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BRAD'S SETTLING OF AMERICA SERIES 2:

Started by brads3, April 21, 2018, 09:19:04 AM

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brads3

UPDATE:

         Good morning.had major computer issues late last week ,not game related.lost a ton of stuff-saved games,pictures,all my notes,all my favorites,and more. i was able to save the computer but couldn't rescue the files. i had a backup folder of old mods and upgrades since the 1.04 version.notes on issues,glitches,mod order tests,etc.i thought it was backed up off the computer as well.there was several things like that.totally lost.
        I did have a backup of banished with a WinData folder. it was after the 1.07 beta change,saved back in july.downloaded mods,reset mod order,and then remembered i needed to upgrade to the final release of 1.07.it looks good overall.how many mods is it missing or was upgraded since?

        i took an idea from GRANNY to add an older CC with the RKEC and NORTH.i do have concerns with this setup as CC and the North have always had some problems. the CC has grown so much there is  a lot missing in this earlier version.no animal decorations among others.it did enhance RED's buildings. where the North locked some out,the CC brings them back including the townhall and school.the fort parts should work better.
       i debug checked it with the NORTH disabled.there is NOT 2 lumbers,bricks,etc labels in the inventory. there is only 2 blank tags.i have no compatability mods in the windata folder. this CC versions should function as a 1.06.is that enough change for the 3 large main mods to work together? i can say the 3 main mods combined are smaller than the newest CC version.


brads3

Verner,72542180,valley,very large,mild,disasters off,medium. wheat and beans,plums but i won't use.
goal is to see what will and won't work.

      with 4 fields planted,they hit the food limit in the 2nd year. there is enough thatch and stone to fill the pile as well.with the excess stone,they fenced in a cemetary.
      2 large barns are built and a CC magazine. this will test its storage capability.once completed,a barracks will be added to house new workers.the bannies clear more land, but so far nothing is stored in the magazine.

    the tool bar is CC but the buildings are RED's including townhall,school,gathering hut,blacksmith,etc. CC candle shop didn't work,but lumber cutters did in testing.

pic 1: map setting
pic 2: yr 1 construction.
pic 3: more storage barns and CC magazine
pic 4: yr5 inventory

galensgranny

Oh no, Brads, losing files, favorites and saves!  :o :(   How terrible!

I have animal decorations and a bunch of other deco items.  They are from Megamod Deco pack 0.07 on Blackliquidsoftware at http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/

I use that compatibility mod you told me about, 1.0.7 Compatibility for Megamod 0.07 v2 at http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/

I haven't added The North to the mix, not yet.  Maybe I will try someday but I don't know what that will be like, particularly as I am trying to avoid snow.

With my combinations and load orders, I got Red's Medieval Town 2.04 pottery workshop to work well with cc's Housewares's supplier to make housewares with pottery needed for upgrading CC buildings.  But, CC's Building Supplier won't use glass even from CC's glassmaker.  So I have to use other things the Building Supplier will accept, or just trade for Building Supplies.

brads3

i wondered what did or didn't work with it.i went back to older CC versions due to file size.the next version up is double the size. i added the frontier addon so the indians can use the tents and wigwams for housing. i do have weird icons though. am curious if the fort parts work beter or not. i haven't used the compatability mod cause this version is before the 1.07 upgrade. it would probably bring more blank tags.testing before enabling the north,i only had 2 or 3 blanks. surpisingly, i didn't have double tags or brick or lumber.there is double egg tags, but those are from canadian geese.
   
       yes it was a mess.lost lots of personal files as well. all my map notes and save pics.i had a ton of old mods,each upgrade of CC,original and old versions of the north,etc.i had started backing the computer up at the end of the year when i got sick.it got forgotten about and lots more was lost than i expected.

galensgranny

That is so bad to lose old versions one might decide to use again when they don't seem available anywhere anymore.  On Banishedinfo.com often there are change logs under a mod that one can still download older versions.

With my case of what works or not may be related to load order.  But so far I have things basically good for how I want it.

Nilla

:(  Not nice to hear. But I'm glad, that you got the computer running again. Would have missed your blogs. And I would see things relaxed; if you can't get some of your "old favourites" you'll find some new. It's more fun to make different games, than using the same things all the time. :)

Abandoned

Sorry to hear of your computer problems and losses @brads 3, I was having a fit when I was reorganizing and thought I lost my notebooks.  I sympathize but also nice to make a fresh start.  Good luck.  :)

brads3

thanks all.yea,i feel lost. took a while to get the mod order stable.even now, there are mods missing. i stumbe around this toolbar.been too many overhauls and changes to it lately.

       i did reload most of what was being used.it might not look different enough for NILLA. the hope was the CC would get the fort parts to function better.not sure it will work as the CC main is 1.06 and the new addons are 1.07.the magazine storage has stored food and herbs but no other materials.there is another 1 with the frontier addon,so no loss. because of how the CC puts buildings in the toolbar,RED's modded buildings get added back in.with the north and RK,the north would block some of the RK buildings like the gathering hut,school,townhall,etc.
       it'll take a while to figure what does and doesn't work i guess.

brads3

YEAR 5-10

     soon as the barracks was started,a pair of settlers arrived.they had brought cows and chickens.a granny house was built with a storage barn.while they waited for their house,the couple would haul logs and stone.soon they would have a bakery.
   
       the bakery and mill are built.several houses had to be built before the oldest girl chose to move.with a storage cart across the bridge,the bannies can gather stones from farther away.since the blacksmith won't make rough iron-ore tools,the bannies have to settle to wooden tools.
    a farmer died of no apparent reason.

pic 1: 1st nomad pair housed and working.
pic 2: a weird death,no reason given. note the expanded processor toolbar to get to RED's blacksmith.
pic 3: yr 10 stats, the expanded food toolbar gets to RED's hunter and gatherer
pic 4: production
pic 5: inventory,Nilla i did try different townhalls with KIDD's nomad well. after about 3 groups,that well gives huge groups.faster than the bannies can build.i went back to ole faithful mini townhall.

brads3

YEAR 10-15
   
       7 nomads arrive in summer. they will work to increase our stone and log supplies.2 couples with 3 children.1 couple will dig a multi-quarry along the river,the other heads across the bridge to start a FO. forest.by spring, both couples had new houses.the quarry and forester were being worked.a gathering station was being built beside the forester.
        while the wood and stone was being stocked back up,the bannies built a school and playground.markets were added to store the raw materials and building supplies. the magazine had stored bread and herbs but not logs or stone.
         even with the gatherer,health suffered due to lack of fruit.the farmer couple would add a greenhouse.there wasn't enough milk for them to make butter anyhow.

pic 1:multi quarry
pic 2:FO forest
pic 3:strawberry greenhouse
pic 4: inventory,granny school and playground

brads3

YEAR 15

       3 new settlers arrive. they move into a now empty house.the girl had moved in with her husband.a blacksmith was built to upgrade to rough tools.the other shop is shut down for now.
        the 1st set of graduates will move to the forest to hunt and cut lumber.to conserve logs the mill will switch back to firewood frequently.the next will build a RH general trading post.coal,leather coats,and bread can be shipped.a dock shed would store incoming items quickly.the merchants are always happy to see the light from the lighthouses.it is a welcome sign to them as the rivers can be quite lonely.

       to increase stone outputs, a graduate couple was sent to help at the quarry.


pic 1: yr 20 stats,CC city service toolbar but RED's school and townhall
pic 2: production,KIDD's theme mod sets
pic 3:inventory,the weird icons of the CC frontier mod.not normally how they look
pic 4:food graph

brads3

YEAR 20-23

       Now that stone is being stockpiled,we work to increase the logs.a CC orchard forest will be planted between the lakes.an apple forest will increase our fruit.the apple trees will supply logs and bring more deer as well.as the deer come to eat the apples a hunter will be added.

        2 pairs of settlers join to help.they will cut trees south of the sawmill to supply the construction.once the pine cabins are built, they will take over planting apple and cherry trees.

       we traded for what we were told were beef cattle,but the merchant left us with friesian cows.must be half breed cows since they look like beef cattle.they can graze near the trading post while a pasture is fenced near the cowshed.
   
       in year 22,a herb garden was started behind a hospital. next to the barrcks it would be used to inspect incoming citizens.

pic 1:mixed CC orchard forest,starting apple and cherry trees
pic 2:milk cattle
pic 3:herb garden and hopsital to check nomad's health.
pic 4:area south of the sawmill totally cleared of trees and stone.how fast will it grow back?

brads3

YEAR 23-25

      while they wait for males to graduate,they expand the forest and add a hunting hut.at the moment there are 2 females living alone and 2 more ready to leave their parents.shortly after moving in,Larietta was killed by a falling tree.she had grown up in the forest so it was a shock.

     the following year,we need to increase thatch production.work begins on a thatch hut.

       with 20 nomads arriving,the bannies will need to increase food production. 2 fields are cleared for planting,a tower hunter will work the meadow,and a fishing dock is added across the bridge.there is 6 couples with children.a doctor is sent to the hospital to give them all a physical.there is not enough room in the barracks so seven are homeless.
      by winter nobody was left homeless.our food production had been increased.in spring the new fields can be planted with the new cucumber seeds.the meadow is expanded adding a fodder and gathering hut.to the edge,a beekeeper used bees to pollinate a couple apple trees.the bannies work through the winter,building storage and houses.

pic 1: RK hunting cabin,
pic 2:fishing pier
pic 3: thatch and fodder meadows,
pic 4: yr 25 inventory

brads3

YEAR 25-30

      a marble quary and aCC dock trader will push trading.so far there is a lot of gem and jewel merchants.hopefully the CC dock will bring a better variety.

      a trapper and fur tailor are aded to the large CC mixed forest. there will be apples,cherries,and hardwood.the hardwood can be made into furniture.there is already over 300 apples being produced.even without the trapper,there is a good supply of furs and pelts.
      the meadow gatherer has found fiddleheads and cranberry already.another wheat field was planted to increase food more.finally everyone has moved out of the barracks.
      good or bad,no hunters have found wild boars or bison.only the tower hunter has taken bear.with this setup,the pigs and chickens from the RK EC are blocked.so this may mean there is more animal herds than if the others were just missing.

       with all the construction,we ran short on stone again.the laborers will clear stone and iron ore from the meadow while a random mine is dug.the multi-quarry has us overstocked on coal with 4 workers.it has helped supply iron for some construction.once the random mine is dug,2 workers will switch from the multi-quarry to it.
      a farmers market built and another wheat field is cleared.next,the trade post is expanded by adding a dock trader to it.this will increase the volume and handle the heavey marble.we have had too many merchants trying to sell us jewels of all sorts.hopefully the new post will bring more seed.

     both pastures are standard yet only 1 has a fence.odd. 1 pasture did have fence.since then none have any fences.at least there will be more milk.

pic 1: keep getting jewelry or gem merchants,the CC dock has helped expand trading
pic 2: standard pasture.1 has fence,now the game won't build any pastures with fences.odd glitch
pic 3: yr 30 stats,
pic 4: production
pic 5: inventory
pic 6: 25yr food graph

brads3

YEAR 30-33

       2 more fields are planted in beans and cucumbers.the cows were split between the 2 pastures.a large food storage barn is built.
        29 nomads arrive,23 workers with 6 children.they send 2 to fishing and 1 to hunting to help supply their food.we decide to expand the farms.a stone quarry and salt mine will be added.an iron mine was added to keep our supply of iron ore.the old smith had a new worker making steel tools.
       a merchant brought onion and vegetable seed.we sent orders for more seed and pig and chickens. we were not able to order corn.another merchant traded us bison and lettuce seed.in june of year 32,the merchants traded us 4400 food for 400 marble.as fast as it was carried up it was being traded.

       we sent more workers to the meadows and began to build the stables and well.by spring of year 33,there were 3 families still living in the barracks.the workers were busy clearing the bison pasture.

pic 1: stables and well
pic 2: more fields
pic 3 RK mines,