BETA : New Medieval Castle : Beta v 0.2a - with Moats and Canals (0.2a bugfix)

Started by RedKetchup, May 23, 2015, 07:36:11 AM

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RedKetchup

BETA : New Medieval Castle : Beta v 0.2a - with Moats and Canals


BETA 0.2a is UP !!!!!

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bugfix 0.2a : Fixed the canal bridge that bugged the merchants and made them 2 tiles width to allow both, citizens and merchants, to pass through.
also fixed the decorative dock : it has now its own icon.

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This beta covers most of the pieces of walls and now with moats and canals.

Walls: Pieces so far:

Medieval Wall - Straight
Medieval Wall - Corner
Medieval Wall - Harrowed
Medieval Wall - End
Medieval Wall - 3-Way
Medieval Wall - 4-Way

Medieval Wall - Double Doors

Medieval Wall - Bridge
Medieval Wall - DrawBridge (2 models rotating with "F" key)

Medieval Wall - Walltower (at 45'  designed to be in a corner - *will do a front one in a future patch)
* Walltowers can act as a barn too !!

Moats: Pieces so far:

Medieval Moat - Empty water
Medieval Moat - Low water
Medieval Moat - High water
Medieval Removal Flat tool

Canals: Pieces so far:

Medieval Canal - Straight
Medieval Canal - Corner
Medieval Canal - End
Medieval Canal - 3-Way
Medieval Canal - 4-Way

Medieval Canal - Dock
Medieval Canal - Fishing Dock
Medieval Canal - Trading Post



If you want to participe to the BETA Phase ? ? ? Follow the green Arrow !

Magic Link will appear once you are logged ON on the forum !!
If you want to download it ....
you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)



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DesoPL

Damn it! I can't really build my viliage when you too fast releasing all this betas etc. :D

assobanana76

as usual.. great job @RedKetchup!!

I will download the mod tonight .. it is on Steam right?

in the end what texture you decided to use for the channel and the moat?
"Medieval Canal - Dock" means that there is a place for fishing but only idling?

I have to figure out whether the wall can stand in my little map in use ..
or if it would take too much space ..
otherwise the next map absolutely medium or even large, considering the new CC!
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

Fellow Villager

boys, i tried to download with opera but nothing...the winrar version it's not good for me

can you upload a non winrar version like the last time??
please i'm struggling to start a new game, and without this i don't want

chillzz

Quote from: Fellow Villager on May 25, 2015, 03:29:13 AM
boys, i tried to download with opera but nothing...the winrar version it's not good for mecan you upload a non winrar version like the last time??please i'm struggling to start a new game, and without this i don't want


Weird.. i'm using Opera only since it's existence and never had any problems!
By the way, .ZIP files can be opened by Windows itself (XP, Vista, 7, 8, 10), Winzip, WinRar and many other programs.

ZIPPED VERSION : https://www.dropbox.com/s/kqrbaqn0wree4oi/newmedievalCastle%20v0.2BETA.zip?dl=0

UNZIPPED VERSION :  *** here comes link in a few minutes, when dropbox is updated ***
https://www.dropbox.com/s/fvrcwhdwvk6fwsd/newmedievalCastle.pkm?dl=0

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Fellow Villager

it's a curse, my friend!
thank as usual, you're my savior :-D
just downloaded

Glenn

Red,

If you look at this quary photo from the new CC it may be a clue on how to deal with your water issue with the moat/canal


http://colonialcharter.com/index.php/forum/welcome-mat/1255-colonial-charter-curse-of-the-golden-llama-1-4?start=80

One can only hope.
Being able to duplicate the games water would be great.

RedKetchup

i know i ve talked about it. but it is just a bug, unfortunatly
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Glenn

Red,

Forgive my ignorance about coding, but if the water glitch in the quarry is a bug doesn't that mean that there is something in the game that caused the water to be replicated when this quarry was built or put in place by the debug mod.

I tend to be somewhat logical about the way things work, which leads me to ask a few questions about this bug.

What if anything is different about the quarry in the latest CC mod?

Is there a new supply link chain that may be causing the bug?

Is the bug intermittent for this person?

Was it a once only event, or did it happen several times?

Perhaps it's a mod load order issue that caused the bug to manifest itself?

If so, what mods are above the new CC in this person's game?

Was the location of the quarry virgin land or had something been done at this location prior to the quarry being built?

If so, what?

I know from my own experience when playing the game that some bugs only appear under certain conditions, with the cause having to be in the coding of the game or mod.

For example, I was experimenting with your canal mod last night – using the debug --  and noticed that if I placed the canal without clearing the ground first then the trees and rocks were left suspended in the air above the canal. I subsequently cleared them using the normal method.

Is this a bug like the water issue in the quarry, or is it simply something in the coding of the canal mod?

To me the fundament questions about the water in the quarry are;

What made it happen, and can it be replicated in another mod?

And how much time is it going to take to try and track down the cause of this bug in the hope of replicating it?

In other words, is it worth the effort when your time could be better spent on other projects?

The answer may well be – yes.

chillzz

the only times i've seen water in a quarry is when it's placed on land that previously was water (river/lake)  before raising with the flatten tool.
Quote from: Glenn on May 25, 2015, 09:26:21 PM
For example, I was experimenting with your canal mod last night – using the debug --  and noticed that if I placed the canal without clearing the ground first then the trees and rocks were left suspended in the air above the canal. I subsequently cleared them using the normal method.
debug mode : enable zero build cost ?
that will 'plop' the building, in this case the canal, instantly without clearing. you have to order labourers to clear afterwards, or do it before. Without that being enabled, the labourers will clear before builders build.


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RedKetchup

no it is not really repeatable. it happends sometimes when a quarry is too near of the water. if you lower down the ground near water, you will see the water is going further than the river or lake really is. and some places, it goes really much further than normally should.
the river/lake coding is hardcoded  when the game generates the physical world or map.
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RedKetchup

but...........

hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....

:-[
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assobanana76

Quote from: RedKetchup on May 26, 2015, 03:06:01 AM
but...........

hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....

:-[
unfortunately I have not had time to download it ..
I hope to do so very soon, and I'll tell you ..

wait .. wait .. I'm going crazy ..
for NMT I signed on Steam ..
for NMC I must DL here the v 0.2 (not Steam?)

and then I have a question ..
If I understand .. your mod "Decorative Items" was divided into CC: CGL (?) and CCDecorativeItemsPack (created by Kralyerg with all items not included)?
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

chillzz

Quote from: RedKetchup on May 26, 2015, 03:06:01 AM
but...........

hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....

:-[


- The digging of moats and canals work great
- Fishing dock in canal is working great
- Trading post in canal, no luck yet :(


is there a special way to connect the river to the canal?

situation i have now :
river - canal with fishing dock and trading port - lake, from lake to river a moat. on the lake i have jamies specialized ports.

the trader boats will not pass the canal, to the NMT Trading port, nor to the specialized trading ports.
the trader will just follow the river, bypassing everything.
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RedKetchup

have a screenshot @chillzz  ? you have put canal till to go in water and you cant add one more ?

@drnad  : i see, gonna go check the bridge.


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i dont feel alot of people testing / interested in the project :S
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