Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

stiles

Members
  • Content count

    377
  • Joined

  • Last visited

Everything posted by stiles

  1. you can still use some of the older mods with the 1.07 and CC 1.75. depending on the number of mods,it can take a while to download them and sort the order.i recommend copying the WinDATA you have been using and keep it for a reference of what you used before. a list of the order you are using can help also. there is a trader fix mod at WOb and the compatibility mod here at CC. use both might save an error and crash later.
  2. according to what i am reading,you may want to try loading the indivdual flora mod and use NECORA's mod orders. that way the flora will load before CC.i do hope it will then override the conflicts.
  3. you do not need seeds for these. they will grow and plant fruit trees just like the foresters. you will need a gatherer to harvest the fruits. it is somewhat of a cheat. or you think of it as the bannies propagting wild grapes and apple trees. maples and nuts grow wild anyhow too.
  4. 1 thing i do like with the 1:1 age mod is if you pull up the changelog there are mnay different versions. gives you a way to pick and choose what options you want.nowdays i use the propertime mod which is set to age the bannies at 1 yr speed. my version the kids do start school late but finish at about 16. then they are ready to move out and start families.it does work out good. in early game before you have a school,the kids don't become laborers until 10 or 11.i watch females and when they are 15-17 i will build more houses.this will force males to move with them. if bachelors move by themself and stay alnoe too long, they can stay that way. females even living alone will have babies.this mod extends childbearing into mid 40's and allows old age to 80-90 i believe too.it seems to be a good balance. it will take a lot of micro-managing to function and build a town with only 1 worker.i usually hold off on a school til the 2nd generation. i can't use adam and eve starts with the mods i am using now. i do hope that gets fixed. i agree with the idea of a pair of adam&eves to start a game. i would like to do a game where you start with A&E or a pair of them,do no trading at all,and accept all nomads.debug the seeds and the 1st set or pastures. and grow and advance the technology by yourself.
  5. i think she ment ANNE OF GREEN GABLES and you can get it from (link removed). there seems to be a few versions of it going back to 1986. and it is free there,shhh (Link removed)
  6. what version of banished is it? it should say on the bottom of the screen. 1st i would turn off autosaves.2nd i would clear the banished registry.if none of that stops the crash,then i would disable all mods on that dialog box that pops up when you try to load after a crash.try to play vanilla and see if it crashed.if it does then change from dx11 to dx 9. i would also check other programs that may be running on the comp. how much ram is being used? my comp will crash if i try to do things while the game is loading.once it is loaded i can do other stuff and minimize the screen.
  7. the banished triangle haunts many.
  8. strange. i wonder if it layed down 1 before you clicked the "+" so there is 2 on the same space. now when you click the area it pulls up the 1 that can't be removed. at least the ghosted walls made it look fixed.
  9. when you say you made the planter "impassable" do you mean you used the empty space mod to do that? if so you may be right that it can not be removed. there are also some pieces,especially decorations that have a note added to be careful how you use them.some are difficult and some are impossable to remove.if all you want is to bring the stone fence around the corner than i suggest using ghosted stone walls on that corner.
  10. wow,the fields look much bigger in your pics. that is about what i do. i place fields at 10x10 and average 500 food each. so you have food for 120-150 population based on you farmers.the problem of moving supply can be solved with markets.1 vendor would move a lot of stock closer to population and stop the farmers from filling the closest barns. when i 1st started playing banished, i never liked using the markets cause there really is no money in the game. 1 thing i do also is to stop clearing more land by mid winter so the workers have time to catch up before spring. they can use the extra time to stock their houses up with food and firewood and it makes sure the farmers get baxk to their fields by spring to plant.if they get to their fields late the harvest could be less or none at all. i just had a snowfall in early fall cost me a corn crop completely.stupid thing is the pumpkins take longer to grow yet they didn't get frosted. if you ever find a good balance with CC let me know. i always over produce something and run out of something before i catch it.
  11. don't forget the small refinery and smelter are very helpful early in game to process that iron ore. glad you found the problem. now your pile is probably full of rocks. over at WOB slink made some nice small markets to store the stone and take pressure off the piles. the other thing you can do is adjuct your limits up or down so the workers don't over stock an item. should be an arrow with a line over it icon to get you to the limits.
  12. it is interesting to see how others play the game sometimes. can i ask a few questions? how long have you used the verdant plain setting? i'm too used to the lake maps that terrain plays with my eyes when i try it. with those huge fields how many workers do you have on them and how is your production numbers? it looks good with the wide roads and all the extra mods work well together.
  13. you can use the older version of NMT with the compatibility 107 from CC. this works fine this way.i ran tests the other day on the bricks and roof tiles. no blank tags and theclay and bricks of the NMT and CC were interchangeable. they did work the same. the tiles are still under the stone limit.i don't recall what tag the bricks used. i loaded the NMT 2.04 below CC. my reasoning for playing this way was so i can continue to use the NORDIC mods which require the tiles. i have not tested the clay chain. RED is working on it but NMT is going to take time since it is such a huge set of mods.the canal is being redone also due to a glitch with the water. some peopple see pink or silver water depending on their compter graphics. i took time last week to completely overhaul my mod list and order.the compatability mod does seem to solve many of the limit issues between 1.06 and 1.07 mods. i used the debug on my townhall and several trading posts to see everything in the inventory. i have no blank tags. i do have 1 that says nothing with a question mark icon. that is not completely blank so i take it that may be by design. i have listed my mods <all 99> and the order from top down. http://worldofbanished.com/index.php?topic=1730.0 there you will find more explanations as to what mods and why also.i wrote it to be helpful for newer players. i think RED did a version after mine for NMT also to fix the lighthouse nomads from spawning way over to the edge of the map.when i use it i just debug some quick plank bridges so the nomads can get to town.
  14. it is the shadow of the alien spaceship going by and laughing at the lack of technology. if you upset them,they will send tornados to destroy you.
  15. i don't use that climate setting but will offer some guidance. you say you stop work in autumn. do you start it in spring? reason i ask is if you start it where are the farmers then? they could be clear across the map doing labor duties.i leave farmers turned on. they will do labor work automatically when they can't work the field. i also try to not be clearing land or start building construction in late winter. that gives them time to catch up and get back to thier fields. if they plant the crop late then it will be ready to harvest late too. there is a chart somewhere to give temperatures and growing times. you could have just got bad luck on the map and it gave you an early cold spell. try it again and check the temps.
  16. could be several reasons. did you upgrade the banished to 1.07? how much power does your system have? did you get a complete file on download or a short-load?that has happened lately.did you try it without mods and see if plays by itself?
  17. red boxes are normal nowdays. most new mods will show red. the compatability mod should be above CC.
  18. tere are some mods that would solve this as well. you can mine for iron then.
  19. the 1:1 year mod has variations. if you pull the changelog you will see many options. https://banishedinfo.com/mods/view/27-one-year-is-one-year-Update-24-16052032 i use the propertime mod from WOB. several of us discussed different ideas and that developed into the mod. if you find the thread on it there were some options as it was changed along the way.the 1 i have sends kids to school about 10 for 6 years. so they aren't ready to be workers until 16 and then you can build houses etc.without a school,like early in games, at 10 they will become workers. i watch and will build houses for the females at 16 to boost population.we did up the death age as well. you will have bannies into their 70's -80's.unless my bannies are 16 or 17 they won't get married either.this i think is a good balanced mod. this mod also doesn't affect anything else. i will say according to the population you say you started with,that is a lot of kids early to feed. that could be why you aren't building food early.i usually try to figure 1 food worker per 5 bannies. that is just to feed them though.when i follow it and keep my field count up it does help. you do have to remember the different mods will affect the average though. i have like 90+mods and some of the forest gatherers have smaller areas that they work. as i say everyone has their own way of playing and what mods they use. and your playstyle will change as you go also. lately my problem seems to be nomads not showing up as early as past games. i have a townhall that pulls nomads by itself and i build it the 1st year. lately i see nomads by year 5 if i am lucky.used to be nomads from the 3rd year on. none of the mods i have added should be a problem either.sometimes i think the game has a mind of its own and messes with us.
  20. i used stone for trading in early games for a long time. nowdays i need more stone. furniture is good if you have the logs. candles is quick and easy also.with mods now we have perfumes and plenty of ales. i build my clothing up to fur coats and trade the hide coats for different seeds.
  21. most if no all that the plus added was built into CC versions. the deer and fish cant be overharvested. several mods take the 1:1 aging situation and made better adjuctments to it. each CC version keeps the previous versions additions. so the journey keeps the new frontier additions and the additions from the versions before that as well. problem i had with the plus was placing fields. i could overlap 1 field with another. i also had developed a glitch where my fields after so many years would not work at all. when i start a game the fields worked so i kept playing and expanding my towns. only later after i noticed a huge drop off in food did i realize and figure out why. that mod was developed back several banished versions as well. like it was 1.04, 3 versions+ ago. if you have everything spread out then that will slow down your food production. the fisherman has to deliver the fish then go back to his fishing spot. lets do the numbers though. 5 families with 3 kids each=25 bannies=2500 food per year. the game starts with about 1500. so you need 1000 the 1st year before the barn starts to fill up. if you have 8 workers set to produce food at max production each would give you about 4000 food. 1st that leaves 2 workers from your 10. 1 to cut firewood and 1 to make tools. still need a laborer and a builder. where are we getting extra workers? if they are older children, the numbers might work out. adding extra fishermen to the same pier does not usually double the output. my math is based on averages and the fishing has to be at 2000 or 1/2 the total. most likely the 4000 is high. 4000-2500 to feed the bannies for 1 year=1500 to store in the barn. that is gained per year. but those are best case scenario numbers. the fish could be averaging 300 each and drop that end number by almost 1000. realistically you should be gaining at 700 a year. personally i would drop back to 1 fisherman. 3 workers=1 farmer and a hunter and the spare can make leather coats. how long have you played the game? how long have you played with CC added before you upgraded to the MM? did you change any other mods when you made the switch?? there are several different mods that change food useage or production. what game setting? is it different from the way you played before? i use mild climate and that is how i based those averages. i use 10x10 fields and get better than 500 each normally. however i allowed for that for bad years, early frosts,and it covers a lower producing modded fishing dock as well. everyone plays different add to your mods as you get used to the game and find your own style of play.
  22. there are several things that can change the log count. do you use the NAT DIV mod? that gives us meadows but less trees. NECORA's pine trees do give more logs per tree. there is a more wood mod that gives about 50% more.how many foresters do you have? there is also a more firewood per log mod ,though i have not tested it. i spent time this weekend trying to use some older mods to see if they could work with the NAT DIV and pine forest mods. they did not work together. if i moved them in the mod order, i shut down the other 2 mods. afterwards, i emptied my banished registry and re-organinzed my mod order again. i do notice some maps do seem to have less trees than others. i do normally add a forester in the first 5-10 years of a game. most of the houses,even modded, will burn the new thatch too. do you use markets to supply logs to the woodcutter? the farther they have to travel to get logs could be costing you firewood as well.
  23. i would try to disable the plus mod. that was obsoleted by CC several versions ago.how many bannies are in the boarding house? from what i have seen they store about 100-125 units per person.
  24. you could do a building that processes grass to fodder as an add-on mod. you could also expand on RED's idea and make a dairy barn that produces milk and fertilizer from the grass.or even use sheep and give wool and fertilizer.the fertilizer then could be used at RED's greenhouses. RED did change his production numbers.it has been lowered a lot,more than i expected. finding a solution that hits somewhere between huis old and new outputs would not throw the balance off far. on another note. i was reading on some other older mods yesterday. my understanding is the game creates the map in layers. lays down the stone,then iron, then the trees. i think it said there are 3 different layers. can it be forced to lay down 4 or 5? the 4th being your plants and the 5th being another set of trees or older trees? i got that by reading about the old growth forests mod. https://banishedinfo.com/mods/view/286-Old-Growth-Forests i was trying to come up with a way to make spots of forests with thicker growth. not sure if it will be helpful. you and NECORA's pine mod stop the other 1 from working.
  25. to make the wildwest town more complete, EB has some wood houses and the saddle maker as well. if you go back through the mod section there are some that were posted as individual mods you might find useful.