NEW Towns 0.42b patch

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Re: NEW Towns 0.42b patch

Postby kultrva » Tue Mar 20, 2012 10:34 pm

I have no idea what to do then. The download begins immediately for me and it's never asked me for a password.

Sorry I couldn't help you. I'm sure a developer will be of more assistance.
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Re: NEW Towns 0.42b patch

Postby supermalparit » Wed Mar 21, 2012 7:26 am

Hello. For BMT password issues send us an email to:
support (at) townsgame.com

If all is ok we will reset the password.

http://www.townsgame.com/forums/viewtopic.php?f=8&t=668
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Re: NEW Towns 0.42b patch

Postby argobaz » Mon Apr 02, 2012 6:40 pm

Did the mill always require a cow to be build? If not, I wonder why you changed this? I'm asking because I ran into a problem when I started a new town after the .42 patch. Only like 3 cows spawned on the map and not realizing this, I killed them all building my first 3 mills... after wanting to relocate the mills, well there were not cows left, so my whole bread production broke down. Also, I kinda liked the old mill graphic better, but thats just my opinion ^_^
EDIT: my point is that it's a beginners trap and forces you to build a cow farm first, even if you don't plan on eating their delicious meat, for the sole purpose of having them power your mills, which seems strange in my eyes.

Also I found the ghost of the past spawning annoying. Not to say that I dont like the idea, I totally do, but building a graveyard seems pointless to me (except for farming for snickerite armor) because everytime a villager dies someone takes the body to the graveyard where a dozen ghosts would wait and kill the gravedigger. Then another villager would try to come and pick up that body and get kill him/herself. So I went on to create some soldiers everytime someone died to kill of the ghosts, but that was really annoying. So if I may suggest, either set the spawn rate way lower or let each grave only spawn a ghost spawn once and if it is killed, it does not come back.

anyway... love the game... so keep up the good work =)
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Re: NEW Towns 0.42b patch

Postby tom k. » Mon Apr 02, 2012 7:12 pm

If you wait a while more cows should spawn :)
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Re: NEW Towns 0.42b patch

Postby City Builder » Mon Apr 02, 2012 7:25 pm

Image

Personally I think that the new cow in the treadmill Mill design was a brilliant choice. In my opinion, it offers a style that goes quite well with some of the existing artwork and hopefully artwork that they have yet to produce. Just my opinion :P

The old mill to me lacked a clear style. Sure it's not normal to see a cow in a stone tube walking around and around to crush the wheat, however it's comical or whimsical and again (IMO) a brilliant choice and one that I hope they continue to build their games style upon.

I'm really not sure why you think that it's necessary to build a cow farm prior to building a mill. All the player needs to do is simply look around the map and make mental note if there are enough cows to be able to do what they are going to want to build. I *always* take a look around the map, I'm usually looking for surface iron to see if I got lucky with that map generation, however while looking for surface iron, I'm also making a mental note if there are a good supply of livestock, as well as where Froggy's are living. If I get a map that were to only have 3 cows on it, you can bet I'd likely start over if I had planned on building substantial mills and didn't want to wait for them to home grow on the farms.

Anyway, I think it's a little unusual for only 3 cows to generate on a map.

In one of the xml files it has this:
<gen_livingentities>
<add>
<entity>cow</entity>
<qtty>35</qtty>
<pointx>1d200-1</pointx>
<pointy>1d200-1</pointy>
<level>0</level>

Does the qtty indicate the maxiumum amount of cows that can be generated on the map? I've been curious about this prior to the post above about the 3 cows.

Yeah I know it may come across as sounding like I'm harshing but It's not the intent... Gamers, both old or new simply need to take a look at the map before them and see if there is enough livestock just like we look at the maps to see if there is any good clumping of fruit trees before starting to build. If not, either plan to do without, or just generate a new map.
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Re: NEW Towns 0.42b patch

Postby Torgen » Mon Apr 02, 2012 7:47 pm

I *love* the new mill. Just saying.
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Re: NEW Towns 0.42b patch

Postby Odys » Mon Apr 02, 2012 7:52 pm

Torgen wrote:I *love* the new mill. Just saying.

Makes me hell of curious if They add something in this stile in .45
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Re: NEW Towns 0.42b patch

Postby Jontis_00 » Tue Apr 03, 2012 8:27 pm

City Builder wrote:Image

Personally I think that the new cow in the treadmill Mill design was a brilliant choice. In my opinion, it offers a style that goes quite well with some of the existing artwork and hopefully artwork that they have yet to produce. Just my opinion :P

The old mill to me lacked a clear style. Sure it's not normal to see a cow in a stone tube walking around and around to crush the wheat, however it's comical or whimsical and again (IMO) a brilliant choice and one that I hope they continue to build their games style upon.

I'm really not sure why you think that it's necessary to build a cow farm prior to building a mill. All the player needs to do is simply look around the map and make mental note if there are enough cows to be able to do what they are going to want to build. I *always* take a look around the map, I'm usually looking for surface iron to see if I got lucky with that map generation, however while looking for surface iron, I'm also making a mental note if there are a good supply of livestock, as well as where Froggy's are living. If I get a map that were to only have 3 cows on it, you can bet I'd likely start over if I had planned on building substantial mills and didn't want to wait for them to home grow on the farms.

Anyway, I think it's a little unusual for only 3 cows to generate on a map.

In one of the xml files it has this:
<gen_livingentities>
<add>
<entity>cow</entity>
<qtty>35</qtty>
<pointx>1d200-1</pointx>
<pointy>1d200-1</pointy>
<level>0</level>

Does the qtty indicate the maxiumum amount of cows that can be generated on the map? I've been curious about this prior to the post above about the 3 cows.

Yeah I know it may come across as sounding like I'm harshing but It's not the intent... Gamers, both old or new simply need to take a look at the map before them and see if there is enough livestock just like we look at the maps to see if there is any good clumping of fruit trees before starting to build. If not, either plan to do without, or just generate a new map.


<qtty>35</qtty> is a exact amount there will always spawn 35 cows, if the number was max 35 cows it would say <qtty>1d36</qtty> so maybe the cows were hiding?
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Re: NEW Towns 0.42b patch

Postby argobaz » Wed Apr 04, 2012 2:54 pm

tom k. wrote:If you wait a while more cows should spawn :)


I waited a long time but no cows would spawn. Correct me if i'm wrong, but i think no entities will spawn after map generation.

Jontis_00 wrote:<qtty>35</qtty> is a exact amount there will always spawn 35 cows, if the number was max 35 cows it would say <qtty>1d36</qtty> so maybe the cows were hiding?


really? always 35 cows? where they all have gone I can't tell...

City Builder wrote:I'm really not sure why you think that it's necessary to build a cow farm prior to building a mill. All the player needs to do is simply look around the map and make mental note if there are enough cows to be able to do what they are going to want to build. I *always* take a look around the map, I'm usually looking for surface iron to see if I got lucky with that map generation, however while looking for surface iron, I'm also making a mental note if there are a good supply of livestock, as well as where Froggy's are living. If I get a map that were to only have 3 cows on it, you can bet I'd likely start over if I had planned on building substantial mills and didn't want to wait for them to home grow on the farms.


that's why I said that it's a beginners trap... I learned my lesson, so it wont happen to me again, but I think it's frustrating for beginners. It's hard enough to cope with food supplies in the beginning and this will cause even more hardship in my opinion, because wheat production is now intertwined with cow production. Just my thoughts on this topic.
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Re: NEW Towns 0.42b patch

Postby Odys » Wed Apr 04, 2012 3:18 pm

I kinda like that there is certain amount of skill required to play the game. Little difficulty here and there makes it more interesting.
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