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Everything posted by Brad
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the hi-jack is understandable. no problem at all.
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Year 7-9 The group of 13 omads that arrive in year 7 will be the last group for awhile. It will take time to build enough work places and houses for them. They establish a tiny forest south of town beside the lake. This will supply us with logs and food. a tiny forester, gathering hut, and hunter are built. With KIDD's tiny mod, these work places do have storage. 1 family builds near the fishing huts. They plant tomatoes and lamd for a pasture. The village has grown. More shop houses and a tailor have been constructed. We have grown enough that we needed a 2nd wood chopper as well. I removed the welcome sign and had the builders construct a mini town hall. This town hall won't bring nomads every year. I feel this is more realistic. Plus it gives time to recover from supplying larger groups and time to build houses for the viallgers that graduate and want to move out from their parent's houses. It also is helpful to give review reports since I can have 2 town hall windows. pics- the forest buildings and area, the village, farm to the south, and the mini town hall.
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Welcome Banished players. WOB is a huge loss to the gaming community. The CC site is also down,been coming up as being worked on for some time. That site had gone thru changes over the years with addon mods being lost along the way. since the BL team had moved on , I doubt the CC site comes back. the WOB posts were added this morning to TOM's site. I think they were just waiting for his approval. Not sure where we go from here. The traffic to Banished sites has been less and less. We have lost players and modders more and more in the last 5 years. As @catty-cb pointed out, the files are huge compared to SC files.We should check with TOM. He does own an open Banished site. Do we consider ownership or possession when uploading mods? CC gave permission to do so for their addon mods to the WOB site.
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I have over 300 mods double backed up. Some I don't use, but several can't be found anywhere any more. I did use WOB a lot to refresh my own memory on which mod does what. Had just loaded a upgrade or 2 when I started this map. Had wanted to add pics with the mods in my backup library, but never found time for that project.
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OMG, That is a huge loss. A full library of mods, access to the modders, and tons of info and guides. Without a warning, there is much that is not backed up.
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Harrisburg- A huge population push. bus route extended and an elevated rail that will carry sims south to the other metros. This stretched the map to the southeast. Hence a central hospital and transport hub was built. The government sections has a city hall, census office, jail, school, courthouse, cemetarys, and a golf course. population increased to over 107,000 for this city and took the total over 1 million with the small surrounding regions.
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Year 5 and 6 I have already mixed several mods. most of the buildings are from KIDD's mods. the marble quarry, wood cutter and mini workshop are from Colonial Charter. the smelting workshop is from EB. RED's RKEC mod brings the grass or thatch, flowers, and alters the texture of the main barn and trading post. even the bison have been re-textured with my mod set up from a domestic to a more wild look. the trees and gathering food items are a mixture from the RK and NECRA's Pine mods. the 157 mods are the work of over 15 modders. 6 settlers have made their way from the Landing Fort to our village. having gotten lost along the way, they come from the worst possible spot, the far northwest corner. not only is it far to walk, but they do need a way across the main river. normally, i'd let them use a lot to cross the small streams. We d not want the main river blocked for trade boats. hence, the bridge that was planned in the future has to be Debug constructed now. the 2 families have some cows with them. they plan to breed the cows for trading. this increases our meat output via the milk, leather which is needed for clothing, and will give us another trade item. it will take them time to clear land to grow enuough grass to breed the cows. with new families arriving and our own youngsters growing up, we need a school. the teaher lives in the map office across the street. 9 settlers were escorted to our village. 7 workers and 2 children. 1 is a doctor. 2 others will fish the lake. We send workers to haul supplies to the general market and wood store. With 10 laborers and 1 builder, the Bannies will open up the map and clear land faster. The marble was used to buy corn seed. pics- cows and the animal breeders' houses, school and playground, doc office, and fishing pier
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That is like picking the highest cherry in the tree. The North is its own mod. Has some big changes that makes it difficult to mix other main mods with it. You can add mods that only add buildings easily and there are some DS companion mods as well. Trying to add the CC or the RKEC mods to the North doesn't work well. The North changes the iron ore to iron chain to bog iron. Tom changed the terms in the game coding. This affects tool making and smelters. It would be like changing the word "tree" in SC. most SC mods would be confused and not load properly as they have trees as deco addons . The North climate is set farther north and is challenging. You have options to make it even harder, starting with less supplies. Nilla did a lot of testing to help in developing the mod. If/when WOB comes back online, I'd recommend reading some of her blogs. I do have several of the buildings that come from the North mod in this game.Tom took several of them and adjusted them to work outside the North mod. The mild climate setting of the North is harsher than a normal fair setting. I've played with the North landscape mod enough to find the mild setting is like southern Canada of New England. You will need the unblockable Debug mod with the North. With the mod manager, you can run tests quickly when adding mods with it. most mods will work with the North with the exception of the 2 main mods and there might be some other issues with some workplaces. Tom has his own way of labeling the limit flags and some terms. Not a major hurdle to overcome but keep it in mind.
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For new players, I recommend playing with the original vanilla Banished for a while. keep a note pad handy and write down what you think is missing and a list of ideas that you want to see in the game. Then you can add mods to suit your individual tastes. It is very easy to become a collector and mix many mods. In a short while , you'll can become overwhelmed or miss the forest for the trees so to speak. Lose sight of your own goals. as for 1 mod that adds lots , there are basically 3 main mods. Main mods being those that that affect the base textures and game play. Tom's "NORTH" from the viking era and Norway regions. RKEC with the Medeivel sttyle buildings. And the CC " Colonial Charter" mod. Each has its own style of buildings and good and bad points. All have changed and have variations as well. Tom's North has a harsher climate, which affects food production. the CC has a more extensive way to obtain building materials, since it was made before the latest upgrades to the game. The RKEC and CC do have dock additions for building on the lakes. Which to choose comes down to personal taste as well as the power of your computer. That limits how many mods you can add. The bigger the main mod, the less memory you have for adding others. I was going to post a link to a write up I did on adding mods but WOB is offline at the moment. When you get to that point let me know and I can help solve any mod conflicts you might run into.,
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BTW where is elfrjz at? How do I word this? I'm trying to slow down yet do enough building so you see progress. Normally, I'd have the Bannies working ahead farther My play style is to expand, but I don't want anyone getting lost. Year 3 and 4 I like to build a holding pen near the trade post. this will be used for the animals to graze that arrive while we clear and set up a pasture. with only 2 laborers serving 1 builder, work on cllearing more land is slow. the wood chopper and smith do help whenthey aren't busy. 1 middle aged couple arrived. they can stay at the rooms for rent while we help them build a home. they decided to build a lighthouse near the trade post to help the merchants locate our town. We will need an EB foundsry to smelt the iron ore into iron for the lighthouse. this will semlt iron as needed and copper for trade. the welcome sign is upgraded to a 20%. We should have plenty of food to handle a larger group next year. in year 4, a couple with 2 children arrive. they have a few chickens and plant a garden. 1 child is 10 and will help as a laborer. they built our 1st farm house. we have 5 laborers supplying and clearing land for 1 builder. 4 work at producing food. 3 Bannies are working on trade goods. the 1 wood cutter and smith are busier but still find some time to help move materials. pics- ore smelter and marble quarry Colonial farm house and farmyard with chickens. Lighthouse and the holding pen.
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Now,now remember this is heavily modded. even the trees come from more than 1 mod. The flowers here are tagged as thatch . So they too have been tweaked. The flowers are less overwhelming and shorter here.Since they collect as thatch and not flowers, most of the houses can burn them as a fuel source. This mod order has been fine tuned over years. Took way too many tests. And I still don't have everything I wanted. Can't be done due to how they load. Getting this extensive or pushing the mods this far does come with a price. There is a lot of give and take. Generally, you can add mods all day long and they just add buildings with no issues between the mods. I have gone way beyond that and am using mods that tweak how the game plays and looks. Things start to get finicky. You gain 1 point toward a goal but may loose 1 or more others. Comes down to what each player wants. You have to decide which way is best for you. You can't add the best of several mods without giving up or loosing something from them. Give you a couple examples. With this set up, the start settings are from KIDD's wildlife starts mod.This limits the start conditions that can be used. If I choose any other start except "medium", the start map will be different. Might change what wild animals appear but can also affect whether the pine mod even loads. This order changes how the bison look. However, there are more bison and less other wild animals. If I add the North climate landscape mod, the standard pastures look washed out. Sometimes the affects are minor, but sometimes neither way is acceptable.
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A hunter is sent to hunt the nearby bison. A builder will begin laying out roads. The others clear a 10x10 field to plant the tomato seed. By then, the hunter has taken down the bison. He switches over to fishing for trout. By summer, 1 bannie cuts firewood and another is sent to a workshop. The mini workshop can make clothing or tools. 2 builders are assigned to build the houses. The other 4 gather supplies. A post office, news stand, barber shop, coffee house, and a rooms to rent are constructed for housing. A townhall will give us info reports. We worked through the winter to gather enough materials to build a farm trade post. this will trade marble from a nearby quarry for seeds and livestock. Year 2 While the builders are finishing the quarry, a farmyard is cleared and planted. This will give us a fruit and grain and increase our food outputs. A 10% welcome sign is placed to bring nomads next year. Once the quarry is completed, we drop back to 1 builder. The fisherman will switch back and forth to hunting when herds come near the village. This will keep us stocked with leather ,needed for clothing. To increase storage capacity, the village adds a market and wood store. We have a nice start village and a valuable trade good. We can begin stockpiling supplies for larger groups of settlers. I should have mentioned that these settlers come from the Landing Fort. As such, they do have some training. They do trap on occasion and will bring back pelts,furs, and game. With this mod order set up, they don't just destroy traps while clearing for construction. New arriving settlers do have some training and can do manaul labor work without a loss in production. Such as farming, hunting, forestry, and gathering food. They do need educated if sent to be blacksmiths, tailors, or some other workshops. pics of the start village, the markets, and the trading post.
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You ask tough questions. LOL. I honestly never thought bout the which 1 is controlling the look of the pile. based on the mod order, it should be the RKEC. but sometimes things can be "piggy backed" in with another mod. In this case, the DS UI mod or RED's fix RED's tp fix mod are high enough to do that. Now I have to explain what I call a "piggy back". Sometimes when a modder packages the mod , a piece of something else can be accidently attatched to it. To the modders, the mods are a page of coding and 1 line mixed in from another mod can be missed. Banished loads the mods from the top down and locks things as it does so. A mod lower in the order can not change anything a higher mod loaded. So if the pine mod , any CC mods, or the wheelbarrow mod had the pile texture attatched, they would have altered the pile look before the RKEC loaded. Piggy backs are so rare, I can't even think of an example this morning. BTW, this affects terms as well as textures. KIDD changed the honey coding in his mods. Not sure how or in which mod exactly, some accidental change. this affected the jam house from working.Hence the Gothic Farm addon mod is high in the mod order to correct it. And all other workshops function as they should. the only modder that blocks the Debug is TOM with the North mods. But the unblockDebug mod was upgraded with the added limit flags. Seems you have more options with it than the older version. Can be handy when testing a mod. I use the lite version of the fountain mod.Haven't seen any issues with it.
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there are many reasons for choosing some mods specifically or not upgrading them. could b the new file is larger, a change in texture, conflict, or qa change in function. I have an old version of KIDD's RH mod without the houses. it still gives cider from fruit. with the RKEC Lite version, I don't have RED's WE houses but is a huge savings in memory space.
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map named-Fort Cities- map code 660046152.map settings- valley map, very large map, fair climate, no disasters, medium start conditions have tomato seed. 14 bannies 5 couples with 4 children mods 157, main mods RK EC Lite version plus an early CC version. this is heavily modded with several mods placed specifically to overcome conflicts. the smaller RK and older CC saves memory space so I could use more mods. goal- build a Colonial city and several towns and villages to showcase some of the many mods. been a few months since I opened the game. and I'ved been dealing the with the complex modding of SC4. hopefully I didn't forget much. even with me swapping mods in/out, the mod manager is good at remembering the mod order. pics of the start settings, a copy of this map, and the start supplies.
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mod list in order for this map 157 mods [Misc] Description=Sept 2023||RKEC Lite--CC TFA w/ccompatab |Angainor's colonial houses, monuments||43.95 GB 157mods 97% memory [Profile] RittenhouseMillVanillized=1 RKECtownhall=1 WheelbarrowBigger=1 HorseWagen=1 FeatherPatch=1 MaritimesPineSetEggFix=1 stopcoalburn=1 BlackLiquidRain=1 CCNoSmoke=1 Radius=1 overrideUneducated=1 ProperTime=1 overrideRuralClothes=1 banishedUImaps=1 KidMagicToolbar=1 unlimited=1 OneStopAllMining=1 SafetyHole=1 Forgetaboutorchard=1 NewPineFlora=1 MaritimesCrystalCliffs=1 MaritimesPineSet=1 KidTreeReplacerFall=1 SeasonFX=1 KidForestOutpostNatDiv=1 MyPrecious=1 WoodButcher=1 KidGothicFarm=1 KidWestwardHoWagons=1 WildlifeStarts=1 ChooChoo=1 CloseToTheEdge=1 Compatibility107=1 RKBisonLivestock=1 RKPigsLivestock=1 RKEditorChoiceEdition=1 BlacksmithTools=1 MiniBuildings=1 DSThompsonTradeMerchants=1 DSIndustryMining=1 DSBridgeCrossing=1 DSFuelMarket=1 FruitVegBarn=1 GatherersWarehouseAndBarn=1 EBSVProduction=1 EBMaterialsStore=1 EBLeatherWorks=1 EBFarmHouse=1 EBDecoFountains=1 EBFarmHouseA=1 EBSVDecoResort=1 EBSVFoundry=1 EBSVWorkShop=1 EBSVRockQuarry=1 EBMarkets=1 EBSmallStorage=1 EBStorageSet=1 EBStatueTrapper=1 EBWinery=1 EBMonumentFF=1 EBStatueLiberty=1 EBSVBeach=1 BirchBarkCanoe=1 ChopChop=1 ColonialHousing=1 DecoPlants=1 ForestCombo=1 marketpuzzle=1 WashingMod=1 KidAnimalShedSA=1 KidAnimalShedPlus=1 KidBakeryGarden=1 KidBedBreakfast=1 KidColonialCityCenter=1 KidColonialResource=1 KidGhostTown=1 KidGhostTownHouses=1 KidGothicFantasy=1 KidGHLightHouse=1 KidDecoFarmAnimals=1 KidGrannyPark=1 KidLogDepot=1 KidMarketFood=1 NomadSignComplete=1 KidPortableMineRKEC=1 KidFarmyard=1 KidRailway=1 ChristmasMod=1 KidRowBusiness=1 KidFruitNut=1 KidAnimalBreeder=1 KidSettlersDeco=1 KidNativeVillage=1 KidSomeBoats=1 KidStorageCarts=1 KidStagecoach=1 KidVegetableGarden=1 KidStorageCrates=1 KidTinyDowntown=1 KidTinySeparate=1 KidPlimothHarmonized=1 KidTravelingTrader=1 KidWindSawmill=1 KidWoodenFort=1 KidWorkshop=1 KidWorkPlaceVillage=1 KidWildWest=1 KidYardCover=1 BostonHouse=1 BostonHouse2=1 RKGardenWalls=1 CityRoads=1 CityButcher=1 college=1 CountryLittleHouse=1 CountryLittleHouse2=1 Ketchup=1 PlymouthHouse=1 RKWoodBakery=1 TrainingCampDeco=1 TrainingCampMain=1 MaritimesRiffle=1 MaritimesSherbrooke=1 MaritimesStorage=1 NECEmptySquare=1 Izba=1 NordicSmokehouse=1 FlyFishing=1 NotreDameCathedral=1 Hunting=1 Infirmary=1 SmallWindmill=1 NordicSauna=1 nordichouses=1 NordicWarehouse=1 NordicLogCabin=1 VillageShop=1 RedCottage=1 TurfHouse=1 TurfStorehouse=1 TjurkoMill=1 CCDocks=1 CCFrontier=1 ColonialCharterNF=1 MarbleQuarry=1 GrowRoots=1 fountainlite=1 GrassyRoads=1 NewEngland=1 NewTrees=1 SJGL_Small_Markets=1 SpecializedStorage=1 StorageShed=1 Terraform=1 UnblockableDebug=1 SmallTipi=1 A8AmericaCityLiving=1
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We move on to the oil regions surrounding Bradford. combined the population growth takes us to over 900,000. the commerce report is a bit confusing. it claims we have jobs for 50,000 more sims currently. it also shows the potential for at least double that. 25% are commerce and 75% are industry jobs. I did push the population up by 19,000 just in Bradford itself. the Bradford region has a bus route, parking garages, a city hall, commerce office, and a jail. I slowly added more to the freight yard. so you don't get too lost, there is a map of the area.
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If you promise not to leave us, I'll start a map to showcase the game and many of the mods.
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the players with all those fancy road networks scare me. been driving around for 3 days went 5 miles. you be surprised how far I gota walk to get gas every time I run out. LOL
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Montrose finishes the norther regions. I didn't do pics for all of them. Montrose had enough funds for a farm co op and feed store as well as a grocery store. combined the norther regions increased population by 81.000 and added 42,000 jobs. with a few exceptions, the regions maintain at $200,00 funds with several of the medium sized regions holding near $400,000. all have churches and cemetaries. the more populated regions added a bus route.
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Banished has lots of mods. totally changed the game from just the survivor aspect to a free build game. game has more animals both for farming or hunting, more terrain and texture choices, and styles cover many historical time periods. i've done many stories over the years both at WOB and then moved to TOM's North Ventures site. I left much for you to see and visit.
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now we know who kept stealing the milk. and here i kept blaming the dog. LOL
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Towanda had enough profit to afford a shopping center. even with the factories , the farm payoffs rewarded a stockyards. it's an auction building to sell livestock for you big city dwellers. the region also features a cityhall, bus route, large park, churches, and cemetaries. population 22,000.
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i think much of how we feel is related to translations and how we read things into the sentences. let me try this. take this statement" it's raining." to a farmer that would b good. to someone where it has rained for a week, not so much. @ 5 pm in FL, it's a yawn- who cares cause it does that every day. the same sentence to someone with a hurricane coming means hurry the hell up and get home before the storm. same sentence can mean many things depending on the person's own perspective. same applies to the internet. and it gets more compounded when we deal with soo many nations like in game sites. 1 word can b translated to many meanings sometimes by google itself. there was a discussion i saw long ago bout berries. even a cranberry is different depending on where you are. what people visualize just by 1 word is quite different. not just the fruit but the plant, the way it grows, the climate or terrain around it,etc. it is human nature, but we must try not to add or read emotions into posts. much is mis-interpreted off the net.
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Sullivan- a medium sized mine region. this region has decent profits. the mines expanded and employ another 2000 workers. new mines on the southwest side of the mountain. factories zoned near the original mines. the bus route helps keep the commute time down to 40 mins. population grew by 8000.
