hi, I had a couple of ideas about education that could be used to simulate the skills of a person for a certain profession.
might make it necessary requirement of education for those who make the work of the teacher, physician and priest, while for others you could add the attribute educated after they have worked for a year on a specific profession.
maybe you could use the debug menu mod to add this ...
I think they are interesting ideas, I hope also possible .... I think that's funny at the same school, there should be a doctor, a teacher, and one that cuts the wood!
Maybe what you are talking about is adding a high school and specifying that certain professions need high school education--something like what happens in Tropico. I have no idea whether such a mod is possible in Banished.
One problem I would foresee is the staffing of the first school. Who would be qualified? In Tropico you get a few of the more educated with the initial citizens and you can pay to import foreign experts. The latter wouldn't work in Banished and it does not seem that any modders yet have gotten that deeply into the map-generating part of the program.
surely you need educated people ad the beginning.
I like too your idea to make a high scholl....but just don't know if possible
i dont think it is possible to add a 3rd layer when it s time to decide each resources how many it gives when : non_educated , when : ecudated, and now : well_educated because it is stated like that in the files :
RawMaterialWood:
int _lowCreateCount = 2; //non educated
int _highCreateCount = 3; // educated
you cant start a new parameter that would be like int_veryhighCreateCount=4
Also, for a new game there is this for a default:
InitialFamily _citizens
[
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
]
You would have to have another boolean variable named _highlyeducated.
yeah cant create things like that :( i couldnt even create 'Dairy' as new type of food (along with grain, fruits....)
And I wanted to make "Clay", to dig from clay pits, and make tiles and bricks for the buildings. :'(
that can be done !
Ooh, new construction mats!! Could they substitute for stone in structures that required stone?
cant be substitued, but ya.
you would need to edit alot of building and change requirements from stone to bricks, cant have both , or stone or brick. unless you call the product 'stone' and add to the 'stone amount'.
Or you could have a whole new series of structures that used bricks in place of stone? A new type of house maybe?
yes, all that is possible
Nice! I asked befor for clay ;D
But you have to have it instead of stone, not in addition to stone? For instance, if you create a clay pit you can't have a stone quarry anymore?
@Bobbi, that is my understanding so far. Materials as define by flags are as follows.
These two groups I have worked with.
Edible which includes Vegetable, Grain, Protein, Fruit
Fuel which includes WoodFuel and CoalFuel
These I have not worked with, but I have looked at them casually.
Clothing which includes WarmClothes, but does not seem to differentiate between leather coats and wool coats
Textiles (didn't check to see whether this is divided by Leather and Wool, but it seems probable)
Tools (steel tools don't appear different here)
Wood
Iron
Stone
Alcohol
Yes,
@slink, that has been my understanding too. Perhaps that will change when no longer beta. On the food groups I was originally hoping that dairy could be a new food requirement affecting health if not present, but Red said it could not be added. Clay was discussed on another forum for the desert mod, I think, and that was where I learned that you could not have both clay and stone. I suppose theoretically it could take the place of iron. Imagine the headache of switching all the building requirements....
Quote from: slink on October 07, 2014, 02:28:41 PM
Also, for a new game there is this for a default:
InitialFamily _citizens
[
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
]
You would have to have another boolean variable named _highlyeducated.
Is this the general or only for "hard" where you have four families? Would "medium" have five of the lines in curly brackets and "easy" six?
It's the default file. There is also a file for Hard, Medium, and Easy which further defines it. For instance, here is the same segment from Easy.rsc:
InitialFamily _citizens
[
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
{ bool _educated = true; int _maxChildCount = 3; },
]
For those playing with the Adam and Eve mod, I assume what has been done there is to simply just use one family, perhaps without any children (have not tried it myself).
Elsewhere in those files is the information about buildings, food amounts, that kind of stuff, basically what separates Easy, Medium and Hard. So it's easy (heh) to create new difficulty levels by changing these variables for the amount of families, children, and starting material and buildings.
Quote from: Pangaea on October 08, 2014, 12:39:03 PM
For those playing with the Adam and Eve mod, I assume what has been done there is to simply just use one family, perhaps without any children (have not tried it myself).
InitialFamily _citizens
[
{ bool _educated = notreally; int _maxChildCount = 2; },
{ bool _EatAppleBigTrouble = true; }
{ bool _EldestKillBrother = true; }
{ bool _ScrewedAgain = true ; }
]
bool _OhhhItsASnake = true; ;D
Quote from: slink on October 08, 2014, 01:40:45 PM
bool _OhhhItsASnake = true; ;D
That's one reason I'm mediocre at programming; I always forget important lines of code. ;D
That's a reference to an endless loop (advertising?) jingle written back in the 1990s sometime. It came out about the time Neverwinter Nights (NWN) was in it's heyday. NWN had a mod called Craftable Natural Resources (CNR) which, among other things, involved gathering mushrooms of various sorts. One of the most common low level monsters was the badger, which was quite lethal to low level characters. It happens that we had on the world where I first played online a beast-master (as I called him) who liked to spike innocent-looking fields with the occasional snake. Thus, this loop appealed greatly to those of us who were grinding our way to higher levels by making potions from mushrooms in badger-infested fields and forests, with the occasional deadly encounter with a snake.
http://www.youtube.com/watch?v=EIyixC9NsLI
We wasted a lot of time watching this when we were too tired to play productively any longer, and also tended to emit quotes from it randomly on the IRC channel for that world.
you can a clay pit, and make a building to make bricks of it (maybe another to make poteries^^) and you ll get new resources:
rawmaterialclay
rawmaterialbrick
rawmaterialpotery
but your bricks will be diferent from stone. so if you want to build an house that need 12 wood, 24 sone 10 iron. having 1000 bricks and 0 stone you wont able to build it caue it needs stones, not bricks.
the only thing you can do with bricks is building that require bricks, example a very new house building that require 12 wood 30 bricks and 8 iron. those you ll be able to do them, but if you have 0 bricks and 1000 stone, you wont able to build it :)