers unearth some rare green rock, jade they called it.  It might be worth something. They also said our rough gemstones would be worth more if we polished them up to see what we got, so we built a workshop by the trading post and Dalling became our gemsmith.

  The quarry and gemsmith took up a good bit of land we had been using for garden shed forestry and food gathering.  We were most concerned with our food reserves which had been dropping.  When 7 more nomads arrived in spring of year 12, we decided the extra workers should be used for food production. Plum trees were planted and another hunting lodge was built.  We don't know what those builders were thinking when they built such a long bridge over the creek to where they would build a gatherers hut.  A cropfield was cleared for the wheat seeds the boatman brought that summer.  We most definitely needed more trade goods.

  Lucky for us, Corter, who was educated, decided he'd had enough of fishing out in the cold and would be the blacksmith making steal tools in the new shop, the old shop would continue producing iron tools for trade.  A new precious mine was dug in the mountainside by the inn.  We could extract gold or silver ores or more rough gemstones.  It was amazing the colorful assortment of gems the gemsmith was producing.  I opened a storage crate by the dock and thought it was a good thing there were no pirates hereabouts, it was like opening a treasure chest.

 An assessment of our mine was discussed at the spring of year 13 town meeting, just after 7 more nomads arrived.  We could use more miners but we needed more food, and more housing, and our school and church were filled to capacity, and we had no hospital.  There was little buildable land nearby that didn't take away even more land from our foresters, hunters, and gatherers.  What to do?  What to do?

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Mod Discussions / Re: Official Banished MegaMod Public Beta
« Last post by RedKetchup on January 19, 2017, 02:37:34 AM »
thats probably there the problem, you should have this screenshot when you start the game : 1.0.6 - Build 160521
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