Author Topic: Town hall statistics and trading  (Read 453 times)

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Offline Voeille

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Town hall statistics and trading
« on: May 16, 2018, 12:25:57 PM »
Iím not sure I realised how much I like them until I became unable to use them. I decided to go back to my very first town I made after I got the game, and the only save I had was with 0 people because everyone froze to death. I didnít have a town hall there so I used Kidís lamp post (itís free to build) to attract nomads, but after a few years of waiting they didnít come (I do have the mod allowing them to come at 0 population), so I just added the smallest amount of people (4) with the debug menu mod and pretended that they were nomads. I had a tiny amount of food stored, a few seeds, and still alive sheep and chickens. But, it seems like enabling about a hundred of mods in a save that used to be vanilla is not something Iím supposed to do ;) The first problem was that the barns didnít accept bone meal, so I had to build more storage. The mod that changes the footprint of some buildings caused them to leave random unusable squares, but that can be just covered with deco. The main problem is that the game has trouble displaying all available items, and it just crashes if I place a trading post or a town hall and click on it, so Iím forced to play without them, and I will see how it goes. My main problem now is that I canít get rid of the feathers I accumulated, and I need to keep building storage (and building anything is inconvenient, because I have a lot of houses marked for demolition). Overall, itís an interesting challenge, but I really wish I could look at all those stats and start trading ;)

Offline brads3

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Re: Town hall statistics and trading
« Reply #1 on: May 16, 2018, 12:46:42 PM »
hmm i take it the save game was 1.06 and you upgraded your banished to 1.07 full version. you can try this it might help some and then a 1.07 mod with a new townhall.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=14

it is harder to read the production stats but the mini mod TH will give you the inventory and basic stats. it is 1.06 but does work in  1.07.

Offline Voeille

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Re: Town hall statistics and trading
« Reply #2 on: May 17, 2018, 02:12:00 AM »
Iím sure itís 1.0.7 as I got the game this year (is there a way to check the exact date on Steam?). I would try that mod you linked anyway, but the file doesnít exist any more. I am curious how it turns out when I have more people and no way to view food production and the inventory (unless I click on every storage building), might be interesting. But those feathers... ;)

Offline Nilla

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Re: Town hall statistics and trading
« Reply #3 on: May 17, 2018, 03:02:20 AM »
I think you've found an "equal" @brads3; someone who finds a challenge in playing things, that shouldn't work together. In any case; I wish you luck in this "crazy task" @Voeille. It would be nice to see some reports on how it goes. Why not a blog. (It can be much shorter than what I use to do ;) )

Offline brads3

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Re: Town hall statistics and trading
« Reply #4 on: May 17, 2018, 03:38:39 AM »
wrong link try this  http://worldofbanished.com/index.php?action=downloads;sa=view;down=280

did you try debug building a different townhall or 1 of KIDDs small 1.07 mods with a TH?

Offline Voeille

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Re: Town hall statistics and trading
« Reply #5 on: May 17, 2018, 06:50:21 AM »
The town hall I built (normally, without using debug) was CC Town Arrival, I basically always use it. It didnít always crash right after clicking on it, but if I saved and then loaded the save later, itíd crash while loading, so I had to reload to a save before it being placed. The trading post I tried to place was from Kidís rowhouses set. I had a vanilla trading post before but I destroyed it quickly as it also crashed.

Offline brads3

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Re: Town hall statistics and trading
« Reply #6 on: May 17, 2018, 07:12:41 AM »
sounds like the save knows it is for 1.06 and conflicts itself since it doesn't list the 1.07 limits. you could try the compatability 1.07 from CC. it might help.

Offline Voeille

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Re: Town hall statistics and trading
« Reply #7 on: May 17, 2018, 10:28:22 AM »
I think Iíll just keep playing without tradings and stats :) I might go with a blog if it turns out interesting (but now Iím distracted by a different save, I decided to try to play on easy as Iíve never have before; itís so many people compared to my standard Adam & Eve start!).

Offline brads3

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Re: Town hall statistics and trading
« Reply #8 on: May 17, 2018, 11:13:47 AM »
A&E starts can be fun. i wish 1 would work without shutting off other mods.some mods won't work unless they are medium starts.we need a mod that "fakes" the game into thining 2  or 4 bannies is a medium start. weird how the population count affects like that.

Offline Voeille

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Re: Town hall statistics and trading
« Reply #9 on: May 17, 2018, 01:58:11 PM »
I agree, I really like that start and itíd be nice if it worked with other mods. Maybe they would work if instead of creating a new starting condition, a mod would replace the hard one with just two people? It could be disabled at any point to restore the normal hard start.