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Everything posted by Brad
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Hi, a quick introduction. I'm Brad from WOB- World of Banished. been posting map blogs there for the last 7 years. the Banished sites have slowed down a lot in the last couple years. sadly , i think the lady who got me into blogging there has past away. she has not been heard from in too long. I figured it was time to break out the old SC4 game. i spent the last few months going thru my SC files and reloading dependencies as well as adding more mods. have played SC4 off and on but never completely filled an entire map. i still consider myself a greenhorn or new player compared to the work of many others here at Simtropolis. due to the limitations of my computer, i don't plan to use NAM or CAM. i know there is lots to learn, and more mods to download, but i am anxious to get this map started. there may be some similarities from these maps to reality. with the scale difference and the water table limitations of SimCity, they won't be replications. this is the PA map. like the true Pennsylvania, it does have hills and several rivers. a river borders it to the east. along that river to the south, a port area is planned. i did add an island to the southwest. the map was made with VIP Alpine terrain and the Cascadia tree controller and blendapenna water. the next step that I have planned is to run some railroads and highways thru the entire region. mainly just to connect some of the tiles and to the world. then i can reset the clock and $$ value and start building.
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srry I missed the post. been a long time since I opened this blog.. the map sure isn;t correct. a lot of differences, Williamsport does have lots of ballfields thou for the Little League.
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This will be an intro to the game and a showcase of many of the numerous mods that have revolutioned the game of Banished from its original version. This is just a small part of the work by great modders. I am going to go thru some points very quickly. If someone has a question or wants more info, please ask. What was a simple game about surviving has become a relaxing builder game. It is more layed back and at a much slower pace than SC4. Unlike SC4, the population won't grow into millions. Depending on your computer system, the game will max out at about 150 years with over 1500 bannies. The game is more hands on than SC. Instead of just zoning areas for the city to build, you actally have to tell the bannies what building to build where specifically and supply the materials as well. The modding is much simpler. Each mod comes complete and have no dependency files. However, the mods do load in an order. This can be important on how they interact or function. There are conflilcts between some mods. How you put them in the order can affect the game both good and bad. Due to the way this game loads the mods, a player does have much control. You basically get to make your own game to fit your own individual playstyle and to make the game harder or easier. GAME BASICS- You start with a small group of people. usually called Bannies, thou i do use the term settlers. Later in the game other bannies may come to join your town. They are called nomads. The # of these to start and that arrive can be controlled by the player. You start with a few supplies of food and materials. The objective is to keep the bannies fed and supplied with tools and clothing. as well as stockpile firewood to survive the coming winter. In general the start group is educated but the nomads are not. Bannies do breed and have children and these are also un-educated. This too can depend on the mods installed. To get food, you have a couple options- farming,gathering and hunting or fishing, and trading. To give you an idea of the mdding, originally there were 4 plants to gather food from. Now there are about 20. Whereas the original hunted just deer, now there are bison, wild boars, pheasants,ducks, elk, and bears. The bannies do need to be assigned jobs and told what to do. A laborer will just waunder around and starve if you don't tell them to hunt or gather food. They will eat what food is stored on their own. I recommend anyone who starts to play Banished to play the vanilla game for a while before adding any mods. Get used to how the game functions and keeping the bannies alive. While you do that, make notes of what you think the game needs. What is missing? What style of buildings do you want? terrain, ground texture, animals, etc.look at the inventory. Do you want a long list or a small inventory? The bannies require 4 food groups. After that food is just food. It doesn't matter to them if it is proccessed or made into a cake or stew. The list will save you being overwhelmed with how many mods there are. You should load the mod manager which will save tons of time in adding mods and adjusting the order. And make sure you have the latest 1.07 version of the game. Did I go too fast? I don't mind answering questions, just ask.
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am doing alright. been waiting and watching for your mod update. did have some computer issues a while back and haven't yet rebuilt SC4. will b a huge project. BANISHED is working. hpe life is going good on your end.
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I'm fed up with garbage collection costs
Brad replied to TheMurderousCricket's topic in SimCity 4 General Discussion
there are several options. some are much cheaper than the old landfill. there are rural pickup spots and mods that put the garbage on trains to be hauled farther away. these work well to dispose of it without the pollution of a landfill. -
with this map over, I can finally do the housekeeping that should have been done with the start of the new year. I have Banished backed up bout 4 times, only a couple mods were added or upgraded last year. it won't take much time to double check and move the write up. not sure what the next map will be or if I will post a blog with it or not yet. I do have a project with SC4 at some point. when I had this computer repaired and upgraded, I also had an XP done. am thinking of moving the SC4 over to that 1 and re-organize it. thankfully I had started organizing and adding mods before the other mod site went down and had to be rebuilt. the issue is how the mods depend on so many others. to move 1 mod to a folder, you have to move all the others that it depends on and then the mods they also depend on. 1 mod becomes 10. lot more complex than Banished is. plus before I even start it I need to consider the other options such as NAM and CAM. the upgraded system may handle them. it's a huge project that won't be just a day or 2 but will take months. not sure when I'll get to it. we shall see what happens with the new year.
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the # of mods does push the computer. this map has 157 mods and was using about 97% at the start before the comp was upgraded. the limit seems to be more about the # of calculations that have to be ran for each Bannie. the game locks up as soon as the last bannie is born. the site attachment limit was raised to 4 times what it was originally. SC4 game pics are on average double the size of the Banished pics. so it buys me a few years of playing. the main goal to this map was to showcase the many mods available for Banished players. this map does that quite well. there is a good mixture of mods from many of the Banished modders over the years. plus it shows that many of the pre-1.07 upgrade mods will still work. the mod system has its challenges but is much simpler than the SC4's to understand. Banished does play at a much slower pace and is a nice relaxing game.
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didn't fill the whole map.
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city end pics
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YEAR 95 END population 1780 hits the limit. there are only 427 houses counting lodges, guest houses, and barracks. With the city, I end up with way more Bannies than work places. 356 laborers supplying 50 builders. This map showcases a lot of the mods available. There are many more. with all the work from the modders, Banished went from a rough survival game to a city builder game. It now stretches from the beginnings of mankind to the steam engine era. With the train mods, the game falls just short of the invention of electricity.
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YEAR 94 1ST play thru crashed. appears the limit is about 1750-1800 Bannies. it happened toward the end of the year. I had a lot done that it wiped out. The city roads were completed for the westside of the city. Another row of Angainor's houses were built. They had been comepletd earlier. The RK side added a townhall, hospital, and a wood butcher. I concentrated efforts to working on monuments and churches. None have been enabled yet. Notre Dame Cathefral is a huge monument. EB's fountains and some flowers and trees surround it. The Canadian Sherbrooke church,a CC church, KIDD's Colonial, and RED's wood dock church were finished. 2 DS anvil and the Viking statue were also built. I debugged in RK's Cathedral. limit is 1780 Bannies. can not play year 95 through spring.
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YEAR 92 and 93 The DS mine mountain build more of RED's colorful houses and some storage barns. A train station transports and stores many goods. To move the heavy coal and iron, rail carts are used . So much was constructed that we ran short on lumber, stone, and iron. The RK side of the city has 2 types of Boston houses, meat processors, a large creamery, a root cellar, and meat lockers. The bannies have a school, barber shop, clinic, dentist office, amd a bathhouse to serve their needs. there is also a theater for entertainment. RED's lighthouse helps merchants and travelors locate our city.
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YEAR 90 AND 91 The fort added a Parish church, tavern, and a uniform tailor. They finished work on the walls. the farms expanded farther north. To handle shipping the many items, 3 trade posts were buit, 1 RK and 2 DS. The west side of the city aded more food processors, a winery, and a CC glassworks. Then another row of Angainor's colonial houses were constructed, this begins a huge housing boom.
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finally, they increased the pic limit. was about t give up and clean up the file folders. i'll use the new limit to finish this map and then decide what to do after
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let me see if I follow that correctly. You are saying that if I post the pics thru another site, then the pics will show up the same way? that you do not post the pics but a link and we see the pics as pics and not the link? if so, that is an interesting workaround. I'll have to think on this idea. as it stand now, I could post 1 more pic and never post any others for Banished or SC4. was hoping they would have fixed it by now. thank you for the input.
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they are as JPG's. says I had 250 MB and have less than 1 left. Im saving the pics at 80% size. want me to drop it to 50%? won't they be too small and harder to see?
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who do I ask to increase the limit?
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hit a site limit a few days ago. can not post any pics at all.
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Brad replied to Cyclone Boom's topic in Simtropolis Related
got the same message today. downsized file, went out and back in,etc. The way I read the error, it isn't a file but the total of all files I uploaded forever.- 1,131 Replies
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Natural Growth Philosophies / Mindsets
Brad replied to Daeris's topic in SimCity 4 General Discussion
Interesting question.The answer might be tricky. are we talking total population in just an era or the impact throughout including crossing other eras? Shall we tear your list apart? medical has not done what it claims. The claim that it helped people live longer is actually false. It's a play on averages. many children died while quite young. this distorts the average of how old people lived to be. The changes that overcame children dying young is more to do with construction advances than medical. Drafty houses with holes in the walls and no insulation material. Now we have water piped into the homes which helps with cleanliness. add in central heating systems that work thru the cold nights. Historically, agriculture has allowed mankind to prosper and multiply. Without it , you didn't have communities. a family was limited by how much it could gather or how well they could hunt. and that would be seasonal. lack of food thru the winter months would cost lives. hard to reproduce when you are on the edge of starving. Once mankind had the ability to raise crops, more time could be spent learning to preserve foods to last thru winter. but with the total population being low, the boost to it from raising crops would be slow. During the industrial revolution, you had a much higher population to start with. hence the # of babies born would show to b higher. The industrial revolution also changed farming. tractors and other machines replaced tons of workers and gave the farmers more leisure time. up til then, food couldn't be transported easily very far. up til we had tractors, more people worked in farming or food production based jobs.- 394 Replies
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umm spoil alert- I came up short.
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YEAR 90 REVIEW Population 1568 in 372 houses. A little less than 2 years worth of food stored. Even with our trading, we are producing way more stuff than is being used. The Bannies have plenty of supplies and a huge variety of food. The castle is completed and the CC fort is finishing its walls. More land is being cleared for farms. The railroad now crosses the entire map. It hauls many basic goods out of the city and brings in food. goals for the next decade- with the New Year and this map being close to the limits, it is time to wind it down. According to the old specs, the limit was another 200 Bannies and about 150 houses. Not sure hiow far past that this computer will run a map. I want to concentrate on the balance for this decade. There have been adjustments to limits and production. Between the CC and DS IND mods, there are several items being made that are not being used. Some of the RK buildings will also need more mod specific build materials. More trains and trading posts will work to haul away the excess items. More items will be sent to the trading posts to be wharehoused to open up more storage capacity of our barns and stockpiles. To handle the population boom, more farms will be planted. There is more work planned for the west side of the city and I need to layout the eastern RK side. I also plan to build the churches and some monuments. Much depends on the speed of the builders and luck with merchants brining some needed building supplies.
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YEAR 86 The CC fort will train troops and smelt the my precious items. North of it will be more farms. they will use Pilgrim's colonial houses. They raise chickens, bison, and more dairy cows. Similar farms will plant crops east of the DS mine mountain. We need more stone for the city roads. an EB stone quarry works in the RK side of the city. once the roads are layed out, the quarry can be upgraded. the west side of the city has completed work on several CC officer townhouses. The DS workers made enough iron to extend the tracks to the east map edge.
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YEAR 83 to 85 The Bannies have been busy. They not only cleared more land but also dealt with the regrowth in the other areas from the RK mod. The castle has several fields, gardens, and a pig pasture. A park was planted near the governor's mansion and a CC fort is being fenced by the north lake. With all the logs, they finally hit the tool and firewood limits.
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YEAR 80 tp 82 Work contiues on the Gothic Castle. Farms are planting outside it. The farmers are using a variety of stone houses from the Gothic mods and KID's Granny mod. I did build the chuch but it is not enabled. While the Castle farms were being planted, the city expanded. CC buildings and a market square were constructed. A lodge, inn, townhall, and courthouse were finished. KID's sugar refinery and another wood cutter work near the railroad tracks. The workers need to extend the city roads and add more housing to the western side of the city.
