Author Topic: New Medieval Town v 1.1b  (Read 52704 times)

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Offline Wood Cutter

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Re: New Medieval Town v 1.1
« Reply #15 on: July 02, 2015, 04:14:07 PM »
Is there a problem with the download link. I notice that there is no file size on the link.

Offline RedKetchup

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Re: New Medieval Town v 1.1
« Reply #16 on: July 02, 2015, 04:26:40 PM »
nan, canadian : cogeco cable. i have one of the cheapest deal.... cant affort the ultima 55GB unlimited ^^
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Offline chillzz

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Re: New Medieval Town v 1.1
« Reply #17 on: July 02, 2015, 04:35:18 PM »
nan, canadian : cogeco cable. i have one of the cheapest deal.... cant affort the ultima 55GB unlimited ^^
wow, your ontario neighbours get 15Gigs more per month on the same package!
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Offline Herrbear

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Re: New Medieval Town v 1.1
« Reply #18 on: July 02, 2015, 05:11:25 PM »
Thank you.

Offline Wood Cutter

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Re: New Medieval Town v 1.1
« Reply #19 on: July 02, 2015, 08:35:51 PM »
The canals.
 Is there a criteria for how a trader will use a trading post on a canal. I have set one up which goes from a main river to a lake then out of the lake via another canal back to the river. So far no traders have detoured through the canal. I sometimes think that the canaks are purely cosmetic but if that is so why can the trading post be stocked with merchandise.

Offline Xenon89

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Re: New Medieval Town v 1.1
« Reply #20 on: July 02, 2015, 11:18:23 PM »
Since you introduced water as a food-ressource in your mod, why not using it at the bakery to make bread out of water and flour? Its more "realistic" and the water can be used for something.

Offline Paeng

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Re: New Medieval Town v 1.1
« Reply #21 on: July 03, 2015, 12:41:06 AM »
I sometimes think that the canals are purely cosmetic
Definitely not... they are fully functional as intended.

See a successful "Canal Story" here...

If your traders do not "see" the canals, maybe you did not connect the canal pieces well - the point where the canal meets the river needs to be rather smooth or straight... it's a bit tricky at first try.  :)




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Offline Gordon Dry

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Re: New Medieval Town v 1.1
« Reply #22 on: July 03, 2015, 01:03:17 PM »
Since you introduced water as a food-ressource in your mod, why not using it at the bakery to make bread out of water and flour? Its more "realistic" and the water can be used for something.

I agree and second that.

Offline Gordon Dry

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Re: New Medieval Town v 1.1
« Reply #23 on: July 03, 2015, 01:14:19 PM »
I see that already 5 people downloaded the torrent file but I didn't upload anything yet.

I'm connectable, so I don't know what is the issue.

Offline Nilla

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Re: New Medieval Town v 1.1
« Reply #24 on: July 03, 2015, 01:19:27 PM »

Definitely not... they are fully functional as intended.



I totally agree on that. In my last big settlement with the elder version, I had dozens if these canal trading ports, couldn't have done without them. You can see some pictures in my blog; http://worldofbanished.com/index.php?topic=918.0

If you have connected the canal somehow with the main river, you only have to wait until the merchant arrives.

Offline Xenon89

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Re: New Medieval Town v 1.1
« Reply #25 on: July 04, 2015, 05:42:25 AM »
Just got an addtional idea für your mod while I was playing. What about implementing a cooper to make barrels for the tavern/brewery?

Offline chillzz

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Re: New Medieval Town v 1.1
« Reply #26 on: July 04, 2015, 03:29:59 PM »
I see that already 5 people downloaded the torrent file but I didn't upload anything yet.

I'm connectable, so I don't know what is the issue.
I already have the new version from ketchups onedrive link.. but for sake of testing i added both the .torrent and magnetic link.
added @ 16:12:57 CET  now at 00:28 CET still 0% downloaded. somehow it will not connect to a seed or peer.

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Offline RedKetchup

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Re: New Medieval Town v 1.1
« Reply #27 on: July 04, 2015, 07:12:37 PM »
i think this cause the 'torrent' havent been registrated on the servers.
i suggest to just abandon the idea. anyways the file is one 'Mega' and on 'OneDrive' at them both , there is certainly 1 or the 2 can provide effectively
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Offline RedKetchup

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Re: New Medieval Town v 1.1
« Reply #28 on: July 04, 2015, 07:31:37 PM »
So, everyone, no crash ? no other bug to modify ? (out of the 'esc' bug ?)

i can release this Medieval Town v 1.1a ?
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Offline Wood Cutter

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Re: New Medieval Town v 1.1
« Reply #29 on: July 04, 2015, 08:38:00 PM »
Further to my comments on the canal trading posts, is there a big lapse in time before a boat will arrive. It seems to take for ever and so far (2 game years at least) there have been no boats. Also if you straighten the edge of the river with the flattening tool to make a nice flat entrance for the canal will this affect the operation of the canal. I made a nice short canal to test the process. I know it must work. I guess it must be case of getting things laid out properly.