07-22-2017, 03:41 PM
(This post was last modified: 07-22-2017, 03:46 PM by akvilonn.)
So, put two Hunting Blinds on the river, and a year later they will produce over 2k duck meat each season! Nice huh?
2 people hunting ducks - over 2200 units of duck meat, hell of a hunting season. I dont need anything else just to put Hunting Blinds all over.
I mean - this is ruining my gameplay. I remember we had similar problem with domesticated animals spawning everywhere.
I have no other mods, just CC1.75, please help me solve this problem, or is this intended?
There are several examples of food producers (or other producers) being overpowered. But no need to let any of them "ruin" your game. There's a simple fix - diversify by only placing one of those structures in your game.
Thanks Gov,
and so, instead of game balance you are suggesting me to roleplay.
I understand Hunting Cabin - for example: it has to be in or near the forest, 2 hunters can get 1k venison in a season or so..and sometimes they get less.
And you cannot put two Hunting cabins too close otherwise they overlap and output suffers... but those Hunting Blinds you can put any-freaking-where on the river, how many you like with 1.2k meat output per person.
Can someone create a pack mod file to quick fix this,
Thank you
I'm suggesting that there really isn't a big "game-ruining" problem here because there is a simple fix that you are in control of.
Gov, respectfully - this is NOT a solution for me to improvise and just pretend not to build more.
Domesticated animals was a game breaking bug too in previous version of <abbr title="Colonial Charter">CC</abbr>, and it got fixed because it ruined the game experience.
May I get an actual response from mod developers on this issue.
07-23-2017, 09:41 AM
(This post was last modified: 07-23-2017, 10:50 PM by Banished&Used.)
Just a few questions:
- Did this occur with more than 2 hunting blinds?
- For multiple years in a row?
- Maybe upgrade to <abbr title="Colonial Charter">CC</abbr> 1.75?
Test No.1:
14 hunting blinds right next to each other (storage & houses were nearby). The output per year was as follows:
Highest: 1400 duck meat
Lowest: 200 duck meat + 20 feathers
avg: 797 duck meat + 12 feathers
Comparison: When space is not a factor, bannies produce 850/year on an optimized farm.
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I think that what all this shows, is that there can be great variation in resource production. Having seen previous examples of apparent over-production, I tend to think this is just one of those quirks of the map seed, map size and terrain type in use. I don't think it's a bug with the hunting blinds or <abbr title="Colonial Charter">CC</abbr> 1.75.
I tend to favour the same map size, terrain type and starting conditions whenever I start new maps and I'm using <abbr title="Colonial Charter">CC</abbr> 1.75. I seem to get about 800 duck meat per hunting blind with my prefered map conditions. I "sometimes" see it go above 900 and more typically get about 750. Rarely do I see it go as high as 1000. Again, I believe this is just one of the quirks of the procedural generation of the map based upon the starting choices.
07-24-2017, 07:47 AM
(This post was last modified: 07-24-2017, 07:51 AM by akvilonn.)
Thanks for those tests, it confirms that hunting blinds are super overpowered. With so much meat I can keep selling it and get whatever I want from traders..
Can hunting blinds be nerfed? Say, to half of what they produce now.
Also, Kevin, I understand map seed has something to do with it, but it is the building itself coded to produce so much. ( average 1100 meat per worker per season with no penalties for tight positioning).