Author Topic: New Medieval Town v 1.1b  (Read 67188 times)

0 Members and 1 Guest are viewing this topic.

Offline RedKetchup

  • Champion
  • Banished Expert
  • *****
  • Posts: 10971
  • Country: ca
Re: New Medieval Town v 1.1b
« Reply #150 on: September 20, 2015, 06:17:31 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.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Offline Nilla

  • Champion
  • Banished Expert
  • *****
  • Posts: 2998
  • Country: se
Re: New Medieval Town v 1.1b
« Reply #151 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.

Offline Tilleen

  • Vendor
  • ***
  • Posts: 66
  • Country: au
Re: New Medieval Town v 1.1b
« Reply #152 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.

Offline Nilla

  • Champion
  • Banished Expert
  • *****
  • Posts: 2998
  • Country: se
Re: New Medieval Town v 1.1b
« Reply #153 on: September 21, 2015, 02:29:00 AM »
Do vendors ever move extra resources out of the market to a storage location?

Ive never seen that. If something is put in a market it stays there until it is consumed by a citizen or a production plant.

Offline Tilleen

  • Vendor
  • ***
  • Posts: 66
  • Country: au
Re: New Medieval Town v 1.1b
« Reply #154 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.

Offline chillzz

  • Trader
  • ****
  • Posts: 471
  • Country: nl
Re: New Medieval Town v 1.1b
« Reply #155 on: September 28, 2015, 06:44:12 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
« Last Edit: September 28, 2015, 06:51:13 PM by chillzz »
support New Medieval Town development!
click here to donate via PayPal to RedKetchup

Offline Tilleen

  • Vendor
  • ***
  • Posts: 66
  • Country: au
Re: New Medieval Town v 1.1b
« Reply #156 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.

Offline RedKetchup

  • Champion
  • Banished Expert
  • *****
  • Posts: 10971
  • Country: ca
Re: New Medieval Town v 1.1b
« Reply #157 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 ;)
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Offline irrelevant

  • Champion
  • Banished Expert
  • *****
  • Posts: 3091
  • Country: us
Re: New Medieval Town v 1.1b
« Reply #158 on: September 29, 2015, 02:57:36 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

Offline Bobbi

  • Champion
  • Architect
  • *****
  • Posts: 604
Re: New Medieval Town v 1.1b
« Reply #159 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?)

Offline RedKetchup

  • Champion
  • Banished Expert
  • *****
  • Posts: 10971
  • Country: ca
Re: New Medieval Town v 1.1b
« Reply #160 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 ?
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Offline chillzz

  • Trader
  • ****
  • Posts: 471
  • Country: nl
Re: New Medieval Town v 1.1b
« Reply #161 on: October 11, 2015, 04:39:32 PM »
maybe it's adriana's college ? that one supports up to 3 teachers / 100 students right?
support New Medieval Town development!
click here to donate via PayPal to RedKetchup

Offline RedKetchup

  • Champion
  • Banished Expert
  • *****
  • Posts: 10971
  • Country: ca
Re: New Medieval Town v 1.1b
« Reply #162 on: October 11, 2015, 04:52:28 PM »
maybe it's adriana's college ? that one supports up to 3 teachers / 100 students right?
exact
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Offline Bobbi

  • Champion
  • Architect
  • *****
  • Posts: 604
Re: New Medieval Town v 1.1b
« Reply #163 on: October 11, 2015, 06:34:14 PM »
Attached screenshot

Offline chillzz

  • Trader
  • ****
  • Posts: 471
  • Country: nl
Re: New Medieval Town v 1.1b
« Reply #164 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.
support New Medieval Town development!
click here to donate via PayPal to RedKetchup

 

SMF spam blocked by CleanTalk