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Another advantage of homelessness is you can use it to recover from a bad food crisis.
- Drop the number of builder to zero.
- Demolish most of the house to force all the stored food back into barn. Only keep one or a two houses to provide heat.
- Make adjustment to your food production.
- Reclaiming the house as your food stock improve. Each house reclaim will use 200 - 500 food (and up to 25 firewood).
If you need to build something with builders during this time:
- Place the building.
- Wait for laborers to bring all building materials.
- Use priority tool to put the new build on high priority.
- Add one builders.
- Remove builder again when finished.
Excellent additions to my post Pdoan!
I had not ever thought about demolishing houses in a food crisis before. I haven't had any kind of crisis' to need that mind you. When I am building my houses. I count each house as five hundred food/year. Before I get the town hall that is. And then I multiply times three. So, 1H=500x3=1500F H/house F/food. When I reach my surplus for these, I can easily build more housing and or take in Nomads at will without worry about a food crisis. Keep in mind those are for production values after the Town Hall is built. I keep between 3 and 4 times the food I need per year in storage. I build my food so my production is staying above my residents, and utilize my trading post to provide surplus and variety of food. But I love the solution for those who play a leaner food game than I do.
From version 1.0.2
In trying to resolve the walking death syndrome of the early release the developers created exploitable flaws in the programme code that negated the need for houses. As a result an alternative starting strategy is now possible that exploits this flaw in the code.
Why can't people eat at the barn instead of bring food home then eat?
When you start hard mode, will people die of starvation before you build your first house?
I don't see how you keep seeing it as flaws in coding. Please explain.
The original idea was that the player would be challenged to provide enough housing to accommodate their people from the outset. So, you actually got warnings that if you didn't house all your people before the first winter some of them were likely to die of cold or starvation. That was part of the challenge of the game.
However, there was a coding issue that didn't prevent bannies wandered too far from home to get back in time to eat and so in the early game there was a constant complaint from players about 'wandering death syndrome' where bannies would simply die on the march.
They would even pick food up from a warehouse and then die of starvation before managing to get it home to eat it.
And so the developer added the new features that allowed bannie to eat directly from warehouses and warm themselves at anyone's house. Which reduced the frequency of wandering death syndrome but opened up the opportunity to just ignore the need for housing at all during the opening strategy.
In effect, that is as much a flaw in the coding as the original lack of an inhibitor to prevent bannies wandering too far from home. The only difference being that the flaw works to make the game easier to play and so players don't complain about it as much.
- What happen to the people whose houses are destroyed in fire or tornado?
- What happen when laborers whose houses are on one side of the map get the order to harvest resource on the other side of the map?
- What happen to vendors and merchants who have to walk all over the map to gather goods?
- What would it be like to play a huge map mod?
In all of the games that come after Banished, do you know of any that have house design as you said? If you were the coder, how would code this?
They became homeless, unless there was a boarding house with available space to take them in. So, it became important to rehouse them as quickly as possible.
- What happen when laborers whose houses are on one side of the map get the order to harvest resource on the other side of the map?
Well that was one of the conditions that caused 'wandering death syndrome', which was what was upsetting everyone. It was possible to minimise the risk simply by not ordering bannies to harvest resources right over the other side of the map.
And I still have the habit of building houses local to any area I plan to do serious construction or harvesting to reduce the travelling distance of the workers. But no matter how careful you were there was no way to guarantee that the code would not assign a worker to a task that simply had too far to travel to get there.
I think what everyone wanted was a change to the task scheduler that just checked whether the task being assigned to the worker was not suicidal. But instead we got this eating from warehouses and using communal housing solution.
- What happen to vendors and merchants who have to walk all over the map to gather goods?
I can't say I ever noticed that being problem. That might be because vendors and traders always collect goods from the closest source. So, for something like that to happen you would have had to somehow contrive to completely strip most of the map fro some specific resource they were looking for which would actually be hard to do.
The usual cause of 'WDS' was something like long distance construction projects or long distance resource gathering.
- What would it be like to play a huge map mod?
Well given that 'WDS' was largely triggered by players scheduling long distance tasks I assume that the risk of doing so would be heightened if there was more space available.
In all of the games that come after Banished, do you know of any that have house design as you said? If you were the coder, how would code this?
I've never experience 'WDS' in any of the other similar games I've played. Nor have I noticed coding that allows characters to eat out of warehouses or warm themselves at another characters hearth. But having said that I've never witnessed another game that has starvation and hypothermia as a risk. I don;t even remember that being a thing when playing Ostriv. which is set in Russia.
When you have expanded to the whole (vanilla) large map, your laborers/builders are often not distributed evenly over the whole map. There is still a chance that your laborers/builders will have to walk a very long distance to do something. The game will attempt to switch job so that worker's resident will be closer to job site, but this is not always done completely with larger population. The whole job reassigning thing will occur again and again. Job switching is also limited to mostly laborers and builders.
To be honest, the WDS is a myth to me. I start playing Banished from version 1.0.4 (after the new eating/heating code) and I have never experienced it in over 1000 hours (not include offline). Most of the WDS I heard of are usually the result of user fault (order resource harvest with no path), or bugged map (which I have never had).
Anyone who start playing Banished after version 1.0.2 would not experience and should not experience WDS other than a bugged map. I would like to hear from anyone who played Banished since before version 1.0.2.
If you start playing Banished after version 1.0.2, you wouldn't notice anything.
I should not bring up mod map since mod was introduced after version 1.0.2.
In all of the games (after Banished) that I played, they either have a similar mechanics (LiF: Forest Village, Kingdoms and Castles, Patron), or use a different mechanics for housing need (Dawn of Man) where house is not "owned" by anyone.
Edit: to me, the change is for the better. Of course, it reduces difficulty, but it also allows more flexibility in game play.
That's a bit like saying how long is a piece of string. It rather depends on how hungry they were before they became homeless. But basically it was never a good idea to have homeless bannies wandering about in the original game.
Anyone who start playing Banished after version 1.0.2 would not experience and should not experience WDS other than a bugged map.
No! It should be very rare since the 1.0.2 patch. But you still do see players occasionally complaining that there bannies have died of starvation despite there being ample food in their warehouses. So, it must still be possible to make it happen. Presumably, WDS can still occur if you are too far away from home or a warehouse.
To me, the change is for the better. Of course, it reduces difficulty, but it also allows more flexibility in game play. the change is for the better. Of course, it reduces difficulty, but it also allows more flexibility in game play.
It doesn't really bother me as I continue to play the way i always have so I don;t exploit the 1.0.2 patch deliberately at all.
If I'd had a choice I would have preferred a change that prevented 'bannies' wandering too far from home to get back in time to eat or get warm. But I guess the developers were worried that players would complain that they coiuldn't do long range gathering and construction because the 'bannies' wouldn't travel that far.
The 1.0.2 patch obviously makes the game easier to play and it undermines the whole point of housing as a key feature.
The homeless game start is a reality, and an advantage, and is not considered cheating. I didn't discover the homeless start through forums. i developed it on my own. And I have seen other post about it as well. So, take advantage or don't makes no difference to me. But these are the advantages and disadvantages of a homeless start.
Such flaws exist in almost all computer games. I can still remember the 'target Fixation' flaw in Command and Conquer where the code used to become fixated on a specific unit and try to pursue it to destruction before choosing a new target. You could see what the developers were trying to achieve in that concentrating fire on one target was a more effective tactic than randomly firing at several targets in a group. But players soon learned how to kite the AI with a single unit whilst blasting them to oblivion with the rest of the group.
There are similar exp[loits with Totalwar games which i use regularly to enhance my chances of success. This homeless exploit is just another of many that are available to players in various games.