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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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Suggestions and Mod Ideas / Re: More Cheese Please!
« Last post by Fellow Villager on May 19, 2018, 02:56:13 PM »
not so sure...it's full o f cholesterol  :D
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Village Images / Re: Lush villages
« Last post by brads3 on May 19, 2018, 02:22:32 PM »
i wouldn't think of decor as cheats. some ghosted decor still costs materials.some non-ghosted does not either. ghosted is usually done so it can be placed tighter to objects and without interfering with the bannies travels.there is a "empty square mod" to make them unpassable if you prefer.
ghosted also allows you to place them on lawns or in pastures. that way the cows have shade trees or i can make bigger bushes,roses,or birch trees too. they also help to use them with RED's canals.
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