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Posted: Thu, 20th Feb 2014 14:29 Post subject: |
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How exactly do I get a trader to come to my trading post? I have enough workers assigned to it, I have put a few of every item I produce in the inventory, but no joy so far. I want to buy some livestock.
I didn't play the tutorial all the way through I thought I would give it a try on my own
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 20th Feb 2014 16:20 Post subject: |
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Just wait, they'll come even if the post is empty and nobody working in it. You'll get a blue boat icon notice when it arrives.
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2bad
Posts: 93
Location: mars
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zmed
Posts: 9234
Location: Orbanistan
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Il_Padrino
Posts: 7566
Location: Greece by the North Sea
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Posted: Thu, 20th Feb 2014 18:28 Post subject: |
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When you want to demolish a stockpile, do workers move the remaining stock to another pile? I got one that's blocking my road so I want to remove it, but it stays as 'to be demolished' with the remaining stock just sitting there. Workers don't seem to move it or even use it for building, so it seems like a bug unless I'm missing something?
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 20th Feb 2014 18:35 Post subject: |
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They only start moving it when everything else you designated before are done. They can be very single minded. If you designate a large area to be cleared, they won't to anything else you tell them until that area is done. This can seriously hamper your firewood production for example, as regularly normal laborers would move the finished FW from the woodcutter, but with everyone off to the woods, it's the woodcutter's job to take the stuff to the stockpiles, slowing the thing down considerably.
Just try using the priority tool if something needs doing at once.
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Il_Padrino
Posts: 7566
Location: Greece by the North Sea
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Thu, 27th Feb 2014 05:10 Post subject: |
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I wasn't have any problem with the pirated version, but after like a week of playing it, every time I exit it now it crashes to black screen. It never crashes any other time. ANyone else having this problem?
intel ultra 7 265k, 64gb ram, 3070
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okiosu
Posts: 206
Location: deep inside
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Posted: Thu, 27th Feb 2014 05:39 Post subject: |
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Nope, never had any crash on exit and i play the game everyday.
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hirschq
Posts: 478
Location: Coromodir
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Posted: Thu, 27th Feb 2014 09:03 Post subject: |
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crossmr wrote: | I wasn't have any problem with the pirated version, but after like a week of playing it, every time I exit it now it crashes to black screen. It never crashes any other time. ANyone else having this problem? |
I have the same problem but without the black screen. After closing it instantly gives me the "stopped working and shit".
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Posted: Thu, 27th Feb 2014 09:07 Post subject: |
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crossmr wrote: | I wasn't have any problem with the pirated version, but after like a week of playing it, every time I exit it now it crashes to black screen. It never crashes any other time. ANyone else having this problem? |
Yeah i also have random crashes... but i have a population of around 1600. Game looks like crap on these numbers so i wait till they patch it.
Empty again 
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hirschq
Posts: 478
Location: Coromodir
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garus
VIP Member
Posts: 34200
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Posted: Thu, 27th Feb 2014 09:34 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:50; edited 1 time in total
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Posted: Thu, 27th Feb 2014 10:44 Post subject: |
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@hirschq
Farms boy, farms
But yeah in the current state of this game its impossible to build on the outsided of the map... see the drop in my population here

Empty again 
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hirschq
Posts: 478
Location: Coromodir
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Posted: Fri, 28th Feb 2014 13:27 Post subject: |
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I've played only a bit but finding it a bit repetitive. My village isn't large but everyone is happy and I have no food issues or otherwise. I'll play some more but even I further increase my population (around 60 now) I can't see it getting much harder soon considering how much surplus of stuff I have. Maybe when I get some seniors it starts getting difficult, since that even more non-working hands/mouths to be fed?
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Fri, 28th Feb 2014 13:46 Post subject: |
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No, elders will work, but they won't procreate, and only the oldest couple of the house can do that. So eventually you'll have a bunch of old people heading houses where nobody can make kids. So you either expand to a level where you have a steady rotation of families, or you'll see an awful lot of villagers start dying of old age, but barely any births. It's even more nerve wrecking than to see them simply starving. You'll have to cut back on jobs, until only the extreme essentials will be manned. It will turn around eventually, but it will take several years.
Even worse is when an old couple dies, and the next one that moves in are beyond childbearing age.
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Fri, 28th Feb 2014 17:01 Post subject: |
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zmed wrote: | No, elders will work, but they won't procreate, and only the oldest couple of the house can do that. So eventually you'll have a bunch of old people heading houses where nobody can make kids. So you either expand to a level where you have a steady rotation of families, or you'll see an awful lot of villagers start dying of old age, but barely any births. It's even more nerve wrecking than to see them simply starving. You'll have to cut back on jobs, until only the extreme essentials will be manned. It will turn around eventually, but it will take several years.
Even worse is when an old couple dies, and the next one that moves in are beyond childbearing age. |
Ah good to know, thanks.
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thudo
Posts: 6309
Location: Mellonville North, Canada
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Posted: Fri, 28th Feb 2014 17:46 Post subject: |
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Quote: | On the other hand, when food did run short, the old and sick were looked upon as drains on the community's resources. Sometimes they were killed - thrown into the sea, buried alive, locked out in the cold, or starved to death. Far more commonly they were simply abandoned to die.
The victim might be taken out in the wilderness and left there, or the whole village might pick up and move away while the old person slept.
If the villagers were unexpectedly restored to prosperity, they might go back to rescue those left behind. An abandoned person would also be welcomed back as a full member of the community if he could manage to make his way back to the village on his own. But usually he couldn't. | Outstanding! Exactly the Natural spirit of olden times and how every cyclical apocalypse progresses! Should definitely be playing this but damn.. I'd be thrown out into the -23c cold for slacking off...
MSI GT72S 6QF Dominator Pro S 29th Anniversary Intel i7 6820HK @ 4.0Ghz, 32GB DDR4-2133 RAM, 2x256GB Raid0 Toshiba NVMe 2.5 inch PCIe SSD, Nvidia Geforce GTX 980 OC'ed 200+ Core / 200+ Mem, 17.3 inch LG IPS HD Display @ 75Hz, Intel 7265AC Wifi, Windows 10 Pro BIOS version: .112 EC Firmware version: .105
Current Broadband speed record: 329.1 Mb/sec down // 21.73 Mb/sec up
http://www.dslreports.com/speedtest/3933292.png
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Posted: Tue, 25th Mar 2014 10:00 Post subject: |
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Okay so i got into this city building thing again, starting with sim city being available for offline play. Quickly got tired of the very small city size, so tried sim city 4, which didnt really catch on, was about to try cities xl, when i stumbled upon Banished. This game is great! Amazing what one person can do! Already the game is fantastic, with lots of buildings and city planning, but the potential is also huge, really looking forward to playing this some more, and for additional content
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Posted: Thu, 1st May 2014 09:00 Post subject: |
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Quote: | New beta patch available now
See below for details:
A beta of the new patch (version 1.0.2) is now available on Steam. To get it you can opt into the beta by right clicking on the game in the Steam Library, select properties, and then pick the BETAs tab. You can switch to the Beta version 1.0.2.
While I've tested loading a bunch of save games from before the patch, I'd recommend backing up your save games before overwriting them. The new save games won't work with the previous version of the game. Saves are located in Documents\Banished\Save\
If the community can give some feedback on the patch and make sure everything is working properly, that'd be great. If no major issues come up during testing of the patch, it will be come official in the next week or so and installers will be sent to all distributors.
In response to previous comments on whats changing in the patch, I've made a few more fixes and changes to game balancing:
* Citizens are now more effective at fighting fires and putting them out.
* When fires break out, citizens fighting the fire now run at high speed.
* Citizens working in an area where a fire breaks out will now be interrupted to help fight the fire.
* Fixed a bug that caused non-laborers to not fight fires.
* Citizens fighting fires will only be interrupted by sickness, freezing, or starving.
* Citizens will now only search for water in an area around the fire. Far inland areas need wells for fires to be fought.
* Increased the number of citizens that can fight a single fire to 50.
* Increased the area of effect for citizens fighting a fire.
* If enough water is brought to a building on fire, the chance of the fire spreading is lowered.
* Fixed a bug that caused buildings on fire not to be high priority.
* Fixed a major slowdown in large towns when fires break out.
* If citizens are already walking to get food at a distance location and become starved, they'll now interrupt the walk and get food at the closest market or storage barn.
* If citizens are working far from home and become hungry, they'll eat food from their home as if they brought food with them. This will not interrupt the current task. If no food is available at home they will interrupt the walk and get food at the closest market or storage barn.
* Because citizens can eat from home when far away, they can better deal with freezing, and visit a warm place when needed.
* Fixed a bug that caused citizens not to warm up when eating at home in some cases.
* Citizens now won't be assigned far away tasks without a specific profession (pickups, gathering, clearing, etc) unless the tasks have been around for a long time, or haven't been assigned to someone local. This keeps citizens far away from walking across the map in most cases.
* Citizens now limit the distance they'll walk in the winter when it is very cold.
* Tombstones now decay in 4-6 years instead of 13-17.
* Existing tombstones have had their decay time reduced by half.
* The trading post volume was been increased to 60000. This allows larger auto purchases to occur without overflowing storage. Existing trading posts need to be removed and replaced for this change to take effect.
Here's the rest of the changes already posted:
* Mouse buttons now obey system setting for flipped left/right buttons.
* Input options now allow binding of mouse actions.
* Input settings can now be bound to any of eight mouse buttons.
* Fixed a bug that cause meat and other resources to show up in the corner of the map.
* Fixed being able to pop a building back into existence after being damaged by using the cancel removal tool or reclaim button.
* Fixed grave count on cemeteries when it is marked for removal then reclaimed.
* Fixed crash at trading post when trading, dismissing trader, and then selecting a custom order.
* Fixed a bug that allowed auto purchase to over fill the trading post.
* Fixed a bug that caused cycling through laborers to show children and students.
* Foresters no longer cut down orchards.
* Fixed water showing inside merchant boat.
* Builders will no longer walk the long way around to the other side of a bridge or tunnel when constructing it if it's more than twice the distance to the closer side.
* Fixed building pause icon staying up when a building completes construction after pausing construction.
* Fixed a bug that caused starving or freezing people to get stuck in a loop doing the same job over and over if no food or warmth was available to resolve the starving or freezing issue.
* Fixed a bug that caused pending roads to not be cancelable if they were under a tree, rock, ore, etc.
* Fixed a bug that caused roads to be unremovable.
* Fixed a bug that caused areas to be unusable after roads were removed in certain cases.
* Dirt roads can no longer be quick removed by zoning over them with stone roads and then removing them. They now revert back to dirt roads and work has to be performed to remove them.
* Placing stone roads over pending dirt roads no longer cause unusable areas.
* Disasters are now disabled in tutorials.
* Fixed several spelling and grammatical errors.
* Fixed crash in audio streamer due to missing thread synchronization.
* Fixed a crash that occurred if a video card doesn't support sampling from a depth texture.
* Fixed a bug that caused very wide screen displays to calculate an incorrect FOV.
* Windowed mode now allows resizing of the window.
* Window position is now remembered and restored on game shutdown/startup.
* Graphics initialization now has better error handling and exception recovery.
* Added a game launcher that allows changing video settings if the game doesn't display properly on startup.
* The game launcher only shows if an error occurred, on first time startup, ctrl is held on startup, or /launcher is on the command line.
* Added selection of refresh rate to graphics settings
* Added selection of graphics adapter to graphics settings.
* Save games now check for truncation and crc validation to make sure save games haven't been corrupted.
* The scene shown on the background of the main menu now has better error checking in case the file has become corrupt. If the file is corrupt it will show the original scene that the game shows on first time startup.
* Files are now created in a temp directory and are moved after writes complete. This stops partial files from being created if a thread crashes while a background thread is performing file I/O. |
http://steamcommunity.com/app/242920/discussions/0/540740500458928381/
Available trough beta for now, sounds good.
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Thu, 1st May 2014 09:11 Post subject: |
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3DMGAME-Banished.v1.0.2.Beta.Build.140430.Cracked
2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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Posted: Fri, 30th May 2014 00:42 Post subject: |
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Banished v1.0.2 Build 140527 Cracked-3DM
2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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Posted: Sun, 1st Jun 2014 05:01 Post subject: |
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3DMGAME-Banished.v1.0.3.Beta.Build.140531.Cracked-3DM
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Posted: Sun, 1st Jun 2014 08:46 Post subject: |
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This may sound like a stupid question but I bought the non Steam vers of the game. I cannot see the patch on the dev website or on the Humble store. Tried a search on Google, where on earth can I d/l the patch?
Thanks
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