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这些变化还有其他一些副作用。 值得注意:
- 对于任何给定数量的房屋,您的总人口会更高,
- 对于任何给定的人口,都会有更多的孩子。
两者都是因为生育年龄跨度较长。
非常非常罕见的是,您可能会看到一个家庭的成年人在孩子上学之前死亡 / 到了工作年龄,在这种情况下他们就死了,或者在他们完成学业之前就死了。在这种情况下他们成为了一个没有受过教育的工人,因为孩子们不能没有父母。
I had only 7 villagers. A couple with a baby:
Lugenessa
Vancesco
Howardell (Baby)
3 mens who can pretend to mate between 40 - 60 years:
Geoffer
Parris
Myrone
And the young and attractive 17 year old girl:
Vinnifer
But no couple formed with Vinnifer. She waited until she was 27 years old and Howardell (the baby) reached 10 years old and moved in with him.
Im very thankful for this... This should be in the base game, not a mod.
Any chance of adding an orphanage to the mod, or is there already something like that floating around?
Enjoying the mod as is for now though, so thanks for your work.
Anyway thanks for your mod. On Christmas vacation I will play around with it more in detail and separately in other embodiments. Now before new year not too much time on game... ;-)
It sounds like you have many mods running at the same time. Have you tried running only one mod at a time, to see if any crash on its own? I think it will take many hours to find the exact problem. I don't think that my mod is able to crash the game, because it only changes two numbers about age and childbearing. Do you have any mod that changes the user interface? Or, do you have any mod that changes how houses work?
But the error message was every time. Another point - often it's happened when I pushed the building to see the number or age of children, etc. (in 2 out of 3 times with the error exactly pushed on the building).
P.S. Sorry for my English and the possible mistakes in the text. Translated through Google-translate from native language.
P.P.S. If I try again, I will make a screenshot of the error (if it is the same). If different-will put a couple of pieces. But this is not before the beginning of the new year holidays... Merry Christmas and happy New year! ;)
I don't know what you mean by "crash" and "take off". What exactly happens? Does the game stop running and quit to desktop?
But my game start to crash.
Have you tested your mod with other known mods?
For example, like Colonial Charter 1.76 and/or RK Editor's?
I just really like to play with these builds (of course not at the same time), but when I decided to start a new game with CC 1.76 for the test, when approaching the 40-50-year milestone, the game began to take off...
Yes, you may use the picture for my mod, as well.
You can change the icon relatively easily, it's just an image file, but you should contact dcasez directly for his permission, out of courtesy if nothing else. I don't know how to contact him, myself. For my part, you're free to use my numbers, and I'd appreciate it if you give me credit for my part.
One To One Aging Stable Pop With DO
Changes:
float _adultAge = 2.0; // I kept the vanilla default (age 10), one year is one year mod uses 1.2 (age 6)
float _marriageAge = 3; //oyioy value (age 15)
float _marrigeRange = 6.0; //oyioy value (age 30)
float _childMinAge = 2.8; //oyioy value (age 14)
float _childMaxAge = 10.0; //used More stable populations mod value (age 50)
float _maxAge = 13.0; //used More stable populations value (age 65)
float _maxAgeTolerance = 3.0; //used default vanilla for More stable populations to work as intended
float _agePerSecond = 0.0000555554; //oyioy value for 1:1 aging
float _childTerm = 2685.0; //oyioy value for making 1:1 aging work
float _postChildTerm = 654.0; //oyioy value for making 1:1 aging work
float _happinessUpdateInMonths = 1.0; //oyioy value
float _starvingLevel = 20.0; //oyioy value to make starvation death come 11% later, oyioy makes changes to float _foodPerYea and float _hungerLevel but I made those vanilla default
float _educationTimeLength = 4.0; //oyioy uses 7 years, default is 3, I set it to 4 years
int _maxDistanceForWork = 1000; // used oyioy value, default is 2000
int _timeUntilMaxDistanceForWorkInMonths = 3; // oyioy value, default is 6
It sounds like you're doing quite well for someone modding the game for the first time. I'll be interested to hear how your mod turns out.
And he says
float _agePerSecond = 0.0000555554; this means one year is one year, the main change in this mod.
He's also made a lot of other changes that I would have no clue how they impact the game. But all I'm looking for is 2 things; Citizens age at 1 year for every game year and the housing behavior improved. So I could start off making the 3 changes to float _childMaxAge, float _maxAge and float _agePerSecond (increased from 0.000277777 to 0.0000555554). What do you think about that, also how do I compile the mod to test it?
Ok, so, for my changes, you need to go to Citizen.rsc and make the following changes:
float _childMaxAge = 10.0;
float _maxAge = 13.0;
I don't know about the 1 age per year changes. Now that I'm looking at the numbers more closely, you might have to multiply a lot of them by 4. You might want to ask someone who has made a 1 age per year mod.
It's actually very easy to do, if you want to do it yourself. There are tutorials for making mods you can find online, and you only need to change a few numbers for the effects you're asking for.
I'm personally not going to make that mod myself. While it is easy enough to change a few numbers, it is a lot more work to test their effects on the game. This mod, for example, changes only 2 numbers, but required three long days of testing to make sure the game remained balanced and playable. By making the villagers live 4 times as long, you'll also make the testing time at least four times as long to observe long-term effects. That is, if you care about making a mod that's actually good, and not just changing numbers without caring about the consequences.
So, if you want a mod that has both long-lived villagers and improved housing behaviour, I'd encourage you to make it youself and see what happens.
From what I understand, no, because they modify the same file. You can try it anyway, and the game will tell you if there's a conflict.
Good work! +1!