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Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by tuggistar on Today at 11:31:52 AM »
I looked up new corner building and manufacturing. As usual looks simple and beautiful. Previous mods New Medieval Town 2.04 now perhaps no longer relevant.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by rkelly17 on Today at 11:26:19 AM »
I stumbled on this mesh but I have no real plans for it beside a ghosted ship.

That's a relief! I thought that now, in addition to starving and freezing to death, the poor Bannies were going to have to start fending off Viking raids.  ;D
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 11:22:59 AM »
Not really. At least not yet.

I stumbled on this mesh but I have no real plans for it beside a ghosted ship.
It will fit The North so I think that Tom can make a real good use out of the mesh.
If not I can always release the mod as it is now. Just a ghosted ship.
But I rather wait till Tom sign in and let me know if he can use it so it all can stay in one mod.

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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by brads3 on Today at 11:09:40 AM »
do you plant to do m boats and ships? that was nice. how bout columbus' ships? and then some freight movers,tug boats?
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Suggestions and Mod Ideas / Re: Very long standing gravestones
« Last post by embx61 on Today at 11:05:06 AM »
Your welcome :)

Just put it on top in your mod list.
Let me know if it works all right.
I had no time to wait for a bunch of dead Bannies to test.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 11:01:18 AM »
Wooooohaaaaaa.

Nilla and her Viking friends are raiding my town.  :D

Found this mesh. Cleaned it up a bit and made it about 66% smaller in poly count.
It still is 9000+ poly but it was over 30.000.

More can be redone to clean it more up but it is one of those things where not a whole lot are placed on a map I think.
I have no use for it and will upload the sources soon to the Library.
Maybe Tom can use it in his the North Mod. He is more then welcome to take the sources and do what he wants with them so it suites his needs.

http://worldofbanished.com/gallery/474_20_08_18_10_53_27.jpeg
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Suggestions and Mod Ideas / Re: Very long standing gravestones
« Last post by tuggistar on Today at 10:55:53 AM »
Thank you very much embx61. Is the override for the headstones will go to the game.
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Village Blogs / Re: RED's some testing blog
« Last post by RedKetchup on Today at 10:50:32 AM »
when you use a tool like : all rock, all iron, all tree, all everything... before it has been executed, tons of spawns of everything can happends in that zone.
flatten tool ask to grab totally everything before its done. so no more grass or other thing survive.
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Chapter 3


  Over the winter, we spent more time teaching the town's people what we knew about running a town.  We convinced them that they needed a Hall of Records where they could keep more than just inventory information and where they could gather to discuss concerns and plans for the town.  They agreed that someone should be in charge and be responsible for final decision making.  Skylan, the oldest town resident, was the natural choice.

  We expected more nomads to arrive here, there was drought and Native unrest to the south and harsh weather and failing mining claims to the north.  Some temporary housing should be available for those who did not want to remain in West Port.  A small boarding house was built but there was not enough room for the 26 nomads that arrived in spring of year 3.  West Port needed more housing.

  If folks were to be encouraged to remain in West Port, they needed a sense of security. We sometimes heard the sound of Native drums and saw smoke signals to the south. Some of the newcomers confirmed that there has been some troubles regarding hunting grounds in that direction.   We thought that some wooden fort walls and watch towers along the south edge of town would provide some protection.  It would not be as secure as the walls of Fort Rapids but it would help.

  At the first town meeting that year, as you know weary traveler, Dom and I discussed our decision to build wagons for the trip back east.  At that time we only had our Wagon Master wagon, your family wagon, and a supply wagon.  Three families expressed their desire to go with us.  We would begin building wagons for those 3 families and a school wagon for their children.  We would need enough iron tools, hide coats, firewood, and food to get us back to Fort Rapids.

 More housing and food was needed.  Newcomers began fishing, hunting, and gathering.  An adjoining house was built to the gatherer's workplace.  More wooden cottages and shacks were built.  The town of West Port was doing well.

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Suggestions and Mod Ideas / Re: Very long standing gravestones
« Last post by embx61 on Today at 10:22:01 AM »
This is the code for Vanilla Tombstones.

Code: [Select]
float _lifetimeInMonths = 60.0;
float _lifetimeTolerance = 12.0;

So it says 60 months but can be between 48 and 72 months before they disappear (That is the Tolerance 12)

So I guess the 1 year is 1 year mod is about 5 times slower then Vanilla? If so that is why the stones stay about 5 times longer as Vanilla unless the modders changed the tombstone part too.

If this is what you want I can make a override Tombstone mod where I change the 60 to 300 months so in Vanilla the stones stay 5 times as long.

The higher the float _lifetimeInMonths the longer it takes before they disappear.

Try this

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