Discussion: Medieval Town 2.04.1.0.6 ==> available on Steam !!

Started by RedKetchup, December 22, 2015, 01:37:17 PM

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rkelly17

What @Denis de la Rive  said.

Plus: I've always been a bit reluctant to trade coats and/or tools. This may be the long-term result of a disastrous tool shortage in one of my earliest (version 1.0!!!!) banished towns--I've just been ultra cautious about trading away necessities ever since. I find booze to be an ideal trade item. It is not a necessity and you get decent value for it. In NMT @RedKetchup has given us some nice booze options which I combine with CC options and get a nice little traffic going.


ArmchairEmperor

I am aware that these goods have other effects on my population. That wasn't what I was talking about.

Sure, a carbon steel tool will help me make my little chaps much more efficient, but it still sucks as a trading good and there's no point producing it for more than my own needs and then make iron tools for export. Which sucks, when I could sell the world so much better stuff (as I was trying to explain).

In the case of warm coats, it's much, much worse. If I use the Medieval Tailor, I incur a big loss in trade value .... which incidently doesn't happen when I use the standard tailor.

So I can make the same product with an "ugly" building that sits like an eyesore among my beautiful medieval buildings (Hyperbole - no offense to Luke ;) ) and turn a "profit" or use RedKetchup's pretty building and throw trade value down the drain. Trade value that I could use to get other luxuries. Nevermind the fact that, as I said before, a finished product will not trade for lkess than the sum of its materials.

I can have a big medieval town, but that still irks me a lot. (Especially the coats. :P )

And that's my problem.

P.S.: I do like to booze trade too ;)




RedKetchup

hello

QuoteIn the case of warm coats, it's much, much worse. If I use the Medieval Tailor, I incur a big loss in trade value .... which incidently doesn't happen when I use the standard tailor.

i ve read your posts and there is something i dont understand. you say vanilla tailor are ok but not the NMT tailor.


but it is the same !! this is exactly the same numbers, a copy paste !!
i know i added more option with cotton but...
the NMT and Vanilla tailor produce exactly the same amount of coat with the same amount of raw material !

so i dont understand.





-------------------------------
EDIT:

i ve attached a screenshot of the 2 files :
left one : NMT tailor
and the right one Vanilla tailor

leather coat in green,
wool coat in red,
warm coat in blue

as you can compare (where i underlined) the material and the number of item required.

these number are totally the same.


vanilla tailor takes 2 leather and 2 wool and create 1 to 2 warm coat with it
NMT Tailor takes also 2 leather and 2 wool and create 1 to 2 warm coat with these
(both depending if educated or not)
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Turis

I guess someone forgot to take into account the education level of the tailor.

ArmchairEmperor

Thanks RK, for those numbers - I wouldn't have known where to find them in the code, since I have no modding experience. The vanilla tailor doesn't give those numbers ingame, it just says "leather + wool", so assumed it was one of each.

So, basically that means if the craftsman is uneducated you incur a loss, if the craftsman is educated you make a profit.

That actually makes sense.

Thanks for clearing that up - I feel much better now.


Btw, is it possible that there is some value missing for flour?

I have yet to see a trader offer it or acept it in trade. I put a couple of thousand units in my trading post before I noticed that. It's not really a problem, I'm just curious.


P.S.: Your concept of three-storied housing is a genius idea. I also love that NMT isn't cluttered up with too much stuff ... even though I wish you would have put in those city walls from NM Castle. ;) )


Murokmakto

Hello,

I am not able to install the mod. I am playing Banished on Steam. When I just replace the newmedievaltown.pkm in my WinData folder, nothing changes in my game. Then it is still version 1.01b. If I first unsubscribe to 1.01b, it doesnt show up in the game. It only shows up in my game (in the mod menu) if i rename it. Then I can activate it, but it doesnt show up in the game.
I triet every possibility I could think of but it either doesnt show up in the game, or it is still the old version when I try it.
I think it is due to the subscription. It always updates it back to 1.01b if I replace it in my Windata Folder.

Sorry to bother you with that, I never had such problems, I could easily install the new CC mod in exactly the same way. I dont know why but it doesnt work with NWM

Murokmakto

I did it a hundred times again and at the 100 and first try it worked, although I did nothing different. It seemed to be a bug with the steam subscriptions.

Thanks for the mod and keep up with it!

Turis

Unsubscribe from Steam mods and then download to the Windata folder.

RedKetchup

unsubscribe , start the game. close the game. and check if it is gonein your windata folder
then subscrib to the new one. start the game. check if enable in mods window
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RedKetchup

gonna try to put on Steam somewhere next week. if i find the courage to do it ^^

hehe
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rkelly17

Quote from: RedKetchup on May 21, 2016, 12:11:49 AM
gonna try to put on Steam somewhere next week. if i find the courage to do it ^^

hehe

Unfortunately you are still going to find a bunch of your mods with other people's names on them.  >:(

RedKetchup

I just added NMT 2.03.1.0.6 version on Steam Workshop


Update from 2.02 to 2.03.1.0.6 : re compiled with the last new version of the toolkit 1.0.6

(No other significative changes other than made with new toolkit.)


http://steamcommunity.com/sharedfiles/filedetails/?id=691102139
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reddog11123

I am having a problem using lighthouse as my town hall. When nomads appear they are stuck on the other side of the map and just stand there. I am not using CC mod, just NMT and Small Row House's with yours loading first.

RedKetchup

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RedKetchup

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Click here to Donate by PayPal .