World of Banished

MODS Garage => Mod Talk => Topic started by: RedKetchup on July 02, 2015, 01:35:40 PM

Title: New Medieval Town v 1.1b
Post by: RedKetchup on July 02, 2015, 01:35:40 PM
New Medieval Town v 1.1b.

This new new version 1.1 offers a redesign of the toolbar. Except the main toolbar icon, all icons that open a menu have a red square all around. It gives a more visual indication that more thing will open once you click them.

This new version offer the first Medieval Corner Buildings made :

- Medieval Archeology Center : This new building offer a new resource made from stones. The new profession Archeologist studies the stones that have been gathered by your citizens and try to find Archeology Artefacts. These artefacts serve to rebuild some Archeology Restored Sites. For the moment there are only 3 sites, but more to come in future patchs :)
- - Ruins : Rebuild these very old ruins dating from the King Arthur and his proud knights. This Archelogy Restored Site has a decoration purpose.
- - Stonehenge : Rebuild this very ancien Archeology Site and use it as a 'druidic' religion :) You can assign a priest to it, and can provide happiness up to 200 citizens.
- - Abandonned Church : Rebuild and reclaim this very old church and use it as an actual church. You can assign a priest to it and can provide happiness up to 250 citizens.

- Medieval 3 story Hostel : These 3 level Hostels is a new progressive way to host your new nomads and homeless citizens. It can shelter 3 families of 5 people on each level of this big corner house, for a total of 9 families of 5 (45 bannies).

- Medieval Pond has changed texture and has now a murky water texture that better suit a pond.

- Medieval Apiary : This original building made by the developper as a mod is now integrated into Medieval Town. The purpose of its integration is to reduce unecessary external mod to provide honey. The graphic is the same as the original, but the number have been tweak to get rid of the overpowered production. it has exactly the same numbers of my Re-Balanced Apiary Mod. You wont be obligated anymore to buy your honey from merchants or use the original mod.
- - A new resource : Mead has been added to the Medieval Tavern. it uses 5 honey per mead, and has the same value as CC Mod.

- Medieval Creamery : I integrated my old dairy mod and is now part of Medieval Town. Even if the design is mostly the same, it has been revamp to fit entirely Medieval Town. The main building is totally compatible with a 2nd floor Medieval House, you wont be able to build a 3rd level though.
- - A new resource : Butter has been added to the Medieval Creamery and its purpose is to make this building compatible with the Colonial Charter Mods :) you will able to use its butter and craft CC recipes.
- - A new Livestock has been created : Milky Cow. These cows will provide milk all along their lives (Cattle dont provide milk) but when they are slaughtered, they will provide a lesser quantity of 'beef' in comparaison to Cattle. They will cost the same price at the livestock merchant. All cow and cattle will have the same texture : black and white.

- Medieval Grain Silos (and Coal Silo) : I also integrated my old Steph's Grain Silos and totally redesigned its graphic a while ago. it uses now the same textures as the Medieval Tavern. The amount of storage has been lowered just a little bit. The Medieval Grain Silo accepts only the food labelled 'Grain'. a Medieval Coal Silo is also offered to store Coal only.

- Medieval Root Cellar : I also integrated my old Pangaea's Root Cellar. It has completly redesigned and can be build now everywhere on the map. it use the same technology as the Medieval Pond and will let a hole in the ground if you remove it. you can always use the Flatten tool to equalize the ground thenafter if needed. The amount of storage has been also lowered but still high capacity. The cellar accept only vegetables and fruits and it is stored underground for better preservation.

- Medieval Barns : is a full set of 4 different sizes of barns. These new barns have a new look and have slightly better capacity. This purpose of this set of barn is to reduce alot the number of barns we see by hundreds all over the maps.
- - Normal Barn : has the same size of the actual barn (5x8) and has a 10,000 weight capacity.
- - Medium Barn : has a size slightly reduced (4x6) and has a 8,000 weight capacity.
- - Small Barn : is shorter and more smaller (3x5) and has a 6,000 weight capacity.
- - Tiny Barn : is very very tiny (2x3) and has 4,000 weight capacity.

- Medieval Grain Vendor : This new market will only sell grains that was previously offered by the fruit vendors. The Medieval Fruit vendor wont sell grain anymore.

- 2 new crops : Barley and Sorghum. Graciously provided by CC Team member, Kralyerg, these 2 favorite new grains will provide a better variety number to that less populated category. The files provided haven't been edited and use exactly the same files as CC:CotGL. so 100% compatible crash free (even if it provide a little red warning in the mod window). These 2 crops (and the files) Have been GENEROUSLY provided by Black Liquid Team, the Creators of Colonial Charter Mods.
- - 2 new recipes have been added to the Medieval Mills in order to make flour with those.
- - 2 new recipes have been also added to the Medieval Tavern in order to make Ale with those. They cost the same as Wheat.

The second part of this huge update is : Medieval Canals.
The Medieval Canal that have been introduced in the beta Medieval Castle has been now integrated as part of Medieval Town. This feature wont be available in Medieval Castle anymore although it will keep the Medieval Moats since it really belongs to it. For the occasion i expanded it alot:

- Medieval Canal : has now 2 different skins. and each set has 3 different sizes : 4 tiles wide (4X) for small towns, 8 tiles wide (8x) for big town, and 6 tiles wide (6X) for intermediate size between the 2 other size. People will also be able to mix them all with the help of 2 'jokers' or 'adaptors' a Canal 6 to 8 and a canal 4 to 6 have been provided.
- - New Medieval Canal set : This set has the same stone texture used in all Medieval Town and fit perfectly with the building provided in this Mod.
- - Old Medieval Canal set : This set has a different stone texture, very similar to the one used in Colonial Charter Mod and fit perfectly with the buildings provided in CC:CotGL.


Enjoy !!!

-------------------------------------------------

NEW: Donations

If you want to offer a donation for helping me and supporting me and my work, click on the link below :) you will be redirected to my web page. You will find in there, a Paypal Button for donations and an explanation of how this money will be used :)

All donations will be used to acquires new materials (3D, Textures, etc.)
I thanks you alot for your support.

http://dwraith.webs.com/donations.htm (http://dwraith.webs.com/donations.htm)


Title: Re: New Medieval Town v 1.1
Post by: Gatherer on July 02, 2015, 02:00:57 PM
Fantastic!!! Thanks for all these new toys to play with.

Quote from: RedKetchup on July 02, 2015, 01:35:40 PM
- Medieval Archeology Center

Will this also work with stone bought from the merchants?

Quote from: RedKetchup on July 02, 2015, 01:35:40 PM
- Medieval Barns
Any chance of these working with Storage Mod?
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:12:47 PM
Quote from: Gatherer on July 02, 2015, 02:00:57 PM
Fantastic!!! Thanks for all these new toys to play with.

Quote from: RedKetchup on July 02, 2015, 01:35:40 PM
- Medieval Archeology Center

Will this also work with stone bought from the merchants?

Quote from: RedKetchup on July 02, 2015, 01:35:40 PM
- Medieval Barns
Any chance of these working with Storage Mod?

yes will work with the stones bought from merchants :)
Storage Mod ? i dunno. what specially does this mod ?
Title: Re: New Medieval Town v 1.1
Post by: Gatherer on July 02, 2015, 02:19:37 PM
Storage Mod gives 20 000 units of storage space to the barn.
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:25:38 PM
Quote from: Gatherer on July 02, 2015, 02:19:37 PM
Storage Mod gives 20 000 units of storage space to the barn.

my barns arent that over powered like that , but it is very good. a more clever choice :)
Title: Re: New Medieval Town v 1.1
Post by: Xenon89 on July 02, 2015, 02:27:26 PM
Awesome! Thanks very much RedKetchup. So this Mod is still compatible with the CC Mod, right?
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:52:51 PM
Quote from: Xenon89 on July 02, 2015, 02:27:26 PM
Awesome! Thanks very much RedKetchup. So this Mod is still compatible with the CC Mod, right?

yes. little red warning saying that : flour, milk, bread, barley sorghum, etc are shared :) 100% compatible , same files.
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 02, 2015, 03:10:21 PM
obsolete
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:24:00 PM
thanks for the offer. but i think it is all good. it is just Chillz who has problem with Mega so far. i didnt heard anybody else. Mega is a good provider (i liked less rapid fire with their capcha that dont work)

the forum here has a limit of size , the limit is 45mb
Title: Re: New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 03:25:53 PM
yes it was just me. which never happened before ! i <3 mega .. usually prefer it above google drive or one drive.
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 02, 2015, 03:34:40 PM
obsolete, new version here:

http://worldofbanished.com/index.php?topic=960.msg17867#msg17867
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:47:57 PM
thanks you  :)
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 02, 2015, 03:53:53 PM
I hope anybody uses it.

8)

There are two kind of people on this planet:
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:56:47 PM
i use often torrents but cant be all days on it, cause my connection is limited to 70GB per months , reset 1st of every month at midnight ^^
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 02, 2015, 04:00:15 PM
Oricom?
Title: Re: New Medieval Town v 1.1
Post by: Wood Cutter 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.
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup 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 ^^
Title: Re: New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 04:35:18 PM
Quote from: RedKetchup 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 ^^
wow, your ontario neighbours get 15Gigs more per month on the same package!
Title: Re: New Medieval Town v 1.1
Post by: Herrbear on July 02, 2015, 05:11:25 PM
Thank you.
Title: Re: New Medieval Town v 1.1
Post by: Wood Cutter 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.
Title: Re: New Medieval Town v 1.1
Post by: Xenon89 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.
Title: Re: New Medieval Town v 1.1
Post by: Paeng on July 03, 2015, 12:41:06 AM
Quote from: Wood Cutter on July 02, 2015, 08:35:51 PMI sometimes think that the canals are purely cosmetic
Definitely not... they are fully functional as intended.

See a successful "Canal Story" here (http://banishedpeople.freeforums.org/tuckeyes-t234.html)...

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.  :)




Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 03, 2015, 01:03:17 PM
Quote from: Xenon89 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.

I agree and second that.
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry 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.
Title: Re: New Medieval Town v 1.1
Post by: Nilla on July 03, 2015, 01:19:27 PM
Quote from: Paeng on July 03, 2015, 12:41:06 AM

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.
Title: Re: New Medieval Town v 1.1
Post by: Xenon89 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?
Title: Re: New Medieval Town v 1.1
Post by: chillzz on July 04, 2015, 03:29:59 PM
Quote from: Gordon Dry 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.
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.

Title: Re: New Medieval Town v 1.1
Post by: RedKetchup 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
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup 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 ?
Title: Re: New Medieval Town v 1.1
Post by: Wood Cutter 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.
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 08:46:22 PM
Quote from: Wood Cutter 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.

my trading posts have the exact same code for the merchants spawnings as the original vanilla one:
TradeScale _tradeScale
[
{ int _population = 30; float _monthsTrade = 18; float _monthsTradeTolerance = 6; int _itemCountScale = 8; int _itemStackScale = 8; }
{ int _population = 60; float _monthsTrade = 12; float _monthsTradeTolerance = 4; int _itemCountScale = 6; int _itemStackScale = 6; }
{ int _population = 90; float _monthsTrade = 7; float _monthsTradeTolerance = 4; int _itemCountScale = 4; int _itemStackScale = 4; }
{ int _population = 120; float _monthsTrade = 6; float _monthsTradeTolerance = 2; int _itemCountScale = 3; int _itemStackScale = 3; }
{ int _population = 150; float _monthsTrade = 6; float _monthsTradeTolerance = 2; int _itemCountScale = 2; int _itemStackScale = 2; }
{ int _population = 180; float _monthsTrade = 5; float _monthsTradeTolerance = 1; int _itemCountScale = 1; int _itemStackScale = 1; }
]



at pop 30, it is 18 months +- 6 months (so 12 months to 24 months)
whats happening before 30 pop, i dont know, it is probably hard coded. i can maybe modify this chart to get in sooner ^^
Title: Re: New Medieval Town v 1.1
Post by: Gordon Dry on July 04, 2015, 09:08:56 PM
Quote from: RedKetchup 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

Hmm.

On the start page of https://openbittorrent.com/ it says
QuoteOpenBitTorrent is a bittorrent tracker free for anyone to use. You don't need to register, upload or index a torrent anywhere, all you have to do is to include the OpenBitTorrent tracker URL in your torrent.
so it should work.
Title: Re: New Medieval Town v 1.1
Post by: DesoPL on July 04, 2015, 09:14:57 PM
The only thing which is kinda weird but worth to mention, is about canal gates. The ships when they go to trading post, are simply swim through the gates, but this is mirror problem. :D
Title: Re: New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 10:00:02 PM
Quote from: DesoPL on July 04, 2015, 09:14:57 PM
The only thing which is kinda weird but worth to mention, is about canal gates. The ships when they go to trading post, are simply swim through the gates, but this is mirror problem. :D

the purpose is to block your sight and make it doesnt look bad when the canal 'meet' the river.
if i dont 'close' it, it wont block your sight anymore
and the game cannot have building animations, so it cannot anime it open when the boat pass.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 04, 2015, 11:23:55 PM
The upload of Medieval Town 1.1a is completed !!!

http://worldofbanished.com/index.php?action=downloads;sa=view;down=76 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=76)
or the .txt below

EDIT: Steam is up too !!!
http://steamcommunity.com/sharedfiles/filedetails/?id=475534536 (http://steamcommunity.com/sharedfiles/filedetails/?id=475534536)
Title: Re: New Medieval Town v 1.1a
Post by: Gordon Dry on July 05, 2015, 09:14:18 AM
Now I'm confused.

I got my torrent from NMT 1.1 still running and now one person was able to download that.

Could this person please contact me, I want to know why it worked this time but not for the others.

I really want to solve the issue, perhaps it has something to do with IPv6.
I got Dual Stack (DS) - no DS Lite and I got a real IPv4 and a real IPv6.

For this reason I also created a torrent with the new v 1.1a, this time uploaded to a torrent cache service:

The torrage link:
https://torrage.com/torrent/A75EA062FF21D086AB569B70588A7EFCF41FD29B.torrent

The magnet link (only works with DHT enabled in your torrent client):
magnet:?xt=urn:btih:a75ea062ff21d086ab569b70588a7efcf41fd29b

This time only chosen trackers.

Title: Re: New Medieval Town v 1.1a
Post by: chillzz on July 05, 2015, 10:48:43 AM
Quote from: Gordon Dry on July 05, 2015, 09:14:18 AM
Now I'm confused.

I got my torrent from NMT 1.1 still running and now one person was able to download that.

Could this person please contact me, I want to know why it worked this time but not for the others.

I really want to solve the issue, perhaps it has something to do with IPv6.
I got Dual Stack (DS) - no DS Lite and I got a real IPv4 and a real IPv6.

For this reason I also created a torrent with the new v 1.1a, this time uploaded to a torrent cache service:

The torrage link:
https://torrage.com/torrent/A75EA062FF21D086AB569B70588A7EFCF41FD29B.torrent (https://torrage.com/torrent/A75EA062FF21D086AB569B70588A7EFCF41FD29B.torrent)

The magnet link (only works with DHT enabled in your torrent client):
magnet:?xt=urn:btih:a75ea062ff21d086ab569b70588a7efcf41fd29b

This time only chosen trackers.


       
  • My torrent client only accepts encrypted incoming connections so check inside your client's settings that 'protocol encryption' is enabled or forced.
When i woke up this morning it finally downloaded after hours not connecting. For test sake, i'll download this one too :)


don't know what you changed.. but this one started downloading instantly !

Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 05, 2015, 10:56:41 AM
good :) thanks
Title: Re: New Medieval Town v 1.1a
Post by: Gordon Dry on July 05, 2015, 11:26:59 AM
I learned that the torrent MUST be uploaded to a tracker / indexer...

But I don't understand.

First this quote from https://openbittorrent.com/ :
QuoteYou don't need to register, upload or index a torrent anywhere, all you have to do is to include the OpenBitTorrent tracker URL in your torrent.

Then the logic - my client contacts the tracker and tells it that the torrent with the hash so-and-so is seeded by my IP.
A peer starts the same torrent and contacts the tracker that the hash so-and-so is requested.

So, normally, the tracker should just tell my client that the peer with IP so-and-so wants to get the torrent with the hash so-an-so.

So why, for heavens sake, do I have to upload the torrent file to an indexer??

Mysterious...
Title: Re: New Medieval Town v 1.1a
Post by: Paeng on July 05, 2015, 12:41:10 PM
Probably that's why

QuoteThere are two kind of people on this planet:
    I like and use torrents
    Torrents?

;D
Title: Re: New Medieval Town v 1.1a
Post by: Wood Cutter on July 05, 2015, 07:33:58 PM
Does it matter whether the mod goes above or below CC curse of the golden LLama. I am just wondering whether this has any bearing on the trading posts are not receiving ships. Regarding the update is it necessary to remove _1 from the file name otherwise it will treat it as a new file
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 05, 2015, 10:59:10 PM
there shouldnt be a _1 . this kind of things can maybe happends when you try to download multi copies of the same file
Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 05, 2015, 11:18:21 PM
Hey RedKetchup, since I could test your newest Version of the Mod Yesterday. Awesome! Thank you :) Together with the CC-Mod, it makes Banished so much better :)

Further Ideas or Questions:
- I think you read over my ideas to change the baker in that way, to make water as a necessary ressource for making bread. It would be more realistic and is giving the water a further role in the game
- While I was playing, I got the idea of implementing a copper to manufacture barrels for the tavern/brewery. What do you think about it?
- I love the style of your Hostel! Are you planning to also use a skin like this for normal housing?
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 02:17:02 AM
i can maybe do. but about water/copper, i just dont want to make the game as complicated as CC is doing. The major 'quality'  of my mods they still keep the very simplicity of the game. I try to keep it simple :)
but i can see about water+flour = bread.
Title: Re: New Medieval Town v 1.1a
Post by: DesoPL on July 06, 2015, 05:50:24 AM
I noticed bug i think. I started produce Joists from Advanced Blacksmith from CC, but it shows everytime that magazine is full etc.
Title: Re: New Medieval Town v 1.1a
Post by: Nilla on July 06, 2015, 06:16:52 AM
Quote from: DesoPL on July 06, 2015, 05:50:24 AM
I noticed bug i think. I started produce Joists from Advanced Blacksmith from CC, but it shows everytime that magazine is full etc.

It's no bug and has nothing to do with the NMT-mod.

Joist is a CC-product, probably "tagged" as material. If the limit sign is shown, you have much of some other materials, like sand and clay and bricks and glass and, and, and........... If you increase the material level, it would work perfectly well. (or joist might also be connected to tools, but materials is more logical)
Title: Re: New Medieval Town v 1.1a
Post by: buckbeach on July 06, 2015, 08:56:10 AM
Think I found a conflict bug between NMT and CCGL and don't know if it the latest version or not. 

I am using several each of NMT medical clinics and the CCGL Hospitals.  I deactivate them when not needed.   When I go to reactivate them the NMT will accept the reactivation as normal but the CCGL hospitals cause a crash.

Have tested a couple of saves (one with an epidemic and one without) and a crash results each time.  Curious and another bug is the one of the NMT clinics shows patients even though no sick people have visited it.

Buck
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 09:33:27 AM
i cannot tell you ......  :-X
i just checked and it has the same code as the vanilla hospital (minus the attracting radius which purpose to attract idlers around it to spread the diseases.)
and the only other thing changes, the attendance is good for 10 people instead of 30.

:-X :-X
Title: Re: New Medieval Town v 1.1a
Post by: buckbeach on July 06, 2015, 09:47:01 AM
Well, if it crops its ugly head up again with someone else you will have a reference that it happened before.

BTW, tried to get clever and demolish all the NMT clinics to see if that would help (resulted in over 650 infected before all were demolished), but the moment I tried to restaff the hospital, BAM, crash.  Again the NMT would restaff but with strange results.

Going back to see if I demolish the CCGL hospitals will help.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 09:50:37 AM
ok
Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 06, 2015, 10:54:15 AM
Quote from: RedKetchup on July 06, 2015, 02:17:02 AM
i can maybe do. but about water/copper, i just dont want to make the game as complicated as CC is doing. The major 'quality'  of my mods they still keep the very simplicity of the game. I try to keep it simple :)
but i can see about water+flour = bread.

Ah okay, didn't know that :) But the" Flour+Water = Bread" thing would be nice, since its still a simple product-chain.

The style of the Hostel as normal housing would be great. I love this corner house style, but i don't need that many hostels in my town :D
Title: Re: New Medieval Town v 1.1a
Post by: DesoPL on July 06, 2015, 11:00:08 AM
Quote from: Nilla on July 06, 2015, 06:16:52 AM
Quote from: DesoPL on July 06, 2015, 05:50:24 AM
I noticed bug i think. I started produce Joists from Advanced Blacksmith from CC, but it shows everytime that magazine is full etc.

It's no bug and has nothing to do with the NMT-mod.

Joist is a CC-product, probably "tagged" as material. If the limit sign is shown, you have much of some other materials, like sand and clay and bricks and glass and, and, and........... If you increase the material level, it would work perfectly well. (or joist might also be connected to tools, but materials is more logical)


Yup you are right, my bad. Yet still good work Ketchup.
Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 06, 2015, 12:58:32 PM
Just something I recognized a second ago: Is it on purpose that your houses do not produce any smoke? It looks kind of weird between the CC- and vanilla houses producing smoke the whole day :)
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 01:05:53 PM
no because most people ask to disable the smoke cause it make the game lag very badly. not everyone have a super computer.
Title: Re: New Medieval Town v 1.1a
Post by: Paeng on July 06, 2015, 01:11:28 PM
Quote from: Xenon89 on July 06, 2015, 12:58:32 PMIs it on purpose that your houses do not produce any smoke?

Yes, because otherwise you would get weird and fat pillars of smoke when you build 3 floor houses each with their own smoke stack...  ;)


I agree, no smoke is strange when you always play with smoke on (which some folks with older PC need)...
I still feel there could be smoke at least from the 3rd floors...  ;)


EDIT
Oops, sorry RedK, I did not mean to contradict you... however, I don't think that most people cannot run with smoke because of a lame machine... I think most people can do so with no problem... it's just that you always only hear from the few - and they should please use the CC No Smoke mod (or better yet, one you make specifically for NMT), so everybody else can enjoy the nice atmosphere with smoke  ;)


<rant off/> LOL

Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 06, 2015, 03:02:03 PM
I see the point, but actually I don't have a super computer either and still can play with smoke. You loose a lot of atmosphere without smoke in my opinion. Maybe a Version with and another without would be a solution? (I don't know how much effort it is to implement smoke)
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 03:09:08 PM
maybe
i take note :)
Title: Re: New Medieval Town v 1.1a
Post by: Wood Cutter on July 06, 2015, 04:38:26 PM
At the risk of repeating myself is it possible to get a list of the proper order of mods particulary the NMT , Med. Castle  , Fountain mod and CC
Title: Re: New Medieval Town v 1.1a
Post by: Paeng on July 06, 2015, 05:04:04 PM
Quote from: Wood Cutter on July 06, 2015, 04:38:26 PMthe proper order of mods

For NMT and CC, it does not matter. Depending what you want to have preference, put it on top...

See all the different preferences (http://www.colonialcharter.com/index.php/forum/help-support/1596-cc-compatibilty-with-nmt) here...

Title: Re: New Medieval Town v 1.1a
Post by: buckbeach on July 06, 2015, 05:07:15 PM
Followup on Medical Clinic.

With the delete of the CCGL Hospital I am no longer am getting crashes

As far as the NMT clinic patients, when a person becomes infected it seems they are immediately assigned to a clinic (and the clinic shows them as a patient), regardless if they are still working, getting food, etc., or their location in relation to a/the clinic.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 05:23:15 PM
good , so itsnt mine which has a problem ^^
Title: Re: New Medieval Town v 1.1a
Post by: kralyerg on July 06, 2015, 07:30:25 PM
Quote from: buckbeach on July 06, 2015, 05:07:15 PM
Followup on Medical Clinic.

With the delete of the CCGL Hospital I am no longer am getting crashes

As far as the NMT clinic patients, when a person becomes infected it seems they are immediately assigned to a clinic (and the clinic shows them as a patient), regardless if they are still working, getting food, etc., or their location in relation to a/the clinic.

CC has never touched any of the Hospital code.  The hospital that you are building is just the vanilla hospital, not any CC specific hospital.
Title: Re: New Medieval Town v 1.1a
Post by: buckbeach on July 06, 2015, 09:01:04 PM
Hard to tell the players w/o a program ;D.  But seriously, CC or vanilla there still may be a conflict. 
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 09:03:50 PM
dont use clinic then :S
Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 08, 2015, 02:55:15 AM
I don't know if it is a bug, but when I use your NMT Mod together with die CC-Lama Version (NMT at the top) I don't have Cattle, just Friesian Cows and your Milky Cows. This is kind of impractical, because I have two versions of milky cows and no version für beef "production".
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 06:21:47 AM
yeah cause CC-CotGL  rename cattle : friesian and they give it milk
and if you try to put mine first ?
Title: Re: New Medieval Town v 1.1a
Post by: Xenon89 on July 08, 2015, 07:12:39 AM
As I said, your Mod is on Top. That's why I was wondering.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 12:17:56 PM
yeah i dont edit the catlle, i let it like vanilla set it up, but cc change it, so probably even if it is placed after... probably they rename it and give milk.
but it is not a big deal, you have 2 kind that can give you both, double chance to get it quicker from livestock merchant ^^
Title: Re: New Medieval Town v 1.1a
Post by: Nilla on July 08, 2015, 12:40:05 PM
WARNING!  :-[

I just made something stupid and want to warn you other NMT-user:

I noticed that the pond could be built everywhere, even on the steep mountain, as long as the road is on flat ground. Of cause I had to try it! :-\

But.....

Don't build it there! The otherwise so nice pond looks awful!!!

Do you have a purpose on making it this way, @RedKetchup ? Because I can not imagine it's intended to look like this picture.

Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 02:07:52 PM
hahahahaha

no, not intented to be build on a mountain haha.

fixed ^^
Title: Re: New Medieval Town v 1.1a
Post by: gerns on July 08, 2015, 03:11:58 PM
looks like a water filled volcano or water filled stone mine we have them in illinois ,indiana , and wisconsin---they use them to fish in----actually a nice idea.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 03:27:21 PM
Quote from: gerns on July 08, 2015, 03:11:58 PM
looks like a water filled volcano or water filled stone mine we have them in illinois ,indiana , and wisconsin---they use them to fish in----actually a nice idea.

lol ya a volcano long time sleeping ^^
Title: Re: New Medieval Town v 1.1a
Post by: irrelevant on July 08, 2015, 04:33:11 PM
@RedKetchup, have previous versions of NMT included the balanced apiary? If so, I can't find it in the menu.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 05:16:47 PM
no exclusive only in 1.1. nmt never had it before
Title: Re: New Medieval Town v 1.1a
Post by: irrelevant on July 08, 2015, 05:27:05 PM
Ok, thanks. Just installed 1.1 and Frenchman's Bend is running it fine.

What type of food is milk?
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 05:37:53 PM
protein
Title: Re: New Medieval Town v 1.1a
Post by: irrelevant on July 08, 2015, 05:58:17 PM
Merci, mon ami!
Title: Re: New Medieval Town v 1.1a
Post by: irrelevant on July 08, 2015, 07:01:14 PM
Gah! All my smiths switched over to making wooden tools! I didn't even know there was such a thing. Well, now I have 1200 of them  ;D ;D ;D I wondered why my logs consumption suddenly went up.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 09:08:36 PM
hahaé yeah i fixed that to get the original one as default
Title: Re: New Medieval Town v 1.1a
Post by: Nilla on July 09, 2015, 02:59:16 AM
I saw one small thing that you ought to fix occasionally, @RedKetchup :

The text on your small markets. It says that the general store holds textiles, and as far as I've noticed, it doesn't anymore. (The change is good, if you want to build a big settlement)  :)
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 09, 2015, 07:37:04 AM
general store ?
StorageDescription storage
{
   RawMaterialFlags _storageFlags = Tool | Fuel | CoalFuel | Textile;


shouldbe holding textile
Title: Re: New Medieval Town v 1.1a
Post by: Nilla on July 09, 2015, 01:09:28 PM
Sorry, I thought you changed that. If you remember; we talked about it.
I had one general store in my test game and no wool was put there, perhaps I wasn't patient enough to wait.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 09, 2015, 01:18:29 PM
the problem, if i take out textile from it, it has like almost nothing to sell :P the poor citizen will make bankrupt ^^
Title: Re: New Medieval Town v 1.1a
Post by: whiterabbit on July 10, 2015, 04:49:40 AM
Thank you redketchup for the wonderful mod!! I love you work

Is it possible to see screenshots of some of the new vs old canals built?

Thanks
Title: Re: New Medieval Town v 1.1a
Post by: Gatherer on July 11, 2015, 08:19:44 AM
Alas I have found some time to play. Thanks for the update RedKetchup. As others have said it works great and there are no crashes. Love the Barley and Sorghum though Barley could grow more dense imo. Awaiting regular corner houses with anticipation whenever they come, no rush.

Thanks and keep up the good work.
Title: Re: New Medieval Town v 1.1a
Post by: nery on July 17, 2015, 03:21:57 AM
Hi RK, I just want to take the time to say, once again, thank you very much.
The new version brings so much fun again, from all new features like the canals to one special point, I want to mention:
I really, really appreciate your cooperation with the team of CC, so I can use both your mods without conflicts crashing my game.That cannot be taken for granted.
I love the features provided by CC, crops, materials, production chains, but I would never want to miss your own features, your marvellous looking buildings (still in love with the cathedral), stores, canals etc.
It's like combining two of my favourite jewels (earrings and necklace) into a beautiful set, best worn together.
So far I haven't experienced any serious problems, everything works just fine. In the other forum you mentioned a few things about the docks, you would fix in a possible version 1.1b. It sometimes works and sometimes doesn't. But ... hey, that's such a minor thing, I really don't care.
All other things are just perfect.
So thank you again (and again, and again :)
I'm looking forward to your next surprise.
Title: Re: New Medieval Town v 1.1a
Post by: RedKetchup on July 17, 2015, 03:40:39 AM
thanks you for those kindy words :) @nery
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 05:21:07 AM
New Medieval Town v 1.1b is UP!!

Since there isnt anything to fix really .... i uploaded the version 1.1b

Bugfixes 1.1b:
- fixed the new and old 4x docks where the storage werent allowed. a paragraph was missing in the UI section.
- fixed medieval tavern where 2 worker were allowed to work but only for 1 spot for a citizen working.
- fixed footprint of stonehedge, should be a bit darker now.

available on MegaStorage and OneDrive.
(Steam too ^^)
Title: Re: New Medieval Town v 1.1b
Post by: Gordon Dry on July 18, 2015, 05:36:32 AM
Great!

New Medieval Town v 1.1b

The torrent:
https://torrage.com/torrent/67F44A918A789ECD2D73CF10110EBC082CEF0301.torrent

Also changed comment with link in downloads post.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 05:40:06 AM
thanks you Gordon :)
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on July 21, 2015, 06:57:12 AM
I'm back .. and .. wow !!!
that much work Red !!
I have yet to lay my hands on Banished but is sure to download this great new version from Steam !!
and, surprisingly, you have also included the house at an angle !!  :o
great!
there is a lot of work to do now about my city !!  ;D
Thank you very much Red !!
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 21, 2015, 07:12:19 AM
welcome back
Title: Re: New Medieval Town v 1.1b
Post by: Triskel on July 21, 2015, 07:30:27 AM
I just downloaded it and tested it. Great additions to an already great mod, as usual. Thank you very much.
Title: Re: New Medieval Town v 1.1b
Post by: danielsevilio on July 21, 2015, 12:05:02 PM
The tooltip shows a smaller capacity for the medieval barns. It has the same number of the vanilla barn. :(
What is the correct weight capacity? Tanks!
PS. Awesome work! Love the new buildings, specially the residences.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 21, 2015, 03:55:49 PM
oh thats right, i made some changes cause some people wanted to have them bigger. The purpose of the change was in order to help reduce all the hundreds and hundreds of barns we always see in all the maps and all the cities.
probably, if there are some tooltips talking about quantities, probably they need to be changed.

thanks, i will check :)
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on July 23, 2015, 01:10:13 AM
Red I have my usual questions ...
It is saved game compatible, right?
but it means that I will not have problems with the root cellar already built on the back of a hill?
I will not have problems with windmill, smaller, already built?
I have to demolish the buildings of the old releases that you have "revised" in medieval key?
I have to demolish them before downloading the new big version?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 23, 2015, 06:15:29 AM
you should have no problem. 
Title: Re: New Medieval Town v 1.1b
Post by: Valiant Rabbit on July 23, 2015, 06:19:41 PM
Hi Red Ketchup, thanks for your wonderful mod and awesome work!
After playing with NMT1.1b+CC:GL a while, i got some impressions and ideas.
Medieval Town works great, but some important things i am missing.

1) The Mod feels like "some buildings do something and provide some products in unknown amounts". This bulky mod needs DESCRIPTION. Please, sacrifice one new 3D building but write down short DESCRIPTION for your new residences (capacity and warmth consumption),  buildings (production, in, out, price), health buldings (Dentist and co, how do they work? Do they really work ?) , products (food category, price).
CC has wiki and production spreadsheet, not perfect and outdated, but they have ONE, and its a huge   help and time saving.

2) HARDWARE STORE. Works good but..  grabs too much :)
Is it possible to do some limitations (options to switch)?
1. Wood+Stone+Iron (current version)
2. Wood+Iron (for smithy)
3. Stone+Iron (for building sites)
4. Wood (for woodcutter and stacks burner)
5. Stone
6. Iron

3) Tooltips of the barns have old capacities (not new 10k, 8k...).
In addition, you can extend the tooltips of your new residences too, for example "... residence can house a family of 6", just like Banished it does.

Thanks and keep up your good work.
Title: Re: New Medieval Town v 1.1b
Post by: danielsevilio on July 24, 2015, 11:39:40 AM
I'm very happy with the barns of different sizes (and capacity) of the mod and would like to have specialized barns of all flags if possible. The barn is such important building. I am using a specialized barn mod that is very useful but it has only one size and a normal capacity. It will be a very nice addition to NMT mod to have specialized medieval barns, at last a standalone mod to use with, specially  edibles barns.
Grain and coal silo is awesome! Two types of root cellar (capacity ????, I suppose it is high enough), one for fruit and another for veggies would be nice too.
Tanks!
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 24, 2015, 02:07:05 PM
thanks you for your replys and your suggestions :)
@danielsevilio  and @Valiant Rabbit  :)
Title: Re: New Medieval Town v 1.1b
Post by: evicted on July 26, 2015, 07:00:44 AM
hey guys, need your help on my fatal error crash everytime i try and active NMT v1.1b together with EITHER The Fountain Mod Highborn Society latest and CC COTGL latest. The mod works if activated alone, i tried rearranging load order of the three aforementioned mods but fatal crash everytime. I thought and always read about NMT working nicely with CC COTGL, but in my case it's not working. I'm willing to skip on The Fountain Mod in favor of NMT, should it works with CC COTGL for me : (. Please help.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 26, 2015, 07:45:10 AM
@evicted : usually, NMT works perfectly with those 2 mods, i dont know exactly what is acting bad in your system, my suspicions are about your game setup are all messed up.

1. you will go and open your WinData folder and create a folder inside, call it as you want, like /ModSaves/
2. you will take (click and select) your mods, all the mods in there (dont take the 2-3 game files) and you will move them into that folder you created.
3. you will start the game and go in the 'mods' window and you should see no mods and no names there at all.
4. then you will click OK and completly close the game. do not start anything, just close it.

5. then you will go back in your folder and take newmedievaltown.pkm and put it back in /WinData/ folder.
6. now start the game and go in the 'mods' window and go check and 'enable' the medieval town mod.
6a. click OK and then quit the game. do not start anything, just close it.

7. you will return to your WinData folder and put back your ColonialCharterCotGL.pkm back in /WinData/ folder.
8. now start the game and go in the "mods" window and go check and 'enable' the CC:CotGL mod.
8a click OK and then QUIT the game and close it, do not start a new city nor do not load a save.. just close the game.

9. Now restart your game , and now try to start a new city
10. comeback here to tell me if it is fix or tell me it didnt fix.
Title: Re: New Medieval Town v 1.1b
Post by: evicted on July 26, 2015, 06:51:53 PM
hi Red,

I did all the steps you gave to isolate the problem involving NMT v1.1b and CC COTGL and right after I activate CC COTGL in addition to NMT with both mods being the only mods in my modslist, the game accepts the mods but the framerate dives to half or lower and when I start a new game, the same "A fatal error has occured in VideoDXp-x32.dll and the game cannot continue" crashdump happens.

However, I did manage somehow to make both mods work but sadly only ONCE on a random small valley map seed, then quit to main menu to start a new game with my favorite map seed. Back in the main menu, the framerate got worse and upon exiting the game made the game unresponsive and had to end process in task manager. I am using build 141103.

I then reverted back to activating all the mods I used together with CC COTGL and FM as primary mods and the game works as it did for me without NMT v1.1b. I shall continue to investigate this problem, it's such a shame for me I couldnt make your NMT work as I believe it is a must have mod and could greatly enhance my banished gameplay. I appreciate the help Red. I will let you know if I stumble into something. Thank you. : )
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on July 27, 2015, 01:37:06 AM
Quote from: RedKetchup on July 23, 2015, 06:15:29 AM
you should have no problem.
great job @RedKetchup !!
for the moment no crash!
I can think of only a small question ..
the corner building is a kind of hotel ..?
to accommodate the newly arrived nomads?
This means that new fertile young couples are not going to live if I build in a time when I did not nomads arrived?
It can not settle into a new family ...?
Title: Re: New Medieval Town v 1.1b
Post by: Paeng on July 27, 2015, 07:59:34 AM
Quote from: evicted on July 26, 2015, 06:51:53 PMI believe it is a must have mod

Indeed...  :)
In my experience, most crashes occur because there are still remnants of previously installed mods lurking somewhere...

Have you checked this list (http://banishedpeople.freeforums.org/about-fatal-error-in-runtime-x64-and-more-t109.html)?
There are many possible causes and potential remedies...
Title: Re: New Medieval Town v 1.1b
Post by: hooblaboo on July 30, 2015, 01:27:54 AM
Great mod RedKetchup! (is there any other colored ketchup?)

I have one suggestion (request) for your canal system. Currently we can build 3-Ways and 4-Ways for one specific size of canal (4x 6x or 8x). Is there any way to have these split off into the other sizes? For example, I would love to have the large 8x canal being my "main" canal traversing the town, but then have it branch off into either 4x or 6x with 3-ways or 4-ways.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 30, 2015, 05:24:18 AM
yes it can be possible.
i ll check that this fall, after summer
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on July 30, 2015, 05:41:29 AM
Quote from: RedKetchup on July 30, 2015, 05:24:18 AM
yes it can be possible.
i ll check that this fall, after summer
Red! the corner building is a kind of hotel ..?
to accommodate the newly arrived nomads, If I correct understand..
This means that new fertile young couples are not going to live if I build in a time when I did not nomads arrived?
It can not settle into a new family ...?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 30, 2015, 05:50:17 AM
if works exactly like the Boarding House.
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on July 30, 2015, 05:53:25 AM
Quote from: RedKetchup on July 30, 2015, 05:50:17 AM
if works exactly like the Boarding House.
oh .. ok!
This means that as the nomads empty, these houses will remain empty .. and that when they return other nomads will put up automatically in these homes already built ..
all right?
(sorry but I never built a boarding house but ever wood house for the nomads..)
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 30, 2015, 12:50:37 PM
nomads and homeless citizens will go live in there in wait you provide them their own house. they will have babies inside, it is just the babies wont have their own babies.
Title: Re: New Medieval Town v 1.1b
Post by: kee on July 31, 2015, 08:05:23 AM
Quick technical question as we're on to nomads: Do you still need a (footprint of a) market in addition to the town hall and trading port to attract nomads?
Title: Re: New Medieval Town v 1.1b
Post by: rkelly17 on July 31, 2015, 08:23:47 AM
Quote from: kee on July 31, 2015, 08:05:23 AM
Quick technical question as we're on to nomads: Do you still need a (footprint of a) market in addition to the town hall and trading port to attract nomads?

As far as I know the basic game is coded so you need town hall, vanilla market and vanilla trading post. Of course there are the various modded boarding houses and inns that have different requirements.
Title: Re: New Medieval Town v 1.1b
Post by: kee on July 31, 2015, 11:17:53 AM
Just wondered if RK's corner boarding house was one of those modded thus.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on July 31, 2015, 04:40:53 PM
this is not the boarding house that attract and trigger the nomad spawns, this is the townhall.
since i never edited or remade another townhall, it requirements are still laws.

original market and original trading post are still required to get nomad spawns.

the boarding houses / hostels only provide shelter to them :)
Title: Re: New Medieval Town v 1.1b
Post by: irrelevant on July 31, 2015, 05:11:44 PM
Good to know, thanks!
Title: Re: New Medieval Town v 1.1b
Post by: Gordon Dry on July 31, 2015, 06:17:10 PM
I like it very much.

And thanks god that Banished runs on Windows 10  :P
Title: Re: New Medieval Town v 1.1b
Post by: irrelevant on July 31, 2015, 07:06:08 PM
Quote from: Gordon Dry on July 31, 2015, 06:17:10 PM
thanks god

That told me you were German :) Wilkommen!
Title: Re: New Medieval Town v 1.1b
Post by: Nilla on August 01, 2015, 01:58:40 AM
Quote from: irrelevant on July 31, 2015, 07:06:08 PM
Quote from: Gordon Dry on July 31, 2015, 06:17:10 PM
thanks god

That told me you were German :) Wilkommen!

???  ???  :-\

I think I know the Germans well (my husband is one of them) but how on earth can you see by that expression, that someone is German?
Title: Re: New Medieval Town v 1.1b
Post by: irrelevant on August 01, 2015, 07:45:22 AM
In the 90s I worked for an international company, worked constantly with people from all over the world. Lots of the Germans said that, and only the Germans.
Title: Re: New Medieval Town v 1.1b
Post by: Gordon Dry on August 01, 2015, 02:53:11 PM
Interesting fact  ::)

So if I should be in a difficult situation in the future in which nobody should know that I'm German I try to remember and avoid that ...  ;D
Title: Re: New Medieval Town v 1.1b
Post by: evicted on August 03, 2015, 07:48:59 AM
Hi Red,

Found time to uninstall Banished today. After uninstallation, I ran two registry cleaners then proceeded to manually delete Banished registry entries. NMT still would not work together with CC COTGL, it works with The Fountain Mod Highborn Society, just not CC. I will keep track on your future updates of NMT and will try it then. I guess I'll start a new game with all the mods I have that works with CC, including your Colourful Little Houses : ). More power.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 03, 2015, 08:00:16 AM
i am very sorry to hear, @evicted

i hope at NMT 2.0 you wont have any problems anymore
Title: Re: New Medieval Town v 1.1b
Post by: evicted on August 03, 2015, 10:32:57 PM
Quote from: RedKetchup on August 03, 2015, 08:00:16 AM
i am very sorry to hear, @evicted

i hope at NMT 2.0 you wont have any problems anymore

Hey hey Red,

Happy to report, NMT 1.02 works with no problems so far, I can settle with this : )
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on August 20, 2015, 01:18:19 AM
Red, I have a problem with your mod. It causes the game to crash. I reset the whole game. downloaded 18 mod including CC: NF and FM. your has a red conflict with ToL and CC: FM. if I active alone works. if active with ToL, despite the red conflict, it works. if active with the other 16 mods works. but just touch CC: FM or FM due to the immediate crash of the game. if active CC: NF and FM, with your off, they work. I'm trying all combinations of lord order but everywhere seems to cause the crash .. please do not tell me I have to choose your or their !!!
what Kind of information do You need to understand the problem?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 20, 2015, 01:52:34 AM
what is cc:fm and fm ?
Title: Re: New Medieval Town v 1.1b
Post by: Gordon Dry on August 20, 2015, 04:33:10 AM
 ;)
typo, he means
CC: NF and FM
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on August 20, 2015, 05:26:45 AM
Quote from: RedKetchup on August 20, 2015, 01:52:34 AM
what is cc:fm and fm ?
sorry . . Google Translate. .
I Mean Colonialcharter:New adventure and Fountain Mod

here the List. .
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on August 20, 2015, 05:56:12 AM
here the error
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 20, 2015, 06:43:59 AM
Quote from: assobanana76 on August 20, 2015, 05:56:12 AM
here the error


hmmm dx9 error that is rare.
have you tried dx11 ?


if you enable CC:NF and NMT alone ? these bigs 2 mod without the fountain mod ?
Title: Re: New Medieval Town v 1.1b
Post by: DesoPL on August 20, 2015, 10:29:01 AM
I got as well errors when i GOT NMT, CC:NF and Fountain Mod. unfortunelly Fountain mod makes an mess and making crashes. :( Not sure how to fix it.

Meanwhile. Red when the teasing season about NMT 2.0 is starting?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 20, 2015, 06:43:24 PM
Quote from: DesoPL on August 20, 2015, 10:29:01 AM
Meanwhile. Red when the teasing season about NMT 2.0 is starting?

this Fall 2015 xD
Title: Re: New Medieval Town v 1.1b
Post by: Idle Work Team on August 22, 2015, 06:54:50 AM
Hi Mr. RedKetchup
I've seen your new updated game mod and may I have the stringtable document of 1.1b version so I could translate it into Chinese?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 22, 2015, 06:59:47 AM
Quote from: Idle Work Team on August 22, 2015, 06:54:50 AM
Hi Mr. RedKetchup
I've seen your new updated game mod and may I have the stringtable document of 1.1b version so I could translate it into Chinese?

sure

Title: Re: New Medieval Town v 1.1b
Post by: Idle Work Team on August 22, 2015, 07:03:22 AM
Quote from: RedKetchup on August 22, 2015, 06:59:47 AM
Quote from: Idle Work Team on August 22, 2015, 06:54:50 AM
Hi Mr. RedKetchup
I've seen your new updated game mod and may I have the stringtable document of 1.1b version so I could translate it into Chinese?

sure



Many thanks
Title: Re: New Medieval Town v 1.1b
Post by: Idle Work Team on August 24, 2015, 11:40:25 PM
Hello, could you tell me how to achieve multiple products in one building, like your apiary has honey and beewax at same time?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 25, 2015, 02:07:52 PM
my apiary only have honey, no beewax
Title: Re: New Medieval Town v 1.1b
Post by: rkelly17 on August 26, 2015, 07:18:25 AM
The Colonial Charter apiary is the one that does honey and wax. @RedKetchup, don't your dairy and bakery do multiple products?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 26, 2015, 07:23:10 AM
yes
Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on August 31, 2015, 01:17:49 AM
Quote from: RedKetchup on August 20, 2015, 06:43:59 AM
Quote from: assobanana76 on August 20, 2015, 05:56:12 AM
here the error


hmmm dx9 error that is rare.
have you tried dx11 ?


if you enable CC:NF and NMT alone ? these bigs 2 mod without the fountain mod ?

I do not know much about video card .. so that my video settings of Banished are completely random .. but I know that I have a GeForce 210 DirectX 10 .. say that it can work with DirectX11?
What is the difference between 9, 10 and 11 ??
of these things, please, you talk to me like you would speak to a child  ;D
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on August 31, 2015, 01:33:01 AM
 it's newer, works different, and can do more, better, more efficiently

the gf 210 cant go further than 10.1 , i just read


Title: Re: New Medieval Town v 1.1b
Post by: assobanana76 on August 31, 2015, 01:58:53 AM
Quote from: RedKetchup on August 31, 2015, 01:33:01 AM
it's newer, works different, and can do more, better, more efficiently

the gf 210 cant go further than 10.1 , i just read
then it means that if I Set DirectX11 will not work?
or it will work like 9?
tonight I try DX11 with, in order of loading, NMT-DC-FM and see what happens ..
Title: Re: New Medieval Town v 1.1b
Post by: Tilleen on September 20, 2015, 02:28:21 PM
I really like the market buildings, although for some reason they are not getting enough grain and fruit into them. I think it is because some are on the other side of the map to the farm land, and it is too far to walk. But they are near the port so they are now getting food that way.

Do any of the market building supply herbs? I have never seen any in them, but then when I do buy herbs, my entire population walks to the warehouse where they are.
Thanks.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 03:31:08 PM
Quote from: Tilleen on September 20, 2015, 02:28:21 PM
Do any of the market building supply herbs? I have never seen any in them, but then when I do buy herbs, my entire population walks to the warehouse where they are.
Thanks.

yeah i need to so something about the herbs... thanks for the reminder :)
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on September 20, 2015, 03:39:44 PM
Quote from: RedKetchup on September 20, 2015, 03:31:08 PM
yeah i need to so something about the herbs... thanks for the reminder :)
Pharmacy / Apothecary  right ?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 03:41:28 PM
Quote from: chillzz on September 20, 2015, 03:39:44 PM
Quote from: RedKetchup on September 20, 2015, 03:31:08 PM
yeah i need to so something about the herbs... thanks for the reminder :)
Pharmacy / Apothecary  right ?

gonna check first if i can provide a storage to the actual Medieval Apothecary :)
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on September 20, 2015, 03:44:10 PM
Quote from: RedKetchup on September 20, 2015, 03:41:28 PM
gonna check first if i can provide a storage to the actual Medieval Apothecary :)
something like tavern ? production + storage.
Title: Re: New Medieval Town v 1.1b
Post by: liberty on September 20, 2015, 04:03:41 PM
Id Love corner House?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 05:09:50 PM
Quote from: chillzz on September 20, 2015, 03:44:10 PM
Quote from: RedKetchup on September 20, 2015, 03:41:28 PM
gonna check first if i can provide a storage to the actual Medieval Apothecary :)
something like tavern ? production + storage.

kinda a bit but.......

i succeed to make it store there, but , as soon as i ask to store there... they stop to roam around and just stay idle.
if for example i have another one, a real herbalist hut, they work and roam around and has a real production window and the herbalist of harbalist hut go to the apothecary hut and go stock there. that part is working fine. but the herbalists of the apothecary just idle.
looks like or i make them roam around and harvest herbs, or i make them store and idle.

but at least, even if they store and idle, people still go there , take 1 herb, and make an infusion and get their 1/2 heart. (they dont have to go to the barn or market, take an herb , and then go at apothecary). herbs are already there and they take those.

the difference with tavern, they consume produce (take fruits and make ale), herbalist though should roam around and find herbs on the ground.
Title: Re: New Medieval Town v 1.1b
Post by: Tilleen on September 20, 2015, 05:19:40 PM
So does that mean that you need 2 buildings.

An Apothecary to do the minimal healing, and minimal searching for herbs and a Herb market, that sources from warehouses and stores the herbs.

If that is the case, I think I would just store them at the Fruit market.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 06:17:31 PM
Quote from: Tilleen on September 20, 2015, 05:19:40 PM
So does that mean that you need 2 buildings.

An Apothecary to do the minimal healing, and minimal searching for herbs and a Herb market, that sources from warehouses and stores the herbs.

If that is the case, I think I would just store them at the Fruit market.

as soon i add :
StorageLocationDescription storagelocation { }

which is the command allowing storage, the herbalist stop working and go idle. looks like this only command added is enough to disable all the herbalist thing to walk around and grab herbs.

so it will need a specific storage building for this.
Title: Re: New Medieval Town v 1.1b
Post by: Nilla on September 21, 2015, 02:06:46 AM
Is it really so bad if the apothecary-herbalist doesn't look for any herbs himself?

I use this building in dense building areas, so that the people don't have to walk the long way out in the woods to see the herbalist. So he doesn't find many herbs anyway. I would find it a big improvement, if the apothecary could store herbs. It doesn't matter, that the herbalist in it doesn't collect them himself. Build an original one out in the woods for collecting, or buy the herbs.

The idea of letting herbs be stored in the fruit market is bad! sorry! Think of the consequences: If you have a larger map, you have several fruit markets. Unless you have an awful lot of herbs, they will be put in one or a few of them and stay there (vendors don't steal from each other, remember?) and many people have to walk far to get their herbs, and then maybe another long walk to the herbalist to be healed.
Title: Re: New Medieval Town v 1.1b
Post by: Tilleen on September 21, 2015, 02:24:18 AM
I don't disagree with you that all the herbs may end up at the closest market, but I thought that the markets were only supposed to source what the local population needs. I get the same problem with food as well. Do vendors ever move extra resources out of the market to a storage location?

I actually thought that was what the code snippet that redketchup posted was implying.
Title: Re: New Medieval Town v 1.1b
Post by: Nilla on September 21, 2015, 02:29:00 AM
Quote from: Tilleen on September 21, 2015, 02:24:18 AM
Do vendors ever move extra resources out of the market to a storage location?

I´ve never seen that. If something is put in a market it stays there until it is consumed by a citizen or a production plant.
Title: Re: New Medieval Town v 1.1b
Post by: Tilleen on September 28, 2015, 06:07:15 PM
Hello,

Is there a reason that Sorghum seeds are more expensive than the others? Increased yield, better bread?

Or is it just to be in line with CC?

Thanks.
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on September 28, 2015, 06:44:12 PM
Quote from: Tilleen on September 28, 2015, 06:07:15 PM
Hello,

Is there a reason that Sorghum seeds are more expensive than the others? Increased yield, better bread?

Or is it just to be in line with CC?

Thanks.
as far as I know, have seen and have read in the topic, Sorghum and Barley are just as expensive as wheat and corn.
Like all seeds, 2500 or 3125 when ordered from a merchant (25% price raise on everything ordered)


Quote
- 2 new crops : Barley and Sorghum. Graciously provided by CC Team member, Kralyerg, these 2 favorite new grains will provide a better variety number to that less populated category. The files provided haven't been edited and use exactly the same files as CC:CotGL. so 100% compatible crash free (even if it provide a little red warning in the mod window). These 2 crops (and the files) Have been GENEROUSLY provided by Black Liquid Team, the Creators of Colonial Charter Mods.- - 2 new recipes have been added to the Medieval Mills in order to make flour with those.- - 2 new recipes have been also added to the Medieval Tavern in order to make Ale with those. They cost the same as Wheat.


http://worldofbanished.com/index.php?topic=961.msg17719#msg17719 (http://worldofbanished.com/index.php?topic=961.msg17719#msg17719)
Title: Re: New Medieval Town v 1.1b
Post by: Tilleen on September 28, 2015, 06:49:44 PM
Any time I have seen Sorghum and Barley, they have been 4000 units. CC installed but not turned on.

But other strange things happen as well, I am getting items appearing from mods when running a game that has no mods turned on.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on September 28, 2015, 09:17:50 PM
i didnt edited the files... so if the seeds cost more than other seeds... i didnt noticed, since i never opened the files :P ^^
a thing is sure, it cost the same as CC creators set them up ;)
Title: Re: New Medieval Town v 1.1b
Post by: irrelevant on September 29, 2015, 02:57:36 PM
Quote from: Tilleen on September 28, 2015, 06:49:44 PM
But other strange things happen as well, I am getting items appearing from mods when running a game that has no mods turned on.
I was getting that too, a week or two ago. This fixed it: http://worldofbanished.com/index.php?topic=790.0
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 11, 2015, 02:05:30 PM
Hey @RedKetchup, please help me out. I am trying to figure out how many students can attend the NMT school. I seem to remember it was 30, but I am so fearful I always build another school if I get to fifteen or so. Apparently I can assign many teachers, I have assigned seven just now to test that (I only had seven spare citizens, for all I know I can assign 100 teachers....wouldn't that be funny?)
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 04:03:16 PM
NMT School is 1 teacher for 30 students. cant change the number of teacher of this school. you are sure it is about the NMT one ?
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on October 11, 2015, 04:39:32 PM
maybe it's adriana's college ? that one supports up to 3 teachers / 100 students right?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 04:52:28 PM
Quote from: chillzz on October 11, 2015, 04:39:32 PM
maybe it's adriana's college ? that one supports up to 3 teachers / 100 students right?
exact
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 11, 2015, 06:34:14 PM
Attached screenshot
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on October 11, 2015, 07:08:29 PM
@Bobbi   
that 7 is total amount of persons working / assigned as teacher in your village.
the 1 of 1 is the teacher working in that school.
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 11, 2015, 08:25:19 PM
Ah OK.  ;D Just call me Ima Dumas. At least now I have confirmation that the school can hold up to 30 students.....
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 12, 2015, 12:17:06 AM
haha

but who is ima dumas ? lol
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 12, 2015, 06:36:12 AM
I'm a dumb ass
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 14, 2015, 01:06:40 AM
oh i didnt undestood the lapsus. i thought it was a real person who did something ^^
Title: Re: New Medieval Town v 1.1b
Post by: Turis on October 14, 2015, 07:51:04 AM
Dumas?!? Don't you know Alexandre Dumas? The person who wrote the novel, "The three musketeers". Where did the smiley with the straight face go?
Title: Re: New Medieval Town v 1.1b
Post by: chillzz on October 14, 2015, 08:09:43 AM
Quote from: Turis on October 14, 2015, 07:51:04 AM
Dumas?!? Don't you know Alexandre Dumas? The person who wrote the novel, "The three musketeers". Where did the smiley with the straight face go?
Don't forget the Nutcracker, count of Monte Cristo and many others.
Alexandre Dumas père, to not confuse him with his son, Alexandre Dumas fils, which was also a very good writer.


But thats not the point.
@Bobbi made a joke 'ima dumas' ( try to spell ima  in English and  ' Dumas ' with an English / American accent )  then you get  '  i am a ' dum(b)as(s)


@RedKetchup thought Ima Dumas was a persons name, and he doesn't know that woman.


nothing at all related to the great novelists from Normandy
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 15, 2015, 09:47:47 AM
So glad somebody got the joke  ;)
Title: Re: New Medieval Town v 1.1b
Post by: Pangaea on October 15, 2015, 04:10:46 PM
Some funny ones in the Simpsons, for that that way inclined.

https://www.youtube.com/watch?v=FtKnTegOIM4
Title: Re: New Medieval Town v 1.1b
Post by: Tar79 on October 23, 2015, 03:16:10 PM
Thanks for an awesome mod RedKetchup :D

Just one thing Im missing, and that is smoke from houses. The smoke effect create atmosphere and it dont look well if using vanilla houses, CC or the fountain mod.
Is there a way to get smoke back?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 23, 2015, 09:38:43 PM
the smoke can only be back on the 3rd level. we cannot put it on 1st and 2nd floor because it stay there when we build a 3rd level ontop of these and the smoke seems to get out of walls instead.
Title: Re: New Medieval Town v 1.1b
Post by: Tar79 on October 24, 2015, 07:42:55 AM
thanks for quick reply RedKetchup
ok I see, good point.
Title: Re: New Medieval Town v 1.1b
Post by: Bobbi on October 24, 2015, 07:45:01 AM
Rumor has it that smoke slows down the game, so I use CC no smoke mod. Never noticed therefore that Red's houses didn't smoke  ;D
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 07:47:08 AM
yeah i didnt put any smoke cause that :) to help people out to play this game and help them to go higher population and reduce the lag ^^
Title: Re: New Medieval Town v 1.1b
Post by: pliton on October 25, 2015, 02:18:05 AM
And we are thankful for that!
Title: Re: New Medieval Town v 1.1b
Post by: embx61 on October 30, 2015, 11:24:51 AM
Quote
i succeed to make it store there, but , as soon as i ask to store there... they stop to roam around and just stay idle.
if for example i have another one, a real herbalist hut, they work and roam around and has a real production window and the herbalist of harbalist hut go to the apothecary hut and go stock there. that part is working fine. but the herbalists of the apothecary just idle.
looks like or i make them roam around and harvest herbs, or i make them store and idle.

but at least, even if they store and idle, people still go there , take 1 herb, and make an infusion and get their 1/2 heart. (they dont have to go to the barn or market, take an herb , and then go at apothecary). herbs are already there and they take those.

the difference with tavern, they consume produce (take fruits and make ale), herbalist though should roam around and find herbs on the ground.

Any change you can PM me the Template Apothecary file Red?
I screwed up somewhere and the game crashes as I click on the building(Build with cheat) or the footprint  :(

If I use it as a regular resident building it works fine so it must be the Apothecary file in the Template folder I miss something.

Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 30, 2015, 07:52:48 PM
sure. i ll put it here. i will put a .txt at the end so i can upload it, just delete the .txt :)
Title: Re: New Medieval Town v 1.1b
Post by: embx61 on October 30, 2015, 08:27:37 PM
Thanks a bunch red, now I can see where I went wrong.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on October 30, 2015, 08:31:08 PM
yw :)
Title: Re: New Medieval Town v 1.1b
Post by: david_0801 on November 12, 2015, 12:49:34 AM
NMT and CC:NF are not compatible? cant run mine.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 02:25:01 AM
they are fully compatible :) dont worry about the little red warning, thats normal. you get that little red warning if 2 mods share some material between both mods. it is done on purpose :) between me and them :)
Title: Re: New Medieval Town v 1.1b
Post by: fox456 on March 29, 2018, 06:53:29 AM
I really like the 3 story Medieval House that we can build.  Is the family size 4 people for each level?
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on March 29, 2018, 08:50:23 AM
Quote from: fox456 on March 29, 2018, 06:53:29 AM
I really like the 3 story Medieval House that we can build.  Is the family size 4 people for each level?

i dunno 1.1b version thats very very far ... i dont remember for that very old version, sorry :(
i hope you will find out
Title: Re: New Medieval Town v 1.1b
Post by: fox456 on March 29, 2018, 05:18:10 PM
Isn't this mod included in the Mega Mod?  I am actually using the Mega Mod and thought I should ask here (if indeed it is the same Medieval content that is in the Mega Mod).  Sorry if this is the wrong place.
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on March 29, 2018, 09:16:26 PM
oh ok. bah it is the Medieval Town version 2.0 :)

no worry :) and thanks you :)

oh and for your question : yes , 2 adults, 4 children
Title: Re: New Medieval Town v 1.1b
Post by: fox456 on April 08, 2018, 06:14:16 AM
Quote from: RedKetchup on March 29, 2018, 09:16:26 PM
oh ok. bah it is the Medieval Town version 2.0 :)

no worry :) and thanks you :)

oh and for your question : yes , 2 adults, 4 children

Excellent!  So far, I have seen 2 adults and 3 children.  It will be cool to see six residents.  I haven't seen that yet in any of my houses (even the ones that can have 8 residents).  Thanks again!
Title: Re: New Medieval Town v 1.1b
Post by: RedKetchup on April 08, 2018, 07:59:08 AM
Quote from: fox456 on April 08, 2018, 06:14:16 AM
Excellent!  So far, I have seen 2 adults and 3 children.  It will be cool to see six residents.  I haven't seen that yet in any of my houses (even the ones that can have 8 residents).  Thanks again!

i think 8 residents is a bit excessive. because the game tend to trigger a new child for a familly every 8-9 years or so.
so at some point, the girl can easily get passed 40s and get no children anymore.
Title: Re: New Medieval Town v 1.1b
Post by: Nilla on April 08, 2018, 09:07:55 AM
You seldom see more than 3 children in a vanilla gameplay. It may happen right at the beginning or if there´s a nomad family with children and a young woman. But if you play a real time aging mod, you can get the house for 8 full.