You were right Ebel, I didn't realise that yours had to be at the bottom even though the others were unchecked, sorry about that. Works fine now, incredible.
I am 99.9999% certain that OCMOD3 is not compatible with NTM. When NTM is fully finished and OCMOD3 is (mostly) finished then maybe they can be made compatible. Note: 99.9999% is the standard requirement for scientific "certainty", IIRC.
Ebel, I have done a little experimenting with Wheat Fields. In some mods, the player needs quite a lot of mill fields, say 8 to 12 mill fields in a long game. Given that even standard maps can have a lot of trees, it can be hard to find spaces for 8 to 12 full mill fields around your base. In my experiment, I made it possible for wheat tiles to grow in forests. This first part is easy enough. It does not look good but it is a full, workable wheat field under those trees. The next step would be for the wheat field tiles, when they appear, to remove the trees just as a new building site removes trees. However, this too would not look very good. The trees would just disappear. A further step, if possible, would be to have the trees disappear one clump or one tile at a time over a small time-lapse period. Would that be possible? By the time this process gets under way the player would probably be looking elsewhere anyway. This raises the issue of basic "terra-forming". Perhaps a player should be able to clear a forest, clear stone tiles and clear/flatten those annoying terrain bits where a stone wall won't build. A building's foundations can clear forest. It could be re-coded to allow it to clear stone if need be. There are pros and cons to this one. In most cases a player won't want to clear stone tiles because there are precious few stone patches on a map anyway. And we don't want to allow our enemies to clear stone patches on our land. I guess a "dummy building", very cheap, with foundations looking like chopped down wood and stone rubble and with a big footprint size (7 tiles by 7 tiles say) could be made. When it is "built" it soon auto destructs and leaves clear land. The rubble could fade away. Also, those impassable land tiles, which are not proper stone tiles, and yet stone walls cannot be built on them... well, what can be done about them?
I thought a bit about this. I don't quite understand how you need up to 12 mills? I only ever built like 5 maximum , which was more than enough, even for no market games. But let's assume it's the lower end: 8 mills, why not place those in the open spaces, and any other buildings 'barracks, etc...' in the tree patches? It is probably easier to create a bit more initial open space around the starting point, by moving the initial stone/forest patches/mines a bit further than to mess around with trees that auto vanish over time. The consequence of that would be after a while there are none left on the map, which I don't find very good looking either, and create a lack of wood. Have you tried to place your 12 mills on the 'plains' option in my mod? It has tons of space to put mills. I killed any hills from generating on it. Does it really all have to be all near the starting point? If you manage to get to 12 mills, you should have an army to defend all your mills by then, no? About the 'impassable land' tiles, I assume you mean the 'landstones & seastones'? They are just decoration objects, but just to be sure that it is these, take a screenshot of a spot where you can't build, so I'm sure. Preferably, in the editor. ( External editor-> CTRL+T -> Random map-> Start game -> CTRL+T -> View -> Tick 'Collision & Pattern Mask -> CTRL +T -> screenshot area while trying to build a wall over it.)
In OCMOD3, the economy and market work in such a way that it can eventually becomes advantageous to have up to about 8 to 12 mills. This would only occur in a very long game where each player (assume it's a 1 v 1) reached a population of over 10,000. In that case, the food surplus from all the mills becomes very useful to purchase extra gold and sometimes iron and coal. In such games, we never stop making peasants. Mines are now limited to 45 maximum miners and the above ground economy is of just as great as importance as the miner economy. Yes, it is possible to find spaces some of the time in games but not all the time. It just annoys me that the only way to clear trees is build a building. It would be handy to be able to place down a mill field and know that any intruding forest would be removed. I admit it would be a "nice to have" not a "have to have". I will follow up on the "impassable" tile and screenshot as you ask. These are really annoying when trying to complete a stone wall that abuts up to a hill, mountain or plateau. You think you have completed your stone wall but there's a ruddy gap there at the edge. Sometimes it's the little stones that makes the wall section unbuildable and sometimes its the wrinkly edge of hill or plateau. The same thing happens on the plains when you drag over one of these "little stones" tiles. My thinking about the stone walls issue is this. The game is complex and tricky enough without making it even more tricky with walls that won't complete without the player adding extra bends and kinks in walls to get around such obstacles. Sometimes it takes three or more attempts to find a wall line that will complete. Meanwhile the rest of your game suffers neglect while you try to complete the wall.
Right , I understand it better now. Trying to build a wall up to the mountains can be frustrating indeed. It leads to unnecessary micromanagement. I'm pretty sure that for the new 'low mountains hills' I didn't set any collision on them, so you can most likely build walls over (all off ) them. But the plateau's are a different issue, they require collision , else troops will be able to walk over them. The only way would be to put down every plateau patterns in the editor and redo the collision, with no guaranteed good result. This would be a lot of work. Are you sure about the little stones, do they still have collision on them?
Updated to version 1.5.2.2: - Added some extra editor objects (crows:flying and on the ground), horses, donkey - Reduced the amounts of birds spawning on maps, in some area's it was too much. - Tried adding an 'urban' map type with villages, but ended up taking it out as the map generation was taking too long. - Removed unintended ability for clients to change the seasons in multiplayer (possible cause of failed loading/synch errors). Only the host should be able to change the season. - Removed ground collision on the flying stork, it could interfere in an annoying way with building placement and is unnecessary. - Fixed some bad collisions on some of the farms/rubbled buildings.
I like the new landscape: Taiga, Black forest, Countryside and new seasons: Spring, Autumn. It's good that you implemented patrol mode. Here is a new gameplay video I made with the mod
River maps are the best imho, couldn't have been better But why the continuous sound 0f crying babies? it's so annoying xD
Устанавливаю мод, включаю его в modmanager но когда захожу в игру ничего не меняется, в чем проблема?