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Village Blogs / Re: Paeng - Village Journals
« Last post by kid1293 on Today at 07:25:57 AM »
@Antiligent

It's my Broadway Tower with some decoration around it.
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General Discussion / Food Consumption Discrepancy
« Last post by irrelevant on Today at 04:13:29 AM »
My village's pop is 1600.

My ale production last year was 11,630, which would have used 34,890 fruit.

My total food used was 147,273. Less fruit used to make ale leaves 112,383 food eaten by 1600 bannies.

Something's not right.  (Also, I'm suspicious of the ale production figure, it seems low for 36 taverns, ten year average is 16,886/year).

Ten year numbers:

Ale production 168,860 requiring 506,580 fruit.

Total food used 2,122,603. Less ale leaves 1,616,023 food eaten. Seems closer, although my pop has been falling; ten years ago it was ~1800

What the heck?
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Village Blogs / Re: Paeng - Village Journals
« Last post by Antiligent on Today at 02:50:30 AM »
Where you took this castle?
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Village Blogs / Abandoned - Haunted Hollow - Story 19
« Last post by Abandoned on October 16, 2017, 10:45:20 AM »
Intro:

 This is the 19th story in the Smallville series.  It is just over one year ago that I posted my first story, telling the tale of the town of Smallville.  This group is not one of the expedition that set out from Smallville like many others had.  This group was turned away from Smallville due to overcrowding and food shortages.  They turned to piracy to survive and in fact were doing business out of a smuggler's cave southwest of this location.  When settlers arrived there and established the settlement of Monkstown, this group decide to relocate to this location where there was less chance of being discovered.  This is their tale.

The map is # 105864304  Green Valley, Small, Mild, disasters Off, Easy Start

Mods  and Load Order:

Starting and Map Changing Mods:  Banished UI Maps, Labor Window, RK Minimizes Status, EB Green Valley, Color Roads, DS Roads, New Flora with Gatherer.

Tweak Mods:  Better Fields, Bigger Wheel Barrows, Fishing Dock +25%, Hunting and Gathering, Hunting Season, Longer Living Orchards, Increased CC, 1:1 Aging, Rock Respawn, Tool Value Up, Woodcutter +3.

Major or Must Have Mods:   An Empty Square, Nomad Sign Complete, Kid: AlotofSeeds Trader, Forest Outpost, Gothic Deco, Gothic Fantasy, Gothic Farm, More Houses Dark, Tiny Separate

Supporting Mods:  Brads Smoking Shed, Campfire, Chicken Coop, Creepy Cemetery, Decorative Items Pack, EB Natural Irrigation Deco, Fenceless Pasture, Forest Combo, Kid Bed and Breakfast, Kid Old Fence, Leghorn, Smuggler's Cave, Storage Crates, Warehouse Inc.


Yes, weary traveler, those were dark days indeed when we first settled here.  We feared the Shadow of Death had fallen over us as it had fallen over Erathia back in the old days.  We were afraid, we were very afraid.  Let me tell you ...

https://www.youtube.com/watch?v=Pi0GapxyT0Q
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Off Topic / Re: Sunroom Dreary Day View
« Last post by Abandoned on October 16, 2017, 03:32:18 AM »
Oh, I did not even see that post.  8)  That is just what I want to do, bring all my wild creatures in from the cold.  They like apples but I fear I will need a much bigger sunroom for all of them.  :)
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General Discussion / Re: Trader does not stop
« Last post by Glenn on October 15, 2017, 06:47:12 PM »
Having spent most of Sunday playing this particular town I have had no further issues with the trader once I removed the Maritime covered bridges from the river.

I would appear that there is conflict between CC and the Maritime mod that is at the root of this particular problem.

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There seems to be a problem with materials. None of the CC materials show up when hovering, selecting, or trying to build; neither sprite nor name shows up. Until I fix that big, I won’t be able to update the row houses. There is an error with the T6 construction because they use 1 more resource than the example. Once I figure out how to make the construction materials show up properly, I could either change the file to raise the limit or remove copper pioes from requirements of T6.
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Suggestions and Mod Ideas / Re: Discrepancy work in progress
« Last post by quadgamer on October 15, 2017, 02:59:20 PM »
i came looking for a longhouse because i want to do a viking style start. can't wait til it's finished. guess great minds think alike. (just kidding. yours is way better than mine.) thanks for your mods.
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Mod Discussions 107 / Re: NMT3.0Series: Forest Center for 1.0.7
« Last post by katbarf on October 15, 2017, 02:03:04 AM »
This is beautiful. Thank you for making it. I was a little derp and couldn't get it to work. My workers were taking forever to build the "road" part but had built the forest center first.
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Off Topic / Re: Sunroom Dreary Day View
« Last post by brads3 on October 14, 2017, 08:14:06 PM »
BAD WORD. brrrrrr
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