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Small Town Row Houses 1.20

Started by kid1293, February 21, 2016, 08:43:07 AM

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kid1293

#120
@gerns - I downloaded the mod at download page and it is OK. I checked with other places where I have the mod and the file sizes are the same. You must have had an old version hanging around... ?

kid1293

Oh, what a lot of changes - a change of heart maybe?

I have heard people here and other places talking about iron...
The short story is that I want to be compatible with BOTH vanilla and
CC and NMT. I have played a while with my mods and CC/NMT installed -
- there is no way I can let my houses take all the iron! They are rather
expensive compared to being so small. OK,OK the size is to their advantage
when it comes to building snug and cozy. But that shouldn't cost so much.
Think of it: you can only grow 2 children in two third of my houses.
That's a big letdown in the beginning when you need more people.
So (this is my decision) I let you know what's coming and if I survive
I finalize my rowhouses with approx. half the need for iron!
Some other numbers have changed: students, build time, less stone in
some cases... You have time to voice yourself and I will listen.
It's hard to please everybody when some say leave it as it is, some say iron ore.
All in all, my rowhouses will be a little bit cheaper but just as nice!  ;D
Quote
middle rowhouse:   40work, 20w, 24s, 4i, fuel 100, storage 800, family size 4.
end rowhouse:      40work, 20w, 24s, 4i, fuel 90, storage 800, family size 4.
corner rowhouse:   60work, 24w, 36s, 4i, fuel 100, storage 1200, family size 6
market:            30work, 20w, 14s, 4i , radius 30, storage 5000, max 3 workers
townhall:          80work, 40w, 48s, 16i, no nomads
immigration office:40work, 20w, 24s, 4i, 20% less nomads compared to vanilla game
herbalist:         32work, 16w, 8s, 4i, radius 30, 1 worker
blacksmith:        32work, 16w, 8s, 4i, storage 800, 1 worker
tailor:            32work, 16w, 8s, 4i, storage 800, 1 worker
school:            80work, 40w, 32s, 12i, 1 worker, max 32 students
health center:     60work, 24w, 24s, 12i, radius 30, 1 worker, max 20 patients, no idling
chapel:           110work, 40w, 64s, 16i, radius 35, 1 worker, max 160 villagers
tavern:            80work, 40w, 20s, 12i, storage 300, 1 worker
fisherman:         24work, 22w, radius 12, max 2 workers
traders:           60work, 48w, 16s, 10i, storage 28000, max 3 workers

Turis

I would prefer that nothing change, but, I have two suggestions. First, create a CC version changing the iron requirement to iron ore. Second, create a two-floors housing for larger families keeping the 2x3 ground size.

kid1293

@Turis - Sorry about the delay.

About iron/iron ore - Can you be more specific? Or do you mean ALL buildings?

About second floor - fascinating!  :D
Do you mean an upgrade button? (I hate upgrade buttons)   :(
Or should it be an option in the menu to build a two-story house?

Turis

It could be an upgrade or as another option in the menu. It doesn't matter to me what you decide. I use the one year to one year mod so the children become adults and leave the house at seven years-old, leaving room for more children.

Now a CC version for your mod isn't really important to me as I don't use CC. Frankly, I would tell the people who use it to start the game with your Forest outpost mod and then use this one once the town has grown and there are more population. Old buildings can be demolished and new ones are built in their place.

kid1293

I use RealTimeAgeing and they don't leave until 16, I need big houses.

So, a two-story rowhouse buildable from the beginning with approx. the same specs
as a standard rowhouse. (Hmm.. I don't believe I just wrote that, selling my soul... hehe) :)

And it doesn't matter with iron since I have the Forest Outpost houses to begin with?
DesoPL was on to something like building an more costly upgrade to warmer rowhouses but
by then I had started building Forest houses so it fell between the chairs.

Thanks for letting me know!

RedKetchup

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Click here to Donate by PayPal .

kid1293

Yes, dragged down by the stone!

MightyCucumber

Did you include the animal merchant in the latest version of the mod? (I'm trying to keep up with mod updates so I can keep maximum compatibility with my towns - my villagers need to follow the latest trends :P)

Also, loving your Mods, please keep going! :D

Gordon Dry

I got 3 traders added, seeds, building supplies and "general", bot none of them supplies livestock...

kid1293

@MightyCucumber
@Gordon Dry
I just showed a picture that the livestock is working, but I haven't
updated the mod yet. There are some minor issues with me
having to wrestle with my mind at the same I'm texturing a
new house. I will work it out but it will take a couple of days.

By the way, I hope you're not expecting me to reach the level
of NMT or CC, I started modelling in January and there are
zillions of new stuff to learn. I texture my houses in my own way
since I have trouble learning any time-saving way to do it.

I'll be back. :)

RedKetchup

oh you are doing extremly well !

you are a Jean Luc Picard ^^
you are the Next Generation of Banished Moddling :)
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

kid1293

 ;)

I feel like a Klingon...

And I am old enough to be one of your archeological finds.

@Turis - is this what you meant?

gerns


Turis