Recent Posts

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Yes, you can play with changed happiness in every other scenario @brads3. Just use one of the citizen mods. Would be interesting how it works in CC with luxury items and so on. I guess it can be fun to play. Only with too large detraction circles it will be hard to make people happy. Same in vanilla where 30 tiles detraction around a mine is way too much because every detraction circle removes one of the 5 happiness aspects.

How the min/max food values work, I don't know exactly @Nilla. I guess it defines a range to give them an additional bonus but it is a very small effect. I just increased the max value because I have already about 50 food items and wanted to keep Lukes idea working.

How "work for happiness" works I also don't know. The only logical case for me is that it's an amount of work cycles they have to do when idling before going back to work. It can be tested but I did not yet because I'm actually satisfied with the current 10-30% difference of productivity.

I made changes of veges and chapel and also want to add the goahti as a survival item for early game. It will be easier to get a viable start as Survivor in harsh climate, even in Ironman mode, where in current version it always ends in a "last man standing" scenario. It will somehow remove this thrill but also the frustration and that's good. I finished my old sketch and have to make textures now. Then I will upload this balancing hotfix. Here the blank model as a little heads-up. :)

http://www.banishedventures.com/images/Goahti.png


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Mod Discussions 107 / Re: THE NORTH 6
« Last post by Tom Sawyer on Today at 03:54:34 AM »
I can make a single mod for quarry recultivation. But can be that it will not really match the vanilla terrain and not updating an existing quarry.
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Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by huyle on Today at 01:36:38 AM »
you can check my screenshot
and can my people put out the fire by using water from the irrigation?

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Mod Talk / Re: Styth Tower - v2.2 (updated 15 Dec 2017)
« Last post by Discrepancy on May 19, 2018, 08:53:59 PM »
Just a heads-up that I will be posting v3 update of this mod soon.
Full rebuild of the code has occurred and as such will not be save-compatible with previous version.

https://i.imgur.com/bjgc1Uj.jpg
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Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by brads3 on May 19, 2018, 07:24:32 PM »
check the bottom of the screen in game does it say banished 1.07? did you exit after enabling the mods completely and reload?
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Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by huyle on May 19, 2018, 04:47:18 PM »
hello
i just downloaded some mod from this topic (decoration and some irrigation) but they conflict and cause a crash every time. im only using more terrain, cc terrain tool, EB decoration and EB irrigation
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Village Images / Re: Lush villages
« Last post by elemental on May 19, 2018, 04:24:48 PM »
I tend to not use them when playing because I set personal challenge-goals and it feels like cheating to not pay the build cost if it's set up that way.

Even if the decorations are free to build, they still take up room on the map. Yes, ghost decos can fit in anywhere, but you will probably find yourself filling tiles with them. Whether it's a row of flowers somewhere or a backyard for a house or a large area in the town centre that is made into a park (unproductive space). So things tend to be more spread out and less "efficient" than a town that a min-max player would usually build. That in itself can make your game more challenging, depending on the map you are playing.

The visual results are worth the effort.  :)
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Village Images / Re: Random images from Castle Rock maps
« Last post by RedKetchup on May 19, 2018, 04:06:06 PM »
works great together
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Village Images / Re: Random images from Castle Rock maps
« Last post by Gatherer on May 19, 2018, 03:12:59 PM »
Year 55:

Mr. Red's watermill and Kid's fishing dock.
http://shrani.si/f/3A/I8/4aWeIiOd/castle-rock-xiii-year-55.jpg
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Village Images / Re: Random images from Castle Rock maps
« Last post by Gatherer on May 19, 2018, 03:07:17 PM »
I'm not using the North.

Luckily I don't have a log shortage in my current town. There are six forest nodes at the moment producing more than I need. And I'm planning to place at least two more in the future.
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