World of Banished

Conversations => General Discussion => Topic started by: assobanana76 on August 10, 2015, 06:51:19 AM

Title: Game over.
Post by: assobanana76 on August 10, 2015, 06:51:19 AM
when you decide that a city has given all he could give, and you can switch to another?

I was thinking, whereas I have always little time to play and playing to a maximum of 5x, I tend to get attached to the city that I build for months and I have a hard to say "goodbye".
so far my previous three cities have all been abandoned due to constant crashes for mod conflict or from errors beginner (I did not know the age ratio 1: 4!)

but I really can not give up "New Las Vegans" so I really many ideas yet to be realized and I'm playing for about 4 months..!!

my problem is that in the meantime will be released in the coming days the new version 1.5 of the CC, and Mathiueso pulled out of the hat so many beautiful things and Red is working on 2.0!
I'm almost praying a natural disaster that devastated the city put beyond repair ...

it is even more devastating than having discovered that probably with my pc I can never play more than a small map!
and how do I let all those new things in a small map ??  :'(
Title: Re: Game over.
Post by: Paeng on August 10, 2015, 08:37:10 AM
Well, you can always save your current game and back up all the files in a different folder... that way you can always resurrect it - just be sure to make a list of all the mods (and the mod-versions!) you used for that save.


Personally I like closure - so once I made all the screenshots and published the Journal, I'm done... Usually by that time I'm already burning to start a new town because of all the things I learned along the way, or  found I could do "better"... By now I made more than 30 towns, and I cannot say that there is any that I am particularly attached to - I love 'em all, the pearls as much as the ugly ducklings, and once in a while I love to re-visit the Journals - usually having a good laugh at some earlier, rather clumsy attempts, or getting some inspiration how to approach things differently.

I never say "This is my best town", all I say is "That was my best town when I built it"...  ;)


As for the "small maps only" - I can't really believe that. Banished is not that demanding (unless you go for really huge populations).
You should try medium maps and just spread things out a bit more - larger map does not mean that now you need to fill every square millimeter with some kind of structure  ;D

Also, there is no law forcing you to use every item in any given town - by now there is so much stuff that one can be choosy - maybe must be choosy, in order not to "kill" the scenery... select your items well and use only those that enhance each other, so often "less is more"  :)
Title: Re: Game over.
Post by: A Nonny Moose on August 10, 2015, 08:53:53 AM
First of all, this is a game.  A leisure time activity that poses problems for the player to solve.  These problems have a general algorithm set built in, plus consequences of player action.  But it is still only a game.

As described above, you can indeed save your save folder elsewhere, with a list of current mods so that the game can be resurrected.  You had better also save your mods folder (Windata/*.pkm) or even the entire folder.

I don't get too involved in this game because I run other simulations, mostly SimCity 4 Deluxe, and Angband (a D&D Tolkien turn based game).  And I run some keep mind sharp games as well that contain pattern matching (one of my weaknesses) and logic.

If you find yourself getting too immersed in this milieu, I'd tend to leave it alone for a week or two.  Games of this nature can be addictive, and this is not a good thing.
Title: Re: Game over.
Post by: assobanana76 on August 11, 2015, 03:35:35 AM
thanks guys!

Luckily, you have suggested me to also save the current versions of the mods !!
I would have deleted a lot of things and I could never recover my "New Las Vegans"!  :'(

I also hope I can make a video, like those of Paeng, to be published!
everything is going to see if my pc do it to run Banished and the recording program without exploding!  ;D

New Las Vegans probably IS my best city.. for the moment!
but probably because all the others I had to throw them because they can not complete them for many reasons (often because I messed up with mods)!  :)

regarding the size of the map I think in some way affect the RAM (and seen my problems lately ...)
for this thought of using small maps ..

you're right .. my original idea was to use ALL buildings buildable!
then I was confronted with the fact that I'm still a rookie and after 80 years I managed to get underway are the food production chains (crops / orchards / apiary / glass / preservist).
and this is what I most disheartening to think of starting a new city .. I'm too slow !!
at 10x suddenly I find myself always with alarms of low reserves of food, clothing, tools etc .. always before I see it .. because I'm too focused on to better position the buildings or busy admiring the intermediate steps of building! lol  ;D ;D
then I think it becomes a burden to build a city from 0!
Perhaps I should start with easy starting condition ...

or should I switch off for a while, like Nonny Moose suggest,.. devote myself to "Year 2070" (bought, installed and never used) or to "SC4" (in my whislist) waiting for Red give us its NMT 2.0 and then again with more energy return on Banished with also CC 1.5 and FM:HS!

or try to build only small experimental things, as I was trying to do it by building a market 25x25 fusing CC:EA and FM:HS.
things then I could reuse when I decide to start from 0 to a new city ..
a bit like, for some time, I did it with the mod medieval Red when I created small farmhouse or house suspended over the river .. or quarry "inside" the mountain .. or custom market 12x12..
little things short ..

since I returned to video games, after decades, I bought on Steam 17 games and I have 41 in whishlist and only ever used Banished !!  ;D ;D
Title: Re: Game over.
Post by: assobanana76 on September 03, 2015, 05:34:28 AM
I attachment to this post to ask you a question ..
(maybe we talked about that but I can not find the post ..)
you think it is possible to calculate, even approximately, the time when, if you want to maintain a stable population established, do not have to build houses because dead people free homes for new couples in a costant change?
I do not know what I mean well ..
if I want, for example, to have a stable population of 100 people as I can keep it stable without causing starvation voluntarily (the only way I can think to thin the population)..
Whereas the construction of a number of stable houses a year?
we can start from a calculation of 70 years of life that divided four counts 17/18 years of game?
then a young couple dies and releases a house in 18 years ..
But you should also calculate the length of life of the children ..
too complicated?  :-\
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 06:32:33 AM
Quote from: assobanana76 on September 03, 2015, 05:34:28 AM
I attachment to this post to ask you a question ..
(maybe we talked about that but I can not find the post ..)
you think it is possible to calculate, even approximately, the time when, if you want to maintain a stable population established, do not have to build houses because dead people free homes for new couples in a costant change?
I do not know what I mean well ..
if I want, for example, to have a stable population of 100 people as I can keep it stable without causing starvation voluntarily (the only way I can think to thin the population)..
Whereas the construction of a number of stable houses a year?
we can start from a calculation of 70 years of life that divided four counts 17/18 years of game?
then a young couple dies and releases a house in 18 years ..
But you should also calculate the length of life of the children ..
too complicated?  :-\

It's not that it's too complicated, it's that there are too many factors that affect your population curve. Trying to use averages ("70 years of life") will not work, because there is so much variation around the average value. Also, the ratio between males and females and their relative ages comes into play. Education also is a factor. I have tried and tried to get some kind of flat pop curve, and I have come to believe that it is just impossible. IMO, the best you can hope for is a sine wave (up-down-up-down-up....).

Also, you mentioned starting on "easy." Ironically, starting on "easy" is hard. From the start you are saddled with 5 wooden houses and must keep them filled with fuel. Also, you will have livestock, which I know you don't want to have. A medium start would be much better for you I think. You start with crop seeds, and maybe an orchard seed.
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 06:51:39 AM
@assobanana76 there is considerable discussion of this topic in this blog: http://worldofbanished.com/index.php?topic=651.0
Title: Re: Game over.
Post by: assobanana76 on September 03, 2015, 07:28:39 AM
@irrelevant
ok .. 13 pages with GoogleTranslate are too many for me!  ;D
I could go crazy trying to figure out what It's translating!
thats why I approach little the threads that contain post too long ..
language barriers for me are falling, but slowly! :'(

however, I read here and there from page 10 .. I think the problem has arisen there ..
I seemed to understand that self-trading is a real mess to balance .. I trade mainly firewood and materials for food .. maybe it would be even easier. sell three or four materials in exchange for another 3 or 4 food.

about the growth of the population in fact I would get to the point where you were stuck! namely a non-growth.
I found that to build 5 houses in about 10 years ago the population grow slowly keeping stable the ratio adult / child .. but.. I was wondering how NOT to build MORE houses to activate an auto-pilot.
how many families are in balance? and with how many houses available?
how proportion children / adults establishes and generational renewal in existing homes?

my puzzle would leave the game to 10x in the evening and find him still alive in the morning with a population that is more or less the same number when I did go ..
all this because I have little time to play and in this way could give the order to build road, decoration or production buildings, go to bed, and then the next day to take care of workers employed in them.
I could see the city grow even in my absence without having to worry about starvation or a death total for old age citizens ..
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 07:50:26 AM
In my present town Gopher Prairie http://worldofbanished.com/index.php?topic=726.0 I am letting the game run continuously (except for crashes and power failures) using auto-trading. It has been running on 5x since 1700 last Saturday evening for all but 15 hours.

I am buying logs, apples, pecans, some iron, some wool, and some steel tools. I am trading away some firewood, all mushrooms, all venison, all mutton, all leather, all ale, and some beans. Tweaking the autotrades and occasionally buying more apples than the autotrade allows is the only management I am doing.

The population fluctuates up and down in a big sine wave between ~850 and ~2100.

If I was making any changes to the town at all, I would not be able to auto-run. The first three times I tried to autorun overnight were failures, it took me three tries to get everything balanced just to let it run 8 hours.

I haven't built anything new in hundreds of years.
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 07:57:53 AM
Quote from: assobanana76 on September 03, 2015, 07:28:39 AM
@irrelevant
ok .. 13 pages with GoogleTranslate are too many for me!  ;D
I could go crazy trying to figure out what It's translating!
thats why I approach little the threads that contain post too long ..
language barriers for me are falling, but slowly! :'(
To summarize the flat population experiment, I tried building a few houses every year, that didn't work.

I also tried to maintain the number of children within a small range, that didn't work either.
Title: Re: Game over.
Post by: assobanana76 on September 03, 2015, 08:04:16 AM
I understand that this oscillation "constant" of the population is obtained WITHOUT the construction of new homes, right? (after all, if you're not in front of the pc ..)

seeing the last picture ..
your proportion houses / citizens is about 1/3
your proportion houses / families is about 1 / 1.5
your proportion laborers / workers is about 1/3
your proportion children / adults is about 1/15

I would not get to a thousand people, but far fewer 300/400 .. .. so I tried to parameterize your results with my possible outcomes ..

we could say that reached these proportions you can try with the auto-pilot?
Title: Re: Game over.
Post by: assobanana76 on September 03, 2015, 08:06:42 AM
Quote from: irrelevant on September 03, 2015, 07:57:53 AM
Quote from: assobanana76 on September 03, 2015, 07:28:39 AM
@irrelevant
ok .. 13 pages with GoogleTranslate are too many for me!  ;D
I could go crazy trying to figure out what It's translating!
thats why I approach little the threads that contain post too long ..
language barriers for me are falling, but slowly! :'(
To summarize the flat population experiment, I tried building a few houses every year, that didn't work.

I also tried to maintain the number of children within a small range, that didn't work either.
the construction of a few houses a year what resulted?
a slow but steady growth?
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 08:11:55 AM
Quote from: assobanana76 on September 03, 2015, 08:06:42 AM
Quote from: irrelevant on September 03, 2015, 07:57:53 AM
Quote from: assobanana76 on September 03, 2015, 07:28:39 AM
@irrelevant
ok .. 13 pages with GoogleTranslate are too many for me!  ;D
I could go crazy trying to figure out what It's translating!
thats why I approach little the threads that contain post too long ..
language barriers for me are falling, but slowly! :'(
To summarize the flat population experiment, I tried building a few houses every year, that didn't work.

I also tried to maintain the number of children within a small range, that didn't work either.
the construction of a few houses a year what resulted?
a slow but steady growth?
Yes, if you continue to build houses, your population will continue to grow. "Steady" is less certain.
Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 08:14:26 AM
Quote from: assobanana76 on September 03, 2015, 08:04:16 AM
I understand that this oscillation "constant" of the population is obtained WITHOUT the construction of new homes, right? (after all, if you're not in front of the pc ..)

seeing the last picture ..
your proportion houses / citizens is about 1/3
your proportion houses / families is about 1 / 1.5
your proportion laborers / workers is about 1/3
your proportion children / adults is about 1/15

I would not get to a thousand people, but far fewer 300/400 .. .. so I tried to parameterize your results with my possible outcomes ..

we could say that reached these proportions you can try with the auto-pilot?
I would not take my proportions as a prescription. My town is 0% educated. That has a huge impact.

My suggestion is, if you want to try autotrading, just set up your best guess for your trades, save the game, and let it run overnight. If your town dies, you can revert to your save, and you haven't lost anything. And in the meantime, you will have learned some things and your next trial will be better. Adjust your trades and try again tomorrow night, and the night after. That's basically what I did.
Title: Re: Game over.
Post by: A Nonny Moose on September 03, 2015, 08:39:34 AM
This is a stochastic simulation, and it has algorithms to drive it in such a way that it will never stop growing and posing conundrums for the player.  I would suggest it is very much like SimCity 4 Deluxe where you can never win but only lose.  To paraphrase the three laws of thermodynamics:

Title: Re: Game over.
Post by: irrelevant on September 03, 2015, 08:56:21 AM
Quote from: A Nonny Moose on September 03, 2015, 08:39:34 AM
This is a stochastic simulation, and it has algorithms to drive it in such a way that it will never stop growing and posing conundrums for the player.  I would suggest it is very much like SimCity 4 Deluxe where you can never win but only lose.  To paraphrase the three laws of thermodynamics:


  • You can't win.
  • You can't break even.
  • You can't get out of the game.

One small quibble, you can make it stop growing. But you certainly cannot ever stop the conundrums!  ;D
Title: Re: Game over.
Post by: assobanana76 on September 04, 2015, 01:17:54 AM
Quote from: irrelevant on September 03, 2015, 08:14:26 AM
Quote from: assobanana76 on September 03, 2015, 08:04:16 AM
I understand that this oscillation "constant" of the population is obtained WITHOUT the construction of new homes, right? (after all, if you're not in front of the pc ..)

seeing the last picture ..
your proportion houses / citizens is about 1/3
your proportion houses / families is about 1 / 1.5
your proportion laborers / workers is about 1/3
your proportion children / adults is about 1/15

I would not get to a thousand people, but far fewer 300/400 .. .. so I tried to parameterize your results with my possible outcomes ..

we could say that reached these proportions you can try with the auto-pilot?
I would not take my proportions as a prescription. My town is 0% educated. That has a huge impact.

My suggestion is, if you want to try autotrading, just set up your best guess for your trades, save the game, and let it run overnight. If your town dies, you can revert to your save, and you haven't lost anything. And in the meantime, you will have learned some things and your next trial will be better. Adjust your trades and try again tomorrow night, and the night after. That's basically what I did.

I always thought I would set the auto-trading only once bought all the seeds.
and as I did not come to that, I had never raised the issue.
however it is an experiment that I could try ..
10x speed in one night I suppose at least five years elapse ..
and then I could find out in five years as the population varies.
Title: Re: Game over.
Post by: assobanana76 on September 04, 2015, 01:24:00 AM
Quote from: A Nonny Moose on September 03, 2015, 08:39:34 AM
This is a stochastic simulation, and it has algorithms to drive it in such a way that it will never stop growing and posing conundrums for the player.  I would suggest it is very much like SimCity 4 Deluxe where you can never win but only lose.  To paraphrase the three laws of thermodynamics:


  • You can't win.
  • You can't break even.
  • You can't get out of the game.
This means that even if you do not build houses, however, the population will never fall to 0 if I have at least a minimal amount of houses, food and firewood ..
but you should understand how this is to maintain a minimum population to the minimum necessary ..
if e.g. I production buildings that require 100 people, how do I make sure they do not become 90 ..
if they became more (110-120) no problem (I would have more laborer) but less become a problem especially if not busier eg the woodcutter / forester
Title: Re: Game over.
Post by: Nilla on September 04, 2015, 03:32:24 AM
Quote from: A Nonny Moose on September 03, 2015, 08:39:34 AM
This is a stochastic simulation, and it has algorithms to drive it in such a way that it will never stop growing and posing conundrums for the player.  I would suggest it is very much like SimCity 4 Deluxe where you can never win but only lose.  To paraphrase the three laws of thermodynamics:


  • You can't win.
  • You can't break even.
  • You can't get out of the game.

:D ;D  ;D That's a good one!

@assobanana76; No one can tell you how to do this in your settlement. Like the others say; give it a try and you will see what happens. Even a very good experienced player like @irrelevant has his blows and had to go back to earlier saves a couple of times, as he started his experiment. You need a good balancing and you could never be certain, let it run, make some adjustments, let it run again. If it's successful; I don't know, but you will learn a lot.
Title: Re: Game over.
Post by: assobanana76 on September 04, 2015, 03:35:41 AM
Quote from: Nilla on September 04, 2015, 03:32:24 AM
Quote from: A Nonny Moose on September 03, 2015, 08:39:34 AM
This is a stochastic simulation, and it has algorithms to drive it in such a way that it will never stop growing and posing conundrums for the player.  I would suggest it is very much like SimCity 4 Deluxe where you can never win but only lose.  To paraphrase the three laws of thermodynamics:


  • You can't win.
  • You can't break even.
  • You can't get out of the game.

:D ;D  ;D That's a good one!

@assobanana76; No one can tell you how to do this in your settlement. Like the others say; give it a try and you will see what happens. Even a very good experienced player like @irrelevant has his blows and had to go back to earlier saves a couple of times, as he started his experiment. You need a good balancing and you could never be certain, let it run, make some adjustments, let it run again. If it's successful; I don't know, but you will learn a lot.

yes .. there are probably too many variables and the only way is to try ..
a question .. but if I set auto-trade and get a merchant with the seeds I can intervene to buy or not that seed?
Title: Re: Game over.
Post by: Nilla on September 04, 2015, 04:14:13 AM
Of cause you can. You can also buy more goods, than you set on auto trade manually.
Title: Re: Game over.
Post by: irrelevant on September 04, 2015, 06:09:44 AM
Just be sure to set your auto-purchases to happen when the merchant leaves, not when he arrives. If auto-trading takes place when the merchant arrives, you may not have enough goods left in your TP to trade for the seeds. All of my auto-purchases are when the merchant leaves.

On 10x I do 25-30 years overnight. Even if your machine runs very slowly you'll probably do more than 5 years.

The first night I let it run, the town died, ultimately because I ran out of firewood. Don't put too much firewood in your TPs! I have about one year's worth of fuel production in my TPs, and I have three years' worth of fuel production in normal inventory as a buffer.

Title: Re: Game over.
Post by: assobanana76 on September 07, 2015, 02:45:23 AM
I thought I set the auto-trade only once obtained all seeds.
and coal use in the city (best cost / production) and keep the firewood for the TP
Title: Re: Game over.
Post by: Nilla on September 07, 2015, 04:27:09 AM
Quote from: assobanana76 on September 07, 2015, 02:45:23 AM
and coal use in the city (best cost / production) and keep the firewood for the TP

I hope you mean charcoal, because coal is very uneconomic to use for heating.

And to auto trading: I mostly trade when the merchant arrives. The reason is, that I use auto trade because I am lazy. The machine should to the job. And if I want to buy more than I set for auto trade, there's no use to  auto trade when he leaves. But as long as I need seeds I don't auto trade.

You might do some compromise; use the auto trade if you are not at the computer, than it doesn't matter if you trade when i arrives or leaves. Than turn it off when you're at the computer and trade manually.
Title: Re: Game over.
Post by: assobanana76 on September 07, 2015, 04:49:09 AM
oh! of course! my mistake! I meant the charcoal produced by the CC building ..
yes, it seems a good compromise .. use auto-trading only when I got all the seeds and not in front of the pc ..
perhaps begin to do work at night alone will allow me to get the year 100 in less than six months !!  ;D
Title: Re: Game over.
Post by: A Nonny Moose on September 07, 2015, 08:01:05 AM
I did not load up the charcoal burner building.  This just increases the demand for logs, so one wonders whether there is any point.
Title: Re: Game over.
Post by: assobanana76 on September 08, 2015, 12:52:41 AM
but are you sure?
seems to me the opposite .. that same logs the charcoal burner produces more fuel ...  :o
Title: Re: Game over.
Post by: Nilla on September 08, 2015, 04:38:59 AM
Yes, @assobanana76 you are right. If I remember it right; the charcoal burner produce 11 charcoal from each log, a woodcutter/sawmill only 4 (all educated). The charcoal burner is extremely profitable. You can put 2 workers into it and it produce ~2500 fuel each year, if it's good located using fewer logs than a woodcutter that produces only 1/3 of that amount. It feels almost like a cheat to use it.
Title: Re: Game over.
Post by: assobanana76 on September 08, 2015, 04:45:12 AM
Quote from: Nilla on September 08, 2015, 04:38:59 AM
Yes, @assobanana76 you are right. If I remember it right; the charcoal burner produce 11 charcoal from each log, a woodcutter/sawmill only 4 (all educated). The charcoal burner is extremely profitable. You can put 2 workers into it and it produce ~2500 fuel each year, if it's good located using fewer logs than a woodcutter that produces only 1/3 of that amount. It feels almost like a cheat to use it.
ihihihihih you're right .. in fact when I discovered I felt a bit of cheating .. but I was in yet full emergency fuel and then from then on I was never able to stop me from using it!  ;D
two woodcutters, with 8 forester producing logs, not enough to heat all the houses!
It was simply a charcoal burner to fix it!
using small maps can not afford more than two forests!
Title: Re: Game over.
Post by: RedKetchup on September 08, 2015, 05:57:44 AM
i never undestood those numbers. they are too much OP
cause that it costs absolutely nothing to heat. should have been 4 or maybe 6 charcoal per log
Title: Re: Game over.
Post by: assobanana76 on September 08, 2015, 06:09:57 AM
Quote from: RedKetchup on September 08, 2015, 05:57:44 AM
i never undestood those numbers. they are too much OP
cause that it costs absolutely nothing to heat. should have been 4 or maybe 6 charcoal per log

then, as it is, is still the cheapest charcoal burner, right?
logs consumes less parity power heat...
Title: Re: Game over.
Post by: A Nonny Moose on September 08, 2015, 10:21:32 AM
Reminds me of a power plant mod I made for another game which costs practically nothing and runs the entire area.  Of course, tokamak power should be able to do that, eh?
Title: Re: Game over.
Post by: assobanana76 on September 09, 2015, 01:07:34 AM
Quote from: A Nonny Moose on September 08, 2015, 10:21:32 AM
Reminds me of a power plant mod I made for another game which costs practically nothing and runs the entire area.  Of course, tokamak power should be able to do that, eh?
tokamak?  :-\
Title: Re: Game over.
Post by: Paeng on September 09, 2015, 06:21:17 AM

http://www.tokamakenergy.co.uk/

;)
Title: Re: Game over.
Post by: assobanana76 on September 10, 2015, 12:30:03 AM
Quote from: Paeng on September 09, 2015, 06:21:17 AM

http://www.tokamakenergy.co.uk/

;)

well .. this would really be cheating!  ;D ;D
Title: Re: Game over.
Post by: A Nonny Moose on September 10, 2015, 08:22:10 AM
Quote from: assobanana76 on September 10, 2015, 12:30:03 AM
Quote from: Paeng on September 09, 2015, 06:21:17 AM

http://www.tokamakenergy.co.uk/

;)

well .. this would really be cheating!  ;D ;D

How so?  It is a known technology (if it it is theoretical at the moment), so why not use it?  In a game, one can assume all kinds of neat things, like a super-efficient charcoal burner that produces carbon from think air.
Title: Re: Game over.
Post by: assobanana76 on September 10, 2015, 08:29:47 AM
Quote from: A Nonny Moose on September 10, 2015, 08:22:10 AM
Quote from: assobanana76 on September 10, 2015, 12:30:03 AM
Quote from: Paeng on September 09, 2015, 06:21:17 AM

http://www.tokamakenergy.co.uk/

;)

well .. this would really be cheating!  ;D ;D

How so?  It is a known technology (if it it is theoretical at the moment), so why not use it?  In a game, one can assume all kinds of neat things, like a super-efficient charcoal burner that produces carbon from think air.

Tell me that you'll create a mod like this !!
super-super-super easy start condition!!!
Title: Re: Game over.
Post by: A Nonny Moose on September 10, 2015, 03:15:19 PM
Sorry, but my modding days are long past.  Besides, what on earth would a tokamak power system be doing in a medieval period game?  It is a 21st. century item.
Title: Re: Game over.
Post by: assobanana76 on September 14, 2015, 03:09:57 AM
Quote from: A Nonny Moose on September 10, 2015, 03:15:19 PM
Sorry, but my modding days are long past.  Besides, what on earth would a tokamak power system be doing in a medieval period game?  It is a 21st. century item.

:-\ we might consider it .. steampunk?  ;D
Title: Re: Game over.
Post by: A Nonny Moose on September 14, 2015, 07:05:16 AM
Quote from: assobanana76 on September 14, 2015, 03:09:57 AM
Quote from: A Nonny Moose on September 10, 2015, 03:15:19 PM
Sorry, but my modding days are long past.  Besides, what on earth would a tokamak power system be doing in a medieval period game?  It is a 21st. century item.

:-\ we might consider it .. steampunk?  ;D
At the very best you might be able to make a hydro-electric generator if you are thinking late 1800s.  Prior to that there was no electricity distribution.
Title: Re: Game over.
Post by: assobanana76 on September 14, 2015, 07:08:52 AM
Quote from: A Nonny Moose on September 14, 2015, 07:05:16 AM
Quote from: assobanana76 on September 14, 2015, 03:09:57 AM
Quote from: A Nonny Moose on September 10, 2015, 03:15:19 PM
Sorry, but my modding days are long past.  Besides, what on earth would a tokamak power system be doing in a medieval period game?  It is a 21st. century item.

:-\ we might consider it .. steampunk?  ;D
At the very best you might be able to make a hydro-electric generator if you are thinking late 1800s.  Prior to that there was no electricity distribution.

Also this would be an innovation for Banished! Afterall vanilla Banished has never been "dated" precisely!  ;D
Title: Re: Game over.
Post by: A Nonny Moose on September 14, 2015, 01:36:39 PM
^ True but they don't even have draft animals.  No yokes of oxen, no horses, no asses, no mules.  Adding electric power to the game seems to be rather a difficult change and I doubt it can be a mod.  The thing is really middle ages primitive.  All work is man-power.

In hard mode, the cart does not have a draft animal attached, only an axle tree that looks like it is designed to be man-handled.  If this "civilization" has draft animals, the exiles are too poor to have one.
Title: Re: Game over.
Post by: assobanana76 on September 15, 2015, 01:12:45 AM
Quote from: A Nonny Moose on September 14, 2015, 01:36:39 PM
^ True but they don't even have draft animals.  No yokes of oxen, no horses, no asses, no mules.  Adding electric power to the game seems to be rather a difficult change and I doubt it can be a mod.  The thing is really middle ages primitive.  All work is man-power.

In hard mode, the cart does not have a draft animal attached, only an axle tree that looks like it is designed to be man-handled.  If this "civilization" has draft animals, the exiles are too poor to have one.

Fountain mod is trying to create "technological innovation" ..
but I never tried its buildings among which the inventor..
Title: Re: Game over.
Post by: Paeng on September 15, 2015, 05:18:48 AM
Quote from: A Nonny Moose on September 14, 2015, 01:36:39 PMthey don't even have draft animals

Well, soon we can at least pretend to have working horses...

(http://colonialcharter.com/media/kunena/attachments/821/wip1.jpg)

;)
Title: Re: Game over.
Post by: assobanana76 on September 15, 2015, 05:26:04 AM
Quote from: Paeng on September 15, 2015, 05:18:48 AM
Quote from: A Nonny Moose on September 14, 2015, 01:36:39 PMthey don't even have draft animals

Well, soon we can at least pretend to have working horses...

;)

mmmmhhh ..
This is a trick !!  ;D

and I also see tables (with benches)!  :o
Title: Re: Game over.
Post by: Paeng on September 15, 2015, 05:52:13 AM
A trick?
Well, feast your eyes on this -

(http://colonialcharter.com/media/kunena/attachments/821/piles.jpg)

:)
Title: Re: Game over.
Post by: assobanana76 on September 15, 2015, 06:04:52 AM
:o OH  MY  GOD ! ! ! !  :o
         
:o OH  MY  GOD ! ! ! !  :o
                   
:o OH  MY  GOD ! ! ! !  :o
                             
:o OH  MY  GOD ! ! ! !  :o
Title: Re: Game over.
Post by: A Nonny Moose on September 15, 2015, 09:03:36 AM
@Paeng is one of the most creative people I've ever encountered on game sites.  It would be nice if the sage would elucidate.
Title: Re: Game over.
Post by: rkelly17 on September 15, 2015, 09:10:17 AM
Quote from: A Nonny Moose on September 15, 2015, 09:03:36 AM
@Paeng is one of the most creative people I've ever encountered on game sites.  It would be nice if the sage would elucidate.

I think that the sage is testing the upcoming version of Colonial Charter. If you think this picture is an "OMG," then take a look at his little movie "30 Seconds" http://banishedpeople.freeforums.org/viewtopic.php?f=2&t=197

It's at the bottom.
Title: Re: Game over.
Post by: A Nonny Moose on September 15, 2015, 03:46:42 PM
Quote from: rkelly17 on September 15, 2015, 09:10:17 AM
Quote from: A Nonny Moose on September 15, 2015, 09:03:36 AM
@Paeng is one of the most creative people I've ever encountered on game sites.  It would be nice if the sage would elucidate.

I think that the sage is testing the upcoming version of Colonial Charter. If you think this picture is an "OMG," then take a look at his little movie "30 Seconds" http://banishedpeople.freeforums.org/viewtopic.php?f=2&t=197

It's at the bottom.


Thanks.  I've known @Paeng's work for several years on the SC4 web sites.  He truly is amazing.
Title: Re: Game over.
Post by: assobanana76 on September 17, 2015, 06:23:04 AM
Quote from: A Nonny Moose on September 15, 2015, 03:46:42 PM
Quote from: rkelly17 on September 15, 2015, 09:10:17 AM
Quote from: A Nonny Moose on September 15, 2015, 09:03:36 AM
@Paeng is one of the most creative people I've ever encountered on game sites.  It would be nice if the sage would elucidate.

I think that the sage is testing the upcoming version of Colonial Charter. If you think this picture is an "OMG," then take a look at his little movie "30 Seconds" http://banishedpeople.freeforums.org/viewtopic.php?f=2&t=197

It's at the bottom.


Thanks.  I've known @Paeng's work for several years on the SC4 web sites.  He truly is amazing.
you think that I'd realized you two were great friends standing as modders SC4!
I misunderstood.. !?  ::)
Title: Re: Game over.
Post by: A Nonny Moose on September 17, 2015, 08:33:52 AM
Quote from: assobanana76 on September 17, 2015, 06:23:04 AM
Quote from: A Nonny Moose on September 15, 2015, 03:46:42 PM
Quote from: rkelly17 on September 15, 2015, 09:10:17 AM
Quote from: A Nonny Moose on September 15, 2015, 09:03:36 AM
@Paeng is one of the most creative people I've ever encountered on game sites.  It would be nice if the sage would elucidate.

I think that the sage is testing the upcoming version of Colonial Charter. If you think this picture is an "OMG," then take a look at his little movie "30 Seconds" http://banishedpeople.freeforums.org/viewtopic.php?f=2&t=197

It's at the bottom.


Thanks.  I've known @Paeng's work for several years on the SC4 web sites.  He truly is amazing.
you think that I'd realized you two were great friends standing as modders SC4!
I misunderstood.. !?  ::)

We've never met.  A few messages back and forth, not many.  For years, Paeng worked at SimPeg (now defunct, alas) while I stuck with Simtropolis.  My modding days are in the 2006 time frame, and since I've been on Linux, it is one of the things I've given up due to problems with gmax and wine.  It just occurred to me now that that is nearly 10 years ago.  Time flies when you are having fun.
Title: Re: Game over.
Post by: assobanana76 on September 22, 2015, 01:06:22 AM
Quote from: A Nonny Moose on September 17, 2015, 08:33:52 AM
We've never met.  A few messages back and forth, not many.  For years, Paeng worked at SimPeg (now defunct, alas) while I stuck with Simtropolis.  My modding days are in the 2006 time frame, and since I've been on Linux, it is one of the things I've given up due to problems with gmax and wine.  It just occurred to me now that that is nearly 10 years ago.  Time flies when you are having fun.

I hope soon to be able to entertain even me with that game!