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Mod Discussions 107 / Kid - Gothic Deco V1
« Last post by kid1293 on September 20, 2017, 07:59:00 AM »
Village Blogs / Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
« Last post by brads3 on September 20, 2017, 07:47:26 AM »
YEAR 115-116

       it takes all year to get the supply markets and housing built.we conitue digging canals and adding storage sheds. to help ease the burden of firewood away from the needed logs,we decide to float logs across the lake and use reeds as well.
         by fall of year 116,the 8X colonial textured canal comes to life with some added decorations.with supplies routed to here we should be able to build more next year.

pic 1: supply markets
pic 2: 8X colonial textured canal
Mod Discussions 107 / Re: Maritimes Pine Set V104
« Last post by brads3 on September 20, 2017, 07:31:13 AM »
@adelegarland   SORRY you are still having issues. i do think at least some are due to the new floa mod.if you had the time i would recommend running a map with the flax patch and new flora disablled.just to compare your outputs.  i take it the foresters are set to plant and cut both?have you hit the log limit so he isn't cutting the trees and replanting new? if you have the extra pine tree mod,disable it. you only need the maritime pine set mod.otherwise make sure the sets of pine mods including the patches are close to the top of the mor order and above any other of NECORA's mods.

        i do know issues can be aggravating and hard to find sometimes. i had issues when i 1st started using this version.different issues than you all are having though.i ended up clearing my registry,stripped all the mods out,and re-did everything a few mods at a time.took a bout a week or so to rebuild my entire it is it is working. never did figure out why i had issues and never could say it was another mod causing it.computers are strange sometimes.i did have more issues when i tried the nat div 2 mod but even after i took it out i had to re-do the entire game. not saying that you all need to do that. just saying i know how it can be when things don't work the way you hope.
Mod Discussions 107 / Re: Maritimes Pine Set V104
« Last post by brads3 on September 20, 2017, 07:07:18 AM »
i wouldn't call myself an expert.i have developed a system to the mod order over time that helps organize them.  some was listening to KRAY explain things @ CC.some was trial and error.even the order i have now is wrong. since the upgrade to 1.07,sometimes mods seem to interact more even 1's that shouldn' duck hunters are showing low production outputs. i figured out what mod it was but not i think it is 2 mods. neither mod had anything to do with system does help narrow down where issues are but it isn't  foolproof.
      not to give you a hard time,but your order bugs me.i wrote up a page for doing mod orders and expalining how and why to it. you can sfind it under the tips and trick forums. a rework of your order might make different mods come to life more.
      let's try something easy though instead of re-doing the entire list.move the pine mod up above the maritime storage mod. click it so it throws it all the way to the top and then move it down from there is probably the fastest way.see it that 1 move will solve the can turn off the pine tree mod because you don't need both. it shouldn't be affecting the game though.
Mod Discussions 107 / Re: Maritimes Pine Set V104
« Last post by adelegarland on September 20, 2017, 07:03:27 AM »
UPDATE:  MOSSYROCKLE My test of the Pine set Mods
For the last few days I have been testing these mods in villages aging from 5 to 23 years, so I am waiting for years to see the Pine Resin.   I am watching the productions very carefully to make sure of what I'm reporting.  The Harvester's Cache Finds Flax, Chanterelle, Pine Boughs and in the beginning Pine Resin.  The trapper finds Eggs, Game, Pelts and Furs early on then stops finding the furs and pelts.  Pine resin is usually found in year 7 of the pine forest, and seems to be non-existent after approximately year 8 to 11.  It does vary from game to game.  The pine Forester seems to be finding Logs, Pine Boughs and Flax now.  In the current Village, of Mossyrockle (I love that name) with both the pine set and CC Docks loaded, (Docks enabled after year 5)  I am in Year 8 and I have only a pine forest.  I have found a total of 20 Pine resin and 4 pelts in year 7, lots of Pine Boughs and Flax.
I've also noticed that the forester, gatherer and hunter of the Pine Set all find Pine Boughs now.  Is that weird?  Its year 8 and I'm adding in the Vanilla Forestry, Vanilla Gatherer, Vanilla Herbalist, Pine Hunter and Pine Trapper, all from the Pine set to give me some comparison.  Year 8 is over and there has been no resin, no pelts or furs but good amounts of pine boughs and flax.  I'll keep updating...
Year 9 and the newest Pine Trapper has found both Furs and Pelts, and in Year 10 has found them again, along with the 2 year old Vanilla Forester from the pine set also finding Furs.  No Furs, Pelts or Resin from the 10 year old Pine set items.
Year 16 and the first year's Pine Forester, Trapper Gatherer are still not finding ANY Pine Resin, or Pelts and Furs.  The eight year old Vanilla Groups is Still finding Fur and Pelts, so that's reassuring.
Year 15 - I added in the maple Forestry grouping and after two years am seeing Pelts and Furs. 
Year 19  - Added another Pine group
Year 24  - (Each group below has a Forester and Gatherer (Pine, Maple or Vanilla), and a Pine Hunter and Pine Trapper)
24 year old Pine Group producing only Pine Boughs Flax and Chanterelle, trapper is finding NO Furs/Pelts.
16 year old Vanilla grouping is fine, with Pelt, Fur all the gathererís items, (no Flax)
9 year old Maple group is still finding Maple Sap and the trapper has found only 6 Furs no Pelts.
5 year old Pine Group hasnít found any Resin yet, Trapper has found Pelts and few Furs. 
Suggestions and Mod Ideas / Re: You want it darker?
« Last post by DesoPL on September 20, 2017, 06:25:39 AM »
Damn! This looks awesome! Now i got time, so i will play Banished and try make some fancy stronghold! :)
Village Blogs / Re: Abandoned - (North to) - Prospect - Story 18
« Last post by Abandoned on September 20, 2017, 05:39:25 AM »
Thank you, @Tom Sawyer for the hunting cabin, I look forward to adding it to the map.  It will be awhile, I am many chapters ahead playing the map than writing the story.  I do like this mountain map, it is a beautiful setting for The North, and I thought the small tributaries would be good for prospecting.  We will see if they survive the Gold Rush  :)
Tips and Help / Re: Start with modding, but stuck at the examples tutorial
« Last post by 0108daniel on September 20, 2017, 02:49:09 AM »
Ahhh thank you!
Now the 'strange' translation letters are working!
And now i go to tutorial B. A Building and Profession
Hope that people will help me if I do not understand something :)
Mod Discussions 107 / Re: NMT3.0Series: Forest Center for 1.0.7
« Last post by RedKetchup on September 20, 2017, 02:35:10 AM »
to know all the apects of what i did... you can download the source code in the Laboratory section :) i know you have access :) you are member of "modders" group.
Village Blogs / Re: Abandoned - (North to) - Prospect - Story 18
« Last post by Tom Sawyer on September 20, 2017, 02:33:00 AM »
What an epic world map. Remembers on Lords of the Rings or so. Great work @Savidan!

The in game map is a nice choice as well with natural looking tributaries. But the map is so small in mountains. Challenging and I hope your travelers can survive there. Will send a blueprint of a hunting cabin to help them out.
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