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91
Tips and Help / Re: What are these trading numbers really mean?
« Last post by RedKetchup on October 18, 2018, 01:18:50 AM »
ok Thanks @Tom Sawyer  for your insight :)
92
Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by RedKetchup on October 18, 2018, 01:17:32 AM »
i redone and added succesfully all 3 models of Necora's white pine :)
93
Tips and Help / Re: What are these trading numbers really mean?
« Last post by Tom Sawyer on October 18, 2018, 12:36:49 AM »
Divided by 0 would break the banished universe.^^ I always have a scaling of 1 in the last line, so it is not scaled anymore then. But the game does not have any hidden base values. It just continues with the numbers of the last line. In theory it would be possible to stay with scaled imports for endless population but it would not make sense.

So in your case with {   int _population = 400;   float _monthsTrade = 5;      float _monthsTradeTolerance = 2;   int _itemCountScale = 1;   int _itemStackScale = 2; } as last line it means the half of imported amounts forever. The defined 400 is unused.
94
Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by zak4862 on October 18, 2018, 12:20:24 AM »
Thank you!
   Regards zak 4862  :)
95
Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by zak4862 on October 18, 2018, 12:18:33 AM »
Hi embx61!
Since you allready added a clay pit, it would be really nice if you would also add an option to produce some bricks and roof tiles to this mod.
We dont have an actual newest small standalone mod with production for glass and bricks & roof tiles together.
It would be even better if you could just add a simple kiln to your production set No2, there is allready a shore hut to collect clay and sand.
Anyway it was just a thought - sugestion.
   Regards  zak 4862  :)

P.S. Very beautiful work on Porta Exilium
96
Tips and Help / Re: What are these trading numbers really mean?
« Last post by RedKetchup on October 17, 2018, 05:42:22 PM »
It applies up to int _population. So the first row from 0 to 30 citizens and so on. Beyond the last line it's not scaled anymore.

so what would be the next hidden line after this? ( i mean the base line)

      {   int _population = 400;   float _monthsTrade = 5;      float _monthsTradeTolerance = 2;   int _itemCountScale = 1;   int _itemStackScale = 2; }

pop : unlimited, months = 4 or 5 ? , tolerance =2 or =1 ? , item count scale = 1 = 0 ? divided by 0 ? still 1 ? stack scale =1 ?
97
Village Blogs / Re: Abandoned - Riverboat Junction - Story 34
« Last post by Abandoned on October 17, 2018, 04:58:53 PM »
Thanks @Gatherer, I think I succeeded in making this part of town look more open and spacious than the busy overcrowded old part of town.  The copper roof is a very pleasant color  :)
98
Tips and Help / Re: What are these trading numbers really mean?
« Last post by embx61 on October 17, 2018, 04:42:18 PM »
Who changed the trade scales?
In Vanilla it goes to 180 instead of 400.
99
Tips and Help / Re: What are these trading numbers really mean?
« Last post by Tom Sawyer on October 17, 2018, 04:33:37 PM »
It applies up to int _population. So the first row from 0 to 30 citizens and so on. Beyond the last line it's not scaled anymore.
100
Tips and Help / Re: What are these trading numbers really mean?
« Last post by RedKetchup on October 17, 2018, 04:14:15 PM »
but @Tom Sawyer  , the int _population = 30; of the first row, first line.

A. do you think at 30 pop this line becomes efffective
B. or this line is effective till we hit 30 pop ?

if A then till we get 30 pop, whats the numbers (from 0 pop to 29 pop) ? (where is from my hypothetical 10, 10)
if B then what happends when we hit the last one int _population = 400; ? what will be the number at 401+ ?
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