World of Banished

MODS Garage => Mod Talk => Topic started by: kid1293 on October 26, 2016, 03:19:18 PM

Title: Proper Time
Post by: kid1293 on October 26, 2016, 03:19:18 PM
Proper Time

http://worldofbanished.com/index.php?action=downloads;sa=view;down=154 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=154)
Title: Re: Proper Time
Post by: elemental on October 26, 2016, 03:56:53 PM
I changed these to -
   float _adultAge = 2.0; (10 years)
   float _marriageAge = 3.0; (15 years - approx. at school end, see later)
   float _marrigeRange = 3.0; ( 15 years)
   (together with last value gives max marriage age = 30 years)
   float _childMinAge = 3.0; (15 years)
   float _childMaxAge = 9.0; (45 years)

   float _maxAge = 15.0; (same)
   float _maxAgeTolerance = 3.0; (same)



Does that mean that they won't marry after 30? Even if they arrive as nomads older than 30 or if they lose their spouse?
Title: Re: Proper Time
Post by: kid1293 on October 26, 2016, 10:57:57 PM
I stayed with the same limit as original game. 30 years
It's low, I admit, but it also stops older men from preying on schoolgirls.

You find the source in the forum thread 'Tiny Thoughts' if you want to change.
I wish more people took the time to learn the modkit. It takes a short time
to learn and gives so much more when you can test your own ideas.
Title: Re: Proper Time
Post by: Turis on October 27, 2016, 01:36:56 AM
Hmm... there's a big difference between oneyearisoneyear mod and yours. ref.  http://worldofbanished.com/index.php?action=downloads;sa=view;down=73 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=73). Can you explain the effects of this other mod, if you want, to clear my mind?
Title: Re: Proper Time
Post by: elemental on October 27, 2016, 02:16:11 AM
Quote from: kid1293 on October 26, 2016, 10:57:57 PM
I stayed with the same limit as original game. 30 years
It's low, I admit, but it also stops older men from preying on schoolgirls.


I'm not criticising you, it just seems weird to me if that's indeed what happens in the vanilla game. That's why I asked. :) I use Flux Capacitor aging mod. Not sure of the exact figures in that one but I'm pretty sure they will still marry later in life with that mod.
Title: Re: Proper Time
Post by: kid1293 on October 27, 2016, 02:40:40 AM
Quote from: Turis on October 27, 2016, 01:36:56 AM
Hmm... there's a big difference between oneyearisoneyear mod and yours.
Can you explain the effects of this other mod, if you want, to clear my mind?

They basically do the same thing. Gordon has other numbers in what maybe
fits together but I wanted to do my own without anything else than time.
I don't care about walking distance or if they go hungry. That's the game.
I just want time to go one year at the time and no 3 months pregnancies
like in vanilla game. No 60 years/11 years marriages. I have tested a lot!
School could be shorter but then they move out on their own and occupy
an entire building for some years...

I guess we all have our preferences about a time mod.
Some want to live for a hundred years and some want to study maybe ten years.
It's hard to predict what other people want so I released what I use all the time. :)
It was Tom Sawyer who pointed out the red flags of other time mods.
They change things they shouldn't.  :P
Title: Re: Proper Time
Post by: Tom Sawyer on October 27, 2016, 03:31:51 AM
A difference to the 1:1 aging mod is the required food. The 1:1 mod reduces it to 90 per year (vanilla 100). Another change affects health to reduce the use of herbs. And a few weird couples arise because of the age of marriage (7-70). It is good to avoid one-person-households and to reduce the required houses.

So if you want an easy game with a few 'cheaty' changes, choose 1:1. If you want a mod that just makes real time, choose this one.

The realistic ageing mod is similar to proper time, but makes changes to immigration and livestock. Maybe a longer lifetime for animals. I'm not sure, but it causes red flags in combination with the North. That's why I prefer the proper time.

This aging mod by Flux I do not know.
Title: Re: Proper Time
Post by: Nilla on October 27, 2016, 04:37:44 AM
I've tested 3 different "real time" mods: yours @kid1293, from @Gordon Dry and @torgonius. I have some mixed emotions about them all. I don't know, what you've changed Kid, but I found the earlier version worked as good as a mod like this could.

Sure, there are differences especially between Gordon's and to the other both quite similar mods but the big difference of cause is to the vanilla version. It's easy to understand why Luke choose this weird 4 years aging each year. It simply gives a more agreeable gameplay.

These things are characteristic of all real time aging mods:

1. The start is slow and boring

2. Taking nomads is a way to speed the population growth up BUT in a real time mod, the nomads have a large impact on the educational rate (they live 4 times as long). Taking many nomads means productivity loss due to the uneducated penalty.

3. After a while it's harder to support the population, even without nomads. Children stay unproductive 4 times as long as in a vanilla game.

4. Later you have to pay very much attention to the population growth. It's easy to let the growth get out of control, especially if you build houses with room for many children. (Remember my request of a 3 person family house  ;)  )
Title: Re: Proper Time
Post by: Turis on October 27, 2016, 05:14:21 AM
Okay, thanks to all of you for the info. :)
Title: Re: Proper Time
Post by: Paeng on October 27, 2016, 11:06:55 AM
Quote from: Nilla on October 27, 2016, 04:37:44 AMI have some mixed emotions about them all.

Same here, I tested all of them, and I dislike all of them...


QuoteIt's easy to understand why Luke choose this weird 4 years aging each year. It simply gives a more agreeable gameplay.

Yep - maybe it's because we "grew up" (into Banished) with his sense of timing, but to me it's perfectly agreeable... well, I'm a x2 player anyway, never go to x5 or more, and also pause a lot... so my years pass slowly anyway, stretching them even more makes gameplay boring to me.

I would appeal to keep this type of modding totally optional, as a companion mod...

Title: Re: Proper Time
Post by: Turis on October 27, 2016, 11:59:18 AM
Well, I'm a bit puzzled. We're talking about citizen's aging not the game accelerated time speed which I don't use at all. Hence the reason I used to use the 1:1 mod so I'll get workers sooner, but, in a realistic manner...  :)
Title: Re: Proper Time
Post by: Paeng on October 27, 2016, 12:17:23 PM
Yeah, I know what we're talking about... sorry, didn't mean to confuse you  :-X
Title: Re: Proper Time
Post by: brads3 on October 27, 2016, 12:23:10 PM
yes the aging is a double edged sword. i agree wwith NILLa that the 1yr mods slow the game too much. but without it the vanilla game sets keep you busy building houses and food. seems to b no middle ground.i actually use an older version of the 1:1 mod. it was set to have children to age 45 and the max is +60 i believe. it is a nice acomplishment to b able to keep a bani to that 70 or more. most of the age mods seem to drop the max down.
the other difference to them is the school start and length times. some start later or go longer. either way same results,the children arent helpful for longer times. where in real farming and way back then,children helped families survive. they carry wood,feed livestock,weed gardens,etc. and you dont need to read and write to do all that.
   the hard part i find is i have food reserves and can build the town way bigger and faster than i should b able to at the start. but all of a sudden my food reserve drops sharply. like all at once. has happened several times.i'll have almost 25,000 food andd then all of a sudden less than 5,000.i've even wondered if it is something to do with the save. seems i notice it right after i reload. that could just b i didnt catch it til i stopped. the nomads i pick up are a family and single men. very challenging to get population growth.after about yr 40 or so ,yeah it picks up . but then it goes the other way,u need material to expand and build but the ppl are tied up producing food.
     i have to  try the "proper"mod since KID says it wont conflict. i have a mod that allows more  children in a house but it clashes with the 1:1 mod.in the beginning of a game those extra children help.
Title: Re: Proper Time
Post by: brads3 on October 27, 2016, 12:30:54 PM
Paeng dont confuse Turis . he'll throw diapers at you. the problem with game speed in any equation is it is dependant on the comp. if u have more power the speed goes up regardless of the setting. without power a speed of 10X may only b 1. mine sux. i found a work around. if i play n minimize the game,it picks up speed. the banis keep busy and accomplish more faster. you must pay attention thou,or they will do something foolish. at 10X and i watch them , the seasons change slowly and the banis are too slow. i minimize and do something for just a min or 2 and the banis build and harvest fine.
Title: Re: Proper Time
Post by: kid1293 on October 27, 2016, 01:57:39 PM
@brads3 - So you say a mod should make couples marry later in life too?
That's the first real suggestion I get since I started in Tiny Thoughts.

What's a 'proper' age? Around 45-50? Or just a bit more than vanilla, about 35-40?
I can like that, since I just got some nomads in and they took separate houses.  >:(
Then I thought about this discussion...
Title: Re: Proper Time
Post by: elemental on October 27, 2016, 02:13:04 PM
It's interesting to see how differently everyone plays this game. That's also something that you can see in screenshots - everyone has their own unique style.

My introduction to Banished was watching it on youtube when it first came out. And of course they played it on 10x and often had big problems because at that speed things happen quickly and if you don't react fast enough it can go really bad. I hated it. (plus, vanilla is very limited in what you can do)

I play at 1x with a 1:1 aging mod. Yes the game starts off very slow. Very very slow. You always want more workers, you always have more things that you want to do but you have to pick your priorities. But I like it that way. To me it feels more immersive. :) I will sometimes (occasionally, like once every 5 or 10 years) add extra people via debug menu in the early game. I don't see that as unrealistic. A new settlement with plenty of food and plenty of jobs should have immigrants flocking to it. And if those boats can bring cattle they can bring people. :) Plus, the whole inbreeding thing without adding to the population one way or another is a bit creepy.
Title: Re: Proper Time
Post by: brads3 on October 27, 2016, 03:30:49 PM
very true elemental,we all play different. sometimes i use the debug so i can start with seeds and livestock. since i sstart as adam& eve ,where do the traders come from???but i can plant seeds from the wild like apples or berries.or if i ran away from somewhere witha ship why wouldnt i have took a dog,some chickens,a cow,horse. but yea something. the debug mod does have its uses. i dislike the start placement of buildings. but like having extra ppl. i usually get the 2 started.,build a house toolshed,hunting spot. and by fall of yr 2 build more houses and "debug" some ppl. probs occur when they give u mostly males.
   as to what the ages should b,KID. theres no right answere for everyone.  somewhere way back i read schooling was 6yrs plus a distance factor. children moving out at young ages,most think is wrong.but if they dont move out u have no population growth. its a lose lose. most figure child bearing at around 15 or 16. which figures about what would b normal back in the 1800's. taking thee 15 subract 6 ,we have move out age around 9. that normally will b about the time between the 3rd and 4th baby. your houses will b full of ppl. but here becomes the arguements. do u move kids out at 9??? and then how long b4 they can pair up or marry??. i argue with myself when i play too.lol. 

     the upper #'s are easier to figure.i think most like trying to hit the high age #.like u kept the banis alive that long. i had ppl into their 80's.. max child bearing should b 40- 45.  now my take is the school start age and the adult age must b the same per the game. that starts the problem. just because u are smart enough to help mom and dad does not mean u can go live in the wilderness by yourself. or do as much work either. the work around for me is i build my village up so far and then add a school. that offsets the move out and marriage deal but it kills the population growth for several yrs. kinda like driving with your foot on the brake.
   anyone besides me confused now??? the best fix would b to have more ppl per house. so we can get the pop up without throwing kids out. then move the adulthood or move out age(since they must b the same) to 12.  and do we put the marry age down to 12 also?? childbearing at 15 to 45,18mths to 30 mths in between babies. but again no fix is right,everyone plays different.
Title: Re: Proper Time
Post by: kid1293 on October 27, 2016, 04:14:49 PM
Brads - both you and elemental argue for around 40-45 for max marriage age.
Let's set it to 45. A 45 year old married to a 15 year? No big deal.

I'll skip the numbers in download and have it as a continuing beta test.

No, I wasn't more confused than I always am. :)

Edit - Done and good night.
Title: Re: Proper Time
Post by: Turis on October 27, 2016, 04:34:55 PM
So, am I allowed to have a 26-years-old girlfriend since I'm a single 56 y.o.? ::)
Title: Re: Proper Time
Post by: kid1293 on October 28, 2016, 12:37:16 AM
@Turis
I can make an exception!  ;)
Title: Re: Proper Time
Post by: Nilla on October 28, 2016, 04:28:22 AM
I think we should make one thing clear, when you speak about marrying age; I think there are some misunderstandings. People get married at any age. It's the age difference you settle (vanilla 20 years) I think your mod 15. That means that people older than 30 do marry, just not the 15 year old.

In a proper time mod 15 years age difference will only give few problems. Everyone will find a spouse initially (unless you build far too few houses). It might get a problem if people in their 30s or 40s loose a partner by accident or a single nomad of that age arrives (nomads normally arrive in families but in rare cases there might be singles). But these cases are few and doesn't influence the game much.

And @brads3; even if your modern way of writing is quite tedious for us older people to read; as far as I understand; your suggestions of more children, earlier marrage age, bigger houses........ will of cause give a faster start, but will lead to your usual food crash earlier. If you read my second and third point in the thread abowe, you will find the reason. A small number of workers (partly uneducated because you don't build the school as more or less first building) will not be able to feed so many unproductive persons. 
Title: Re: Proper Time
Post by: kid1293 on October 28, 2016, 04:46:45 AM
Hej Nilla!

I wrote this (the values for vanilla game):
   float _marriageAge = 2.0;  (10 years)
   float _marrigeRange = 4.0; (20 years)
   (together with last value gives max marriage age = 30 years)

You say float _marrigeRange is the difference between the partners?
I always thought it was a setting to decide the max marriage age...
Have to test that later!
Title: Re: Proper Time
Post by: Turis on October 28, 2016, 04:54:57 AM
*throws a dirty diaper up in the air.* :o

So now I should look for a 36 y.o. wife. I better hurry up if I want to have kids before she has menopause. ???
Title: Re: Proper Time
Post by: kid1293 on October 28, 2016, 05:37:04 AM
I agree Turis - life is cruel.  :)

See it on the bright side. You get all the diapers yourself when older.  ;D
Title: Re: Proper Time
Post by: brads3 on October 28, 2016, 09:19:59 AM
dont feel bad Nilla,even in school people couldn't read my notes. i have my own shorthand style. i am trying to make it better for u. i hope you are right and the food need does go up earlier. to me it would be easier to deal with. plus i think this way will make the game more consistant. it should smooth out our rollercoaster ups and downs. the old way the children become adults or go to school, slowing the population growth. and they move out but dont pair for several years later.i  take my adult workers divide by 2 to figure how many houses i need. if theres a lot of younger people, u get single people in the houses. i have found if i wait until they are about 15 to build houses, the younger singles move into the new houses and the older children stay with parents. this just keeps the original houses full and the parents won't breed. then when they age and the game catches up, you get that huge population jump and thereby the food drop.  based on what i see of KIDS #'s,the time between move out to marriage is shorter and the time to bear children is longer. the old way you have what 2 or 3 kids per house?? i have 4 with the bigger families mod. so i should get 2-3extra children per married couple.    way the game plays now,without Kids proper mod, i have a huge stash of food,too many laborers,and i can expand and build farther than i should be able to. if i did expand then i will hit a big drop off of food. the balance seems off.
     my start people are educated. after they die,i will have to check my production to see if eduaction is making a huge difference. to me you don't need much schooling to farm or hunt. you learn that at home from the parents.
Title: Re: Proper Time
Post by: Paeng on October 28, 2016, 03:54:15 PM
Quote from: brads3 on October 28, 2016, 09:19:59 AMit should smooth out our rollercoaster ups and downs.

You can avoid those easily by monitoring your early population... and once it becomes tedious to check plenty individual houses, you can apply the 1/8 rule (of thumb) and still avoid the up and down...  ;)

* The 1/8 rule says that ~1/8 of your population should be children... for me that works better than the old "build 2 houses per year". I think that slow expansion is about managing population growth, not just building slowly... in my experience, building houses to maintain a constant number of children is the way to go...

In my towns I always have a nice smooth curve, slowly going up - no sine waves... except in really large towns (1000+), where I have hundreds of laborers - at that point I get lazy and let the close monitoring slide, riding the death waves as they come, since they cannot dent my population or production or stocks... only then do I get sine waves.  :)


EDIT
And yes, edu does have a big impact, specially in your early towns (with less impact the bigger your town gets)... my very first building is always a school... the slow-down while waiting for the first graduates it definitely worth it...  :)

Title: Re: Proper Time
Post by: Turis on November 07, 2016, 01:59:20 AM
How can I modify your mod for my own use? I want to change the adulthood age at 6, graduate from school at 12, marrying age at 12 and childbearing starting at 14. I'm not asking these changes out of moral or ethics, but, for survival in extreme conditions, mainly starvation. The children die of starvation anyway so , from my point of view,  I need them to become independent at an earlier age so they don't drag their parents down.
Title: Re: Proper Time
Post by: grammycat on November 07, 2016, 07:02:12 AM
There is a mod by Gordon Dry named 1:1 Aging that does almost exactly what you want, but be prepared for many babies.  You can find it at Banishedinfo.com. 
I'm giving this one a try today because I like the adult age better.
Title: Re: Proper Time
Post by: Abandoned on November 07, 2016, 07:54:15 AM
I've been using the 1:1aging mod and liking it more than I did at first, I like that they live longer.  Like @elemental I don't mind the slower start and play at speed 1x, however I like to use kid's tiny nomad well to get extra people early, of course they are uneducated but build a school early for all children.  I have not tried this Proper Time mod yet but plan to.
Title: Re: Proper Time
Post by: kid1293 on November 08, 2016, 12:19:02 AM
@Turis - I agree with grammycat. If you want other numbers check out 1:1 mod.
Title: Re: Proper Time
Post by: grammycat on November 08, 2016, 07:24:27 AM
So far-very good.  I really like the ages and seem to have a baby every 2 years per family,  I had a 32 year old who I thought would remain wifeless, but a 15 year old moved in with him. It's working great for me-thank you for sharing it with us.
Title: Re: Proper Time
Post by: kid1293 on November 09, 2016, 07:23:16 AM
I like what I read. It's working!
Not only a test. I have not had the time to dive into a game
for a long time so I'm glad for this.