World of Banished

Sightseeing => Village Blogs => Topic started by: Paeng on October 11, 2014, 01:55:57 PM

Title: Selin
Post by: Paeng on October 11, 2014, 01:55:57 PM
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin-map.png)

Seed: 203212583 | Valley / Medium / Fair / On / Hard | Population: 887


Town Center - Winter and Summer
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin01.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin02.jpg)

Saw Mills
(https://dl.dropboxusercontent.com/u/5012419/Banished/mod-tests/log06.jpg)

Farming Centers
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin03.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin04.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin05.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin06.jpg)

Forestry Belt
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin07.jpg)

River Bend
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin08.jpg)

Autumn Rain
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin09.jpg)

Lake with 'Nomad's Causeway'
(https://dl.dropboxusercontent.com/u/5012419/Banished/selin/selin10.jpg)
Title: Re: Selin
Post by: Pangaea on October 11, 2014, 02:08:51 PM
Looks excellent, good work :)

How did you find it was playing with the mods you used, were they balanced? Any particular issues?

Strange question, but how come there is the "Banished" logo in the bottom left? I see this in some pictures, but they're not in mine.
Title: Re: Selin
Post by: Paeng on October 11, 2014, 03:20:58 PM
Quote from: Pangaea on October 11, 2014, 02:08:51 PMLooks excellent, good work :)

Thank you!  :)

QuoteHow did you find it was playing with the mods you used, were they balanced? Any particular issues?

Well, I use plenty mods - currently about 35 of them (see here (http://banishedpeople.freeforums.org/editor-s-choice-t99.html))... However, I stay away from any mod that simply doubles this, more of that, unlimited all, or over-boarding production chains and such... oh, and for now I stay away from any map-mods, too - most of them I found full of issues, from graphical glitches to full crashes, and I don't really have a need for them - I always find a pleasing seed... ;)

Generally the stuff I use seems to be pretty balanced, I don't see much where I'd say it is way over the top... except maybe for the "Happiness" modifiers - it seems to me, I can't make my peeps unhappy anymore... but maybe I'm just a good 'provider'  :D

There are some mods that do not seem to work as 'advertised' - but I'm still experimenting to find out if it's me or them... anyway, they are not crashing or game-breaking, so I take my time with them until I really understand how they work (or not)...


Quotehow come there is the "Banished" logo in the bottom left?

Because I put it there  ;)
Title: Re: Selin
Post by: irrelevant on October 11, 2014, 03:45:11 PM
Nice town, well displayed. I really like the causeway, that's very creative.

What's the building next to the chapel in the first two shots, with the long dormer across the middle?
Title: Re: Selin
Post by: Pangaea on October 11, 2014, 03:51:40 PM
Quote from: Paeng on October 11, 2014, 03:20:58 PM
Well, I use plenty mods - currently about 35 of them (see here (http://banishedpeople.freeforums.org/editor-s-choice-t99.html))...

Generally the stuff I use seems to be pretty balanced, I don't see much where I'd say it is way over the top... except maybe for the "Happiness" modifiers - it seems to me, I can't make my peeps unhappy anymore... but maybe I'm just a good 'provider'  :D

There are some mods that do not seem to work as 'advertised' - but I'm still experimenting to find out if it's me or them... anyway, they are not crashing or game-breaking, so I take my time with them until I really understand how they work (or not)...

That's a really excellent overview of the mods; I hadn't even heard about that site. Interested to hear more about the "not as advertised" features, if you want to go deeper into it at this point. Not sure how much happiness really matters, but it seems fairly easy to keep it high, as long as you have churches and a cemetery for mourners to go to. If not, happiness will quickly go down, but not sure if it has any real or serious consequences.

Quotehow come there is the "Banished" logo in the bottom left?
Quote
Because I put it there  ;)

Haha, clever - I wondered if it was an option somewhere that I had missed. Would be nice if the default game stored screenshots in jpg or at least png intead of bmp though. They take up soooo much space compared, and I really can't be arsed to redo every single one for the blog.
Title: Re: Selin
Post by: Paeng on October 11, 2014, 05:42:45 PM
Quote from: Pangaea on October 11, 2014, 03:51:40 PMThat's a really excellent overview of the mods

Thanks again  :)
Yeah, maintaining that list keeps me somewhat organized, and up2date...


QuoteWould be nice if the default game stored screenshots in jpg or at least png

Well, I'm used to this, after maintaining CJs (City Journals) for so many years I got my screenshot routines pretty much down - in-game saves are just raw material to me  ;)
* Hopefully, there'll never be a PNG option though... fat and slow-loading without any benefit to image quality (for screenshots)... a horror for anybody on low bandwidth and/or a quota... but that's a different story.   :-X



Quote from: irrelevant on October 11, 2014, 03:45:11 PMthe building next to the chapel

That's the "Town House" from ShockPuppet's "Town & Textiles" Mod... a bit too modern for me, but he says there will be many variations soon - I think he works on attaching them to the "F" key...
Title: Re: Selin
Post by: rkelly17 on October 11, 2014, 07:31:26 PM
Beautiful work, as always, @Paeng. And you do fine work to prepare the pics for posting.

For anyone who doesn't like .bmp screenshots, if you are using the Steam version F12 gives screenshots in .jpg format. I believe that this is a Steam function. I process those with GIMP to shrink them down before posting or to cut out the portion of interest.
Title: Re: Selin
Post by: Paeng on October 11, 2014, 07:51:42 PM
Quote from: rkelly17 on October 11, 2014, 07:31:26 PMBeautiful work, as always

Thank you  :)


Yeah, taking screenshots had me frazzled at first, until I found the different key-bindings... that module could sure use some additional work, like user-defined formats, directories and file names (here we go again)  ;D

As is I'm already very happy he put in an option to take shots with or without the UI...  :)
Title: Re: Selin
Post by: Nilla on October 12, 2014, 12:18:14 PM
Looks great!

I like to hear more about how all these mods work as well, especially together. I am more "the careful kind of person", so I havn´t used so many at the same time, yet. Don´t they somehow interfere with eachother? 
Title: Re: Selin
Post by: Mahnogard on October 12, 2014, 02:05:53 PM
Quote from: Nilla on October 12, 2014, 12:18:14 PM
Looks great!

I like to hear more about how all these mods work as well, especially together. I am more "the careful kind of person", so I havn´t used so many at the same time, yet. Don´t they somehow interfere with eachother? 

They can conflict. The mod menu usually picks up on those that modify the same files, so it catches the obvious conflicts when you try to enable them, and lets you know about it, but it's possible for others to creep in undetected and you end up with "mystery crashes".

I use a lot of mods. Usually around 20 on any given town. The only crashes I've had were either trader boat related (which I use one of the fixes for - currently using RedKetchup's fix) or a UI failure. For some reason, on very rare occasions, a new town won't load the UI properly, and will crash within minutes. I think it's due to the mod I'm using the makes the professions window more horizontal. I've learned to look for the the warning signs (messed up menu buttons), make an immediate save after the map is generated, and then exit and reload the save and it's fine. It's a very rare thing, though.

Despite the number of mods, I am selective. If they don't improve my experience, then I don't use them next time. But I do like to try new things, so anything that appeals to me has to at least be tried out once. :)
Title: Re: Selin
Post by: Paeng on October 12, 2014, 04:03:12 PM
Quote from: Nilla on October 12, 2014, 12:18:14 PMI am more "the careful kind of person", so I havn´t used so many at the same time, yet. Don´t they somehow interfere with eachother?

I'm rather careful, too... and kinda slow, mostly I enjoy the game at +1  :)

First of all I always think "Does this mod really do anything to improve my game experience?"... Second, I do not update or add mods haphazardly - I usually wait until I'm ready to start a new game... Then I delete all mods and replace them with a fresh, updated set - minus all the ones I found to 'not improve my experience'...  :)

Now I start a new game and first check that all my mods are "Enabled" properly, build some stuff, let it run for a while, save and exit. Go back in again and start the latest save, re-check that everything is still enabled and shows properly in the various in-game menus - if all checks fine, I start playing an extended session, freely mixing all the new or updated mods with my 'old' mods in as many situations and scenarios as possible, to see if they work as advertised or produce any weirdness or crashes... When I'm satisfied that things are stable --usually after about 50 to 80 years-- I add the new/updated stuff to my "Editor's Choice"... and the cycle starts again  :)

That way I have been able to keep my setup quite free of trouble, with a nice collection of stable mods... Right now I'm about to start a new game - I have to install the latest patch (Beta 1.0.4 Build 141003) and install/update all mods released after that patch.

I'll report if I find weirdness...  ;)
Title: Re: Selin
Post by: purringcat on October 28, 2014, 03:01:35 PM
Very nice.    :)    In the Farm Fields photo, the fields are long and narrow... what size are they.   I've been following the calculator tool that says 11x11 is the optimum size but would rather they be long and narrow.   Love how a little tweaking with the leveling mod offers so much landscaping freedom.   
Title: Re: Selin
Post by: snapster on October 28, 2014, 03:24:31 PM
How do some of your people supply themselves with tools, clothes, and firewood? Barns? More of those production buildings too? It seems a good number of people are not within the range of markets.
Title: Re: Selin
Post by: Coug_r on October 29, 2014, 01:18:39 AM
Quote from: snapster on October 28, 2014, 03:24:31 PM
How do some of your people supply themselves with tools, clothes, and firewood? Barns? More of those production buildings too? It seems a good number of people are not within the range of markets.

I think he is using Elfecutioner's General Store, the building that looks like a brewery (grey roof with chimney in the middle) in the screenshots: it is a smaller market.
Title: Re: Selin
Post by: snapster on October 29, 2014, 07:44:00 AM
Thank you. Buildings like that would facilitate these neat space maximizing designs we're seeing. Do the general stores stock from further out or are some of the production buildings repeated as well?
Title: Re: Selin
Post by: irrelevant on October 29, 2014, 07:58:54 AM
Vendors will go all over the map, if necessary, in order to stock their market. When you build a market, you are delegating what is probably the most troublesome aspect of your supply chain to the market and its vendors.
Title: Re: Selin
Post by: snapster on October 29, 2014, 08:08:27 AM
I know that, am wondering what the level of optimization is, if that's an accurate way of putting it.
Title: Re: Selin
Post by: irrelevant on October 29, 2014, 09:45:00 AM
I think I recall one of the modders posting something that showed the target levels a market has for various things. Basically to restock enough coal, iron, logs, and textiles for one blacksmith and one tailor, plus a certain level of fuel, plus a certain level of the four food groups. The target level of fruit can pretty handily support a couple of taverns in addition to home consumption.

As items are consumed the vendors will restock. If you have enough vendors at a market they can support additional resource producers by trying to restock in response to the additional resource consumption. At some point the vendors will be unable to keep up, and production supported by that market will turn flat. I've never had so many houses relying on a single market that food stocking was unable to keep up. People with different approaches to the game may have different experiences.