World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on July 02, 2015, 01:35:59 PM

Title: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on July 02, 2015, 01:35:59 PM
Discussions : New Medieval Town v 1.1a.

This new version 1.1 offers a redesign of the toolbar. Except the main toolbar icon, all icons that open a menu have a red square all around. It gives a more visual indication that more thing will open once you click them.

This new version offer the first Medieval Corner Buildings made :

- Medieval Archeology Center : This new building offer a new resource made from stones. The new profession Archeologist studies the stones that have been gathered by your citizens and try to find Archeology Artefacts. These artefacts serve to rebuild some Archeology Restored Sites. For the moment there are only 3 sites, but more to come in future patchs :)
- - Ruins : Rebuild these very old ruins dating from the King Arthur and his proud knights. This Archelogy Restored Site has a decoration purpose.
- - Stonehenge : Rebuild this very ancien Archeology Site and use it as a 'druidic' religion :) You can assign a priest to it, and can provide happiness up to 200 citizens.
- - Abandonned Church : Rebuild and reclaim this very old church and use it as an actual church. You can assign a priest to it and can provide happiness up to 250 citizens.

- Medieval 3 story Hostel : These 3 level Hostels is a new progressive way to host your new nomads and homeless citizens. It can shelter 3 families of 5 people on each level of this big corner house, for a total of 9 families of 5 (45 bannies). you will also find a new icon upgrade on these : the only purpose is to optimize and reduce the graphic to help your computer a little bit. it get rid of all unecessary roofs and other hidden piece. never click on that if you didnt built another story on top of it. This is a part of a new testing feature which can maybe be expanded to all the Medieval Houses if people like it.

- Medieval Pond has changed texture and has now a murky water texture that better suit a pond.

- Medieval Apiary : This original building made by the developper as a mod is now integrated into Medieval Town. The purpose of its integration is to reduce unecessary external mod to provide honey. The graphic is the same as the original, but the number have been tweak to get rid of the overpowered production. it has exactly the same numbers of my Re-Balanced Apiary Mod. You wont be obligated anymore to buy your honey from merchants or use the original mod.
- - A new resource : Mead has been added to the Medieval Tavern. it uses 5 honey per mead, and has the same value as CC Mod.

- Medieval Creamery : I integrated my old dairy mod and is now part of Medieval Town. Even if the design is mostly the same, it has been revamp to fit entirely Medieval Town. The main building is totally compatible with a 2nd floor Medieval House, you wont be able to build a 3rd level though.
- - A new resource : Butter has been added to the Medieval Creamery and its purpose is to make this building compatible with the Colonial Charter Mods :) you will able to use its butter and craft CC recipes.
- - A new Livestock has been created : Milky Cow. These cows will provide milk all along their lives (Cattle dont provide milk) but when they are slaughtered, they will provide a lesser quantity of 'beef' in comparaison to Cattle. They will cost the same price at the livestock merchant. All cow and cattle will have the same texture : black and white.

- Medieval Grain Silos (and Coal Silo) : I also integrated my old Steph's Grain Silos and totally redesigned its graphic a while ago. it uses now the same textures as the Medieval Tavern. The amount of storage has been lowered just a little bit. The Medieval Grain Silo accepts only the food labelled 'Grain'. a Medieval Coal Silo is also offered to store Coal only.

- Medieval Root Cellar : I also integrated my old Pangaea's Root Cellar. It has completly redesigned and can be build now everywhere on the map. it use the same technology as the Medieval Pond and will let a hole in the ground if you remove it. you can always use the Flatten tool to equalize the ground thenafter if needed. The amount of storage has been also lowered but still high capacity. The cellar accept only vegetables and fruits and it is stored underground for better preservation.

- Medieval Barns : is a full set of 4 different sizes of barns. These new barns have a new look and have slightly better capacity. This purpose of this set of barn is to reduce alot the number of barns we see by hundreds all over the maps.
- - Normal Barn : has the same size of the actual barn (5x8) and has a 10,000 weight capacity.
- - Medium Barn : has a size slightly reduced (4x6) and has a 8,000 weight capacity.
- - Small Barn : is shorter and more smaller (3x5) and has a 6,000 weight capacity.
- - Tiny Barn : is very very tiny (2x3) and has 4,000 weight capacity.

- Medieval Grain Vendor : This new market will only sell grains that was previously offered by the fruit vendors. The Medieval Fruit vendor wont sell grain anymore.

- 2 new crops : Barley and Sorghum. Graciously provided by CC Team member, Kralyerg, these 2 favorite new grains will provide a better variety number to that less populated category. The files provided haven't been edited and use exactly the same files as CC:CotGL. so 100% compatible crash free (even if it provide a little red warning in the mod window). These 2 crops (and the files) Have been GENEROUSLY provided by Black Liquid Team, the Creators of Colonial Charter Mods.
- - 2 new recipes have been added to the Medieval Mills in order to make flour with those.
- - 2 new recipes have been also added to the Medieval Tavern in order to make Ale with those. They cost the same as Wheat.

The second part of this huge update is : Medieval Canals.
The Medieval Canal that have been introduced in the beta Medieval Castle has been now integrated as part of Medieval Town. This feature wont be available in Medieval Castle anymore although it will keep the Medieval Moats since it really belongs to it. For the occasion i expanded it alot:

- Medieval Canal : has now 2 different skins. and each set has 3 different sizes : 4 tiles wide (4X) for small towns, 8 tiles wide (8x) for big town, and 6 tiles wide (6X) for intermediate size between the 2 other size. People will also be able to mix them all with the help of 2 'jokers' or 'adaptors' a Canal 6 to 8 and a canal 4 to 6 have been provided.
- - New Medieval Canal set : This set has the same stone texture used in all Medieval Town and fit perfectly with the building provided in this Mod.
- - Old Medieval Canal set : This set has a different stone texture, very similar to the one used in Colonial Charter Mod and fit perfectly with the buildings provided in CC:CotGL.


I hope sincerly that you will enjoy this huge update. It will be also available on Steam in few days, but i am waiting to see if i heard people crashing while applying this update to their saves. As usual, take all the precaution before applying this update :
- Do a special save of your city first. and keep it clear.
- Do a copy of your old version (1.02b) in a safe seperate folder.
- Once that done, apply the patch and launch a new game or load your towns

We are never too careful !

and Enjoy !!!

This mod is available here :
http://worldofbanished.com/index.php?action=downloads;sa=view;down=76


1.1b bugfixes:

- fixed the new and old 4x docks where the storage werent allowed. a paragraph was missing in the UI section.
- fixed medieval tavern where 2 worker were allowed to work but only for 1 spot for a citizen working.
- fixed footprint of stonehedge, should be a bit darker now.



> > > Support Medieval Town development with Paypal Donations < < <
Click here to PayPal Donate. (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=PAEGKKGRNPSZ8&lc=CA&currency_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: way2square2behip on July 02, 2015, 02:06:52 PM
Downloading now... can't wait  :)  Also, thanks for the beta of the Castles and Canals.  I had a lot of fun giving my Llama a home:

(http://i.imgur.com/5AF8wvX.jpg)

(http://i.imgur.com/DuyrMKS.jpg)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:14:30 PM
haha, nice !!!!!!  ;D ;D
its treasures wont be stolen  ;D

i hope you will enjoy the new Medieval Canal system provided with this new 1.1 version :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Gatherer on July 02, 2015, 02:23:41 PM
Idolatry!

;)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 02, 2015, 02:29:21 PM
Quote from: Gatherer on July 02, 2015, 02:23:41 PMIdolatry!

Indeed...  ;D

But Super Cool!  :)


* off to dl NMT...
Title: Re: Discussions : New Medieval Town v 1.1
Post by: GalavanteLantern on July 02, 2015, 02:29:32 PM
I've noticed a slight graphical path issue with the medieval pond.
when placing the pond the foot path [1st image] is within the fences.
this being so when putting a road to it the path is now within the fences instead of outside them, making the building look like it's blocking the road.

It still works just fine, just thought I'd point it out and see if you knew about it.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 02:46:27 PM
@RedKetchup do you have a download link for me?
the one here on WoB redirects to mega.. then nothing due to a 'certificate not valid' error.. :/
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:48:23 PM
Quote from: GalavanteLantern on July 02, 2015, 02:29:32 PM
I've noticed a slight graphical path issue with the medieval pond.
when placing the pond the foot path [1st image] is within the fences.
this being so when putting a road to it the path is now within the fences instead of outside them, making the building look like it's blocking the road.

It still works just fine, just thought I'd point it out and see if you knew about it.

thats the old one, it has been fixed in 1.1

@chillzz : gimme a couple of minute. will upload to OneDrive :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 02:54:19 PM
the upload is in process :) 211MB is long with my low connection ^^
Title: Re: Discussions : New Medieval Town v 1.1
Post by: GalavanteLantern on July 02, 2015, 02:56:44 PM
Okay thank you.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 02:59:11 PM
thanx @RedKetchup   it's a first ever i cannot download something ...



reading what you've done in this version... and in such short time. truly amazing!
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:02:49 PM
Quote from: chillzz on July 02, 2015, 02:59:11 PM
thanx @RedKetchup   it's a first ever i cannot download something ...



reading what you've done in this version... and in such short time. truly amazing!

i pushed alot and very strongly this week to release it.

cant wait to see impressions and to know if someone will crash ^^
( 163mb/211mb uploaded so far )
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 03:11:19 PM
btw, will New Medieval Castle clash with canal from this one? if so i'll disable it for the test, or put it below the new NMT
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:19:53 PM
if you load a saved and canal made with the old ... .you will need to let it there i think.
and if you put NMT first, you will probably get the new ones graphic files.

keep in mind the new ones are in medieval town :)

(sent you a PM with the link)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 03:21:52 PM
most current towns aren't worth saving, as most were testing new mods ;)
but will test with upgrade, then with completely new towns.


Quote from: RedKetchup on July 02, 2015, 03:19:53 PM
(sent you a PM with the link)
it's in now (hopefully without problems..) 

Let's start application-x64 ;)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:25:46 PM
woot.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 03:28:56 PM
first minor notification :
string : New Medieval Town v1.0   should be 1.1 ;)
this came up with loading saved game.. 'new mod version' bla bla.


the actual mod info gives  version 1.1   2nd line : 1 ( 1.0.4)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:35:36 PM
second line is in fact the version of banished 1.04
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 03:39:24 PM
Quote from: RedKetchup on July 02, 2015, 03:35:36 PM
second line is in fact the version od banished 1.04
Doh! excusez moi! as you know it's currently a heat wave in europe.. i blame the sunstroke :P

Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 03:46:19 PM
Quote from: chillzz on July 02, 2015, 03:39:24 PM
Quote from: RedKetchup on July 02, 2015, 03:35:36 PM
second line is in fact the version od banished 1.04
Doh! excusez moi! as you know it's currently a heat wave in europe.. i blame the sunstroke :P

when you go in the mod window it says 1.1
but if you load an old saved game, it will tell you the version the saved game has (1.0) and that line 1.04 (banished)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 04:13:43 PM
Quote from: RedKetchup on July 02, 2015, 03:46:19 PM
when you go in the mod window it says 1.1
but if you load an old saved game, it will tell you the version the saved game has (1.0) and that line 1.04 (banished)
yeah was my stupid mistake  :-[
savegames where a no go.. probably added to many new versions of mods .


LOVE!!! the hostel housing. i thought it would be like a boarding house with multiple families.. but it actually counts as houses.. nice!
like the color variety, some more white then the older houses.


so far so good :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 02, 2015, 04:18:58 PM
I downloaded your mod. No problems!

But there seems to be a small bug, not gamedestroying but annoying. The menues I´ve marked don´d disappear when I once openend them.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 04:24:56 PM
strange never got that bug
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 02, 2015, 04:26:40 PM
i just tried and cannot reproduce the stuck menu @Nilla has.. weird!


@Nilla, can you try switching to a different video renderer (DX 9 or 11 and vice versa)
I've seen graphical glitches vanish by switching modes.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 02, 2015, 04:47:16 PM
Thank you, I did change it and restarted the game and now it works. If it happens again. I´ll tell you.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 04:47:55 PM
Quote from: Nilla on July 02, 2015, 04:47:16 PM
Thank you, I did change it and restarted the game and now it works. If it happens again. I´ll tell you.
k
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 02, 2015, 05:20:18 PM
Sorry to say, but I get that same effect...
What's worse - switching between divX9 and 11 does not do anything...  ???

* I'll wait a bit to see if others have the same thing happen, before I start dismantling my system...  ;)


EDIT
Hmmm... seems this only happens when I back out of an opened menu via ESC... (which I often do when I want to pause the game)... weird  ???
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 02, 2015, 06:01:23 PM
weird. whys that ? i have no idea of 'if ' or 'what-to-do' to fix that :S
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 02, 2015, 06:09:47 PM
Yep, very strange... anyway, Nilla apparently solved it on her side with the divX switch, I found a crutch for now not using ESC...
If we are the only ones, everything is good...  ;)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Funso on July 02, 2015, 11:11:34 PM
Thank you @RedKetchup!  This is wonderful! This game is a great time even without mods, but it's amazing with all the things you and the CC people do.  I really appreciate it!
Title: Re: Discussions : New Medieval Town v 1.1
Post by: DesoPL on July 02, 2015, 11:42:20 PM
QuoteI hope sincerly that you will enjoy this huge update. It will be also available on Steam in few days, but i am waiting to see if i heard people crashing while applying this update to their saves. As usual, take all the precaution before applying this update :
- Do a special save of your city first. and keep it clear.
- Do a copy of your old version (1.02b) in a safe seperate folder.
- Once that done, apply the patch and launch a new game or load your towns

I allready started building my city, so if i make an special save for it, might still work or not?
Title: Re: Discussions : New Medieval Town v 1.1
Post by: pricepay on July 03, 2015, 03:38:47 AM
Tested the mod and I also got the Bug about the Menu getting stuck when I press "Esc"

Ive tried Disabling other mods until NMT is the only one left but still no change.

Divx switch didnt do anything.

Well its not that of a big deal.But I hope it will be fix soon.  :) Anyway Great job and Thank you again Sir Ketchup for this Great Mod. ;D

Im gonna play it now and if i found some other bugs or if the game crashed Ill let you know. ;D
Title: Re: Discussions : New Medieval Town v 1.1
Post by: gerns on July 03, 2015, 08:17:04 AM
i had no problem at all but i started a new game, :) i called it red river valley in honor of red for all his hard work
Title: Re: Discussions : New Medieval Town v 1.1
Post by: michbret on July 03, 2015, 10:42:06 AM
Hello RedKetchup,

Very nice upgrade ! Thanks for all this nice work.

Chillzz was right about the version numbering problem. See the attached capture. This version is called 1.0

Before upgrading to this new version I was playing with a large town and the following mods were in my winData folder (see attached file). Those that are enabled are in bold + italic font.

I encountered no crash when switching to this new version on this big town.


However I have also the same menu bug as described first by Nilla then Paeng and others about remnants parts of the menu icons.

I confirm what Paeng said. It is related to hitting the escape key which doesn't exit the active menu and go directly to the option menu (save, resume, quit, ...)
I tried it in all configuration combinations (Dx9, Dx11, Windowed, Fullscreen) and got it.

Very nice work Red

Thanks a lot

Michel




Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 11:00:19 AM
the window tell you 'your save' is a 1.0 not the new one !!! i think how it is written can confuse people, if i would be the developper i would rephrase my window ^^
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 11:02:43 AM
yeah me too i ve got the bug while hitting ESC.

gonna make 1 more test to see if it conform what i think.
gonna get you back on that if it fix or not, but i have an idea
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 11:34:49 AM
so it didnt fixed it ^^

that wasnt the problem ^^

i thought that was because the 'game' didnt like the 'red ketchup circle' icons system i put in place. and i repainted all white ^^ and the bug still there ^^

:-\ :-X :-[
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 03, 2015, 11:40:37 AM
Quote from: RedKetchup on July 03, 2015, 11:02:43 AMbut i have an idea

I'm so sorry that you have more work with this - and in the end it's maybe one of these %§!"& tiny typos that you can look at a thousand times but still not see it... I'm positive though that you'll squash it  ;)

Title: Re: Discussions : New Medieval Town v 1.1
Post by: DesoPL on July 03, 2015, 11:49:27 AM
Give me few days, and i will show you my city with several small settlements etc. :) All i can said by now is...

(http://www.quickmeme.com/img/be/be121b5083222db005c900544ce4e34af9907bcfa6cf6d2cf1c70f75b5d67b5f.jpg)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 11:56:47 AM
Quote from: Paeng on July 03, 2015, 11:40:37 AM
Quote from: RedKetchup on July 03, 2015, 11:02:43 AMbut i have an idea

I'm so sorry that you have more work with this - and in the end it's maybe one of these %§!"& tiny typos that you can look at a thousand times but still not see it... I'm positive though that you'll squash it  ;)

i dunno, maybe the game doesnt like to have so many level of toolbar in the custom mods
someone tried to reproduce it with CC by opening high level custom toolbars ? i think the decorative toolbar has alot of level of toolbars that open and open and open and go very high
to see if does the same thing ?
Title: Re: Discussions : New Medieval Town v 1.1
Post by: pricepay on July 03, 2015, 11:58:39 AM
hahaha well its no problem when you hit "Esc" the bug will appear even you if you resume it, but when you click other Menus Icon the bug will disappear. Oh and before you click "esc" be sure to click "rk" icon again to close it or it will never disappear.

Hmmm i playing it right now and i found another. Not really a bug but i think a simple error on the graphics. 4x4 canal gates shows road underneath it unlike 6x6 and 8x8
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Gordon Dry on July 03, 2015, 01:19:16 PM
@michbret:

Hey, thanks. This is practically the first time that I see anybody using a mod list done with my batch.

The only difference is that you copied it to a .doc file.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 02:45:15 PM
fixes so far :

- fixed the both 4x gates (Old and New) where we were seeing the bottom stone floor through the gate with specific view angles.
- fixed 4x Corner, End, 3way, 4way in both Old and New set where they werent 'digging' enough all around leaving sometime a mount of ground when placed side of certain pieces like Dock, FishingDoc and Trading post.
- fixed the name of new crop seeds (Barley Seeds and Sorghum Seeds).
- fixed Windmill footprint where it shows a road but cannot be placed on a road.
- fixed the size of the footprint of the 3rd floor of the hostel. there wont be a single 1x1 tile that will be 'open' and get a citizen stuck in that tile.
- fixed the 'default' of the blacksmith. they were in "quality order" , where the worst quality came first. so i changed the order and placed the 3 new at the end of the list :)
- fixed issue with the toolbar menu while pressing [ESC] on the keyboard. Thanks @kralyerg .

Those fixes will be available tonight or tommorow in 1.1a
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 03, 2015, 03:05:51 PM
I have seen one small thing that might cause some rare problems. It's a bit hard to explain. I'll show it in the picture.

It seems like the third floor of the inn, is one square shorter than the total inn. Normally it wouldn't matter, but if you put buildings on the back side of the inn, it will be a closed "free space" I have seen enough, that people get into such spaces, but never find the way out. To prevent this, I would make the third floor one square longer. If you understand what I mean.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 03, 2015, 03:22:35 PM
I just saw one more small thing; the new larger windmill; there´s something wrong with one of the roads. You can not buid it on an existing road. If I turn it, it´s alright.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 03:25:03 PM
yeah i understand what you mean :)

btw, everything i ve tried to fix the 'ESC' bug... and nothing change. when we click on the esc button on the toolbar it doesnt happends (which i always done in this game, never used the 'ESC' Keyboard shortcut ^^) i am wondering if i should not go overwrite it and disable the 'ESC Shortcut' to prevent you to bug your icons ^^
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 03:27:07 PM
Quote from: Nilla on July 03, 2015, 03:22:35 PM
I just saw one more small thing; the new larger windmill; there´s something wrong with one of the roads. You can not buid it on an existing road. If I turn it, it´s alright.

i c

sorry. => fixed :)

edit: i also fixed the placement of the windmill and centered it on its footprint. it was 0,2 tile a bit too much on one side.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 03:53:13 PM
the size of the footprint of the 3rd floor of Medieval Hostel => fixed
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 03, 2015, 03:56:45 PM
This "esc-bug" isn't so bad, if you know why it appears. You don't have to use the esc-button and if you do, it's still no big deal. You can always reload the game and it's gone. (by the way it wasn't the changed Dx9/11 just the restart of the game that fixed it the first time)

I have one more small request , if you are making any changes:

I was a bit surprised that my tools were used so fast, and than I saw the reason; the default settings of the blacksmith is wooden tools. I don't like that. I find it's better to have our usual iron tools as default. If you want something else, you can change it.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 03:58:11 PM
ok, gonna go check :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 03, 2015, 04:02:49 PM
Quote from: pricepay on July 03, 2015, 11:58:39 AMhahaha [...] when you click other Menus Icon the bug will disappear

Dang, we all must be real simpletons... But sorry - your great idea does not work here...   ::)


Quote from: RedKetchup on July 03, 2015, 11:56:47 AMmaybe the game doesnt like to have so many level of toolbar in the custom mods... someone tried to reproduce it with CC by opening high level custom toolbars?

Yep, that was the first thing I did, I went through all multi-level toolbars to see if it happens elsewhere... no such "luck", and no problem with ESC...


Quote from: RedKetchup on July 03, 2015, 03:25:03 PMam wondering if i should not go overwrite it and disable the 'ESC Shortcut'

tehehe... that seems to be pretty hardcore... but if it helps without creating other problems, why not  :)
I agree with Nilla, the ESC bug is not so bad, we just have to wrap our heads around it...

* still, would be nice to know the cause and squash the bugger...  >:(  ;)


Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 04:07:28 PM
yeah me too i wish to find it out ^^
i always made my toolbars always the same way. dont know why now it bugs ^^

if steam people start to bug me on that... i will get mad  :-\


i fixed the 'default' of the blacksmith :) they were in quality order , where the worst quality came first. so i changed the order and placed the 3 new at the end of the list :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 03, 2015, 05:03:45 PM
Quote from: RedKetchup on July 03, 2015, 04:07:28 PM

i fixed the 'default' of the blacksmith :) they were in quality order , where the worst quality came first. so i changed the order and placed the 3 new at the end of the list :)

Thank you, I like that.

Now you will have some peace and quite from me. Its late (02.00) and i will go to sleep. But I warn you; I will continue my game tomorrow, maybe there are some more things i can"complain" about.  ;) :-[ :-\
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 03, 2015, 05:13:26 PM
ok, gnight
Title: Re: Discussions : New Medieval Town v 1.1
Post by: michbret on July 04, 2015, 08:30:39 AM
Quote from: Gordon Dry on July 03, 2015, 01:19:16 PM
@michbret:

Hey, thanks. This is practically the first time that I see anybody using a mod list done with my batch.

The only difference is that you copied it to a .doc file.

Hello Gordon Dry.
I like your little tool so I used it. I converted the output into a .doc file since I wanted to mark (bold and italic) the mods the are really enabled on the saved map.

Regards
Title: Re: Discussions : New Medieval Town v 1.1
Post by: pricepay on July 04, 2015, 08:54:44 AM
Quote from: Paeng on July 03, 2015, 04:02:49 PM
Quote from: pricepay on July 03, 2015, 11:58:39 AMhahaha [...] when you click other Menus Icon the bug will disappear

Dang, we all must be real simpletons... But sorry - your great idea does not work here...   ::)

Well it works fine with me, Im Just suggesting that you can click other menus to get rid of the stuck "RK" icons if you think its too much trouble loading your game again and again, when you accidentally click "esc" and your too lazy too find a solution rather than loading it. Oh, But if you accidentally click esc while "Rk" toolbar is still on/up, you've got no choice but to reload the game. It wont disappear no matter what you do.  :)

Well Im sorry Mr. Paeng for being a Simpleton i just wanted to help.  :-\

PS* English is not my native language. Sorry for the bad Grammar.  ;D
Title: Re: Discussions : New Medieval Town v 1.1
Post by: michbret on July 04, 2015, 09:10:53 AM
Hello Red

Very nice work. I enjoy it a lot.

I think there is a small problem with the bakery footprint. You can build roads into the fenced area.

http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/ (http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/)

I am in the tedious process of avoiding the ESC key. I have put a small box on it so my habits will not send me into this nasty menu problem.

Thanks again for this mod
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 04, 2015, 09:42:56 AM
Quote from: pricepay on July 04, 2015, 08:54:44 AMIm sorry Mr. Paeng for being a Simpleton

Not you... us  ;D

Don't worry about it, bug-hunting tends to set everybody on edge...  ;)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 04, 2015, 03:15:05 PM
Quote from: michbret on July 04, 2015, 09:10:53 AM
I think there is a small problem with the bakery footprint. You can build roads into the fenced area.
That one is intended (supposed to work like that).
the fenced off area is where one could place the 2nd level housing for bakery.


same goes for :
- New Medieval Town Blacksmith (2nd level housing)
- New Medieval Town Tailor (2nd level housing)
- New Medieval Town Tavern (2nd level housing)


As you can see in the attached picture, one could pick the blacksmith 2nd level housing in the menu.
and place it exactly there.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 04, 2015, 05:53:38 PM
I just played a little bit more. I built a canal. It´s the smallest version. I think that´s enough. Even if the boats take all the space, it´s all right with me. (These are giant ships, at least if you consider all they can carry) I live close to an old canal, that connects the east and west coast from Sweden (only used for tourists today) and on some spots, it´s very narrow. I don´t even think that the passenger ships could meet everywhere.

But a few things I can tell: I liked the old version of trading port, with the green ground at the pasture better, than this dirt-colored. I also think I liked the color/structure of the canal better in that old version. Maybe the new wave-pattern looks more like the river at first sight, but I think it looks a bit strange, if you build corners, like my canal. But I know it´s imposssible to build something that looks like the river, but I found the last version a good compromise.

WoB is not WoB without my complains. So I´m sorry, but this archeologist; is he good for anything? Except that his house looks specially nice. Could the artefacts be used fore something? I wish that he at least could earn his own food, if you want to sell them. I know @RedKetchup , you didn´t want to introduce some new very profitable trading good. That´s good. But if the people can´t use the artefacts, at least there should be a little profit to trade with it. As it is; you buy stones for 8, the archeologist finds 2 artefacts wort 4 from each. At least he makes no loss, but still it seems a bit CC-inspired  to me. ;) :-\  Sorry, I´m mean.  :-[  :'( The productivity is quite low and that´s OK, so there will be no big profit, even if the price was 8.

One thing I cannot complain about is the inn! I use them as living space now but that means a lot fake demolishing to form new couples. Or I could complain a bit; I wish they could be used for normal living. They look much too good, just for a boarding house ;)

I also like the new barns, have built three different sizes, (not yet the smallest)


Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 04, 2015, 06:19:10 PM
Quote from: Nilla on July 04, 2015, 05:53:38 PM
So I´m sorry, but this archeologist; is he good for anything? Except that his house looks specially nice. Could the artefacts be used fore something? I wish that he at least could earn his own food, if you want to sell them.
found artifacts can be traded and can be used to build the : ruins, Stonehenge and old/abandoned church.

Quote from: Nilla on July 04, 2015, 05:53:38 PM

One thing I cannot complain about is the inn! I use them as living space now but that means a lot fake demolishing to form new couples. Or I could complain a bit; I wish they could be used for normal living. They look much too good, just for a boarding house ;)

 
yeah it's amazing.. love it too.. have you checked your town hall when building the inn ?  it does count as a real house!





Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 06:40:41 PM
Quote from: michbret on July 04, 2015, 09:10:53 AM
Hello Red

Very nice work. I enjoy it a lot.

I think there is a small problem with the bakery footprint. You can build roads into the fenced area.

http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/ (http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/)

I am in the tedious process of avoiding the ESC key. I have put a small box on it so my habits will not send me into this nasty menu problem.

Thanks again for this mod

the fence area is for your 2nd floor !!!! i ve put a fence there to remind you thats your 'reserved' place for your 2nd floor residence
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 06:55:24 PM
Quote from: Nilla on July 04, 2015, 05:53:38 PM

But a few things I can tell: I liked the old version of trading port, with the green ground at the pasture better, than this dirt-colored. I also think I liked the color/structure of the canal better in that old version. Maybe the new wave-pattern looks more like the river at first sight, but I think it looks a bit strange, if you build corners, like my canal. But I know it´s imposssible to build something that looks like the river, but I found the last version a good compromise.


it is supposely to be green, this is happening because your ground level hasnt been 'leveled to 0' equally.
the thing is i cannot ask to 'flatten' a footprint im exact same time asking to dig underground for the canal ^^
but what i can do is trying to modify my brown footprint.png and get rid the brown dirt that is over the pasture.

also, you can put a dirt road (or stone one if want to pay) over the canal walls to flatten the ground there.


btw ^^ before you find it yourself, i didnt found the magic dummy to tell the game where spawn my livestock when we buying some. for sure they spawn, thats not a problem, but i dont know where the game spawn them ^^ somewhere in the map and they will go for your pastures , it is just , it can take a little bit of time before they arrive (the animation i mean) they will probably have to cross a lake or 2, couple of river, going up 3-4 mountains... but the arrive at your pastures for sure ^^
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 06:58:27 PM
Quote from: Nilla on July 04, 2015, 05:53:38 PM

WoB is not WoB without my complains. So I´m sorry, but this archeologist; is he good for anything? Except that his house looks specially nice. Could the artefacts be used fore something? I wish that he at least could earn his own food, if you want to sell them. I know @RedKetchup , you didn´t want to introduce some new very profitable trading good. That´s good. But if the people can´t use the artefacts, at least there should be a little profit to trade with it. As it is; you buy stones for 8, the archeologist finds 2 artefacts wort 4 from each. At least he makes no loss, but still it seems a bit CC-inspired  to me. ;) :-\  Sorry, I´m mean.  :-[  :'( The productivity is quite low and that´s OK, so there will be no big profit, even if the price was 8.


you can still make abandonned curch or stonehenge !!!! they are very very good use for 'church' system with 200-250 followers.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 10:33:27 PM
Quote from: Nilla on July 03, 2015, 03:56:45 PM
This "esc-bug" isn't so bad, if you know why it appears. You don't have to use the esc-button and if you do, it's still no big deal. You can always reload the game and it's gone. (by the way it wasn't the changed Dx9/11 just the restart of the game that fixed it the first time)

The ESC Bug has been FIXED !!!!!!!!!!

THANKS ALOT to our precious friend @kralyerg  who find out what it bugged :)
THANK YOU my Friend :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 10:45:45 PM
Medieval Town v 1.1a is being uploaded now : on Mega, and OneDrive. once both made, Steam will have its version too :)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 04, 2015, 11:37:40 PM
Medieval Town 1.1a is UP !!!!!!

Steam is up too !!!!!!
http://steamcommunity.com/sharedfiles/filedetails/?id=475534536 (http://steamcommunity.com/sharedfiles/filedetails/?id=475534536)
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 05, 2015, 12:34:45 AM
Quote from: RedKetchup on July 04, 2015, 10:33:27 PMThe ESC Bug has been FIXED !

So? Tell us, what was the cause? Just a tiny typo, or what? Don't let us die stoopid... LOL
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 05, 2015, 01:35:07 AM
i used

bool _autoHotKey = false;
like Luke told me to do at some point when i asked if there is a way to make all my mods link and sit on the same icon provided by another mod which would be at top. and i stayed with that "false" even if his example didnt worked

@kralyerg  tried to change them back to 'true' and it fixed it.

Title: Re: Discussions : New Medieval Town v 1.1
Post by: michbret on July 05, 2015, 02:36:23 AM
Quote from: RedKetchup on July 04, 2015, 06:40:41 PM
Quote from: michbret on July 04, 2015, 09:10:53 AM
Hello Red

Very nice work. I enjoy it a lot.

I think there is a small problem with the bakery footprint. You can build roads into the fenced area.

http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/ (http://images.akamai.steamusercontent.com/ugc/440574362338825469/85B34A18EF3B12914DFCC2FD36D52543D08040D3/)

I am in the tedious process of avoiding the ESC key. I have put a small box on it so my habits will not send me into this nasty menu problem.

Thanks again for this mod

the fence area is for your 2nd floor !!!! i ve put a fence there to remind you thats your 'reserved' place for your 2nd floor residence

@RedKetchup and @chillzz , My apologies ! I forgot this 2nd floor capability.

Thanks for your kind explanations.
Michel
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Paeng on July 05, 2015, 03:29:02 AM
Quote from: RedKetchup on July 05, 2015, 01:35:07 AMbool _autoHotKey = false;

Oh man, that's a little meanie... so easy to miss that one.

Anyway, good that last little little thing is now also perfect!  :D
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 05, 2015, 03:42:21 AM
congrats of fixing the 'esc' thingy :)


all seems good now.. did you remove the upgrade function on the hostel ?
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 05, 2015, 03:44:06 AM
i did for the moment (i hope it wont crash anybody :( cause i ve got 1-2 reports about someone crash asap they built the 'opti' feature. so i need more time to investigate it.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: chillzz on July 05, 2015, 03:48:32 AM
ah okay.. so it was intended :) good! no strange things to report yet at this new game.
i didn't have any crash problems with the upgrade function, so i wonder what it could be

Title: Re: Discussions : New Medieval Town v 1.1
Post by: Agnes53 on July 05, 2015, 04:27:56 AM
Dear Mr Ketchup  :)
I really enjoy this update of your New Medieval Town, but I have a question about it: I have built a Coal Silo next to a coalmine, but no coal is stored in the silo. Why?
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 05, 2015, 04:54:17 AM
   RawMaterialFlags _storageFlags = CoalFuel | Coal;


do you have another external mod that change 'coal' to something else ? like to forbid citizens to use coal for heating, or something ?
check your load order
Title: Re: Discussions : New Medieval Town v 1.1
Post by: DesoPL on July 05, 2015, 05:05:09 AM
This patch didin't make conflict with save games? I mean crashes etc.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Agnes53 on July 05, 2015, 05:23:28 AM
Well, I use the Monastery mod, which uses coal as a material. Could it be this that makes the coal don´t stored in the silo?
Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 05, 2015, 06:49:29 AM
the problem with coal as material, if i ask to allow storage of "material"... do you know everything that has been tag 'material' ? everything that isnt 'coal' will be stored inside ?

thats the only mod you use ? dont you use CC:CotGL ?
if thats the only mod, i suggest you to use the monestary original :)

or use the silo version 'provided by CC members' or simple, dont use the coal silo of NMT :) there are hundreds of things you still can use :)

but overall , i am sorry ><  :'(
i cannot do much for it. not my fault if coal has been turn into 'material' at some point  :'(
Title: Re: Discussions : New Medieval Town v 1.1
Post by: kralyerg on July 05, 2015, 07:01:28 AM
I had forgotten about that, but the Coal Silo should still work with CC, just not 100% as intended.

The Coal in CC still has the CoalFuel flag, and the New Medieval Coal Silo has the CoalFuel storage flag, so it should still store Coal. 

It's just that in CC, many other things also have the CoalFuel flag, so the Coal Silo will store them also.  It won't be just a Coal specific storage, it will store anything that CC has marked as "Materials", including Coal.
Title: Re: Discussions : New Medieval Town v 1.1
Post by: Nilla on July 05, 2015, 08:47:38 AM
Quoteit is supposely to be green, this is happening because your ground level hasnt been 'leveled to 0' equally.
the thing is i cannot ask to 'flatten' a footprint im exact same time asking to dig underground for the canal ^^
but what i can do is trying to modify my brown footprint.png and get rid the brown dirt that is over the pasture.

also, you can put a dirt road (or stone one if want to pay) over the canal walls to flatten the ground there.


Thanks again for the information, @RedKetchup , you're the best. I rebuilt that part of the canal, also rebuilt my mistakes. 

When you know these things, it's no problem. It's not difficult to level the ground before you build a trading port. The trick with roads on the canal side doesn't work at the port, so I will always level the ground at the spot where I intend to build one. Looks much nicer this way!!!

Also thanks for the answers about the archeologist. I will try one (ore more) of these ruins. But I would still prefere, if the price was a bit higher, if you want to sell the artifacts.



Title: Re: Discussions : New Medieval Town v 1.1
Post by: RedKetchup on July 05, 2015, 10:54:03 AM
hehe
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: chillzz on July 05, 2015, 11:05:06 AM
i actually noticed you took care of the quays of the tradepost too.. able to build roads there now too. :D
nice!
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 05, 2015, 11:21:21 AM
in the incoming fixes :

- fixed the new and old 4x docks where the storage werent allowed. a paragraph was missing in the UI section.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Dookie on July 05, 2015, 12:57:03 PM
@Nilla
I tried to explain that the archaeologist would be another building you have to shut on and off, and yet another "advanced resource" that doesn't get consumed by the citizens automatically.  Nobody had any comment on my observation about it at the time when @RedKetchup was still making it.  Everyone just commented on the looks of the Ruins instead.  The best I could do was convince him not to make the Ruins too artifact expensive.

btw, the new version is working well with no problems with saves or crashes, but I haven't used the canals much yet.  I will probably play some today.  Thanks for the updates.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Nilla on July 05, 2015, 01:22:39 PM
Quote from: RedKetchup on July 05, 2015, 10:54:03 AM
hehe

Hehe, no need to laugh, that part was under construction, now it looks as it should. :)

One small suggestion for the next upgrade; just to increase the possibilities to make a good looking canal-end: Look at the picture and the two bridges to the other side of the stream. It would have been nice, if it was possible to build just the canal wall (without canal) on that spot where the stone road is.

I've built a ruin church. It's quite amazing, you could even peep through the broken roof inside the church. ;) Good job!
But I know, I'm nagging; maybe I will build another one of the ruins, but what's than? No need for the archaeologist anymore. I find that's a pity. I like the building.

Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 05, 2015, 01:31:35 PM
i ll keep the idea in mind

but why you didnt gone 2-3 tiles further where you ve got a nice clear straight shot at the river ?, you could put a nice gate in there too to 'finish' it ?
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Nilla on July 05, 2015, 01:38:57 PM
Yes, you're right. It would have been better. But now it is like it is. I'm not very keen on rebuilding it once more.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: way2square2behip on July 05, 2015, 02:17:34 PM
Quote from: RedKetchupThis feature wont be available in Medieval Castle anymore although it will keep the Medieval Moats since it really belongs to it.

I missed this point about moats the first time I read the 1.1 highlights.  As a result, I couldn't figure out where they went :)  I'm fine where ever you keep them, but they don't necessarily have to go with castles.  I've found this function somewhat versatile and use it to add water to other scenes.  For example, I like what it added to the following llama setting:

(http://i.imgur.com/dNDfIdC.jpg)

(http://i.imgur.com/NnSnfPr.jpg)       
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: chillzz on July 05, 2015, 04:22:22 PM
don't know if it's related to NMT 1.1 or it's a SRS 'feature' :


- Merchant submerged
  merchant boat works perfectly in the canal (6) + joker (6 > 8 and perfectly docks tradingport (8, old NMT stone) then disapears when icon shows up. only merchant + peddles are showing.  after trading / dismiss boat is visible again :)


- Vendor 'General Store'
  with full cart from storage to the store, regular vendor animation with full cart.
  when returning from store, cart is empty, turned quarter counter-clock wise.. and look like it's being swung by the vendor.
sort of gymnast twirling .. looks very funny :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 05, 2015, 10:57:21 PM
both are graphical bug that always been there since the launch of this game.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: chillzz on July 06, 2015, 03:04:02 AM
yes, i thought as much.. however never seen it before ( the wheel barrel cartwheels  by vendor)
probably too busy with other things while playing ;)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Turis on July 06, 2015, 03:33:36 AM
Are you planning to make all buildings upgradable starting from logs, wood(Same textures as the new barns), stone, then the current textures, and, finally, bricks(Just to mention all options)? Well, I'm only interested in buildings made with logs and wood planks. Perhaps, could you create a lumberyard with the carpenter profession to make wood planks out of logs? Just wondering if you would do this.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 06:27:22 AM
so many possibilities :) thx for the reply :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: bubbamcgee on July 06, 2015, 01:25:39 PM
@RedKetchup There appears to be a graphical bug with the 3rd story of the hostel.  Notice in the pic attached that the third story has mismatched coloration compared to the 1st and 2nd story.  I have tried exiting, restarting the game and the colors stay the same.  I have also plopped a couple of other 1,2 & 3 story hostels with the same issue.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 06, 2015, 03:08:17 PM
yeah it is a problem of lighning / light i didnt found they way to fix it.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Navarian on July 06, 2015, 05:36:38 PM
I actually thought the slight discoloration on the building was a shadow effect and like it!
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: bubbamcgee on July 07, 2015, 06:04:08 AM
The slight discoloration (shadow effect) looks fine as long as it matched the faces of the other floors.  Right now, it looks like the local town painters didn't color match their paints before throwing it up on the building.  :o  Oh well!  The building still looks great!
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 07, 2015, 10:43:55 AM
it is because i made all 3 story together ontop of each other, to make sure they perfectly fit and embricate in one of each other.
but, since the door for 3rd level was on the other side, 90 degres, i ve got to rotate it 90 degre.

cause i wanted the footprint of that story, 1x6, like all the other one. to keep it there, the footprint wouldnt have been in same way the other and being 6x1 instead of 1x6
so i rotated it 90 degres, but the lightning/shadow didnt follow :S
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: DesoPL on July 07, 2015, 12:40:56 PM
Ketchup might you do an corner shops like you do allready archeology center and hostels? This might be nice seen them. :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 07, 2015, 12:52:32 PM
at some point :) but not 'now' in vacations ^^
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Prof_Kurimuzon on July 08, 2015, 03:20:25 AM
EDIT: When I downloaded the mod, it renamed the file to newmedievaltown (1).pkm , which seems to have been what was causing the failure to load. Sorry for posting before checking everything. That aside, this mod is absolutely amazing, thank you, RedKetchup.

This mod looks amazing, and I can not wait to try it out! This mod works with CotGL, am I correct? (judging by all the images people are posting of this mod and Colonial Charter: CotGL working together) I have had a problem that prevents me from playing your modification:

The "New Medieval Town" tab doesn't appear in the in-game menu at all (the building menu, not the mod load order menu). I start a new town, the game loads perfectly, Colonial Charter works fine, New Medieval Castle works fine, New Medieval Town doesn't show up.  :-\  :'(

Load order is as follows:
New Medieval Castle BETA 0.2a
New Medieval Town Version 1.1a
Colonial Charter: Curse of the Golden Llama Version 1.43 (1.0.4)

Uh, could you help, by chance? Do you know what stupid mistake I have made?
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: Nilla on July 08, 2015, 06:01:16 AM
Are you sure you renamed the file proper and took away not only the (1) but also the empty space before the ( ?

I remember I made that mistake once and nothing worked.

That's the only thing I can think of.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 06:19:17 AM
glad you resolved the problem :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 03:34:42 PM
well... in next major patch i think there will be alot of changing in the houses :)

just finally learned how to do a semi transparent texture :)
for like my flowers, which have like 6,000 polygons, or i dunno how many it has exactly, i know it is still huge.......

i will able to make 1 plane, 0' thick with 1 semi transparent .png applied to it as texture (1 rectangle)
so 2 polygone for a bac of flowers... instead of 6000 lol

multiplied by 2-3-4 bac per models lol
HUGE

in the screenshot, you can see the difference. somewhere on the ground in front of the house, you see flowers there ... thats my flat plane with my special texture :)
i just need to make it a bit better and no one will see any difference :)


Thanks to ShockPuppet who helped me alot !
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 03:42:26 PM
in this screenshot, you can see all the 'white lines' thats all the polygones :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 08, 2015, 03:58:50 PM
HA!  ;D

who see a difference ??

my .pkm for just that hobbit house passed from 2.45MB to only 1.12MB
LOL
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: michbret on July 09, 2015, 10:53:29 AM
Great

That's a very efficient way to render. It improves the size and will certainly boost performance
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 09, 2015, 12:15:45 PM
the sad news... i will have to redo everything LOL.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: DesoPL on July 12, 2015, 06:30:51 AM
Red might be possible to make an option for castle wall bridge, to build close to canals?

(http://images.akamai.steamusercontent.com/ugc/458589449823728907/2FF1A443669F0EF61B1116EBC6B0CB10363A4911/)

Option to building this bridges under the canals, might be nice. :)
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 12, 2015, 11:12:56 AM
we never can build something on top, same tiles, as something else :(
the only way to go around that, you would need a version of that bridge ... with the canal already included in the graphic.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: DesoPL on July 14, 2015, 04:51:27 AM
That's bad, because this might look well. Especially when i starting building an castle walls, and canals are at some points an disatvange.
Title: Re: Discussions : New Medieval Town v 1.1a
Post by: RedKetchup on July 14, 2015, 11:06:17 AM
yeah i agree. will see what i can do ... when i ll be back to make some work :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 05:28:53 AM
1.1b has been uploaded on Mega and OneDrive

- fixed the new and old 4x docks where the storage werent allowed. a paragraph was missing in the UI section.
- fixed medieval tavern where 2 worker were allowed to work but only for 1 spot for a citizen working.
- fixed footprint of stonehedge, should be a bit darker now.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 18, 2015, 06:55:19 AM
Red are you consider make an new medieval chapel like you did before, the wooden chapel? But compared to your mod. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 07:45:41 AM
i can do :P
but need to be retextured cause it is a stolen mesh from warcraft and it use world of warcraft textures.

it needs to look so different, they wouldnt notice it :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on July 18, 2015, 08:48:28 AM
Uploaded the latest version of NMT.

The tavern fix will not affect existing taverns; even with two brewers, only one of them at a time will work. Existing taverns must be razed and rebuilt.

Test of one rebuilt NMT tavern. Five existing taverns, average production of 378. One single rebuilt tavern, production 760.

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 10:18:29 AM
sweet :) so it is fixed :)
sorry about that. thats something i forgot.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 10:20:56 AM
Quote from: DesoPL on July 18, 2015, 06:55:19 AM
Red are you consider make an new medieval chapel like you did before, the wooden chapel? But compared to your mod. :)

it is being rebuild presently. i have to redo it completly, it wasnt modifiable.
not finished yet, but thats a preview. i hope you like the colors :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on July 18, 2015, 12:43:57 PM
Very nice! I really like the windows tilted outwards.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 18, 2015, 01:11:39 PM
yeah that was a feature they made to it :)
i copied most possible when i redid it :)

i will release it as a stand alone Mod in wait it will be integrated to NMT :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 18, 2015, 01:15:13 PM
I agree looks great! The only thing i wonder, if recolors might be possible, like in CC was two versions? I don't mind about chapel, because CC provided good models.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 19, 2015, 03:28:18 PM
me too i provide good models :)



Whats about this thing ?  ;D
(not finished yet)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 19, 2015, 09:11:32 PM
Lighthouse you said? Nice. :)

Also what about previous models you posted here?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: pricepay on July 19, 2015, 11:27:11 PM
Wow, that lighthouse looks great.  I specially like the way it looks worn out by the weather. Its Not too clean and a little bit dirty making it more realistic.  :D

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on July 20, 2015, 12:24:29 PM
Beautiful models, Red (Lighthouse and Little Chapel). However the Little Chapel (as published on Steam) appears to conflict with CC:CoGL (Parish house ?).

I really like your work. Thanks a lot for giving a new life to this game.

Salutations

Michel
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 20, 2015, 12:31:17 PM
Quote from: michbret on July 20, 2015, 12:24:29 PM
Beautiful models, Red (Lighthouse and Little Chapel). However the Little Chapel (as published on Steam) appears to conflict with CC:CoGL (Parish house ?).

I really like your work. Thanks a lot for giving a new life to this game.

Salutations

Michel

can you click on the little " - " button in mod window and tell me what of little chapel is in conflict ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on July 20, 2015, 12:58:09 PM
Hello Red,

Some Screen capture below.

http://images.akamai.steamusercontent.com/ugc/439449889355997677/6E0B68CEEACFBCFE691D68EAB4BA69C46B9993AF/
http://images.akamai.steamusercontent.com/ugc/439449889355997953/C7BE6B576EA16F54787B0183F2B5B71BCEF1A1A8/
http://images.akamai.steamusercontent.com/ugc/439449889355998202/5AB947FED7C8CEFFEA51756C6E3A5A75DAB10550/
http://images.akamai.steamusercontent.com/ugc/439449889355998740/00687EA900CAE7260D5466553B1CDBBB42BE321F/

Regards

Michel
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 20, 2015, 02:00:26 PM
i see. thanks you. gonna try to make a version CC compatible :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 20, 2015, 02:42:34 PM
i think the light house will end up... too much .. impressive !
too big :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 29, 2015, 04:11:21 AM
Did the castle walls mod are outside mod or castle walls are in last NMT?

And corner walls we need.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 29, 2015, 05:33:36 AM
no, castle walls arent in New Medieval Town.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 29, 2015, 08:59:36 PM
It makes sense them to seperate castle walls and NMT?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 30, 2015, 05:23:00 AM
because most people dont want them, and seems the facts to be integrated inside = the file is bigger and they dont like it if it has features they dont want to use.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 30, 2015, 07:52:59 AM
So maybe little update to this walls mod? I mean here deleting old cannals and adding corner wall and guard tower?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on July 30, 2015, 12:43:44 PM
will do after summer, but what you mean by corner walls ? there were already corners inside ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on July 30, 2015, 08:56:50 PM
Oh my bad! I mispelled... I mean castle wall diagonal like they add in CC fences diagonal.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on August 10, 2015, 08:09:40 AM
Quote from: RedKetchup on July 20, 2015, 02:42:34 PM
i think the light house will end up... too much .. impressive !
too big :P

I had missed this masterpiece !!  :o ;D
great job!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 16, 2015, 03:49:08 AM
i just made a little test tonight, medieval house, floor 1 model 1 :)

i redid the final product , once 100% built (didnt touch the building process build_01 and build_02) just the final one...

the 3d mesh passed from 10,386 polys to ...... 818 polys only

thats 7.876% of the original
LOL
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on August 16, 2015, 04:23:43 AM
I guess this result is worth a fix for the next release, it will be much smaller in total file size with more content...
And it will make the game perform much better, especially in bigger settlements.

That is great news.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 16, 2015, 04:26:02 AM
Quote from: Gordon Dry on August 16, 2015, 04:23:43 AM
And it will make the game perform much better, especially in bigger settlements.

you will able to build 10-12 houses for the CPU LOAD price of 1 ^^
1000 houses for the price of 100 ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on August 16, 2015, 09:54:47 AM
I really love you for just continuing and learning.

Some modders (on every game out there) just create something good, slap on their shoulder and rest on their laurels.

And that's it, they never fix bugs, never upgrade to fit to patches, never put requested features in and so on.

Plus - a conspicuously high percentage of these modders complain they got health issues.
This could be correct in some cases, but I guess in many cases they just say so, for real they're lazy and give up.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on August 16, 2015, 12:03:03 PM
Quote from: RedKetchup on August 16, 2015, 04:26:02 AM1000 houses for the price of 100

:o  That's big savings... wow!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on August 16, 2015, 12:22:31 PM
You is incredible, @RedKetchup  ;D Speaking as one whose computer slows to a crawl at high populations, I am beyond happy at anything that will help speed things up.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 26, 2015, 04:54:01 AM
Hello :)

i am gonna start to work back on this and start to slowly make NMT2.0 :)

tonight i made floor 1 model 2. Originally the model had 13,694 poly ^^ now it has 1,156 poly , only :)
i also tested and started a fire to see how it goes : didnt crashed... house lost the roof. could been better but overall i am happy with it :)
note i never tested the old model with fire lol so i cannot compare ^^

btw also, i noticed something....
and it  gave my an idea about the water of the canals  ;D
i ll retalk of this when i ll be there if i made my idea working :)

tommorow night i ll try to make 3-4 models and start to process them all :)

so overall:
floor 1 model 1 : from 10,386 polys to ...... 818 polys only
floor 1 model 2 : from 13,694 polys to ... 1,156 poly , only
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on August 26, 2015, 05:06:49 AM
Sounds good.

Did you share your performance tuning ideas with the CC devs and perhaps also with the FM devs?
I just wonder who got which level of dev skills...  ;D

And finally everybody would profit from these kind of tweaks.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 26, 2015, 05:13:23 AM
Quote from: Gordon Dry on August 26, 2015, 05:06:49 AM
I just wonder who got which level of dev skills...  ;D

for sure ShockPuppet has alot more of skill than i have in 3D. by far
Kralyerg has lot of more skill than i have in coding mod. by far

by integrating both... i am maybe less far overall :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 26, 2015, 06:01:49 AM
ha ha !  ;D

i was gone to sleep but .... it was too much stronger than my will...... i ve got to get up and try what my brain discovered ^^

i can announce that my canals... the water of my canals..... in NMT 2.0 ... wont freeze anymore in winter lol
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on August 26, 2015, 06:17:28 AM
@RedKetchup very nice indeed!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: rkelly17 on August 26, 2015, 07:15:58 AM
Holy heated canals, Batman! These wonderful creations don't require firewood to run the heaters, do they?  ;D

But where are the citizens going to ice skate in the Winter?  ;D  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 26, 2015, 12:21:09 PM
YAAAY! :D

Also RK if i may ask. I remember you maked long time ago mod where is added library. Can you make new model for that building?

Same here for Collage you maked also.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 26, 2015, 04:27:31 PM
library is already in, no ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 26, 2015, 09:30:49 PM
Yep it is, but i mean for old one long before NMT. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 27, 2015, 01:03:24 AM
ok. maybe. no promises :)
remind it to me later :)


floor 1 model 3 got on my nerves tonight, 1 little wall was refusing to show up in game. took me 1 hour more than expected.
stats:  from 10,928 poly to 1,159 poly (was lower but 1 cardboard wall was refusing to show)

floor 1 model 4 : from 11,014 to 1,208 poly.
floor 1 model 5 : from 10,991 to 1,177 poly.
floor 1 model 6 : from 10,770 to 1,080 poly.

Edit : all floor 1 made.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on August 27, 2015, 03:10:42 AM
Of cause there is a library in the NMT-mod!

I just checked it for sure in my latest bug-town.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 27, 2015, 04:17:07 AM
i think what Deso wants.... is a new skins for the old standalone mods and new releases as standalone.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on August 27, 2015, 09:21:48 AM
I can't wait to see what kind of impact the lower poly counts will make on the speed of my game. Imagine....@RedKetchup houses stretched as far as the eye can see!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 27, 2015, 09:22:05 AM
Quote from: RedKetchup on August 27, 2015, 04:17:07 AM
i think what Deso wants.... is a new skins for the old standalone mods and new releases as standalone.

Yep that i mean, my bad. >.<

Also about new NMT 2.0 Any chances you might create buildings which might increase happines? And i do not mean like taverns etc.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on August 27, 2015, 03:20:13 PM
happiness like in brothel  ;D ;D ;D ;D ;D ;D ;D just kidding
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 27, 2015, 06:27:33 PM
Quote from: DesoPL on August 27, 2015, 09:22:05 AM
Quote from: RedKetchup on August 27, 2015, 04:17:07 AM
i think what Deso wants.... is a new skins for the old standalone mods and new releases as standalone.

Yep that i mean, my bad. >.<

Also about new NMT 2.0 Any chances you might create buildings which might increase happines? And i do not mean like taverns etc.

there is a ton of buildings in NMT that increase 'passively' happiness... but not sure it works or it is just powder in the eyes ^^
i ll try to check that
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 28, 2015, 01:28:31 AM
so after the 6th model of my 1st floor house.....
i did the Floor 2 model 1 and model 2. Since the design was quite different (stucco with crossed wood pieces) i've got to take time to figure out how i would proceed ^^
and i ended up to use same new technic i use now for my flowers and applied it to my wooden cross patterns :) as you can see in my ingame screenshot... thats magic   ;D

Floor 2 model 1 : from 7,398 poly down to 908 poly only ^^ <= edit : with the new push : 806 poly
Floor 2 model 2 : from 7,522 poly down to 957 poly only :) <= edit : with the new push : 853 poly
Floor 2 model 3 : from 13,938 poly down to 1486 poly. <= edit : with the new push : 1390 poly
Floor 2 model 4 : from 11,642 poly down to 2044 poly /shrug on that one. <= edit : with the new push : 1662 poly

edit
Floor 2 model 5 : from 11,266 poly down to 1205 poly.
Floor 2 model 6 : from 11,676 poly down to 1124 poly.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 28, 2015, 07:28:36 AM
Quote from: RedKetchup on August 27, 2015, 06:27:33 PM
Quote from: DesoPL on August 27, 2015, 09:22:05 AM
Quote from: RedKetchup on August 27, 2015, 04:17:07 AM
i think what Deso wants.... is a new skins for the old standalone mods and new releases as standalone.

Yep that i mean, my bad. >.<

Also about new NMT 2.0 Any chances you might create buildings which might increase happines? And i do not mean like taverns etc.

there is a ton of buildings in NMT that increase 'passively' happiness... but not sure it works or it is just powder in the eyes ^^
i ll try to check that

My problem about that, i wish it might be some diffrences you know. :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 28, 2015, 07:55:29 AM
this is the code from the tavern :


HappinessDescription happiness
{
HappinessType _happinessType = Entertainment;
bool _requireWorker = true;
bool _requireStorage = true;
RawMaterialFlags _requiredTypes = Alcohol;
int _idleRange = 3;
}



the problem i forsee is the RawMaterialFlags _requiredTypes =
you cannot put 1 single item like... = RawMaterialBook or RawMaterialYogurt
it exist very few material flags. you can say = Textile or Fuel maybe Protein or Vegetable ... but it is all very wide and general
and you cannot create new ones like 'Dairy'
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 30, 2015, 12:19:33 AM
mwahaha i am pushing the reduction again abit more further ^^
and all the magic still working great  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on August 30, 2015, 05:08:35 AM
I have no experience of graphic computer design/programming/modding but it seems to be a really great job. I see no difference! :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 30, 2015, 05:17:15 AM
Quote from: Nilla on August 30, 2015, 05:08:35 AM
I have no experience of graphic computer design/programming/modding but it seems to be a really great job. I see no difference! :)

hehe nor me !!!!!!
bah just a little little bit ....

but totally worth it ^^

i just finished floor 2 model 5 :) and i am very happy of all work done so far :) and all the work i ve done tonight. The file is shrinking in front of my eyes ^^
1 more model and then the 3rd floor and all the shops & commercials to go.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 30, 2015, 10:11:31 PM
hehe it is still long to do ^^

but the good thing is : i promised 2.0 this fall 2015 so : between sept 21 and dec 21 2015.
i still have alot of time left to respect my promise ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 31, 2015, 07:49:18 AM
i worked alot again tonight :)
i can say : the file is shrinking alot.

about the 3-floor houses part, at begining the file was 57MB , just for the houses... now it is 21MB and i am expecting to get down about 12-15MB
with all this space saved on the houses part i will maybe can offer 2-3 models of textures :) which will offer double and triple different look :)
i can maybe offer 1 set with the old bricks and one in wood :) and i can maybe change the texture of the roof for those extra model :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on August 31, 2015, 08:16:12 AM
It's your decision.

I don't have a problem with a mod that is several hundred megabytes.

So if you make it smaller AND with more variations this is the best.

If you end with the same size but 3x the model variations and 3x the textures it's also okay for me.
But then you should split the submenus to have only one kind of texturing inside a submenu branch but the same models so the player does not have to press "F" 15 times  :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 31, 2015, 08:26:44 AM
Both for me looks good, but it's up to you.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on August 31, 2015, 08:52:21 AM
I like the variant where the lower portion is old brick and the upper stays with the white stucco...

For variation my biggest wish is for different roof textures... not necessarily very colorful, but different types... like a grey-ish slate, and maybe even another thatch, to stay close to the Banished theme...  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 31, 2015, 09:25:00 AM
i think i can get 3 variation and be still smaller than original size :) ( i mean for the 3-story part )

also i took certain decisions: some buildings wont come back like the hunter hut.
tavern, clothier and blacksmith, bakery with their personalized 2-floor : they will be redesigned to fit the theme and being compatible with 2nd floors (so no more personalized 2nd floor)
the mod evolved alot since i made those and the mod took a specific direction. those old graphics doesnt fit anymore.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 31, 2015, 09:48:44 AM
I hope that hunter houses will remain, they are fine. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 31, 2015, 10:01:14 AM
Quote from: DesoPL on August 31, 2015, 09:48:44 AM
I hope that hunter houses will remain, they are fine. :)

maybe as a stand alone.....
but the way i was doing things back in time doesnt fit anymore as a whole
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on August 31, 2015, 10:31:36 AM
Well right now i am curious, what new stuff will add in 2.0? :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on August 31, 2015, 03:24:49 PM
hi red, how are you?

i'm playing with NMT, and i'm wandering if dentist is overpowered...it gives health with no cost....
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on August 31, 2015, 05:52:43 PM
what ? you are telling me there is a dentist that finally do his job ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: kee on September 01, 2015, 01:20:05 AM
A dentists job is to leave a bigger hole in your wallet than in your tooth.
As for things being unbalanced I doubt that having the doc. in the city centre is good medicine regardless- this will mean a higher risk of catching a nasty for the banishims.
One thing that is a bit unbalanced though is the trade value of seedlings in one of rk's other mods- a slow, steady production with no factors in yield a trade value of 8 per seedling.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 01, 2015, 01:35:45 AM
Quote from: kee on September 01, 2015, 01:20:05 AM
A dentists job is to leave a bigger hole in your wallet than in your tooth.
As for things being unbalanced I doubt that having the doc. in the city centre is good medicine regardless- this will mean a higher risk of catching a nasty for the banishims.
One thing that is a bit unbalanced though is the trade value of seedlings in one of rk's other mods- a slow, steady production with no factors in yield a trade value of 8 per seedling.

yeah :S i was really inexperimented back ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on September 01, 2015, 01:51:17 AM
oh yes, my dentist work...so how it works 'precisely?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 01, 2015, 03:25:39 AM
exactly the same way as the BathHouse :)

HappinessDescription happiness
{
   HappinessType _happinessType = Health;
   bool _requireWorker = true;
   int _idleRange = 1;
}

which is same as the apothecary minus the item requirement.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 01, 2015, 03:30:51 AM
Btw: i completly finished the 2 first floor , i did do 2 more passes to optimize (windows and doors) and...

i just saw my 'house file' drop to 18.3 MB !!!! and still have to do everything about floor 3. i am extremly happy about that number. it is even more than i expected.
i cant wait to see the floor 3 optimized and see if i will go below my 12-15MB i was expecting :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on September 01, 2015, 04:14:19 AM
oh, so it gives happiness not health.
maybe health increased cause i bought grain
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 01, 2015, 05:04:18 AM
wait.. wait.. wait..
I missed something in these two weeks off?
are you already working on 2.0?  :o
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 01, 2015, 05:29:43 AM
Quote from: assobanana76 on September 01, 2015, 05:04:18 AM
wait.. wait.. wait..
I missed something in these two weeks off?
are you already working on 2.0?  :o

i am just preparing the mod for the next huge update 2.0 :)


Quote from: Fellow Villager on September 01, 2015, 04:14:19 AM
oh, so it gives happiness not health.
maybe health increased cause i bought grain

these functions are very obscur ^^ we dont know exactly how it works and what it really gives ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 01, 2015, 05:53:48 AM
Quote from: RedKetchup on September 01, 2015, 05:29:43 AM
Quote from: assobanana76 on September 01, 2015, 05:04:18 AM
wait.. wait.. wait..
I missed something in these two weeks off?
are you already working on 2.0?  :o

i am just preparing the mod for the next huge update 2.0 :)

"huge"?? oh my God!! ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 01, 2015, 12:24:10 PM
Quote from: assobanana76 on September 01, 2015, 05:53:48 AM"huge"?? oh my God!

I presume you mean "Huge? Oh, so good!"... Right?
:P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 02, 2015, 12:43:13 AM
Quote from: Paeng on September 01, 2015, 12:24:10 PM
Quote from: assobanana76 on September 01, 2015, 05:53:48 AM"huge"?? oh my God!

I presume you mean "Huge? Oh, so good!"... Right?
:P
no! it is really "oh my god" !!  ;D
Yesterday I finally managed to open CC 1.5 and already scared me to the thousands of new things created!
Red now will make another huge mod!
probably I am able to dine in the meantime that Banished opens!  ;D
but you're right .. even "so good!!!!"
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 02, 2015, 02:27:25 AM
i didnt worked alot tonight, i was more tired than usual...
i only mange to fix the floor 3 model 1 and lost another 2MB lol

'huge upgrade' will entirely depends on how many space i will save with my very low poly change, i should offer 3x more model/textures on the houses.
will try to triple the commercial buildings, offer a 3-4 new 'archeology buildings'. tavern, bs, tailor will be redesigned to be a corner building. i will start probably 2 production lines.....
huge to come :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 02, 2015, 03:03:04 AM
two production lines ??  :o
some small aperitif?  ;D
can I suggest books with paper, ink, etc.?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 02, 2015, 07:29:01 AM
Quote from: RedKetchup on September 02, 2015, 02:27:25 AM


. tavern, bs, tailor will be redesigned to be a corner building.


Yes! I´ll like that. The corner buildings are so good looking and I would be very pleased, if there were some more of those. :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on September 02, 2015, 08:07:35 AM
Yes, more ground floor corner options! Markets!  :D :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 02, 2015, 10:07:38 AM
But in BS, i will still can produce wooden tools etc? It's easier to get tools when you start playing via Adam & Eve ya know.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 02, 2015, 10:46:18 AM
YES! to mostly all that :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 02, 2015, 10:56:04 AM
Next question is. Don't get me wrong, but your buildings looks more renissance like buildings, than medieval. For medieval i could like see something like that housing.

http://teroute.com/stronghold/uploads/images/Guide/Guide4.JPG
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 02, 2015, 01:06:08 PM
the huts are from like 10000 years ago lol

if you check the 5th icon on the building toolbar of your image... thats exactly that my houses are.... but with 3 floor high

also my inspiration source is that great game (from the Caesar and CotN series Creators that has been abandonned -sad)
http://tiltedmill.com/medieval-mayor/ (http://tiltedmill.com/medieval-mayor/)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on September 02, 2015, 03:44:01 PM
red do you know why mods in green dont show up in game?i have 2 that i use and all of a sudden they don't show up in game but are still green in mod list
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 02, 2015, 05:51:41 PM
i suspect  a problem with the name of the .pkm which arent the same anymore as the original. go check that
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 04, 2015, 04:01:59 AM
 :P :P :P

i did floor 3 model 1 yesterday and model 2 tonight.
the file and the poly drop down very good:

F3 M1 : from 8977 => 847 polys
F3 M2 : from 3172 => 813 polys (there was no flowers in that one)

but i noticed something which makes me /shrug :
as you can see in screenshot 1 i didnt had 'shadows' in the game since begining (months ago) and...
... i turned them ON and .... well... they are acting weird :( (screenshot 2)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on September 04, 2015, 05:54:49 AM
what's the matter? don't mind shadows, and go on!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on September 04, 2015, 11:53:40 AM
It looks like you have some holes in your model (or transparency ?)!

Beside this you are doing a very nice job ! Thanks for sharing it.

Michel
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 04, 2015, 12:05:46 PM
Yeah, looks like there's space between the floors.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 04, 2015, 12:13:04 PM
thats part of the full optimization (extremly pushed to max)
if you go with the camera , beneath the house, or if you would be a citizen and you look up to the sky... you would see those 'holes'. a cube has 6 faces. and each cube in the graphic (every wood planks or walls) has lost all the sides we cannot see (inside the houses and beneath the houses) this is why the shadows see holes. but it is poorly programmed because there shouldnt be holes like that.


but a thing is sure, i dont go back to put more 'unseen' faces. i will gladly live with it :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 04, 2015, 12:45:39 PM
I have no probs with those holes in shadows myself.


P.S.: I have encountered a problem with medieval creamery that I hope you or someone else can either corroborate or debunk. I can't make more than 32 units of butter per season (it doesn't matter if it is just 1 or 2 workers) and that butter doesn't show up in the town hall inventory page (either in barns or people's homes). There's also no butter icon. The butter is being produced but it doesn't show anywhere.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 04, 2015, 01:26:32 PM
do you have CC on top ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 04, 2015, 01:38:45 PM
Not using CC at all.

Strange thing though I can only get butter showing when playing with more than basic normal speed. In my last town I had medieval creamery for roughly 10 yrs and no butter was showing. When test playing random new map nothing happened for the first 8 yrs with 1x speed (I built creamery in the 2nd year). When I switched to full speed I got butter immediately.

Tommorrow I will try to reinstall the game anew and enable the latest nmt mod to see what happens. I have been overwriting nmt mods before so that might be the issue.

P.S.: Have you considered adding some more decorations stuff in one of the next updates?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 04, 2015, 01:43:15 PM
integration a good part of decorative item mod ? + new things ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: kee on September 06, 2015, 03:39:35 AM
Ooo, yes please!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 07, 2015, 02:03:56 AM
Quote from: RedKetchup on September 04, 2015, 01:43:15 PM
integration a good part of decorative item mod ? + new things ?

yesssssss! please!!
You know I love the decorations!!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 07, 2015, 01:53:19 PM
I know i didnt finished to optimize all my buildings....
but i did 2 new market today :)

NMT Food Store which is kinda a bit same as Fruit Store but will have lower capacity, but all the food in 1 place.

NMT Food Stall which is only the stalls and will have alot less capacity, a stall capacity  with all the food in 1 place :)

already fully optimized :) with same new magic :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 07, 2015, 02:29:02 PM
Groovy.

1. How much capacity are you thinking of setting?

2. Any chance of those stalls to also come as two separate pieces (as a standalone mod)? I'm sure assobanana would appreciate them.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 07, 2015, 02:55:02 PM
Quote from: Gatherer on September 07, 2015, 02:29:02 PM
Groovy.

1. How much capacity are you thinking of setting? <== dunno yet. didnt made the code.

2. Any chance of those stalls to also come as two separate pieces (as a standalone mod)? I'm sure assobanana would appreciate them.

yeah i can maybe do :) a seperate ( like the Irrelevant's Small Barns ^^ )
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 07, 2015, 02:56:45 PM
Whats about ........

a NMT Salt Mine ?  ;D (as one of the production chain ?)


can someone give me a production salted food list ?

- salt pork ?
- corned beef ?
- reestit mutton ?
...
what else we can do with salt ?
and whats the name of the salting food house ? Saltinghouse ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 07, 2015, 05:23:53 PM
salted fish :
Bacalhau : https://en.wikipedia.org/wiki/Dried_and_salted_cod (https://en.wikipedia.org/wiki/Dried_and_salted_cod)
Herring, sardine


meat : ham, bacon, corned beef, pastrami


salt + water = brine, use for :
cabbage (sauerkraut), pickled onions etc.
brined cheeses : gouda, feta




by the way : great new food stall / market  and awsome work on reworking the models for smaller size!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 08, 2015, 01:16:21 AM
Quote from: RedKetchup on September 07, 2015, 01:53:19 PM
I know i didnt finished to optimize all my buildings....
but i did 2 new market today :)

NMT Food Store which is kinda a bit same as Fruit Store but will have lower capacity, but all the food in 1 place.

NMT Food Stall which is only the stalls and will have alot less capacity, a stall capacity  with all the food in 1 place :)

already fully optimized :) with same new magic :)
OMG!!!
YESSSSSSSSSS!!!
New market stalls!!!
please tell me that at least a small part was my ipermarket to inspire !!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 08, 2015, 08:21:14 AM
NMT Old Smokery ??  ;D

I need also a list of smoked meats ^^

smoke will get out by the openings ontop of the tower :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 08, 2015, 11:12:13 AM
NMT Dry Shack ??  ;D

For those who dont use CC Mod .... will be serve :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 08, 2015, 11:22:52 AM
That models looks good, i like it. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 08, 2015, 11:27:41 AM
Bacalhau! Finally!  :D

Serrano ham and Parma ham are also salted and air dried.

How about these?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 08, 2015, 11:48:18 AM
Quote from: Gordon Dry on September 08, 2015, 11:27:41 AM
Bacalhau! Finally!  :D

Serrano ham and Parma ham are also salted and air dried.

How about these?

Do a list !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: kee on September 08, 2015, 12:26:02 PM
Smoked salmon: Needs both salt and smoke. Same with bacon and westfaler ham. Fenalår, sheep ham, is cured in salt, sometimes smoked as well. There's lot of sausages that are both salt cured and smoked.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on September 08, 2015, 04:59:22 PM
Dried fish? At last, this will be a wonderful mod! Thanks so much, @RedKetchup.

Also Food Store and Food Stall, I love this size market. So useful in the expansion phase.

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 09, 2015, 05:30:05 AM
smoked :


fish : Salmon, Mackerel, Haddock, Eel, Halibut, Cod, Kippers (herring) <-- fish n' chips matey ;)
meat : Beef Jerkey, Pastrami (brisket), bacon, ham, sausages
cheeses!



Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 09, 2015, 06:14:13 AM
Here are the recipes that CC has for smoked and salted foods... (hoping for continued compatibility)  :)




Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 09, 2015, 01:53:36 PM
great !!! that will be very helpful !

but keep in mind guys, i wont do and put this barrel thing. thats part is useless and tend to overcomplicated this game for absolutely nothing.
this game should stay simple which is the beauty of this game.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 09, 2015, 04:24:36 PM
Another idea (but that wouldn't let the game stay simple :P ) would be to create a building that takes the salted fish as it is (50x) plus one barrel and creates Salted Fish Barrel with a trade value of (50*fish + 50*salt + barrel)*1.1 and a weight of (50x fish)*0,9 + 50*salt + barrel

-> Edit: but who carries that? The vendor could with his cart, as the trader, but no single laborer...

:o ;D How about that?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 10, 2015, 07:15:02 PM
not sure :P

anyways....
warcraft raid cancelled tonight, not enough healers shown up...

gonna make the code and put those last designs made into game tonight :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 10, 2015, 09:03:04 PM
Medieval Food Stall : done :)

   int _width = 4;
   int _height = 3;   //(2+1 including road)


   RawMaterialFlags _storageFlags = Fruit | Vegetable | Grain | Protein;
   int _volumeLimit = 3000;

BuildDescription build
   int _workRequired = 20;

BuildRequirement _buildRequirement
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 16;

screenshots: summer and winter (footprint, build01 once mats on site, build02 at 50% , 100% done)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 10, 2015, 10:09:02 PM
gah my computer starting to go bad and pissme off :(
i ve got to press 'reset' again (2-3 times in couple of days)

i just took an hour to make 'saves' of everything in case i need to /format c: and reinstall my windows 7
/shrug
and thats upset me and make me very sad ( knowing all the work i ll have to do if i need to /format c: /cry )
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: kee on September 10, 2015, 10:28:06 PM
Like your drying shack. Had envisionaged having just a couple of racks and a barn nearby, but that building works as well.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 11, 2015, 05:26:10 AM
Medieval Drying Shack

only build01 and build02 left to do but ...
... but should look like that in game :)

   int _width = 6;
   int _height = 6; // (5+1 with road)

WorkDescription work
{
   int _defaultWorkers = 2;


BuildDescription build
   BuildRequirement _buildRequirement

      int _workRequired = 30;

      ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
      int _count = 28;
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 11, 2015, 05:43:24 AM
I wanted to suggest to split the blacksmith building into two parts, the forge and a tools shop just like you did with the hunting cabin, and, the same with the tailor, but, I see you're going into a different direction. Keep it going!

Note: For some unknown reason, I can't use 'quote'. Do you use a cleaning program like Glary or Ccleaner? These programs do an excellent job in keeping your PC running smoothly.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 11, 2015, 06:03:28 AM
i used PC Cleaners which made it boot in 30 sec instead of 6 mins ^^ and run faster when i try to open IE or a program ...

but , definitely, nothing better than a good format and fresh new install ^^


about the BS and tailor.... i will redesign them to fit with Medieval 3- story houses :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 11, 2015, 06:59:28 AM
Quote from: RedKetchup on September 11, 2015, 05:26:10 AMMedieval Drying Shack

Woah... how many workers are needed to push that cart?  :-X

;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 11, 2015, 07:04:10 AM
Quote from: Paeng on September 11, 2015, 06:59:28 AM
Quote from: RedKetchup on September 11, 2015, 05:26:10 AMMedieval Drying Shack

Woah... how many workers are needed to push that cart?  :-X

;)

haha , should be 1 adult ^^ compare with the adults walking around....

ok, maybe... maybe .... 10% too big ? lol
i will scale it a bit smaller :)


but ...
i was doing something new for build_02 ........
and i really wish i can zoom in alot closer to see the perfection of these wall  from very near ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 11, 2015, 07:27:16 AM
Quote from: RedKetchup on September 11, 2015, 07:04:10 AMi will scale it a bit smaller

Yeah... try and catch a default vendor nearby so you can compare the size...  ;)


Quotei really wish i can zoom in alot closer to see the perfection of these wall  from very near

Very nice wooden joints there... You got some master carpenters, lucky you...  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 11, 2015, 07:48:30 AM
I suggest to use Macrium Reflect Free for weekly full backups of the system and programs partitions + daily incremental backups.

And after maximum of 6 months unplug all cables, open the case, clean it with a hover and a fine brush while using an antistatic wrist connector.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 11, 2015, 07:50:18 AM
Medieval Drying Shack done :)

screenshot = build01 (when resources gathered) , build02 (at 50%) , and completed (100%)

is the wheelbarrow fits better ? i scaled it down :)
(you can compare to an adult citizen near by)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 11, 2015, 05:51:28 PM
Quote from: Turis on September 11, 2015, 05:43:24 AM
Note: For some unknown reason, I can't use 'quote'. Do you use a cleaning program like Glary or Ccleaner? These programs do an excellent job in keeping your PC running smoothly.

@Turis that's what I thought at first too.. seems it's either a browser or website issue.. but this works for me :  hit 'reply', then make the reply textarea active by clicking on it and lastly, scroll down to the message you want to quote and press 'insert quote' button, on top of the message you want to quote.. this should work :)

@RedKetchup the wheelbarrow still looks a bit too large to me,
compared to the human next to it.. but already a better size then it was ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 02:23:40 AM
Medieval Old Smokery first impressions :)

btw, you will see smoke getting out of all 4 little smoke windows on top of the tower :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 03:51:56 AM
Medieval Old Smokery done !!  ;D

   int _width = 7;
   int _height = 6; // (5+1 for road)


BuildDescription build
   int _workRequired = 70;
   BuildRequirement _buildRequirement
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 18;
         ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
         int _count = 48;
         ComponentDescription _rawMaterial = "Template/RawMaterialIron.rsc";
         int _count = 12;

WorkDescription work
   int _defaultWorkers = 2;


Screenshots: Summer and Winter ; at 0%, 50% and 100% built.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 04:00:03 AM
i need to do 1 more building for these chains : the Old Saltery
This building will take care to salt or brine the meats for preservation :)

and then i will need to do all the receipes (for smokery, drying and saltery)
code and graphics for all those.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 12, 2015, 05:51:42 AM
I haven't followed this thread very much lately, but I have looked a bit into it now. And I must say: Great work @RedKetchup! As always!

I like very much that you want to keep things simple. It is probably a bit harder to do it that way, but much nicer. Take your bakery; There you can use different fruits and nuts together with flour (from different crops) and it's all pie in the end, not apple pies, cherry pies, pecan pies...........

I hope you will make something similar with the smokery, dryery and and saltery; a lot of different possibilities for the input, but only a few products as an output.

I also find your design outstanding. Every building looks different, for sure, but they are all so much "Red Ketchup style". Very appealing!

Another thought; maybe our friend @irrelevant could get what he wants in the dryery; heavy mushrooms in; light dried mushrooms out. ;) (but it´s probably better to call everything dried vegetables or something like that)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 06:08:25 AM
very good comments @Nilla  :) 100% agree on everything :) i want to keep it simple :)

thanks you for your reply :)


i didnt found alot about an Old Saltery :(
i found 1 cartoon draw and thats all. i am taking it as inspiration ... at 60% :)

and so far it looks like this, far from finished though
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 12, 2015, 06:42:00 AM
Well, I went to browse the web for 3d models and I found this interesting medieval house:
(http://pre03.deviantart.net/447a/th/pre/i/2014/053/b/2/medieval_house_2__png_by_fumar_porros-d77j5du.png)

The creator has the object in Sketchup/V-ray rendering. I wish if you would include it in your mod as a large-family two-story house. Link (http://fumar-porros.deviantart.com/gallery/)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 06:56:43 AM
very well done :)
sad it is just a .png ... but it gives very good ideas :)

thanks !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 12, 2015, 07:08:34 AM
oh! that one looks nice ..
it kinda looks like one of those medieval canal houses i posted a while back i believe.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 12, 2015, 07:19:26 AM
Quote from: RedKetchup on September 12, 2015, 06:56:43 AM
very well done :)
sad it is just a .png ... but it gives very good ideas :)

thanks !

I guess you miss the phrase at the bottom of my post.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 07:22:45 AM
Quote from: Turis on September 12, 2015, 07:19:26 AM

I guess you miss the phrase at the bottom of my post.

i didnt found anywhere to click to find the sketchup to download
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 12, 2015, 07:25:04 AM
Quote from: Turis on September 12, 2015, 07:19:26 AM
I guess you miss the phrase at the bottom of my post.
only the .png is available for download. the artist mentions you can request a different perspective (view), nothing about a full model.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 12, 2015, 07:48:31 AM
Well, the guy has the 3d model... perhaps, we can talk to him or find out if he has it for sale somewhere. :(
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 08:00:05 AM
but i can do same too :) it is not out of my skill reach ^^  ;D


btw, the Old Saltery is almost done :) gonna finish it today or tonight :)
taking a couple hour break :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Herrbear on September 12, 2015, 12:20:28 PM
Nice looking new stuff.  Can't wait for it to be released.  Thank you for all your work on these.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 12:48:08 PM
Quote from: Herrbear on September 12, 2015, 12:20:28 PM
Nice looking new stuff.  Can't wait for it to be released.  Thank you for all your work on these.

This Fall 2015 ™


Title: Re: Discussions : New Medieval Town v 1.1b
Post by: embx61 on September 12, 2015, 12:50:16 PM
Awesome stuff Red, as always.

Some of you guys keep given me the inspiration to keep modding for Banished.

Yeah, sometimes I pull my hair out or my keyboard almost ends up through the monitor (I cannot count the times I had to count to 10 LOL) out of frustration but in the end it is all worth it if some of the creations/rebuilds we make are downloaded and appreciated by our fellow Bannie Players.  ;) :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 12:50:36 PM
I ve made a website for collecting Donations, it is linked to a Paypal Donation Button :)
If you want to support my work, click on the link below :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 12:53:29 PM
Quote from: embx61 on September 12, 2015, 12:50:16 PM
Awesome stuff Red, as always.

Some of you guys keep given me the inspiration to keep modding for Banished.

Yeah, sometimes I pull my hair out or my keyboard almost ends up through the monitor (I cannot count the times I had to count to 10 LOL) out of frustration but in the end it is all worth it if some of the creations/rebuilds we make are downloaded and appreciated by our fellow Bannie Players.  ;) :)

Keep working hard @embx61  :) you are doing very very good :)
so far you are way ahead of me than i was with about the same time spent as you did. it has been much more longer before i succeed to do something valuable ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 12, 2015, 01:54:33 PM
Place this link at the opening post and inside your Steam workshop descriptions and it will go just better.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 02:08:15 PM
like that ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 12, 2015, 02:19:44 PM
you should add it in your profile signature too @RedKetchup ..
just like @Gordon Dry has links to his tool and mod



support New Medieval Town development![url=http://dwraith.webs.com/donations.htm]donate to [member=37]RedKetchup[/member] via PayPal[/url]
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 12, 2015, 02:29:23 PM
hahaha Nice @Chillz
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on September 12, 2015, 05:41:23 PM
Red,

Thanks for all your work.  I'm loving the new buildings. Great job!  :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 04:10:46 AM
@RedKetchup if I were you, I would change the currency to Canadian $.
That will save double exchange rates, especially when it's linked to a bank account.


i.e. when I would send one from EUR to CAD, I would have to pay the exchange rate once, so you don't have too.
now it's EUR to USD, then USD to CAD when you receive it.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 05:50:26 AM
I want to THANKS you alot for all the donations, the generous donations :)
Thanks ALOT to all the supporters :)
you are all so kind :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 13, 2015, 06:05:17 AM
Quote from: chillzz on September 13, 2015, 04:10:46 AM
@RedKetchup if I were you, I would change the currency to Canadian $.

It just was like that last night.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 06:07:50 AM
Quote from: Gordon Dry on September 13, 2015, 06:05:17 AM
It just was like that last night.
Yeah it was, but now it links directly to PayPal Donations, instead of the website / button.
and after a logical explanation, the USD setting is actually better.


anyway : keep those donations going towards @RedKetchup ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 13, 2015, 06:08:28 AM
Quote from: RedKetchup on September 13, 2015, 05:50:26 AM
you are all so kind :)

Now you have to rent an expensive server rack and program a high sophisticated website or I will send my Saul Goodman to you!  8)
Perhaps Ehrmantraut, too!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 06:10:19 AM
haha /scared ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 06:21:38 AM
Quote from: Gordon Dry on September 13, 2015, 06:08:28 AM
Now you have to rent an expensive server rack and program a high sophisticated website or I will send my Saul Goodman to you!  8)
Perhaps Ehrmantraut, too!  ;D


Wahahahha !  i actually thought of buying and donating the domain banishedmods.com just for NMT mods.
but there must be a better option, which i'm looking into ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 06:26:43 AM
it will take people away from here :P
i think, i hope not being presumpteous when i say that ^^, but i am helping this forum to be occupied :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 06:31:48 AM
Quote from: RedKetchup on September 13, 2015, 06:26:43 AM
it will take people away from here :P
i think, i hope not being presumpteous when i say that ^^, but i am helping this forum to be occupied :)
ofcourse it thought about that too.


Just a website where people can download the mods (and translations),
view images and also maybe some details about the development..
just no commenting / contact.. that can be done from here.

one of the webhost parties i'm looking into, has a cloud solution like onedrive,googledrive, dropbox too for easy updates.

one of the reasons being : continuity. The place where i usually downloaded your mods was gone in an instant,
your mods are not on banishedinfo,
and i don't and will not have a steam account ;) 

who will say this one will not be gone too ?
then all your mods would be vanished.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 06:41:37 AM
about web, and web creation... i am total noob for that part.  ???
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 06:57:55 AM
technical part is easy peasy.. design wise. well thats another story.
but finding a host that will let people download... wow.. that is horror :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 13, 2015, 07:21:38 AM
The best is to rent a real root server, so you can put your server and php stuff and set all rules like .htaccess on your own...
You can also set a torrent client that runs there (no tracker needed) to seed your stuff.
That decreases you site load as (some) people continue seeding after they downloaded stuff.

I'm not a "good" programmer but I had my experiments with own php code on a real root server some years ago incl. my own torrents and stats and so on.
And - yes, indeed - I used Windows Server 2003 for that, no Linux.
So I was able to continue what I was used to by remote desktop.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 07:42:36 AM
Quote from: Gordon Dry on September 13, 2015, 07:21:38 AM
The best is to rent a real root server, so you can put your server and php stuff and set all rules like .htaccess on your own...
With most web hosting companies that is possible nowadays without having a full server with root access.
even with shared hosting you can manipulate apache via htaccess and conf files and usually even DNS
Big plus is price, and the webhoster taking care of system and os updates, firewalls etc.

Quote from: Gordon Dry on September 13, 2015, 07:21:38 AM
You can also set a torrent client that runs there (no tracker needed) to seed your stuff.
That decreases you site load as (some) people continue seeding after they downloaded stuff.
that actually is a good idea!
Maybe not on the webhost itself, but on a seedbox, which is dedicated and only set up for this.
that even allows for a regular webhosting without having headaches of download tearing the bandwidth.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 08:40:52 AM
but the bandwith should not be that huge, it is not a forum/web with 1000 people visiting 24h/24. once someone downloaded it, and saw some news every x days/week... he doesnt redownload anymore.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on September 13, 2015, 09:32:54 AM
Quote from: RedKetchup on September 13, 2015, 06:26:43 AM
it will take people away from here :P
i think, i hope not being presumpteous when i say that ^^, but i am helping this forum to be occupied :)
Absolutely true; I would say that without @RedKetchup WoB would be nearly dead.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 09:39:49 AM
Quote from: irrelevant on September 13, 2015, 09:32:54 AM
Quote from: RedKetchup on September 13, 2015, 06:26:43 AM
it will take people away from here :P
i think, i hope not being presumpteous when i say that ^^, but i am helping this forum to be occupied :)
Absolutely true; I would say that without @RedKetchup WoB would be nearly dead.

hehe surely true, my friend :)

but for the moment, i dont have time to spend on this, not before Medieval 2.0 is released. i have 4-500 hours to spend on that and everything is slow when you are creating and testing.


BTW . i was working on this ...

Medieval Old Saltery...

and i was doing also some new tests ^^ which is decieving me at 75%  >:(
it need way more work, definitly (on my herb png and stone road png - this is why i say : i wish to put the hand on awesome textures)

thoughts ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on September 13, 2015, 09:44:52 AM
That's beautiful; what's the problem?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 13, 2015, 09:46:35 AM
Same to me ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 09:53:27 AM
the building concept is very GREAT :) was just my stone road test and my herbs. i deleted the stoneroad... i moved my herbs around.
but the building is really awesome.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 13, 2015, 10:11:59 AM
for the moment.... it will stay like that :) till i get new test textures ^^
it looks awesome :)

Medieval Old Saltery

   int _width = 7;
   int _height = 6;

   int _defaultWorkers = 2;


BuildDescription build
{
   int _workRequired = 40;
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 36;
         ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
         int _count = 8;
         ComponentDescription _rawMaterial = "Template/RawMaterialIron.rsc";
         int _count = 10;


Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 13, 2015, 04:17:31 PM
looks perfect too me :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 14, 2015, 04:32:14 AM
great Red at usual..
I will make a donation as soon as I settle the next paycheck!

a curiosity... What are the things hanging in the saltery?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 14, 2015, 05:02:59 AM
Quote from: assobanana76 on September 14, 2015, 04:32:14 AMWhat are the things hanging in the saltery?

Oh... the usual - you know... dish rags, the old man's hankies, some dried fish... and such...  ;D


@RedK - maybe extend the little roof over the salt bin some more - in case it rains?  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 14, 2015, 05:30:57 AM
Quote from: Paeng on September 14, 2015, 05:02:59 AM
Quote from: assobanana76 on September 14, 2015, 04:32:14 AMWhat are the things hanging in the saltery?

Oh... the usual - you know... dish rags, the old man's hankies, some dried fish... and such...  ;D

ok! I will pretend that they're all rags !!  ;)
I do not have a great knowledge of the production of salt!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 14, 2015, 05:33:32 AM
i think it is because it still need to dry after being salted :)
as graphic, these are the same as drying shack hanging drying fishes
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 14, 2015, 10:03:05 AM
Well, I would really like to see a few peasants houses as well as two or three-story tall thin townhouses.

Anyway...Medieval life (http://www.historyonthenet.com/Medieval_Life/houses.htm)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 01:04:39 AM
Medieval Old Saltery done :)

i made some modifications (like the roof over the salt bin... made a chimney and changed color of the stone fence), i also did the build01 and build02 (building process) ^^



screenshots 1 and 2  :

building process : at 0%, 50% and 100%

screenshot 3 = winter
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 01:10:04 AM
only the meats (and the recipes) to do for all those :)
code & graphics 2D,3D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 01:16:34 AM
i can say something.....
i put alot of heart into this ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 15, 2015, 07:13:43 AM
Quote from: RedKetchup on September 15, 2015, 01:04:39 AMMedieval Old Saltery done

Came out nice, I like it...   :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 15, 2015, 08:04:54 AM
Looks promising. :) Can't wait see lighthouse. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 15, 2015, 09:01:44 AM
The saltery looks beautiful. I will be part of the next Medieval town update with lower poly counts?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 11:02:34 AM
yes :) and already full optimized, all the new stuff are full optimized with my last magic technics :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on September 15, 2015, 03:18:47 PM
Another great job Red. Thank you very much!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 04:47:04 PM
i kinda elaborated a list of meats.
some poeple love it when simple, and some poeple love it when they have tons of choice.

so i ll try to do both :)

and this is how the menu will look :

SALT: Old Saltery

Cured Meat  [Beef + Salt]
Cured Meat  [Mutton + Salt]
Cured Meat  [Venison + Salt]
Bacalhau [Fish + Salt]


SMOKED : Old Smokery

Smoked Meat [Beef]
Smoked Meat [Mutton]
Smoked Meat [Venison]
Kippers [Fish]


DRIED : Drying Shack

Dried Meat [Beef]
Dried Meat [Mutton]
Dried Meat [Venison]
Stockfish [Fish]
Dried Mushroom [Mushroom]


So for the simplicity loving : i changed my mind and simplified it
i Dont know how much they make / sell in CC... but i will do : take 12 meats and make 18/24 of it at +1 value (and +1 if need salt) so they will all be unique items, not shared though CC.


do you have concerns / suggestions ?

EDIT: I changed my mind and simplified it
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 15, 2015, 05:04:20 PM
i will probably add  in the advanced tab : Pork, Horse, Lama, Goat recipes for those who use CC.
if you dont use CC, the meat will be available through the food merchants
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 07:17:55 AM
I changed my mind and i edited my post and simplified my list. gives too much trouble for nothing.
i am checking my list and staring at it ^^ and i really love it like it is :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 16, 2015, 07:42:04 AM
You know I am one of those that prefer simple. Less is more! I like your short list.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 16, 2015, 08:33:09 AM
Simple and to the point. I like it.
:)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 11:02:50 AM
Alright done !!!!!!

here it goes - Look at this !!!!!

(http://worldofbanished.com/gallery/37_16_09_15_11_01_19.jpeg)

excited ?? lol
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on September 16, 2015, 11:15:23 AM
Very nice ! Impressive work.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 16, 2015, 11:25:20 AM
Wow, very nice. Can´t wait to try it.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 16, 2015, 11:27:45 AM
Very nice set  :)

Yeah, I'm also just fine with the shorter menus  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 11:32:11 AM
and @irrelevant  will have his Dried Mushrooms at weight=1 hehehe  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 16, 2015, 11:37:56 AM
Since some of the lots have large yards - can we draw streets inside them? You know, so there is not so much grass that can't be covered?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 11:41:19 AM
i can check , i know saltery has a space for a 1x2 road already...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on September 16, 2015, 12:00:25 PM
Quote from: RedKetchup on September 16, 2015, 11:32:11 AM
and @irrelevant  will have his Dried Mushrooms at weight=1 hehehe  ;D
(steeples fingers) Excellent! ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 12:01:32 PM
Quote from: Paeng on September 16, 2015, 11:37:56 AM
Since some of the lots have large yards - can we draw streets inside them? You know, so there is not so much grass that can't be covered?
done  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 16, 2015, 12:03:32 PM
Wonderful, thanks!  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 12:08:44 PM
btw, in Medieval Town , the cooks are taking care of those :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 16, 2015, 01:08:47 PM
OT, but I keep reading it as Medieval Dying Shack...  ;D

Very nice work RedKetchup.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 16, 2015, 01:17:45 PM
Pls show us new blacksmith etc.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 02:07:39 PM
Quote from: DesoPL on September 16, 2015, 01:17:45 PM
Pls show us new blacksmith etc.

i need to finish my salt mine first, and then i ll do the new blacksmith :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 05:21:13 PM
i really feel i need to put more time on this salt mine :P

it has not been created by me, i modified a bit... but i feel it is not 'redketchup' lol

what you think all ??
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Glenn on September 16, 2015, 05:50:43 PM
Yes Red,

You're correct -- this model isn't up to the standard of your other mods.
Whoever created the original model didn't put in the effort that you do.

You might have to start from scratch or modify it to bring it up to your normal standard.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Glenn on September 16, 2015, 07:22:26 PM
Having posted the above of was wondering if you had ever thought about building a slavers compound.

This may not necessarily be a politically correct idea, but it offers another tangent to explore for the time period of Banished

You could have a dock with a slave ship, a holding compound with people in strange clothes, sheds, auction block, barracks with guards etc.
The trader could buy and sell slaves at say 10,000 ( a trader like the specalised farm trader/trading post in CC )
The slaves could breed like any other live stock , but could only be sold when natural increase produced more people

Just a thought
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 16, 2015, 08:54:28 PM
lol the most strange idea i ve got so far ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 17, 2015, 01:30:29 AM
Totally agree with @Glenn. No @Red ketchup standard. The only really nice thing is the little wagon outside.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 17, 2015, 07:38:45 AM
You confuse me.

The "stock fish" should be the Bacalhau, not the salted fish.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 17, 2015, 07:47:37 AM
Hmmm... I looked for some historic salt mines - not so easy, as most of the stuff is underground... LOL
But I found some things that may be interesting ingredients for a set...

For one, the salt is not just on a heap, but spread out on some sort of drying vat... pic 1 and 2

There is always a building with some sort of Tower for the drilling... pic 3 and 4

Also nice would be some sort of conveyor (non-mechanized)... pic 5

Hope that gives you some ideas...  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 17, 2015, 08:46:36 AM
There are several ways to obtain salt.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 17, 2015, 09:47:47 AM
5) Buy it in the local store  ;D


Another option, if it's not done already, may be smoked fish. My 'uncle' does this all the time. You can see some pictures here: https://en.wikipedia.org/wiki/Smoked_fish

Stock-fish (tørrfisk) is famous in Norway, especially in the north. It looks similar to the main picture here: https://en.wikipedia.org/wiki/Stockfish
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 17, 2015, 11:15:15 AM
Quote from: Pangaea on September 17, 2015, 09:47:47 AM
5) Buy it in the local store  ;D


Another option, if it's not done already, may be smoked fish. My 'uncle' does this all the time. You can see some pictures here: https://en.wikipedia.org/wiki/Smoked_fish

Stock-fish (tørrfisk) is famous in Norway, especially in the north. It looks similar to the main picture here: https://en.wikipedia.org/wiki/Stockfish

stockfish is already done @Pangaea  :)

the problem with fish isnt clear which process they used. smoked , salted or just dried. the problem they use 2-3 process. and smoke and dry or and salt and dry ^^
i have 3 good names : Bacalhau, Stockfish and Kippers.

(http://worldofbanished.com/gallery/37_16_09_15_11_01_19.jpeg)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 17, 2015, 01:42:47 PM
Quote from: RedKetchup on September 17, 2015, 11:15:15 AMthe problem with fish isnt clear which process they used. smoked , salted or just dried.

Yeah, everything else is Smoked | Dried | Cured  Meat
I don't really see the need for these "exotic" names for fish, just call it Smoked | Dried | Cured Fish and there will be no confusion...  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 17, 2015, 02:09:04 PM
Quote from: Paeng on September 17, 2015, 01:42:47 PM

Yeah, everything else is Smoked | Dried | Cured  Meat
I don't really see the need for these "exotic" names for fish, just call it Smoked | Dried | Cured Fish and there will be no confusion...  :)

bah at least someone really want Bacalhau ^^ i can maybe do : Smoked fish, Dried Fish, and Bacalhau ? (i dont like 'cured' fish , sounds strange)  ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 17, 2015, 02:17:35 PM
Quote from: RedKetchup on September 17, 2015, 02:09:04 PMi dont like 'cured' fish , sounds strange

I was wondering about that, too... why not just "Salted Fish", that would also connect it clearly to the Old Saltery? (like in the Trader's menu etc.)

And also just Salted Meat...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 17, 2015, 05:37:52 PM
Quote from: RedKetchup on September 17, 2015, 02:09:04 PM
bah at least someone really want Bacalhau ^^ i can maybe do : Smoked fish, Dried Fish, and Bacalhau ? (i dont like 'cured' fish , sounds strange)  ^^

why not even further simplify it to : preserved meat | fish | poultry | cheese | fruit | veggies as outputted by smokery, saltery and dry shack ? the process of curing/preserving is usually a combination of smoking/salting/drying anyway.

input meat + salt = preserved meat, which equals to
input meat + firewood = preserved meat, which equals to
input meat + time ? = preserved meat.

about the names : a few, with me included added a few names to the list as example. bacalhau, kippers and stockfish are examples of cured/preserved food from western/northern europe. it would be nice to have that list if you would work with loads of products like CC. but in this case and @RedKetchup s wisdom he chose for simple :) which is perfect too!

about salt mine : not up to your high standards @RedKetchup !
why not use your old mountain root cellar as entrance, with salt / carts (on rail) around it.
that one better fits your NMT models


about slavers compound : even though slavery is something from all times, even today and middle ages.
i think this idea will fit CC much better then NMT.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 17, 2015, 06:13:33 PM
If all of them made just one product, preserved meat, no matter what the input, it would be fine by me.  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 18, 2015, 10:23:20 AM
Quote from: Bobbi on September 17, 2015, 06:13:33 PM
If all of them made just one product, preserved meat, no matter what the input, it would be fine by me.  ;)

i wont. Because it won't give us nothing anymore to have a : saltery, a smokery , and a drying shack ^^
but probably it is a Go for 'salted' instead of 'cured' :)


btw, How do like this Medieval Salt Mine v 2.0 ?? (no need of mountains) ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on September 18, 2015, 10:55:53 AM
Very nice model ! This NMT V2 looks more and more appealing !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 18, 2015, 11:57:20 AM
It looks much better. But no mountains? I think it would be better, if it has to be placed on the mountain side. But it´s no big thing. If you want it to be placed anywhere, it´s alright with me.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 18, 2015, 12:01:29 PM
So two variations for salt mine? One for mountains second for flat plains? RK you read my mind! Because i wanted ask you for that.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 18, 2015, 12:21:24 PM
Quote from: DesoPL on September 18, 2015, 12:01:29 PM
So two variations for salt mine? One for mountains second for flat plains? RK you read my mind! Because i wanted ask you for that.


lol sorry ^_^

didnt planned to make 2 versions !!
lol
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 18, 2015, 01:02:48 PM
Quote from: RedKetchup on September 18, 2015, 10:23:20 AMHow do like this Medieval Salt Mine v 2.0 ?? (no need of mountains)

Cool, that is much better... it has your touch again  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 18, 2015, 01:39:06 PM
thx :)

this is how it looks in game :) first impression

(just missing its own new dirt footprint :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 18, 2015, 03:19:11 PM
Nice sign. Looks like that woman is really tempted to go in and check out what's supposed to be so dangerous... :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on September 18, 2015, 04:26:54 PM
I like it. It looks really nice.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 19, 2015, 06:05:10 AM
Salt mine looks great. I like it not needing mountain side, as I am one of those wretched people who prefer flatter maps. The lakes one from CC is my current favorite. I would like the "verdant plains" map if the terrain was not such a virulent hideous shade of green. It hurts my eyes. But back on topic.
Quotei wont. Because it won't give us nothing anymore to have a : saltery, a smokery , and a drying shack ^^
but probably it is a Go for 'salted' instead of 'cured' :)
Good point. But you could go any input = Smoked/cured/salted meat instead of twelve or so new products. Just sayin'.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 19, 2015, 11:32:51 AM
Salt mine v2 graphics are @RedKetchup style  8)  much better!
Great that it doesn't requirer mountains, because salt can be found underground flat lands too.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 20, 2015, 10:08:47 AM
@RedKetchup

I know I've written about this in the 0.7 build discussion topic already but could you please include in the 2.0 version so that sick people don't go to the Bath House?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 10:39:52 AM
Quote from: Gatherer on September 20, 2015, 10:08:47 AM
@RedKetchup

I know I've written about this in the 0.7 build discussion topic already but could you please include in the 2.0 version so that sick people don't go to the Bath House?

done.

for that i ve got to take out completly the working place and the profession out (since none of profession can significantly go work there out of a physician)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 20, 2015, 12:38:59 PM
Thanks a lot.

Lately I've been getting a lot of mumps and dyptherea (sic) infections in my town and since the bath house is in the middle of the city the people prefer it more than clinics on the outskirts. I'm not planning on demolishing the bath house on the other hand the infections just won't die out either.

Perhaps introducing a general specialist labourer/worker profession for different workplaces could solve the issue of trying to keep the number of proffesions down to minimum.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 12:46:47 PM
Quote from: Gatherer on September 20, 2015, 12:38:59 PM
Perhaps introducing a general specialist labourer/worker profession for different workplaces could solve the issue of trying to keep the number of proffesions down to minimum.

yeah i thought alot about it lately. just need to find a name similar to 'worker' 'laborer' which would mean : a generalist without any 'specific' attribution which can fill a very large building working.

i ve gone check the profession list of the game and i think i just found a good name for it : Worker ^^
nowhere in the list we have 'worker' mentionned :P

a worker is an employee, especially one who does manual or nonexecutive work and who can fill a large variety of jobs.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 20, 2015, 01:20:25 PM
You can always look in Thesaurus (http://www.thesaurus.com/) to find synonyms.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 01:30:50 PM
Quote from: Turis on September 20, 2015, 01:20:25 PM
You can always look in Thesaurus (http://www.thesaurus.com/) to find synonyms.

bah i took : Worker :)
i also changed the water tank : worker there too :)

whats about to put worker to the new buildings like old smokery, old saltery and drying shack ? or i should keep the 'cooks' in there ?
note that not many cook out of the bakery ^^ i mean baker ^^.

maybe delete 'miller' and put worker ? :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 03:24:05 PM
so....

New Medieval Salt Mine done :)

   int _width = 7;
   int _height = 6; //(5+1 road)


WorkDescription work
   int _defaultWorkers = 5;

   int _maximumProduction = 10000;


BuildDescription build
   int _workRequired = 80;

   BuildRequirement _buildRequirement
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 48;
         ComponentDescription _rawMaterial = "Template/RawMaterialIron.rsc";
         int _count = 12;


Screenshots : summer , build 0%, 50% and 100%
same for winter
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 20, 2015, 03:51:36 PM
Looks excellent :)

Just a question, since I don't like buildings that will eventually be useless (why I don't like the mines or quarries). Once the workers have extracted 10,000 buckets of salt, can you tear it down and erect a new salt mine, and have access to another 10,000?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 20, 2015, 05:12:54 PM
Quote from: Pangaea on September 20, 2015, 03:51:36 PM
Looks excellent :)

Just a question, since I don't like buildings that will eventually be useless (why I don't like the mines or quarries). Once the workers have extracted 10,000 buckets of salt, can you tear it down and erect a new salt mine, and have access to another 10,000?

yes at exact same place, just destroy it and make another. i dont scrap the ground.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 21, 2015, 01:09:08 AM
(http://www8.clikpic.com/daevans/images/5MG_3728_Tower_House_Angle_Pembrokeshire.jpg)

(https://upload.wikimedia.org/wikipedia/commons/d/d1/Kilteel_tower-house.JPG)

That i miss in Banished by now. Towerhouses works same like mansions from CC. :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 21, 2015, 04:01:46 AM
Quote from: RedKetchup on September 20, 2015, 05:12:54 PM
Quote from: Pangaea on September 20, 2015, 03:51:36 PM
Looks excellent :)

Just a question, since I don't like buildings that will eventually be useless (why I don't like the mines or quarries). Once the workers have extracted 10,000 buckets of salt, can you tear it down and erect a new salt mine, and have access to another 10,000?
yes at exact same place, just destroy it and make another. i dont scrap the ground.

NICE! no extra useless buildings :)

@DesoPL you can find castle walls and towers in @RedKetchup New Medieval Castle.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 22, 2015, 07:56:10 AM
if you are wondering what i am doing now ??

i am back to optimize the house models.
far from finished ^^

but i am back first to the ones i already optimized to try to fix the roofs and the 'shadows in game' problems :(

for those who dont know what i am talking about ..... the problem found here : http://worldofbanished.com/index.php?topic=961.msg18656#msg18656 (http://worldofbanished.com/index.php?topic=961.msg18656#msg18656) (2nd screenshot)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 22, 2015, 08:20:03 AM
first test of 2 model fixed :) seems OK :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 22, 2015, 08:48:59 AM
@chillzz You know, there is diffrence between an castle and towerhouse. :) Towerhouse is builded as fortifications also to defend strategic positions, but also they are aristrocats residences, but in the middle age. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 22, 2015, 08:53:43 AM
i ll try to check for it, @DesoPL
just remind me later when i ll seems to say that i am almost done and ready for release :)

it is not my priority but i agree to check after i did what i have in mind :)
thats ok for you ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 22, 2015, 11:39:05 AM
Quote from: RedKetchup on September 22, 2015, 08:53:43 AM
i ll try to check for it, @DesoPL
just remind me later when i ll seems to say that i am almost done and ready for release :)

it is not my priority but i agree to check after i did what i have in mind :)
thats ok for you ?

That's no problem. :) Meanwhile i will try found more samples. :) Also it might be first house in Banished building on mountains. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 22, 2015, 12:57:22 PM
buildings are always relative to the 0-ground level. this game isnt full 3D, only an illusion of 3D.  ^^

the only thing i could do... is same as my wall in medieval castle. from 0-gound level and make things tall so it can still be seen when placed where is a mountain.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 22, 2015, 01:10:04 PM
Quote from: RedKetchup on September 20, 2015, 05:12:54 PM
Quote from: Pangaea on September 20, 2015, 03:51:36 PM
Looks excellent :)

Just a question, since I don't like buildings that will eventually be useless (why I don't like the mines or quarries). Once the workers have extracted 10,000 buckets of salt, can you tear it down and erect a new salt mine, and have access to another 10,000?

yes at exact same place, just destroy it and make another. i dont scrap the ground.

Great, that is good to hear :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 22, 2015, 01:55:32 PM
Quote from: RedKetchup on September 22, 2015, 12:57:22 PM
buildings are always relative to the 0-ground level. this game isnt full 3D, only an illusion of 3D.  ^^

the only thing i could do... is same as my wall in medieval castle. from 0-gound level and make things tall so it can still be seen when placed where is a mountain.

Exactly that i mean though. :) Not sure about roads only hmmm.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: embx61 on September 22, 2015, 04:44:20 PM
Quote from: RedKetchup on September 22, 2015, 07:56:10 AM
if you are wondering what i am doing now ??

i am back to optimize the house models.
far from finished ^^

but i am back first to the ones i already optimized to try to fix the roofs and the 'shadows in game' problems :(

for those who dont know what i am talking about ..... the problem found here : http://worldofbanished.com/index.php?topic=961.msg18656#msg18656 (http://worldofbanished.com/index.php?topic=961.msg18656#msg18656) (2nd screenshot)

You probably now this but turn on backface culling in Max.

Max shows standard the textures from both directions on a plane while this is outside max not true.
Backface culling let you show how it will look outside Max.

So spinning the building around and it shows you where you can look through from inside out.

I had the problem with the farm stand where the canvas was transparent from inside out so googled on that problem and found about Back face culling.

I had to give the canvas what was a spline a shell modifier .
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 22, 2015, 05:29:27 PM
oh i know the back face of a plane will be invisible in game :) already been experimented :) this is why i always take the time to make sure to rotate 180 as i need :)

but the shadow effect of this game , and the problem it can cause, has a different source. if the 'supposely' light from an artificial 'sun' or 'light' passe through just 1 face 'of a plane' without a second plane at 180 (in the back) , it doesnt register the shadow data and then doesnt draw it on the ground.

the only thing i ve got to do to fix my shadows was to replace the optimized roof (roof with only 1 face left from a cube) with a roof made with a real cube (at 6 faces)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 22, 2015, 05:36:33 PM
Quote from: DesoPL on September 22, 2015, 08:48:59 AM
@chillzz You know, there is diffrence between an castle and towerhouse. :) Towerhouse is builded as fortifications also to defend strategic positions, but also they are aristrocats residences, but in the middle age. :)
yes i know there is a difference between a keep / donjon / tower house and a complete castle.
but there is an overlap, usually the keep / donjon / tower house developed into a fortified castle town.

by definition a keep / donjon / tower house is for aristocrats, regular folk and peasants didn't have the means to have such a building.
the defense strategic part is due to the wealthy family living there.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on September 23, 2015, 12:41:35 AM
Red, when you will create the new post "New Medieval Town 2.0" in "Suggestions and Mod Ideas"?  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 23, 2015, 06:41:55 AM
usually i do it when i release a build.

but i can do sooner if you want :D
i ll do it once i finished all those optimizations.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on September 23, 2015, 07:56:01 AM
Quote from: RedKetchup on September 22, 2015, 05:29:27 PM
oh i know the back face of a plane will be invisible in game :) already been experimented :) this is why i always take the time to make sure to rotate 180 as i need :)

Is this true even when materials are forced two-sided?

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 23, 2015, 09:22:18 AM
thats not really the material that is forced 2 side, it is what you apply the material on.

a plane is just 1 face of a cube, a dice has 6 faces. a plane probably has maybe 2 side, but when you do a dice at 6 side, and delete all other 5 sides... the 'artificial' plane you are resulting, this one, the side that it should have been inside, that one is invisible.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 23, 2015, 09:25:57 AM
these images i cannot do much with it. if they would have been on a transparent .png i could.
but those are .jpg and jpg arent transparent. it would ask me to take photoshop and try to delete all the 'black' color
but thx though. (they seems to come from a rendered from a 3D mesh)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on September 23, 2015, 10:11:56 AM
Quote from: RedKetchup on September 23, 2015, 09:25:57 AM
these images i cannot do much with it. if they would have been on a transparent .png i could.
but those are .jpg and jpg arent transparent. it would ask me to take photoshop and try to delete all the 'black' color
but thx though. (they seems to come from a rendered from a 3D mesh)

They're from stuff I did for SC4 and I have lots of meshes... flowers, bushes and trees.
Pretty much all done in Xfrog and high poly.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 23, 2015, 11:21:34 AM
ok :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 23, 2015, 11:40:31 AM
Quote from: purringcat on September 23, 2015, 10:11:56 AMThey're from stuff I did for SC4

Ohhhh - is this like 'stuff' from e.g. BSCMEGAProps_MJB_Vol02 or BSCBATProps_MJB_Vol09 or such?   ???

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on September 23, 2015, 04:12:37 PM
Mostly from BSC prop mjb01     Just trying to nudge you into thinking about freeing up some of the wonderful woodsy models you did.   8)
There are a bunch of meshes out there from SC4 but I'm concerned they're too high poly.   Banished loads a bit slower but haven't seen a
slow down in play yet.   It's much easier to keep buildings low poly than detailed plant life.    But it's the plant life and cool props that allow
the game to look so beautiful.   
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 23, 2015, 05:02:26 PM
oh wonderful paeng, bsc and other wonderful sc4 content to banished?! i'm all for it :)
as long as it fits the theme of the game of course.. no need for shiny office buildings, 6 lane highways :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 24, 2015, 04:49:05 AM
Quote from: purringcat on September 23, 2015, 04:12:37 PMmjb01

Cool, well met (again)...  :)

Quotemodels you did

Not guilty... mine was always more the modding and particularly the lotting... ;)
And finding good modelers I could torture with my ideas... LOL


QuoteBut it's the plant life and cool props that allow the game to look so beautiful.

Indeed... and now that they found a way to put a sort of MMPs into Banished, the need for plenty different props is even greater...  :)



Quote from: chillzz on September 23, 2015, 05:02:26 PMno need for shiny office buildings, 6 lane highways

LOL... not to worry, I've always been one for the rather laid back bucolic settings...  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 24, 2015, 05:36:24 AM
Now i started fearing, that Banished modding is dying. :(
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on September 24, 2015, 08:22:46 AM
Quote from: chillzz on September 23, 2015, 05:02:26 PM
oh wonderful paeng, bsc and other wonderful sc4 content to banished?! i'm all for it :)
as long as it fits the theme of the game of course.. no need for shiny office buildings, 6 lane highways :P

I was hoping for more realistic houses in the woods by the forester, gatherer and hunter.   Something seriously rustic and small
Maybe stone with a sod or rusty tin roof.   

[/quote]But it's the plant life and cool props that allow the game to look so beautiful.

Indeed... and now that they found a way to put a sort of MMPs into Banished, the need for plenty different props is even greater...  :)[/quote]

I'll try and post some pictures of what I have so RK and CC can see if they want anything.   

Busy today tho.... am fostering 3 weeks old kittens from the Humane Society and need to get them set up.    ::)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 25, 2015, 06:07:35 AM
btw guys :) now we have our OWN cows :)

i bought a mesh with some money , but it needed ALOT of fix :)
ShockPuppet of BlackLiquid CC Team graciously agree to fix it :) in fact he had to redo completly all the animation to make it compatible with banished :)

So everyone, say Big THANKS to BlackLiquid for the awesome Help :)

(http://worldofbanished.com/gallery/37_25_09_15_6_04_31.jpeg)


So now, we can NMT and CC, keep the original cattle as the way the game set it up, and we have Cows to give milk as a totally independant livestock :)
Thanks to ShockPuppet BlackLiquid Team :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 25, 2015, 06:26:16 AM
Ah, what a relief - cows that look like cows...

I was getting tired of these strange creatures with the round butt, spindly legs and a sheep's head...  :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 25, 2015, 06:35:50 AM
yeah i am so happy :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 25, 2015, 09:32:35 AM
New cows! New cows!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on September 25, 2015, 09:59:08 AM
Holy cow Batman!!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 25, 2015, 10:28:23 AM
MOOO?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 25, 2015, 04:46:45 PM
Moooo-st excellent. Looks like a couple want to escape though. Can they do it?!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 26, 2015, 08:05:49 AM
Moar samples for tower houses.

(http://photos.wikimapia.org/p/00/01/67/98/76_big.jpg)

Best sample, but also can work as medieval town hall etc.

http://s0.geograph.org.uk/geophotos/01/18/25/1182514_3d65f833.jpg

(http://s0.geograph.org.uk/geophotos/01/18/25/1182514_3d65f833.jpg)

(http://preview.turbosquid.com/Preview/2014/07/08__19_45_03/TowerHouse236.jpg57d19e4a-c985-4eca-be98-01ce3e5c5551Original.jpg)

Nice model, and good sample that could be usefull in Banished.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on September 26, 2015, 10:41:17 AM
^^ This could be a central storage (magazine) only for textiles, tools and valuable items like carpets, jewelry.
Non-food especially.
With workers (vendors / guards) to collect the stuff, or it wouldn't be a central storage, only by random.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 26, 2015, 11:19:18 AM
i will buy it, but the problem it has 20,000 polygons LOL
i will need probably to redo it more simple by using the same textures (and using my new technics)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 26, 2015, 11:35:35 AM
in fact it has 40,000 real polygons  :-X
and doesnt even recognize all its textures
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 26, 2015, 12:23:17 PM
Sir RK... This looks good! ^_^ (Warning happy mode ON!)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 26, 2015, 01:20:26 PM
Quote from: DesoPL on September 26, 2015, 12:23:17 PM
Sir RK... This looks good! ^_^ (Warning happy mode ON!)

i ll work on it after i finish what i am doing :) which probably mean : tommorow :)

presently working on a granary which is kinda a barn but only food. i am working it from the Medieval Normal Barn (which i need to optimize anyways). it will be very similar looking but will have openings in the attic  with some lifts to lift the crates up there.

i am maybe at 60% made
i was at 3500 poly originally , i m down just over the 1000 and should go under 900 poly when finished.
(and that even if i made real 3D windows ^^)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 26, 2015, 02:05:36 PM
Quote from: RedKetchup on September 26, 2015, 01:20:26 PMi made real 3D windows

Yeah! Modelling the windows (and other details) is so much better than just sticking on a flat texture... improves the look 1000%...  ;)

Scrimping on polys is very good, but you should not worry to splurge once in a while, too...
As so often, it's important to find a good balance  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 26, 2015, 09:36:33 PM
so.... should look like that :P i tried my best to imagine and design lifts to the attics
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on September 27, 2015, 04:32:01 AM
It looks good. Maybe the boxes could be a little bit bigger, so they look very heavy and those lifts are really necessary to get them up.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 27, 2015, 07:34:44 AM
Looks very nice :)

One question: Why are the shadows so "teethy"? Looking at the boxes for instance, I would think the shadows should be smooth.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 27, 2015, 08:34:14 AM
Quote from: Pangaea on September 27, 2015, 07:34:44 AM
Looks very nice :)

One question: Why are the shadows so "teethy"? Looking at the boxes for instance, I would think the shadows should be smooth.

thats my 3DSMax program doing that. the screenshot isnt taken 'in game' but in the 3D program.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 27, 2015, 04:03:44 PM
like that is it better ?  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 27, 2015, 04:11:25 PM
You keep teasing us with all this cool stuff....cows....granary...salt...more corner houses/business....whenz? any eta? slavering over here.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 27, 2015, 04:22:55 PM
Quote from: Bobbi on September 27, 2015, 04:11:25 PM
You keep teasing us with all this cool stuff....cows....granary...salt...more corner houses/business....whenz? any eta? slavering over here.

hehe i promized the Fall 2015 ™ :)

that means between Sept 21th, 2015 and Dec 20th, 2015
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 27, 2015, 04:59:50 PM
New Medieval Granary done !!!

Capacity : 8000
Food ONLY (Edible | Fruit | Vegetable | Grain | Protein;)

CreatePlacedDescription createplaced // same as old vanilla barn
   int _width = 5;
   int _height = 8;


screenshots : from front and rear. and all the builds / winter view
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on September 27, 2015, 06:00:05 PM
On my side of the world "Fall 2015" means Autumn means between the 1st of March and 31st of May 2015.

;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 27, 2015, 06:35:41 PM
Quote from: Tilleen on September 27, 2015, 06:00:05 PM
On my side of the world "Fall 2015" means Autumn means between the 1st of March and 31st of May 2015.

;)

hahaha you're right !!! hehe i forgot about that ^^
then for you it will be Spring 2015... if i well understood how it works LOL

whats about ....
a very very Old Medieval Granary ??  ;D

(both will rotate with 'F' key :) hehe)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 27, 2015, 10:39:58 PM
Quote from: RedKetchup on September 27, 2015, 06:35:41 PMvery Old

Yeah, nice texture...   :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on September 28, 2015, 01:57:22 AM
 I agree. I like the very old granary.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 28, 2015, 02:02:07 AM
Quote from: RedKetchup on September 27, 2015, 08:34:14 AM
Quote from: Pangaea on September 27, 2015, 07:34:44 AM
Looks very nice :)

One question: Why are the shadows so "teethy"? Looking at the boxes for instance, I would think the shadows should be smooth.

thats my 3DSMax program doing that. the screenshot isnt taken 'in game' but in the 3D program.

Okay, that is good. Thought it was the issue you mentioned somewhere about shadows being a little weird in the game.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 28, 2015, 03:04:45 AM
Quote from: Pangaea on September 28, 2015, 02:02:07 AM
Okay, that is good. Thought it was the issue you mentioned somewhere about shadows being a little weird in the game.

no that problem came from the fact i deleted the unseen, invisible faces of the boxes (4'x3'x0.05') thats serve as 'roof'
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 28, 2015, 08:52:35 AM
Very old granary is nice option.  :) I will just go sit in a corner and whimper until Christmas..... ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 28, 2015, 03:40:10 PM
Quote from: Bobbi on September 28, 2015, 08:52:35 AM
Very old granary is nice option.  :) I will just go sit in a corner and whimper until Christmas..... ;)

hehe /HUG_Bobbi


in wait .... i let you try to ... guess.... what this thing will be or will become :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on September 28, 2015, 04:05:31 PM
Ladder storage, obviously ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on September 28, 2015, 04:34:23 PM
A secret entrance to an underground science laboratory for the Umbrella Corporation?(ref. Resident Evil game)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 28, 2015, 04:47:49 PM
Quote from: Turis on September 28, 2015, 04:34:23 PM
A secret entrance to an underground science laboratory for the Umbrella Corporation?(ref. Resident Evil game)

hahaha

and it is not an atomic shelter neither ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 28, 2015, 05:10:06 PM
a not so secret tunnel entrance to the medieval castle :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on September 28, 2015, 05:17:01 PM
Could very easily be an entrance to an underground mine.

Or a subway station.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on September 28, 2015, 05:51:49 PM
Ladder to a tunnel 10 (x) levels down   
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 28, 2015, 10:59:19 PM
Yeah, I also think it's the start of some mining operation...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on September 28, 2015, 11:23:30 PM
The mines that I have seen from around the 1880 - 1920s were never that neat.

I think they were just a hole in the ground, with a winch and a-frame, no ladder, maybe some boards around the edge to stop it collapsing :(

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 29, 2015, 12:54:52 AM
i worked couple of hours tonight on it ....

but i stop.... i am tired a bit tonight, so it is not optimal
trying to find a way to make that match ... with the ground... it is not evident.

but i think you can guess better with this screenshot .. what i am trying to do ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on September 29, 2015, 02:53:44 AM
This is diffrent way to gain sand?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on September 29, 2015, 05:34:17 AM
Quote from: Tilleen on September 28, 2015, 11:23:30 PM
The mines that I have seen from around the 1880 - 1920s were never that neat.

I think they were just a hole in the ground, with a winch and a-frame, no ladder, maybe some boards around the edge to stop it collapsing :(


you know that is way way after the first industrial revolution right?
and they used steel, steam and heavy tools/machinery for mining and cement and bricks for building back then



Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 29, 2015, 07:57:38 AM
i guess i am very bad :S nobody found it

it is supposely .......... a Medieval Clay Pit ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on September 29, 2015, 09:03:13 AM
looks great to me
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 29, 2015, 09:59:46 AM
Quote from: RedKetchup on September 29, 2015, 07:57:38 AMa Medieval Clay Pit

Okay, good idea... I'm just wondering - are clay pits not situated near lakes, or some kind of water?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 29, 2015, 10:11:59 AM
Quote from: Paeng on September 29, 2015, 09:59:46 AM
Quote from: RedKetchup on September 29, 2015, 07:57:38 AMa Medieval Clay Pit

Okay, good idea... I'm just wondering - are clay pits not situated near lakes, or some kind of water?

yes it will be :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on September 29, 2015, 02:15:01 PM
Quote from: chillzz on September 29, 2015, 05:34:17 AM
Quote from: Tilleen on September 28, 2015, 11:23:30 PM
The mines that I have seen from around the 1880 - 1920s were never that neat.

I think they were just a hole in the ground, with a winch and a-frame, no ladder, maybe some boards around the edge to stop it collapsing :(


you know that is way way after the first industrial revolution right?
and they used steel, steam and heavy tools/machinery for mining and cement and bricks for building back then

Not everywhere. Some places were 50+km from small population centres and hundreds of kM from large ones and had no infrastructure to get heavy industry anywhere near them. Horses and drays. Also I am thinking they were small gold mining operations.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on September 29, 2015, 03:39:05 PM
not always
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 02:40:24 AM
tonight, again very tired :S...

but i still put some elements to have a better view on how it can end up :P
you will tell me many things arent the good size... i know
it was just for testing :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 30, 2015, 06:10:57 AM
It's going to be cool...  ;)

Can you try to break the square footprint though?
The whole thing should be more round or irregular... maybe with some heaps of sand and small rocks along the edge, too...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 08:06:32 AM
Quote from: Paeng on September 30, 2015, 06:10:57 AM
It's going to be cool...  ;)

Can you try to break the square footprint though?
The whole thing should be more round or irregular... maybe with some heaps of sand and small rocks along the edge, too...

yeah thats all the footprint the problem i have with this mesh ^^
making an house full set squared i am super good... but something that should be set everything but squared and looking like nature... total chaos ...
i always been super bad ^^

Now, i know : Why the clay building of CC is looking like that ^^
it is not an easy one, a very difficult one ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 30, 2015, 08:24:42 AM
Quote from: RedKetchup on September 30, 2015, 08:06:32 AMyeah thats all the footprint the problem

Ouch... so that square piece of ground is not a texture but part of the model?

* Feels like I have begged modelers not to do that as long as I can think...  :-X
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on September 30, 2015, 09:07:13 AM
Quotehehe /HUG_Bobbi


in wait .... i let you try to ... guess.... what this thing will be or will become

It is obviously a hole in the ground for me to crawl in to while I wait for your evil genius to culminate in a wondrous new release.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 09:14:33 AM
Quote from: Paeng on September 30, 2015, 08:24:42 AM
Quote from: RedKetchup on September 30, 2015, 08:06:32 AMyeah thats all the footprint the problem

Ouch... so that square piece of ground is not a texture but part of the model?

* Feels like I have begged modelers not to do that as long as I can think...  :-X

both.

the problem is i need to fill the hole. the digging through the ground in this game is EXTREMLY bad coded. Luke has been very bad at that.
you cannot cut surgically the ground. it always by 1x1x1 and very often it only cut a triangle part of it, you cant even control it. sometimes it is fine, but you 'turn = R key' the building and some 1x1x1 square are cut in diagonal, or you just put it 1x side of it and it does it again.
the code is very bad.

so i need to have something that cover everything.

screenshot 1 show you how it is in 3ds...
screenshot 2 show you if i delete it
screenshot 3 show you the footprint draw on the ground
screenshots 4-5 show you the holes in game i need to cover
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 09:18:36 AM
i will show you my image which i am take as model. i took the general idea from Anno 1470

the footprint is the original footprint. that i didnt had problem to go get it ...
but i cannot get the 3D mesh. it is a .gr2 and it is a granny2 file. and the Granny 2 program cost ........ 15,000$ USD
LOlllllll  :-X
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 09:59:21 AM

but still i think i am getting there ... slowly ^^


i modified my footprint (copied left half over the right half)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 10:59:51 AM
i am starting to really like it :)

what you guys and girls think of all this ?
your opinion ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on September 30, 2015, 12:06:53 PM
Yeah, starting to look really good...  :)
My goodness, so many problems thrown your way...   :-[

But really, from what I have seen, it is always more or less like this. No game developer can think of or foresee all the stuff a dedicated community and the modders will come up with, so these kind of problems are kinda "normal"... sometimes more, sometimes less - modding is always complicated, and needs people who can work around problems...  :P

You're already doing really well, great progress on the model... one thing left is the good (bad) old moiré patterns - remember? You had to fight those with the canal waters, too...  :o
* I hope you still remember how to get rid of them... :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on September 30, 2015, 01:22:30 PM
to me its a great improvement over cc an i love it just the way it is-----YOU ARE FANTASTIC
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 02:05:35 PM
Quote from: Paeng on September 30, 2015, 12:06:53 PM
* I hope you still remember how to get rid of them... :P

in fact i never got rid of this, all i did i chose a .png with more waves in the water :P more color changing it had, more different pixel colors.... and more it helped.

i know i see the 'moiré' in this one too. i still dont know how to get rid :P but will certainly find a parry ^^


i bought and downloaded this set of market yesterday : http://www.turbosquid.com/3d-models/maya-marketplace-items-3-version/613825 (http://www.turbosquid.com/3d-models/maya-marketplace-items-3-version/613825)

there is 3 models. 1 high poly, 1 low poly they are saying :P but still extremly high, and a low poly. i took the lowest poly but still very high , all the set it has 50,000 poly. thats huge.
just adding 4-5 things like a tent, 4-5 poteries, a wheelbarrow, a dozen of boxes.... my mesh jumped from 800 poly at 14,000 poly.

it has no sense.
so i am optimizing presently the things i will add in this mesh. when you say sometihng has 350 poly. you would think... thats nothing. but if it is a box or a basket... and you add like 10 of those... bah 350 poly X 10 = 3500 poly !

3500poly here... 5500 poly there (10x550) ... another 7500 poly there (10x750) that become stupid and crazy !
so i am optimizing.

sometime i can get like -40 poly (on a 300) ... thats not much but still that saved...
sometime like the one i just did ?? ? i really amaze myself LOL really. sometimes when i let my imagination go ...

take this basket (screenshot 1). it is the original. it has 140 poly (very low) but if you put 10 of those on the site , 140x10 = 1400 poly. but it has a problem. since all the sides are made of just 1 plane, 0' thick, in game it 'disappears' (screenshot 2) it needs to have a thickness (like made of dozens of boxes(sides) side by side)
as you can see in that screenshot 2 , when you see the side of the basket that is inside... it disappears. so i had to fix that.

so i let my imagination go ... and i thought to .. if maybe i do a double of it, and i try to put the outside sides and put them inside ? that way when the camera would see the interior of the basket , in fact it would see the other mesh inside which has the exterior : inside ^^ and then the camera will show it to us.

if i take this 140 poly, and i double it inside out ... it has now 280 poly. you would still think that 280 is nothing, but had a dozen of baskets on the site and : 280X12 = 3360 poly !!!

so i redid it :) instead of a cilinder of 24 sides... i did one of just 12 sides and i doubled it inside and i used a 'button' i never discovered before >> Flip << (it takes all the one side and switch them to the other side ^^) so it takes the outside sides and put them inside the basket.
and i scaled it down to 99% to make sure the new inside sides are inside. (screenshot 3)

i also gone to modify the .png which had 2048x2048 pixels and changed it to 128x128. as you can see on my screeshot 4 , mine , my basket has double sides, and only have 106 poly !
Not only it has less poly, and it has double sides :)
10 baskets will have only 1060 poly instead of 2800 (140x2)x10)

you can see the result in game (screenshot 5) hehe.

i amaze myself sometimes... and it is fun when you find a way to do things ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on September 30, 2015, 08:22:12 PM
I made 2 hole mines recently and it was very annoying. I hope to never do another ever again.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 09:35:06 PM
yeah it is. it is because the game doesnt react 100% all the time the same, you move it 1 square side or you rotate it and the output is different :P
there almost no constance.

btw ShockP, do you have an idea why often my textures are making some 'moiré' ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 09:59:50 PM
Quote from: drnad on September 30, 2015, 09:41:55 PM
@ Redketchup you are simply genius.

looks very good in the screenshots.

i surprise myself sometimes :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on September 30, 2015, 10:10:53 PM
Yes it happen to me too. Its an engine issue (sometimes a texture issue, but often an engine issue!)

Depends on how light casts a shadow on a flat or steep angled surface of a MESH. There was a great post online showing how a 3d mesh can stop the issue with some settings but i cant find it anymore :(
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on September 30, 2015, 10:16:40 PM
ok , so it is nothing i m doing bad ? it is not from my end ?
good to know. i wish to find a parade :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 01, 2015, 06:28:34 PM
i optimized 3 more items from the market pack :)

the wheelbarrow , the buckets, and the crates :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 02, 2015, 12:46:00 AM
New Building ?? ??

New Medieval Ale Stall  ;D

4x3 tiles (2+1 road)
capacity : 3000 weight
Happiness : Entertainment (worker required, storage required)
as other stalls : 2 workers max (by default) can lower to 1.

I just need to make my brown footprint on the ground and it is done.

Nota Bene :
The tavern has a bit hard to let go its alcohol ... but i know it works. if you buy ale from merchants, or you ask the traders to pickup your ale and then release it, they put the ale in the market. so it works fine. Citizens go to the stall and drink beer :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on October 02, 2015, 10:28:36 AM
Hell yeah!!! This is what I need!

I mean this is what my citizens need.

Both...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 02, 2015, 09:26:51 PM
mais....

il faut que je prend quelque jours de congé parce que ... je vais virer fou lol

i let you translate ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 02, 2015, 11:21:47 PM
Octoberfest comes to banished? LoL.  :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 03, 2015, 02:09:01 PM
continued a bit the clay pit :)
added a tent
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 03, 2015, 03:47:31 PM
another tent :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 04, 2015, 01:08:18 AM
Medieval Clay Pit done :)

   int _width = 9;
   int _height = 9;

BuildDescription build
   int _workRequired = 30;
   BuildRequirement _buildRequirement
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 24;



WorkDescription work
   int _defaultWorkers = 6;
   bool _allowCountChange = true;
   Profession _profession = "Game/Profession/Profession.rsc:stonecutter";

   Product _products
         ComponentDescription _produceMaterial = "Template/RawMaterialClay.rsc";
         ResourceLimit _resourceLimit = Stone;

Clay :
   int _baseValue = 4;
   int _lowCreateCount = 1; // non educated
   int _highCreateCount = 2; // educated
   int _weight = 12;
   RawMaterialFlags _flags = Stone;
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 04, 2015, 01:16:32 AM
This looks great, as usual.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 04, 2015, 01:18:11 AM
Quote from: LadyMarmalade on October 04, 2015, 01:16:32 AM
This looks great, as usual.

thanks you :)
i've put alot of work on it ^^ more than expected
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 04, 2015, 07:43:17 AM
Don't forget to take a break and rest those creative juices - I, for one, don't want to risk losing out on your excellent creations cos you burnt out!

(Just don't make it TOO long a break, eh? lol)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 04, 2015, 10:08:01 AM
Quote from: LadyMarmalade on October 04, 2015, 07:43:17 AM
Don't forget to take a break and rest those creative juices - I, for one, don't want to risk losing out on your excellent creations cos you burnt out!

(Just don't make it TOO long a break, eh? lol)

haha because these 2 days.... everything was going bad and lost alot of time with insignificants little details that were going wrong all the time and was pissing me off ^^
there are some days everything goes wrong and days we should stay in the bed ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: daisyj201 on October 04, 2015, 04:51:36 PM
You think the clay pit could be compatible with CC clay and the potter? That would be stupendous  :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 04, 2015, 05:07:01 PM
yes it will be. you will able to take my clay and make their potery, or take their clay and make my things :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on October 05, 2015, 03:28:55 PM
Your clay is more reddish I guess, their clay comes ready to use with reeds in it ...
or kinda something whatever  ::)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 06, 2015, 03:33:38 AM
sorry i did nothing today :P

but tommorow i ll try to start a potery maker :) and i will certainly make it as a corner house :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on October 06, 2015, 07:17:26 AM
yay for more corner house buildings :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 06, 2015, 07:39:21 AM
Square houses is possible?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 06, 2015, 09:22:21 AM
Glad to hear you had a day off!  Looking forward to seeing the new Pottery House :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 06, 2015, 09:32:31 PM
So are you producing some items, the markets and producers as corner houses and normal 3 tier houses for the straight roads?

Or are you producing a corner house and a straight road version of each? I expect that this is way more work then is really required.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 06, 2015, 10:38:15 PM
i need more building as corner, we cannot put an archeology center and hostels every road corner ^^ so i think potery shop will be a good fit for a floor 1 corner :)
i wont do straight road and corner road versions of buildings.

i didnt see a saltery or sun dry shack in middle of a town, those things need open land with wind, sun and air. maybe smokery would have been limit but alot of smoke can be toxic ^^ and the design of my model didnt fit well as corner.

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 08, 2015, 05:42:18 AM
New Medieval Potery Shop ??  :D

Medieval Potery shop is a Medieval Corner compatible house :)
   int _width = 6; // ( 5+1 road )
   int _height = 6; // ( 5+1 road )

BuildDescription build
   int _workRequired = 36;
         ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
         int _count = 48;
         ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
         int _count = 8;
         ComponentDescription _rawMaterial = "Template/RawMaterialIron.rsc";
         int _count = 6;


WorkDescription work
   int _defaultWorkers = 2;

   bool _allowCountChange = true;
   int _minWorkerCount = 1;
   int _maxWorkerCount = 2;


input:
   ConsumeRawMaterial _consumeMaterials
      ComponentDescription _material = "Template/RawMaterialClay.rsc";
      int _count = 2;

output:
      ComponentDescription _produceMaterial = "Template/RawMaterialPotery.rsc";

   int _lowCreateCount = 2;
   int _highCreateCount = 3;
   int _baseValue = 6;
   int _weight = 4;
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: assobanana76 on October 08, 2015, 06:06:20 AM
Red, I have no words .. I come back after a few days and see what I find !!  :o
GREAT!!!  :o
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 08, 2015, 07:06:14 AM
I'm loving the Pottery Shop, RK. Looks amazing!  Can't wait to put one in my village :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 08, 2015, 07:51:09 AM
Are you going to add decorations like fences, tall wooden walls and thick stone walls?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 08, 2015, 07:59:48 AM
i can :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on October 08, 2015, 12:08:05 PM
looks great my friend...but be careful! the sign tells 'potery' with only one 't'!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on October 08, 2015, 12:33:56 PM
Looks really cool Red Ketchup :) Just make sure you fix the spelling so it says "Pottery" ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 08, 2015, 02:28:20 PM
doh!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 08, 2015, 05:41:41 PM
Replace the sign with a hanging pot. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 09, 2015, 07:29:46 AM
Love love love the "Potery".
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 07:03:17 AM
i know i did nothing this week/weekend but tonight i was playing and testing this ' baked map texturing' that i just finally learned today ^^

i will need to make some 'adjustments' because i was counting of some 'magic' for my flowers with semi-transparent textures.... and inside that 'baked unified textures... my flowers lose their .... 'magic'  ???
(as you can see on screenshot 1)

also (on screenshot 2 and 3), i notice something strange... the planks of wood in a 'W' forms where is the roof and the stucco  ... disappeared. i need to figure that out what is going on :P

i will probably need to bake the houses first and then after add the magic parts (flowers) apart. since i have to edit all the thing, i will probably also go for 3D windows/doors (like the way i was doing them lately on the last models) i was also counting on the 'magic' feature when i redid my windows/doors.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on October 11, 2015, 07:58:47 AM
i dont remember at the moment what to do for alpha channel.

Which method you using, i guess it is 3dSmax so mental ray or light trace?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on October 11, 2015, 08:02:16 AM
Don't worry Mr. Red, you'll figure it out like you always do. You have the skillz and our full support.

:)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on October 11, 2015, 10:42:26 AM
'Magic' flowers, what's this then? ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 11, 2015, 11:01:58 AM
Maybe like magic mushrooms?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 01:30:27 PM
Quote from: ShockPuppet on October 11, 2015, 07:58:47 AM
i dont remember at the moment what to do for alpha channel.

Which method you using, i guess it is 3dSmax so mental ray or light trace?

none of these, or at least, i dont remember any of these names called or clicked in this video
https://www.youtube.com/watch?v=dehYAtTjZeg (https://www.youtube.com/watch?v=dehYAtTjZeg)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on October 11, 2015, 03:29:57 PM
But why would you want to do this if you already have a multi material object? It's just auto unwrap. You get the same result by removing UV overlap by shifting uvws by 1 unit and doing a mental ray trace render for AO and this way you get to keep many textures to use for buildings and its better for performance (cause they're being reused).
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 03:50:29 PM
Quote from: ShockPuppet on October 11, 2015, 03:29:57 PM
But why would you want to do this if you already have a multi material object? It's just auto unwrap. You get the same result by removing UV overlap by shifting uvws by 1 unit and doing a mental ray trace render for AO and this way you get to keep many textures to use for buildings and its better for performance (cause they're being reused).

you think it is better for performance ?? because as like it is now (screenshots) the .FBX file just made the final drop from 88.3kb to 52.0kb (389kb in NMT1.1b)
gah cant post screenshot today - server internal error
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on October 11, 2015, 04:15:21 PM
yah but thats the 3d model. I mean, say if you have 1 png or jpg texture (using this method) for each of 10 buildings, you will have 10 textures at 1024x1024 right? but if keeping multi material, maybe you have RoofTexture.png, WallTexture.png, WoodTexture.png for all 10... thats 3 textures for 10 buildings. See what I mean? If have a lot of buildings using same textures, is better for performance.


Did i make sense? LOL  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 11, 2015, 04:47:34 PM
yes you did :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 12, 2015, 07:10:51 PM
A corner tavern and a corner hospital would be great. Instead of just one storey they could both be 2 or 3 storeys high.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 12, 2015, 09:13:06 PM
tavern yeah, hospital not sure. having hospital in a corner of 2 major roads.... would be devastating ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 13, 2015, 02:53:38 AM
All the hospitals I have seen take several blocks. Admittedly they are modern. :-)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 13, 2015, 05:02:24 AM
btw, i m back to optimize my models ^^ this is why i am quiet  :P

i need to have them all completly 100% finished for implementing next big feature :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 13, 2015, 06:47:58 AM
Quotetavern yeah, hospital not sure. having hospital in a corner of 2 major roads.... would be devastating ^^

I tend to agree on the hospital, although with Bobbi's Special Doctor House modification maybe not too bad. I still tend to build hospital a little bit out of the way, though. Not at a major intersection. LOVE the idea of a corner tavern, however.
Question on the hostel corner buildings: are they built to a slightly different scale than the houses, or is that just my imagination?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 13, 2015, 12:34:06 PM
yes , the houses are 5 per 6 tile depth , so since it connect another road with houses 5 per 6 tile depth, it need to be 6 per 6 to match both sides
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 13, 2015, 03:23:14 PM
Who's to say the hospital would have to go on a major intersection?

I suggested it because it's a fairly big building and it could easily fill up a corner by itself, and also I think it would be great to see more corner buildings. There just aren't enough of them in the game.

Whether it's a corner building or a free-standing building I'd love to see a nicer looking hospital. I don't really like the vanilla one that much.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 13, 2015, 03:58:49 PM
Quoteyes , the houses are 5 per 6 tile depth , so since it connect another road with houses 5 per 6 tile depth, it need to be 6 per 6 to match both sides
I actually meant the height of the building.

QuoteWhether it's a corner building or a free-standing building I'd love to see a nicer looking hospital. I don't really like the vanilla one that much.
Agree
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 13, 2015, 04:19:56 PM
Quote from: Bobbi on October 13, 2015, 03:58:49 PM
Quoteyes , the houses are 5 per 6 tile depth , so since it connect another road with houses 5 per 6 tile depth, it need to be 6 per 6 to match both sides
I actually meant the height of the building.

QuoteWhether it's a corner building or a free-standing building I'd love to see a nicer looking hospital. I don't really like the vanilla one that much.
Agree

oh it is possible. when ill be there to optimize... i will take account of your feedbacck:)

about hospital... i see.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 13, 2015, 11:51:59 PM
Yeah new model for hospital could be good. And an corner house, but not like hostel which is working the same like is working. As an normal house i mean.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 14, 2015, 12:05:59 AM
yeah i ll do simple houses too
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 14, 2015, 04:07:04 AM
tonight i still worked on those 3 story house optimizations ^^

a new problem i ve got, i didnt expected hehe : doing some 3d windows for 2nd floor => the roof of 1st floor were passing through the new windows ^^ (since the windows are more in the back inside the house  :-X , but i fixed the problem by pulling the windows more toward outside)
they dont have much 3D effect to compare 1st floors , but still good.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 14, 2015, 07:42:01 AM
Will you add your own version of a single family townhouse with two or three floors like CC has?

Quite frankly, I'm from Santiago de compostela, Spain, and would like to see some buildings from my town in Banished, at least, residences with low red-tiled roofs and white walls. Most of the shops and bars in my town are not bigger than a modern living room with their stuff completely covering the walls from the ceiings to the floor.

Another thing, have you thought of using an internal passageway to connect all stories of your multilevel buildings together?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 14, 2015, 04:20:10 PM
i didnt plan to add houses without the Overlap Technology ™  i think adding a 2-3 story house for only 1 family is useless and a lost of space.
i always wished to make some house with an internal passage for road under but i never could do it yet
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 14, 2015, 05:50:20 PM
Ah, it's fine. I'll just keep looking. I disagree with you about this type of housing being useless. I just like smaller buildings.

What about making the bottom buildings to face each other and then overlap on top of them?

Just wish to help.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 14, 2015, 06:34:00 PM
Quote from: RedKetchup on October 14, 2015, 04:20:10 PM
i always wished to make some house with an internal passage for road under but i never could do it yet

Tunnel-type buildings look great and make the game look more realistic. Same with your stackable houses.

Colonial Charter's upgraded boarding house (it's called the coaching inn) has a road that runs under part of it, if that's any help to you.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: kee on October 14, 2015, 10:40:20 PM
Your second floor building is good enough for doing just that. Make a row of houses (1-2-3 floor), leave out the first floor in the middle of the row, presto you've got somewhere to put a road under a house. If you think the opening is too large you leave a hole less than the width of a one storey house.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 14, 2015, 11:08:33 PM
If you put the front of the houses close together with a single road between them, some of the 3rd floor bit hang out over the road and give a nice affect, although you need to select the correct ones or they may overlap, which is a problem if you look closely.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on October 15, 2015, 05:45:18 AM
Quote from: Tilleen on October 14, 2015, 11:08:33 PM
If you put the front of the houses close together with a single road between them, some of the 3rd floor bit hang out over the road and give a nice affect, although you need to select the correct ones or they may overlap, which is a problem if you look closely.
@Tilleen I've noticed this as well; it can really become a problem where you have 3-story NMTs on both sides of the street as in the image. In the future when I build such areas I plan to make the roadways between the 3-story buildings two spaces wide. That should help some.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 15, 2015, 06:11:48 AM
My standard for the 3-story NMTs is 3 spaces in front, (road, grass, road) and one between them on the side. The grass in the middle of the road works quite well.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 15, 2015, 07:15:12 AM
@RedKetchup Can you add a red-tiled roof texture to your multi-level housing?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 16, 2015, 04:46:47 AM
possibly , when i ll do different models and depending of my incoming feature ... you will probably well served :)

i am still working on optimizations.... i made so many models and so many buildings.... it takes an eternity.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 16, 2015, 09:05:07 AM
That's what you get for being so prolific.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 16, 2015, 10:40:59 AM
Well, place my request at the bottom of the list and thank you. ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 16, 2015, 08:21:01 PM
you are welcomed :)

i am still on the optimization all weekend. the level 3 are extremly slow to process since they are extremly detailled. alot of things to do in these.
i hope at the end of the weekend, i ll complete all these.

cant wait to do new things ^^ and start to play with textures to make 3-4 different models of these. it will be quick at that point because while i am optimizing... i am making those easily compatible with the change of textures :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 17, 2015, 04:04:51 PM
woah got very hard and has been long with the floor 3 model 3 , the one with the big hexagonal tower. and if like not enough... i ve got to make it work with the windows in lower level :(
since lower level are set and cannot go move a window or 2... i had to fix my big tower.

but the look is awesome :) with these 3D windows :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 17, 2015, 04:46:49 PM
These are looking great, RK!

You are so lucky to have that talent.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 18, 2015, 06:36:13 AM
The tower looks good, Mr. Optimization.
Do you recall in an earlier post where I asked about the height difference between Hostels and regular three story houses? I am posting screen shots to illustrate the difference. Maybe while optimizing you could somehow equalize the difference? Also, I would not be opposed to some more "ordinary" third story buildings that don't over hang the street, and a corner second and third story to go on top of the first story corner shops I think you are making (I hope). I know, I not ask a lot........ :-[  ::)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 18, 2015, 07:07:35 AM
ok :) thanks. the difference isnt big (mostly from the 3rd level) but i will fix that when there :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 18, 2015, 02:57:37 PM
I think New Medieval looks best when the streets are really wide (space being no object). First pic is when streets on 3 wide and second from other end of street. Third shot is wide street with all the shops. Fourth is all the houses. Fifth is straight down the middle and sixth is a close up with beautification. Thank you for all the hard work, @RedKetchup! :) :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 18, 2015, 05:18:07 PM
yes they do :) and it is intended too !
too bad we cant make road 3 tiles large by default ^^

/love your last screenshot :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 18, 2015, 06:07:33 PM
You could make it so that there are 3 layers of road in front of the houses to force a minimum of 3 spaces between the houses, but that may get annoying to some people if they want a narrow road for some reason.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 18, 2015, 06:54:53 PM
Quote from: Tilleen on October 18, 2015, 06:07:33 PM
but that may get annoying to some people if they want a narrow road for some reason.

same for those you like to make boulvards with decorations in middle of 2 lanes.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 18, 2015, 09:00:32 PM
the gothic 3rd level has changed alittle bit. i had to fix a problem with some of the level 2 roof was still showing ontop of this gothic. so i ve got to put the roof higher, bah i mean lower but less a big slop. to fully understand, i guess you would need to compare it with the one in the game presently ^^

i didnt got alot of super saving on polygons (only 60%) cause the metal pikes on the roof... but still worth it as it is :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 19, 2015, 10:00:36 AM
So the difference is a slight overhang? I can't see much difference.

On the topic of wider roads, I think it should be up to the player how wide he/she wants them to be, definitely not change the houses. It would be nice maybe to have the option to lay three tile wide roads, but I usually do a mix of stone and dirt, separated by canals or trees or flowers.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 20, 2015, 01:51:54 AM
well :) i finished to fully optimize all the housing part of the Medieval 3-Story Houses :)
the payload passed from 52MB for these to only 7MB :) for all the set

i know i still have to do all the commercial buildings ... and hostel ...
but i ll be able now to play with textures and do different look the the 3story Medieval Houses :)

i wish to find at least 1 good different look ... +2 would be awesome
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 21, 2015, 12:45:11 AM
Medieval Kiln ?? not sure if it is the right word but this building should take Clay + firewood and make Bricks which will be used to upgrade the Medieval Houses to Medieval Brick Houses :)

it should do also Clay + firewood and make Roof Tiles (also used to upgrade Medieval House to Medieval Brick Houses)


i need to do the new resources : Bricks and Roof Tiles
i need to make the brown footprint on the ground and make people go work in this building :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on October 21, 2015, 12:50:58 AM
looks great mate! love the tree texture choice
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 21, 2015, 01:59:30 AM
BRING IT ON! MAH BODY IS READY!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 21, 2015, 02:25:56 AM
Quote from: ShockPuppet on October 21, 2015, 12:50:58 AM
looks great mate! love the tree texture choice

thats :
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 21, 2015, 10:12:53 AM
Looks very good, and would love an upgrade for medieval houses for more variety. And of course it will play nicely with CC, right?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 21, 2015, 04:30:17 PM
Quote from: RedKetchup on October 21, 2015, 12:45:11 AM
Medieval Kiln ?? not sure if it is the right word but this building should take Clay + firewood and make Bricks which will be used to upgrade the Medieval Houses to Medieval Brick Houses :)

it should do also Clay + firewood and make Roof Tiles (also used to upgrade Medieval House to Medieval Brick Houses)


i need to do the new resources : Bricks and Roof Tiles
i need to make the brown footprint on the ground and make people go work in this building :)

I assume that the Bricks are going to be compatible with CC. I don't know if Roof tiles are in CC. Where do we get the clay from (trader?), assuming it is going to be able to be used independently from CC?

Also it look very good.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 21, 2015, 04:43:02 PM
Quote from: Tilleen on October 21, 2015, 04:30:17 PM
I assume that the Bricks are going to be compatible with CC. I don't know if Roof tiles are in CC. Where do we get the clay from (trader?), assuming it is going to be able to be used independently from CC?

Clay is from this Medieval Clay Pit
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 02:50:08 AM
sorry , didnt got alot of time to work on these , this week.

Medieval Kiln done :)

   int _width = 5;
   int _height = 5; (4+1 road)

BuildDescription build
   int _workRequired = 20;
         ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
         int _count = 20;

via a menu, this building can create 2 new ressources from Clay :
1 . RawMaterialBrick (take 10 Clay + 1 firewood and create 6-10 Bricks : 5 value, flags = Stone)
2 . RawMaterialRoofTile (take 10 Clay + 1 firewood and create 6-10 Roof Tile : 5 value, flags = Stone)

screenshots :
1: being worked and stockpile in the back.
2: build_001 and final with brown footprint fixed.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 03:54:43 AM
Now

Lets see if i replace my house textures by red bricks :)


what you think about that ? :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 04:20:43 AM
it will be a bit harder to find out a GOOD roof tiles texture...  :P

but this is the very first attempt ^^  ::)

Edit: the 3rd screenshot with same texture but a bit more 'lighter'  (less dark)
4th same


impressions ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 04:54:31 AM
here a test with another roof tiles textures (2nd) :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on October 24, 2015, 05:04:21 AM
I almost hate to say it, but I don't think the 'light' roof is working... It's a bit TOO bright and clashes with the brick of the walls. How to put it... It looks like there is a bit too much of a 'tone gap' between the dark red of the brick and the light red of the roof...

I'd recommend a deep maroon-brown instead. If it seems a bit 'double dark', then perhaps lighten the bricks up a little instead? 

In any case, its only a suggestion, give it a try and if you don't think it works... Well, this is your work, not mine. I'll be DL-ing regardless (I do so love the existing stone and white-wash look).

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 05:13:59 AM
ok. gonna check that.

meanwhile.... i did another one ^^ Spanish Red roof tiles :)

i can say ... for myself... i like that one very much maybe because it reminds me so much ..... Colorful Little House :)

maybe the screenshot doesnt give alot of credit... but in game .... gives alot of impressions ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 05:25:44 AM
another test :) the spanish red tiles but with a toned down color...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 24, 2015, 06:17:04 AM
I'd pick this one.
(http://worldofbanished.com/index.php?action=dlattach;topic=961.0;attach=9814;image)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on October 24, 2015, 06:58:14 AM
hmmm
the (dark) red brick works better with gray roofing, i guess, or a thatched roof (like the barn etc.)
the lighter red roof, will work with a light grey or  yellowish (like sandstone color) bricks
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 24, 2015, 07:32:58 AM
I like:

here a test with another roof tiles textures (2nd) :)
2015-10-23_00013.jpg

and the Spanish tiles.

Agree with @Jonarus_Drakus that a browner red works better with Banished style. I like the way the brick houses look with your original roofs, too.

Will be thrilled to download no matter what you decide!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 07:44:04 AM
i will continue testing tonight more textures :)
and we will have to choose 2-3 models :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 24, 2015, 07:45:38 AM
Yippee!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: LadyMarmalade on October 24, 2015, 07:50:04 AM
I like the second textures best too as the others look a little too bright for my taste. Great job though - as always.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on October 24, 2015, 10:21:56 AM
OMFG!!!  I love that brick texture.

And for the roof I vote for those spanish red tiles with toned down colour.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 24, 2015, 10:27:47 AM
May I suggest different sizes of houses for different sizes of families? Example, 4X4 for family of five, 2X4-2 floors for family of four, and so on.

Btw, I love your new textures. I was looking for these Spanish roof tiles roofs. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 10:54:26 AM
yeah that brick texture is so awesome... that i didnt checked for another one ^^ (even the modified one i made for the chimneys.... looks gorgeous)

about different size.... i cant play alot with that because it would ask to make another set, which i dont think i want to do ^^
but i have maybe an idea (maybe as addon to it or a different icon. i ll talk about it when i ll be there)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on October 24, 2015, 11:53:44 AM
Quote from: RedKetchup on October 24, 2015, 04:54:31 AM
here a test with another roof tiles textures (2nd) :)

Think I liked these best (which probably don't show up, but they were in the quoted post... :D)

(http://worldofbanished.com/index.php?action=dlattach;topic=961.0;attach=9811;image)

The more I look at that house the more I like it :) Good colour combination, and not too "flashy". Though there could perhaps be another window on that wall?

I would like to live in a house like that. One day. Maybe...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 12:24:33 PM
Quote from: Pangaea on October 24, 2015, 11:53:44 AM
The more I look at that house the more I like it :) Good colour combination, and not too "flashy". Though there could perhaps be another window on that wall?

there are the stairs going to the 3rd floor on this side :)
(and the other side there are the stairs for the 2nd floor)

the window in the back goes beneath the balcony, but in front they would kinda arrive where are the stairs....
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on October 24, 2015, 12:40:45 PM
WOW, you are really working hard on this @RedKetchup. I´m looking forward for the release of these new great things!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on October 24, 2015, 07:39:10 PM
I like the darker red of the 'toned down' Spanish tiles, That one would be the winner in my book.

I was just thinking... On the "old" skin, you have white-washed sections, but on the new version, they are the same brick as the walls. Maybe it might look nice if you kept the painted sections painted... Just a different colour (red again?) to suit the new walls and roof...

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 07:39:15 PM
all 1st floor (models 1 to 6) has been made with Bricks instead of Stones :)
these models keep the original roof.

cost is about the same but the same amount of stones has been replaced by Bricks :)

(http://worldofbanished.com/gallery/37_24_10_15_7_38_38.jpeg)

:D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 07:40:55 PM
Quote from: Jonarus_Drakus on October 24, 2015, 07:39:10 PM
I like the darker red of the 'toned down' Spanish tiles, That one would be the winner in my book.

I was just thinking... On the "old" skin, you have white-washed sections, but on the new version, they are the same brick as the walls. Maybe it might look nice if you kept the painted sections painted... Just a different colour (red again?) to suit the new walls and roof...

~JD

you mean the stucco on top part ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on October 24, 2015, 08:06:23 PM
Yeah, the Stucco!

Keep the texture, just change the colour to something that suits the new look... Just an idea (I like how the stone ones have that sort of texture variation on them).

Might also make doing the higher floors a little easier, since they were more stucco than stone (in appearance anyway).

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on October 24, 2015, 08:15:05 PM
Man, these are great! Such nice work, @RedKetchup

I'd much rather have a variety of dwellings than additional resources and production chains.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 09:08:50 PM
Quote from: Jonarus_Drakus on October 24, 2015, 08:06:23 PM
Yeah, the Stucco!

Keep the texture, just change the colour to something that suits the new look... Just an idea (I like how the stone ones have that sort of texture variation on them).

Might also make doing the higher floors a little easier, since they were more stucco than stone (in appearance anyway).

~JD

gonna check that after what i am doing :)
(the way i remade and optimized all my buildings.... it is easy to play with the textures of each part^^)

in wait :)

all 1st floor (models 1 to 6) has been made with the 2nd model : Bricks instead of Stones
and these model use Clay Rooftiles instead of Wood as roof :)


cost is about the same but the same amount of stones has been replaced by Bricks :)
and most wood cost replaced by Roof tiles :)

(http://worldofbanished.com/gallery/37_24_10_15_9_08_23.jpeg)

:D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 09:15:12 PM
all 1st floor (models 1 to 6) has been made with the 3rd model : Bricks instead of Stones
and these model use 'Spanish' Clay Rooftiles instead of Wood as roof :)


cost is about the same but the same amount of stones has been replaced by Bricks :)
and most wood cost replaced by Roof tiles :)

(http://worldofbanished.com/gallery/37_24_10_15_9_13_42.jpeg)

:D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 24, 2015, 09:24:22 PM
The way it will work :  ;D (maybe some people will be deceived LOL , surely)

i dont want to add tons of icons in the Medieval Houses Toolbars so....

these new model will only be available as 'upgrade'.
also this way help to simulate the fact those 'red bricks and rooftiles' appeared a bit more later in history. so it delays a bit the time you will switch to these upgrades.

my first idea was to make them only available after a certain 'timeline building' but we cant do that . i tried to put the building requirement code (of nomads) and apply it to buildings... tried everywhere, but refuse to take account of it, so the upgrades are available right from the start :(

and that way , as 'upgrade' it will add and buy some time. not alot , but few moments.

This screenshot show you and tells you everything about it :)

(http://worldofbanished.com/gallery/37_24_10_15_9_23_01.jpeg)

When you will click on 1 of these 3 icons, it will be the look of the house you will get  ;D
(http://worldofbanished.com/gallery/37_24_10_15_9_28_16.jpeg)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: grammycat on October 24, 2015, 11:24:57 PM
I really like what you've done and especially like the fact they will be an upgrade option.  This will help keep the game challenging and also be a good natural progression for a town.  Thank you for all your work and I'm looking forward to this update.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on October 25, 2015, 02:56:16 AM
I agree, the 'upgrade' angle is awesome... Is it actually all three at once like that?

Also I have a new suggestion for a type of shop (maybe save it for a unique 'corner shop' option) - CC has a 'chandler' for the making candles... How about a version of that that works like the other shops you have made for this set?

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 03:23:52 AM
Quote from: Jonarus_Drakus on October 25, 2015, 02:56:16 AM
I agree, the 'upgrade' angle is awesome... Is it actually all three at once like that?

Also I have a new suggestion for a type of shop (maybe save it for a unique 'corner shop' option) - CC has a 'chandler' for the making candles... How about a version of that that works like the other shops you have made for this set?

~JD

yes all 3 icons are there in same time :) and i have enough space for a 4th :)
it is not a photoshop trick ^^

about chandler... i dont know. i need to think about that. (depending how many want it too  :P)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 25, 2015, 03:39:22 AM
I wonder if CC Bricks could be compatiable with your houses?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on October 25, 2015, 03:42:58 AM
Great stuff as always Mr. Red! Those original wood tiles also look very nice on the brick houses. It's gonna be tough to decide between those and spanish red ones.

Question: Is it possible to introduce a separate stockpile just for bricks and roof tiles?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 04:07:21 AM
should be . mine is : RawMaterialBrick.rsc , they should have same. maybe inside the file the numbers can be somewhat a bit different....

about stockpile : i cant because for me they have the flag : stone (where stones go ... bricks go too :) for me stone and bricks are totally the same and no way i couldnt give another flag. specially when we cannot create our flags at will.)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 25, 2015, 04:59:36 AM
As an upgrade only?!? But, I want to be able to choose a specific building. Wouldn't this way make the resulting model random?

Note: I had trouble to connect to the Internet yesterday due to my ISP so I couldn't follow the thread.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 25, 2015, 07:18:45 AM
Hmmm brick magazine? That could be nice.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 02:07:57 PM
Quote from: drnad on October 25, 2015, 07:00:33 AM
@RedKetchup

can u also test for stone house with rooftiles and see how it looks  - any rooftile.

which stone house ? vanilla ones ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 08:10:15 PM
Quote from: drnad on October 25, 2015, 07:05:03 PM
@ Redkethup

Sorry for confusion - I mean NMT stone texture house with roof tiles.

kk

in wait ..... i did another model ..... i took a more 'sand brick' texture (it is not a real one but a hybrid, closer one) and applied it to the 3rd model, the one with the spanish tiles

how it looks ?
(http://worldofbanished.com/gallery/37_25_10_15_8_09_28.jpeg)

:)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 08:38:29 PM
i decided to keep them all so now we have 4 upgrade icons on the residence window :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 25, 2015, 08:45:41 PM
Quote from: drnad on October 25, 2015, 07:05:03 PM
@ Redkethup

Sorry for confusion - I mean NMT stone texture house with roof tiles.

thats what it would gives for example :
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 25, 2015, 10:34:18 PM
This textures for all your houses looks perfect!

I wonder if you can make an addintional wooden houses to vanila ones opposite? I mean NMT variation.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 12:15:49 AM
it is possible to do but CC members will change and edit all vanilla building in future release so.... it would be a deadly dead end
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 03:00:11 AM
Alright. I am posting a row of screenshots ...

these are ALL 4 different textures of all 6 different models of Medieval Brick Houses Upgrades for the 2nd floor :)
tommorow i ll do the 3rd floor :)

i hope you are satisfied of these :) :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on October 26, 2015, 04:14:54 AM
Even if I don´t really like the look of all variations of these buildings, the many possibilities are GREAT!!!!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 26, 2015, 05:22:40 AM
Wow, RK!

They are fantastic. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 05:23:32 AM
Quote from: Turis on October 26, 2015, 05:22:40 AM
Wow, RK!

They are fantastic. :)

at least someone like it !!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 26, 2015, 07:41:51 AM
To be honest? Now i will got reason to play on mediterran like climate, since this brick houses looks perfect for them. ^_^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on October 26, 2015, 09:00:38 AM
Awesome! Now I can easily separate a town into districts each with its own wall and roof texture.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 26, 2015, 09:05:39 AM
I can't decide which ones a like best, they are ALL fantastic. Can't wait to have more variety.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on October 26, 2015, 12:46:55 PM
Yeah, I love variety, too...  :)

All I'd wish was that the textures are a bit less "clean" - would be great if you can make them look a bit more "weathered" - a bit more like the attached image...  ;)



Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on October 26, 2015, 02:57:09 PM
They all look really good.

Not sure I have seen brick buildings with the cross bracing.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 26, 2015, 03:01:14 PM
If you want to keep the medieval theme going then google Tudor bricks and Tudor brick buildings for inspiration.  :)

Also, you might like to experiment with darker colours for the timber framework and also grey roof tiles.



Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 26, 2015, 06:19:21 PM
I took one of the pics from earlier in this thread and changed the colours on one of the houses. Maybe you could do something similar to your original buildings?

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 09:13:11 PM
i guess i can do. : drop one ( the dark red brick with dark spanish tiles) which is very dark, maybe too much and do another one.
but i thought about a light brick (like model 4) with a new roof , a darkish one , and maybe put more darker wood as wood beams
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 10:36:25 PM
i was testing some dark grey / black roof ....

not sure about that
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 26, 2015, 10:52:29 PM
already look better asap i go back to 'shingles' ones :P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on October 26, 2015, 11:04:28 PM
^ that image on the above post, love the brick walls nice choice !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 26, 2015, 11:24:30 PM
I think the second grey tile roof would look good with your other houses (the original ones that aren't brick).
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on October 27, 2015, 12:43:18 AM
Just catching up in this thread and I love what you are doing here Red! Great work and much thanks! :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 27, 2015, 02:29:10 AM
I like latest Brick variation. Looks familiar to those from Witcher 1.

http://s27.photobucket.com/user/Nytalith/media/wyzima.jpg.html

Which is awesome. ^_^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on October 27, 2015, 02:50:19 AM
hi red, what's going on? your magnificent medieval town 2.0 is late!!  ;D ;D
i want it!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 04:12:14 AM
Quote from: Fellow Villager on October 27, 2015, 02:50:19 AM
hi red, what's going on? your magnificent medieval town 2.0 is late!!  ;D ;D
i want it!

^^ if we pass Dec 20th .... remind me this :)


What about that one ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 05:32:57 AM
in game they would look like that :)

for the moment there are 5 upgrade icons lol. i didnt deleted the one i talked about (red bricks+spanish tiles) but i will do it for the 2nd / 3rd floor. i will replace them by a traditional model of 2nd and 3rd floor but with a very white stucco and very dark wood like @elemental posted.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on October 27, 2015, 06:21:45 AM
Oh yes, that´s something I like. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 27, 2015, 06:43:36 AM
Quote^^ if we pass Dec 20th .... remind me this :)

I kills ya, Red. I kills ya.

But I absolutely love the light brick house with clay roof. Pity you can't choose a house exterior and than choose a roof. I am pretty sure that's not possible.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on October 27, 2015, 07:24:45 AM
ok i'll be ready on 20th december..
great stuff, santa!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 07:33:07 AM
Quote from: Fellow Villager on October 27, 2015, 07:24:45 AM
ok i'll be ready on 20th december..
great stuff, santa!

hehe it is just i promised for Fall 2015 :)
here in north america.... fall 2015 last from Sept 21th to Dec 20th :)

i really dont know when it will be ready but it will be between those 2 dates :)
hehe

so i replaced and changed the textures of the 3rd kind of upgrades of 2nd floor (the one we had with red dark bricks and dark spanish tiles) and i did this :)


very white stucco and dark wood. and a bit of bricks :) and the drak grey slate tiles
i hope the suggestion has been faufill :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 07:41:22 AM
i know in real life we are used to see houses from the street level....
but in this game, we see houses by their roof ^^ the roof always appear the most important piece of the house and also are the most apparent piece....

so all the 5 upgrades will have a different 'roof' now. :)
that way, all the models will seem to be totally different.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on October 27, 2015, 07:54:26 AM
Oh, man, with the brick first story and half-timbered above; those are beautiful!

Great shingles too. :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on October 27, 2015, 08:09:56 AM
If i good understand, 2 and 3 floors will be now possible only by upgrade? I am confused.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 08:24:02 AM
all the upgrades :) from floor 1 to floor 3 :)

i know it will deceive some people :S but i still want to give people the feeling that those houses came later in city history and i want to give people the feeling that your city evolve with time.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on October 27, 2015, 08:32:11 AM
absolutely great work red
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on October 27, 2015, 03:16:27 PM
Love love love the dark timber and slate with white stucco. Looks great.  :)

What do others think about dark timber with bricks? I kinda like it. Makes the timber stand out more.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on October 27, 2015, 08:08:18 PM
I agree. I like the dark timber with the bricks.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 09:14:46 PM
k
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 11:04:39 PM
the 5th textures upgrade of the 2nd floor done :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 27, 2015, 11:54:49 PM
Quote from: elemental on October 27, 2015, 03:16:27 PM
Love love love the dark timber and slate with white stucco. Looks great.  :)

What do others think about dark timber with bricks? I kinda like it. Makes the timber stand out more.

Quote from: Kimbolton on October 27, 2015, 08:08:18 PM
I agree. I like the dark timber with the bricks.

Done !!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 28, 2015, 06:21:38 AM
I like the dark timber with dark bricks, very nice. I love the last pics of second floor. Yummy!!!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 28, 2015, 07:37:13 AM
Quote from: Bobbi on October 28, 2015, 06:21:38 AM
I like the dark timber with dark bricks, very nice. I love the last pics of second floor. Yummy!!!!

i couldnt post pictures last night.... will retry :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 28, 2015, 07:39:29 AM
tomm will do the 3rd level :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 28, 2015, 08:15:46 AM
^^ i will probably have to go back to redo a 2nd floor model ^^

i dunno why, but each time i build this one, there always a big dirt spot on the wall ^^
(when it is brick we dont notice... but when it is fresh paint with white color.... we see it ^^)

will need to fired this painter citizen. did his job badly ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: pliton on October 28, 2015, 08:21:44 AM
For realism, you should have some "dirt spots" on every house!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 28, 2015, 08:22:33 AM
Quote from: pliton on October 28, 2015, 08:21:44 AM
For realism, you should have some "dirt spots" on every house!

haha i know ><

will ask him to put a second coat of paint ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on October 28, 2015, 09:15:19 AM
Yeah, Banished houses are supposed to look a bit run down.  ::) Don't fire the painter, he is probably a hardworking young chap.
Question: will the existing shops get some of these alternative colors? And the new shops you are planning?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 28, 2015, 11:08:45 AM
Quote from: Bobbi on October 28, 2015, 09:15:19 AM
Yeah, Banished houses are supposed to look a bit run down.  ::) Don't fire the painter, he is probably a hardworking young chap.
Question: will the existing shops get some of these alternative colors? And the new shops you are planning?

not planned alternative colors for shops for now  :P but never knows ^^
it is possible i use these textures for more shops :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on October 28, 2015, 11:13:55 AM
Quote from: RedKetchup on October 28, 2015, 08:15:46 AM
^^ i will probably have to go back to redo a 2nd floor model ^^

i dunno why, but each time i build this one, there always a big dirt spot on the wall ^^
(when it is brick we dont notice... but when it is fresh paint with white color.... we see it ^^)

will need to fired this painter citizen. did his job badly ^^

Don't blame it on me! I didn't touch it.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 29, 2015, 04:46:20 AM
i didnt done alot tonight, only model 1 and 2 of third floor... got problems with model 2... things didnt worked out as expected^^
was a bit longer.
and we are middle of the week ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on October 29, 2015, 08:44:33 AM
really great!

can you make a verson white on top and stone on bottom instea of red bricks?
love u
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on October 29, 2015, 08:54:37 AM
The pictures look very nice, cannot complain a bit!  :) :-[ ::)  Must be sick!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on October 31, 2015, 09:35:47 AM
A little Reply to let know that Medieval Town 1.1b should not being affected by the new Beta 1.0.5 patch of Banished.

and saves should be load as usual.

if there is a problem, it isnt any of my mods (loaded a saves which contains ALL my mods)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 01, 2015, 01:40:53 AM
i am still working on the 3rd floors :) a bit more slowly .... sometimes i have RL things to take care.... but still working
it is slower also cause sometimes textures arent working as intented so ... it needs alot more works on each models/textures ^^ but i am getting there :)

i am at model 3 (the hexagonal tower) with the italian orange roof tiles (B) :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Pangaea on November 01, 2015, 11:34:22 AM
Sounds good.

I still think you should introduce a big-ass red ketchup bottle tower, though  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 01, 2015, 04:58:34 PM
Hey Red, may I suggest somethig you might want to include in NMT?

Here goes:

(http://chudnovetsistoriya.blox.ua/resource/110224_1298546560_stirka1.jpg)

(https://s-media-cache-ak0.pinimg.com/736x/82/7b/c3/827bc322ab44e7b238fb34e21186d21a.jpg)

(http://www.oalcoa.com/wp-content/uploads/2013/09/lavadouro-2site-550x412.jpg)

(https://upload.wikimedia.org/wikipedia/commons/7/70/Brogi%2C_Carlo_%281850-1925%29_-_n._12182_-_Sanremo_-_Popolane_al_lavatojo.jpg)

Our villagers could use somewhere to wash their clothes, right? So why not have a public clothes-washing building? They've been around since the medieval times. What better place for our villagers have a little gossip while washing their clothes after a hard day's work? :D We could have a basic rural setting (made of wood or simply some structure by the river?) and we could perhaps upgrade it to fit a more urbal area in the middle of the city?

I suggested this to the Black Liquid guys, but they pointed out your mod is the only one so far to use soap: maybe these buildings could consume soap and in turn provide a happiness and health radius around it?...

What do you think, is this something feasible?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 01, 2015, 06:17:29 PM
thats true, i have soap but ... it is not 'ON'  :-\
i am ok though to make one since long time you ask for it

but need to figure out what we will do with it (its function)
the problem to 'use' an item without free dynamic material flag (which is the most important thing i try to request from Luke)...
i need to give it a flag 'to use' but citizens will 'use' everything inside that flag and so same thing with those.

and to give health back while using an item : it needs to be flag 'health'. the sad thing with that and this is why i created it and 'disabled' it then after.... citizens are taking everything that is flag 'health' so.... they are going also to the apothecary and use a 'soap' and make an awesome 'infusion' with their soap and drink it  :-[

so...... it needs more thinking  :-\
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: embx61 on November 01, 2015, 07:03:51 PM
Quote from: RedKetchup on November 01, 2015, 06:17:29 PM
thats true, i have soap but ... it is not 'ON'  :-\
i am ok though to make one since long time you ask for it

but need to figure out what we will do with it (its function)
the problem to 'use' an item without free dynamic material flag (which is the most important thing i try to request from Luke)...
i need to give it a flag 'to use' but citizens will 'use' everything inside that flag and so same thing with those.

and to give health back while using an item : it needs to be flag 'health'. the sad thing with that and this is why i created it and 'disabled' it then after.... citizens are taking everything that is flag 'health' so.... they are going also to the apothecary and use a 'soap' and make an awesome 'infusion' with their soap and drink it  :-[

so...... it needs more thinking  :-\

Yeah, those flags are really getting troublesome.
I have quite some ideas but put them on the backburner till we get dynamic flags, if we ever get them that is.

IMHO it is not worth it (for me) to mod a lot of things which will just not work right because of heavy limitation of the flags/limits.

The only thing I can see is to just model that washing building and maybe only give some health or happiness without any rawmaterials assigned to them?
At least the building is in the game and lots of players like new buildings even when they do not directly have an (direct) impact game play wise.

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 05:07:51 AM
just finished ALL my floor 3 models :)
just need to make my 300 text files to make them work ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on November 03, 2015, 05:56:29 AM
Quote from: MightyCucumber on November 01, 2015, 04:58:34 PM
Hey Red, may I suggest somethig you might want to include in NMT?

Here goes:

(http://chudnovetsistoriya.blox.ua/resource/110224_1298546560_stirka1.jpg)

(https://s-media-cache-ak0.pinimg.com/736x/82/7b/c3/827bc322ab44e7b238fb34e21186d21a.jpg)

(http://www.oalcoa.com/wp-content/uploads/2013/09/lavadouro-2site-550x412.jpg)

(https://upload.wikimedia.org/wikipedia/commons/7/70/Brogi%2C_Carlo_%281850-1925%29_-_n._12182_-_Sanremo_-_Popolane_al_lavatojo.jpg)

Our villagers could use somewhere to wash their clothes, right? So why not have a public clothes-washing building? They've been around since the medieval times. What better place for our villagers have a little gossip while washing their clothes after a hard day's work? :D We could have a basic rural setting (made of wood or simply some structure by the river?) and we could perhaps upgrade it to fit a more urbal area in the middle of the city?

I suggested this to the Black Liquid guys, but they pointed out your mod is the only one so far to use soap: maybe these buildings could consume soap and in turn provide a happiness and health radius around it?...

What do you think, is this something feasible?

Could we use it with similar effects as the bath-house or decoration which improves happiness? People tend to be happier when they wear clean clothes.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 03, 2015, 07:16:35 AM
Thanks Red. ;) Yeah, like you guys pointed out maybe it's better to just build the model for now if you find time, and then at a later date include the Soap>>>Happiness functionality.

By the way, I wanna ask you something else (totally cool if you don't agree ;) ): have you ever planned on including Adriana's Library/College, Jamie's Monastery, the new Little Chappel you made and your old Warehouse mod inside NMT? This way all we needed would be inside NMT, and there would be no need for 3 additional mods in our WinData folder.

Just asking this for simplicity's sake, I have so many mods that sometimes I get confused with the load orders. @_@
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 08:20:45 AM
Quote from: MightyCucumber on November 03, 2015, 07:16:35 AM
Thanks Red. ;) Yeah, like you guys pointed out maybe it's better to just build the model for now if you find time, and then at a later date include the Soap>>>Happiness functionality.

ok


Quote from: MightyCucumber on November 03, 2015, 07:16:35 AM
By the way, I wanna ask you something else (totally cool if you don't agree ;) ): have you even planned on including Adriana's Library/College, Jamie's Monastery, the new Little Chappel you made and your old Warehouse mod inside NMT? This way all we needed would be inside NMT, and there would be no need for 3 additional mods in our WinData folder.

adrianna library has been included already, it has been redesigned to fit this mod.
about college.... i included a new school specially for this mod. i dont know i can maybe check to add the old one.
about monestary , warehouse and chapel... i guess i can do. i need to modify little chapel anyways.


Quote from: MightyCucumber on November 03, 2015, 07:16:35 AM
Just asking this for simplicity's sake, I have so many mods that sometimes I get confused with the load orders. @_@

i understand this perfectly :) i also want to include decoration items too
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 08:24:49 AM
Here it goes about 3rd floor models :)
it took more time than expected... got some little problems to fix... got also problems with my satisfaction IMO ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on November 03, 2015, 08:34:41 AM
Awesome work Red.

The NMT development is impressive. That's one of my favourite mod (with NMC and CC:NF).

Thanks


Michel

PS Si j'avais plus de temps cela me donnerait presque envie de me lancer dans la modélisation 3D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 08:37:58 AM
pourquoi pas :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on November 03, 2015, 08:39:43 AM
Good Lord, these are beautiful! You do such nice modeling, mon ami.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on November 03, 2015, 08:41:11 AM
fantastic red ,you are the best
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 08:44:20 AM
thanks you :) all of you :)

just need to fix a couple of things tommorow ... and then i ll switch to corner houses :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 03, 2015, 08:55:20 AM
Can't wait play it, really! :) It's looks very cool. ^_^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 03, 2015, 09:34:47 AM
 :o Incredible! Your speed is remarkable Red, I tip my hat to you!

By the way, are you keeping the old textures and add these or are these replacing the old ones? I kinda got used to the white walls with the brown roofs, as well as the stone walled houses at street level. They blend well with a lot of other buildings. ;P
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 03, 2015, 12:13:11 PM
I am all a quiver with anticipation. The new houses are AWESOME.

What are you planning for corners? Are we having some just plain old corner houses? (Please?) Or more new shops? New corner tavern! New corner tailor! Even a blacksmith would be cool. New anything you want, I will be happy!  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on November 03, 2015, 09:35:59 PM
Fantastic work Red! Thank you very much.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 03, 2015, 10:11:19 PM
thanks all :) glad these are over :)
i fixed tonight couple of errors on the texture model C (very white stucco + dark woods).

i just need to do nice upgrade icons and change the tooltips.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 04, 2015, 05:07:51 PM
i think i am gonna go for 64x64 pixels Upgrade Icons, and i will put them at the bottom of the residence window (since they will be 2x bigger than the 32x32 - and need enough space for those)
why that ? because it is very hard to see and judge when it comes to the 2nd and 3rd level floor Upgrade Icons.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on November 04, 2015, 06:46:46 PM
Quote from: RedKetchup on November 04, 2015, 05:07:51 PM
i think i am gonna go for 64x64 pixels Upgrade Icons, and i will put them at the bottom of the residence window (since they will be 2x bigger than the 32x32 - and need enough space for those)
why that ? because it is very hard to see and judge when it comes to the 2nd and 3rd level floor Upgrade Icons.

Yep ;) Worked for us.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 04, 2015, 10:05:02 PM
Finally , after spent alot of hours on this (before and after warcraft raid) ....

i decided to let them on top of the window :) and instead i ve put down the 'residence / inventory Tabs' just below the Upgrade Icons :)

it looks alot better that way instead of at the bottom of the window.

Screenshot of how beautiful the residence windows are :)
(http://worldofbanished.com/gallery/37_04_11_15_11_04_33.jpeg)

That way, with these beautiful Upgrade Icons you can clearly see what you will get if you click on those :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on November 05, 2015, 03:27:23 AM
Well done!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 05, 2015, 06:02:04 AM
I think they look very clear to choose from
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 05, 2015, 09:18:14 AM
That looks awesome Red! :D Beautifully accomplished, and that new layout is easily understandable.

Now after a well deserved break you're gonna focus on corner residences I assume? :)

Also, are there any other new buildings planned for this new version of NMT?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 05, 2015, 02:44:31 PM
yes next are corner houses :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 06, 2015, 03:18:27 AM
first i ve gone back to the 1st Corner building :)

I fully optimized the Archeology Center and also allowing now 1 upgrade :)
you will now able to upgrade this building, giving you better performance (less material needed, faster processing) and allow you now to research Artefact from Clay :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 06, 2015, 05:29:13 AM
next i gone to the new Medieval Pottery Shop :)

and i did same thing : 1 Upgrade available :)
you will now able to upgrade this building, giving you better performance (less material needed, faster processing)

even if we dont see it on the screenshot (made before i done it) but i fixed all the typos : Potery => Pottery :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on November 06, 2015, 06:20:42 AM
In medieval times, only the rich were educated. Most people din't know how to read nor write hence most signs were made with objects, but, since the shop already has pots outside, there's no need for one. Anyway, thieves and robbers will ransack the goods and run while children will have fun throwing stones to break the pots. ;) ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 06, 2015, 09:30:44 AM
Looks promising. Keep up the pace. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 06, 2015, 09:46:19 AM
QuoteMost people din't know how to read nor write hence most signs were made with objects

So true, @Turis, so true. I however try to build a school as soon as possible because I loathe uneducated workers. Realistically most of the jobs in Banished would not be much improved by edumacation. Who needs education to chop logs?  ::)

New corner shops look fantastic, Red. Are you going to make just a regular old corner house that is just a house?  :-*
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 06, 2015, 07:23:35 PM
of course there will be plenty of regular houses in the corner :)
but being there, i fix all my building already made in that particular spot :) next are the hostels :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 07, 2015, 04:01:30 AM
I just did Medieval Hostel Floor 1 :) I fully optimized it.
2 upgrades available for this floor 1 : Both will provide better warm and will allow 1 more family to live in there :) (4 families instead of 3)
you will have choice of Red Bricks or Sand Bricks. they will keep both same roof though.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 07, 2015, 07:33:19 AM
I just did Medieval Hostel Floor 2 :) I fully optimized it.
2 upgrades available for this floor 2 : Both will provide better warm and will allow 1 more family to live in there :) (4 families instead of 3)
you will have choice of Red Bricks with black roof tiles, or Sand Bricks with orange clay tiles.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 07, 2015, 12:31:43 PM
doing a little pause on hostel... wanted to start a new idea as new corner building... i didnt want to make the same building over and over ^^
couldnt resist to see how it would go while building it ^^

i need now to figure out the upper part of it ^^
(of course it will need windows ^^ thats not a problem hehe)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 07, 2015, 02:42:16 PM
You houses look good but these corner buildings look even better.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 07, 2015, 02:44:26 PM
Corner hostels look very cute. I suppose you are going to tease us with guessing what that last building is?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 07, 2015, 03:03:51 PM
That looks like a pub or a tavern Red, very cool. :D

Would be nice for the villagers to have a place to drink until they couldn'y take it anymore relax after a hard day's work. ;D

By the way, are you planning to do corner shops some day? They'd add a nice variety. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on November 07, 2015, 09:10:43 PM
I'm going to second the "pub" (tavern) suggestion.

I'm also going to re-state my previous 'Chandler' suggestion for a separate option - With an upgrade (or separate shop altogether) to a 'homewares' shop.

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 07, 2015, 10:23:28 PM
i guess i ll go for 'pub' 'tavern' with it :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on November 08, 2015, 12:27:58 AM
Great job on the upgrade icons! Loving all the options now with the brick textures. The hostels look great too. Can't wait to see the third floor options. That new building looks cool. Like the pub idea for it too. Thanks again for all your hard work Red! :) 
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 12:50:55 AM
thanks :)

the new Medieval Pub / Tavern is almost done :)
just need to do my files and check in game how it looks like, and how it goes with the existent 2-3rd floor siting on top of it ^^
(pretty sure i ll have to do some ... adjustments ^^)

btw . with new tavern ... i will delete the old one. anyways the old one had a bad overlap system :P it was made when i was still very unexperimented ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 01:52:29 AM
lol that was quick ^^. almost nothing to do lol

the 2nd/3rd floor of the hostels fit perfectly on top of it ^^^


i can say : this new Medieval Tavern (corner) looks so AWESOME and looks SO GREAT in game :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 08, 2015, 01:53:16 AM
I like this new tavern model! Looks very nice! :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: pliton on November 08, 2015, 02:00:19 AM
Yepp. It looks great!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 08, 2015, 02:33:40 AM
Tavern looks great but it's only one storey? Have you considered two or three storey tavern?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 03:31:43 AM
Quote from: elemental on November 08, 2015, 02:33:40 AM
Tavern looks great but it's only one storey? Have you considered two or three storey tavern?

no , the tavern is only 1 floor :) like every all other business :)
what will go ontop of this : or you go for the hostel, or you choose specific Medieval Corner Houses. a set similar to the one previously made, but specificly made to go in corner :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 03:54:24 AM
wondering if it would be very complicated to do what i ve got in my mind since a few week for Medieval Corner Houses ^^

i made a very crude draw with paint.exe ^^
i dunno if you can figure out what i ve tried to draw ^^

building black = 1 floor (can be the tavern for example)
building red and blue = 2nd floors, one goes to the left of the first floor, one to the right. and they will imbricate at middle
building yellow and green = 3rd floor, same as 2nd floor , one to the left, one to the right ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 04:05:07 AM
btw, i fixed brown footprint to match the new building ... and did build01 and build02 (building process).
now gonna look for upgraded versions :) and put the Upgrade Icons :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 08, 2015, 04:50:50 AM
Please keep the older tavern if possible Red!!!! :O I like it for rural areas. ;D

Anyways, your progress is astonishing and the building looks awesome as always! 8)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on November 08, 2015, 05:49:19 AM
The new brewer looks great! Such an improvement to the original!

And your idea for housing on top of it (and other corner 1 floor buildings) looks good too. Can´t wait for it! 
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 06:19:15 AM
Here the Upgrade available :) 2 Upgrade Icons, 2 new looks :)

Upgrade those will allow +1 worker, and faster production. (very slightly)

(http://worldofbanished.com/gallery/37_08_11_15_7_17_06.jpeg)

in this screenshot you can see also the new Medieval Tavern window. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on November 08, 2015, 07:59:48 AM
They look great! Really loving the variety that the new textures offer.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 08, 2015, 08:09:19 AM
Damn this recolors could really look good on arid map like seeds! And i don't mean here sand lakes or desert from CC.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 08:31:37 AM
Quote from: DesoPL on November 08, 2015, 08:09:19 AM
Damn this recolors could really look good on arid map like seeds! And i don't mean here sand lakes or desert from CC.

yeah it will offer alot of choice depending the map you play :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 08, 2015, 10:11:42 AM
The taverns are beyond awesome. I am beside myself with anticipation...drooling, I need a bib... ;D

Quotebuilding black = 1 floor (can be the tavern for example)
building red and blue = 2nd floors, one goes to the left of the first floor, one to the right. and they will imbricate at middle
building yellow and green = 3rd floor, same as 2nd floor , one to the left, one to the right ^^

If I am understanding what you are proposing here, there would be the possibility of two families on each of the second and third floors? If so, how would it look when only when side is built?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 08, 2015, 11:03:45 AM
Quote from: RedKetchup on November 08, 2015, 08:31:37 AM
Quote from: DesoPL on November 08, 2015, 08:09:19 AM
Damn this recolors could really look good on arid map like seeds! And i don't mean here sand lakes or desert from CC.

yeah it will offer alot of choice depending the map you play :)

I like the tavern model of yours, and i could like see it the same as corner housing, normal not the hostel / board house.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 11:33:12 AM
yeah at some point i ll do many different housing for the corner. and yes maybe it can also serve as housing :)

in wait........
to make pleasure to someone who asked it .......

If I would do this ? Would it be OK for you ??

Medieval Washing Place
from tooltip : " Medieval Washing Place offer a place for washing rags and clothes, and through it, it provides happiness to your citizens. "

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 08, 2015, 11:57:54 AM
Looks nice. :) Also i discovered why my happines in viliage was lower.

I used an Bobbi's mod where is disabled from healthcare buildings happines lol. xD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 08, 2015, 01:12:49 PM
Quote from: RedKetchup on November 08, 2015, 03:31:43 AM
Quote from: elemental on November 08, 2015, 02:33:40 AM
Tavern looks great but it's only one storey? Have you considered two or three storey tavern?

no , the tavern is only 1 floor :) like every all other business :)
what will go ontop of this : or you go for the hostel, or you choose specific Medieval Corner Houses. a set similar to the one previously made, but specificly made to go in corner :)

That's a pity. The reason I asked is because the tavern looks so good it would be a shame to cover it up with a hostel. Maybe you can make some corner houses in a similar style so it matches the tavern?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 01:15:39 PM
Quote from: elemental on November 08, 2015, 01:12:49 PM
Quote from: RedKetchup on November 08, 2015, 03:31:43 AM
Quote from: elemental on November 08, 2015, 02:33:40 AM
Tavern looks great but it's only one storey? Have you considered two or three storey tavern?

no , the tavern is only 1 floor :) like every all other business :)
what will go ontop of this : or you go for the hostel, or you choose specific Medieval Corner Houses. a set similar to the one previously made, but specificly made to go in corner :)

That's a pity. The reason I asked is because the tavern looks so good it would be a shame to cover it up with a hostel. Maybe you can make some corner houses in a similar style so it matches the tavern?

will do  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 08, 2015, 01:57:33 PM
They look amazing and the new colour schemes look great.  :)

I notice it says "Alcohol Limit". Are your taverns compatible wit CC which uses Luxuries system? I can see that they make alcohol. Do they also serve it?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 02:08:12 PM
yes. it is cause i dont have CC loaded so the name is still the real banished name... but fully compatible. yes they do they 'serve' it (people go at tavern and drink all day every x seconds till i give them a task to do lol)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: squashedtoad on November 08, 2015, 02:52:42 PM
Way cool stuff Red!!!  Any ideas when they'll be ready for use?  I can't wait.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 08, 2015, 03:19:26 PM
Quote from: RedKetchup on November 08, 2015, 11:33:12 AM
yeah at some point i ll do many different housing for the corner. and yes maybe it can also serve as housing :)

in wait........
to make pleasure to someone who asked it .......

If I would do this ? Would it be OK for you ??

Medieval Washing Place
from tooltip : " Medieval Washing Place offer a place for washing rags and clothes, and through it, it provides happiness to your citizens. "

Red, you are the best, that looks outstanding! Now the villagers of our towns will have a place to gossip, ahah. ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 08, 2015, 03:38:54 PM
so the design is ok for you ?

tomm gonna probably add the 2-3 look upgrades :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 08, 2015, 04:10:01 PM
It's awesome man, couldn't be better! Can't wait to use it in future towns! :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 08, 2015, 10:44:05 PM
How about a corner cheese maker? That could be fun.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 09, 2015, 02:17:52 AM
@MightyCucumber

so i did 2 more different look. Since i didnt see to make one with red bricks.... i decided instead to make one with old bricks texture (remember the canals system ?)
and since it look very more 'old' than the one i made first... i decided that 'old brick' Medieval Washing Place will be the one by default.
and the 2 others will be more 'recent' Medieval Washing Places :) and will be available as upgrades.

here on the screenshots, the 3 models. you can also see the upgrade icons window :)


BTW they are 4x3 (3+2 roads) i tried to make it small and didnt want to make a huge place.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on November 09, 2015, 05:05:41 AM
great.
could you set this washing place to be placed near water stream/canals?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on November 09, 2015, 05:19:15 AM
It looks nice. I see you use the symbol of the well. Does it have the same properties? I mean, that people could get water there to put out fires?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on November 09, 2015, 08:51:34 AM
The design with the old bricks is fantastic. Could use a water pump installed though lol.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 09, 2015, 11:17:51 AM
Quote from: Nilla on November 09, 2015, 05:19:15 AM
It looks nice. I see you use the symbol of the well. Does it have the same properties? I mean, that people could get water there to put out fires?

was not planned... i took the icon cause it was fast to do but.... maybe i can check for it


Quote from: Gatherer on November 09, 2015, 08:51:34 AM
The design with the old bricks is fantastic. Could use a water pump installed though lol.

where in the graphic i should put these water pumps ?

Quote from: Fellow Villager on November 09, 2015, 05:05:41 AM
great.
could you set this washing place to be placed near water stream/canals?

probably
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on November 09, 2015, 11:28:36 AM
Quote from: RedKetchup on November 09, 2015, 11:17:51 AM
Quote from: Gatherer on November 09, 2015, 08:51:34 AM
The design with the old bricks is fantastic. Could use a water pump installed though lol.
where in the graphic i should put these water pumps ?

Perhaps just one per chute (at the short end) but on the opposite sides of the structure.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 09, 2015, 11:51:54 AM
Quote from: Gatherer on November 09, 2015, 11:28:36 AM
Quote from: RedKetchup on November 09, 2015, 11:17:51 AM

where in the graphic i should put these water pumps ?

Perhaps just one per chute (at the short end) but on the opposite sides of the structure.

ok, i ll go back after these hostels that i still have to finish  :-X
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 09, 2015, 02:57:53 PM
looks like i almost redone completly 99.8% the 3rd floor of Medieval Hostel. alot of hours on it so far :( really alot, all afternoon.
i had to redo it cause it had a huge problem of shadow (not the good sides 'had light' while enlighten walls 'were in shadows'. it was totally different of the other floors and look terribly. i know why but wont really explain ^^)
i almost done but will finish it later. for the moment i m going to take a nap before warcraft raid. will finish it after.

in middle of it, i also gone back to Hostel floor 2 to make a change, a big change which will improve the overall look of these Hostel : i deleted all the balcony
you ll see, it really look better, big improvement.

i ll post screenshots of everything later tonight when done.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 10, 2015, 03:34:16 AM
Well well. i passed like 12 hours on that already, that 3rd floor :(2x6 hrs)  :-X

heres the pictures of the new looks :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on November 10, 2015, 04:34:52 AM
Why don't you add the three hostels into an additional single building? This way we could single-click it instead of clicking each floor. Just a thought.

I really like what you're accomplishing. I can't wait to play your mod. :) :) :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 10, 2015, 05:40:10 AM
Quote from: Turis on November 10, 2015, 04:34:52 AM
Why don't you add the three hostels into an additional single building? This way we could single-click it instead of clicking each floor. Just a thought.

I really like what you're accomplishing. I can't wait to play your mod. :) :) :)

because that the essence of my mods. i cannot add lot of things.... everything has been made in CC mod. the only thing i have are those multi story building ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 10, 2015, 08:19:15 AM
So if I understood correctly, are the hostels/corner buildings with balconies gone? :O

Maybe you could do an F key variant Red, that way we'd be able to choose between the two (nice progress by the way!).
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 10, 2015, 12:28:00 PM
nan they are gone now.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 10, 2015, 01:17:34 PM
Quote from: RedKetchup on November 10, 2015, 05:40:10 AM
Quote from: Turis on November 10, 2015, 04:34:52 AM
Why don't you add the three hostels into an additional single building? This way we could single-click it instead of clicking each floor. Just a thought.

I really like what you're accomplishing. I can't wait to play your mod. :) :) :)

because that the essence of my mods. i cannot add lot of things.... everything has been made in CC mod. the only thing i have are those multi story building ^^


It's your mod, you can add whatever you like. It's doesn't matter what is is CC. Your buildings have their own unique style. Obviously lots of people like them, that's why this thread is so popular. So please don't stop yourself from making something just because it's already in CC or any other mod.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on November 10, 2015, 02:32:50 PM
He can always add new things in his mod in later versions. It's obvious he doesn't want to compete with CC.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on November 10, 2015, 02:49:17 PM
We also try to avoid adding what is in nmt , I mean the important things . we try to avoid a medieval feel not just because we are cc, but because there's already an awesome mod here for that :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 10, 2015, 09:38:15 PM
Quote from: Turis on November 10, 2015, 02:32:50 PM
He can always add new things in his mod in later versions. It's obvious he doesn't want to compete with CC.

oh i cant compete , for sure lol

first , i am alone, and i dont have the patience anymore to work on this 16hours per day, 7 days / week like at the begining when i started to hardly learn everything (starting from 0 knowledge on code/graphic/3D)
i do like an hour or 2 and i need breaks ^^ and once in a while i need couple days off too ^^

but getting there :) slowly
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 10, 2015, 11:37:38 PM
my Upgrade Icons for Medieval Hostel floor 3 are done :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 11, 2015, 01:38:33 AM
working presently on the Blacksmith ....  :P

i think you will ALL Love it :)


grin  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 11, 2015, 02:49:50 AM
Quote from: RedKetchup on November 11, 2015, 01:38:33 AM
working presently on the Blacksmith ....  :P

i think you will ALL Love it :)


grin  ;D


lol i am .... speechless  :-X


(http://worldofbanished.com/gallery/37_11_11_15_3_49_18.jpeg)

;D  ;D  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 11, 2015, 03:30:16 AM
Looks great.  :)

I found this pic ages ago. Your mod almost makes it possible to build something like this, but it needs a tunnel/gateway building. Any chance you could make a ground-level building something like the one circled in red?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 11, 2015, 03:38:48 AM
nice :)

it will comes ^^ :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on November 11, 2015, 06:18:11 AM
Love the Washing Place - very unique...  :D

And that corner Blacksmith is really cool, too...  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 11, 2015, 09:11:24 AM
LOVE the blacksmith.  ;D
I hope you will have your old blacksmith, tailor, tavern etc available as a separate mod download for those of us who cannot have enough variety, though. I still think they are cute and use in more rural areas where the "town" feel of the things does not fit as well.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 11, 2015, 09:19:16 AM
Quote from: Bobbi on November 11, 2015, 09:11:24 AM
LOVE the blacksmith.  ;D
I hope you will have your old blacksmith, tailor, tavern etc available as a separate mod download for those of us who cannot have enough variety, though. I still think they are cute and use in more rural areas where the "town" feel of the things does not fit as well.

yeah i can maybe do that
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 02:30:10 AM
i present you the new Medieval Blacksmith :)

at begining, building the blacksmith, you will get the building at the very left of the picture. it is a cheap version. low cost, allowing a fast build and offer you the lower versions of tools.
and on its window you have 1 Upgrade Icon.

clicking on it you get the new, bigger version which has all the tools patterns. picture of center left. That version has 2 Upgrade Icons which allow you you change the look of it :)
which are the 2 models on the right.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 02:38:21 AM
ooops .... model 4 : chimney fixed :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on November 12, 2015, 03:33:23 AM
Quote from: elemental on November 11, 2015, 03:30:16 AM
Looks great.  :)

I found this pic ages ago. Your mod almost makes it possible to build something like this, but it needs a tunnel/gateway building. Any chance you could make a ground-level building something like the one circled in red?

The CC have a market place that works that way. Different style of course.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 12, 2015, 07:05:57 AM
I hope still wooden tools etc, might be produced. :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 07:14:26 AM
Quote from: elemental on November 11, 2015, 03:30:16 AM
Looks great.  :)

I found this pic ages ago. Your mod almost makes it possible to build something like this, but it needs a tunnel/gateway building. Any chance you could make a ground-level building something like the one circled in red?

so the entrance / passage way would need to be 2 tiles width. so i would do as same footprint as the 1st floor, it would need :
1 tile "walls" - 2 tiles "open" - 1 tile "walls" (maybe the tile walls can have a door in each)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 07:17:16 AM
Quote from: DesoPL on November 12, 2015, 07:05:57 AM
I hope still wooden tools etc, might be produced. :D

yup :)

first model, the cheap one : wooden tools , stone tools, iron tools

all the upgrades :  wooden tools , stone tools, iron tools, steel tools, and carbon steel tools
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on November 12, 2015, 07:23:21 AM
@RedKetchup


instead of doors in the walls, you could do windows,  since you could have a doorway in the "open" part.



and in case i didn't say it enough : Your work is fabulous!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 07:32:19 AM
Quote from: chillzz on November 12, 2015, 07:23:21 AM
@RedKetchup


instead of doors in the walls, you could do windows,  since you could have a doorway in the "open" part.



and in case i didn't say it enough : Your work is fabulous!

yes that too :)
thanks
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 12, 2015, 01:20:44 PM
A few ideas for you:

- maybe there should be no first floor building so you get a wider tunnel? Gives us more room to decorate the tunnel with barrels and wagons and other things.
- the 2nd level building could touch the ground on both sides. Level 3 could also touch ground on both sides. This would make it all symmetrical.
- or you could make two mirror image combined 2nd/3rd level tunnel buildings. Each one makes half of the tunnel and you could put the doors for 2nd/3rd level inside the tunnel.
- tunnel doors or gates could be made as optional ghost decorations.

Really looking forward to seeing what you do with this.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on November 12, 2015, 06:51:16 PM
Quote from: elemental on November 12, 2015, 01:20:44 PM
- maybe there should be no first floor building so you get a wider tunnel? Gives us more room to decorate the tunnel with barrels and wagons and other things.
you can already achieve this, without building the ground/1st floor.
place 2nd / 3rd floor with enough spacing for 1st floor.. et voila a 4 wide tunnel, with walls (from either staircase) on both sides.



Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 12, 2015, 07:48:45 PM
Quote from: chillzz on November 12, 2015, 06:51:16 PM
Quote from: elemental on November 12, 2015, 01:20:44 PM
- maybe there should be no first floor building so you get a wider tunnel? Gives us more room to decorate the tunnel with barrels and wagons and other things.
you can already achieve this, without building the ground/1st floor.
place 2nd / 3rd floor with enough spacing for 1st floor.. et voila a 4 wide tunnel, with walls (from either staircase) on both sides.

yeah kinda a bit pointless
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 12, 2015, 08:37:23 PM
Something like this?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 12, 2015, 09:07:46 PM
Yes I know you can do that but it looks very strange with two sets of stairs next to each other on each side of the tunnel. If they were doors it might look OK but with all those steps it just looks weird. Doors inside the tunnel for the upper level houses would look much better.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 14, 2015, 09:24:26 AM
back to moddling today, all day :)

first i will do 1 of 4 tiles width (same width as 1st floor) with 1x each side as a wall, and an opening in middle of 2 x width for road.
and i will do 1 of 5 tiles width (but same width of 2 floors and will be high as 2 floor) with 1x each side as wall and an opening in middle of 3x width for road.

that way if you do 2x roads or 3x roads, you ll get one available.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 14, 2015, 11:10:18 AM
lets see......
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 14, 2015, 01:29:11 PM
looks not that bad in game :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on November 14, 2015, 10:43:03 PM
Looks great.  NMT 2.0 and CC1.6 are going to be awesome. :)

Another thing you could consider making is decorative archways and gates and bridges to fit between two buildings. They wouldn't do anything, just be decoration. Something like this:
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 15, 2015, 05:14:35 AM
i did the look upgrades :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 15, 2015, 05:59:52 AM
little change on model tunnel brick house upgrade 1 (too similar to model 3)
changed roof from black wood to brown wood roof
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 15, 2015, 06:21:57 AM
This tunel house looks great. I like it.

Not sure what chances are, but some garden decorations to this new houses or something?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 15, 2015, 07:33:40 AM
Quote from: DesoPL on November 15, 2015, 06:21:57 AM
This tunel house looks great. I like it.

Not sure what chances are, but some garden decorations to this new houses or something?

i ll check when i will include a part of decoration items mod into it
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on November 15, 2015, 01:48:53 PM
 :) nice as always
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 15, 2015, 03:02:25 PM
Quote from: ShockPuppet on November 15, 2015, 01:48:53 PM
:) nice as always

thanks :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 16, 2015, 08:39:36 AM
have couple of things to do today but...

i started to rework on the bakery :)
my plan is to keep the old one (but a bit changed and optimized) and do, as i did for the blacksmith:
the old one will be an early bakery, cheap and do basic skill. and then, it will have 1 upgrade icon for a better one with full recipes.
and on this big one will have 2 upgrade icons to change the look of it (bricks mesh apparence)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 16, 2015, 09:16:31 AM
Sounds great!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 16, 2015, 10:37:46 AM
That waiting for both CC 1.6 and NMT 2.0 makes me nervous. I want allready that stuff. :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on November 16, 2015, 01:37:54 PM
Quote from: RedKetchup on November 16, 2015, 08:39:36 AM
have couple of things to do today but...

i started to rework on the bakery :)
my plan is to keep the old one (but a bit changed and optimized) and do, as i did for the blacksmith:
the old one will be an early bakery, cheap and do basic skill. and then, it will have 1 upgrade icon for a better one with full recipes.
and on this big one will have 2 upgrade icons to change the look of it (bricks mesh apparence)

Is there any advantages to the upgrade to the brick versions, from a gaming point of view?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 16, 2015, 01:38:01 PM
Quote from: DesoPL on November 16, 2015, 10:37:46 AM
That waiting for both CC 1.6 and NMT 2.0 makes me nervous. I want allready that stuff. :D

patience :) patience :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 16, 2015, 01:38:32 PM
Quote from: Tilleen on November 16, 2015, 01:37:54 PM

Is there any advantages to the upgrade to the brick versions, from a gaming point of view?

no. only apparence

err...
houses have better resistances to temperatures :)

and maybe some little little bonuses in the time to craft something , but really almost imperceptible. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: noobee on November 16, 2015, 02:27:06 PM
Those new buildings look absolutly amazing. Though I noticed that the already upgraded bulding don't have the upgrade option. It would be nice to be able to change the color model without demolishing and rebuilding. And the upgrade button is always useful for kicking old people out.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 16, 2015, 06:18:04 PM
bah no, the upgraded version dont have the upgrade button : they are already upgraded.
unless CC team has found a way to upgrade a building without demolishing and kick people... i dont think it is possible (against the game rules which we cant change)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: noobee on November 16, 2015, 10:59:38 PM
I guess I failed to express my thoughts correctly. English is not my native language. I meant could you live the upgrade button for buildings that have more then one upgrade variant? So if you want to change say red brick house with light roof into something else you won't have to manually demolish it, then rebuild the starting variant and upgrading it into let's say 'white wall with darker roof'. Instead you hit the upgrade button and the workers do their thing (demolish\rebuild) like with any other upgradeable building. Hope I explained myself better this time.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 17, 2015, 02:36:57 AM
i see what you mean... yeah i can do but it would be alot of work ( i would need to install all the upgrades icons (code + pictures) on all the upgrade version txt files)
thats would be alot and alot of work and it was the reason i kept them simple.

i ll see... if i still have alot of time before i can release it.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 17, 2015, 02:39:48 AM
i didnt had alot of time but i still finished the new Medieval Bakery (cheap and non-upgraded)
:D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Trizeropz on November 17, 2015, 04:07:58 AM
Gosh! It looks awesome!  :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: noobee on November 17, 2015, 04:25:38 AM
I did not realize it was that difficult, thought it was a little more then simple copy/paste. In that case I guess it's not that extremely important function. Though it would still be nice to have that option, so please look into it if you have spare time.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on November 17, 2015, 05:22:31 AM
Holy skaglick! Awesome!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on November 17, 2015, 05:36:36 AM
Quote from: noobee on November 16, 2015, 10:59:38 PMif you want to change say red brick house with light roof into something else

Some folks might find this confusing though... when I see an upgrade option, I usually expect some benefit (more residents, better heating, more storage and such)...

This would be more of an "I changed my mind" option - if that can be done at all, it should be called differently (not upgrade), and probably have a different icon, too... a lot of work indeed...  :-\
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 17, 2015, 09:31:19 AM
Quote from: noobee on November 17, 2015, 04:25:38 AM
I did not realize it was that difficult, thought it was a little more then simple copy/paste. In that case I guess it's not that extremely important function. Though it would still be nice to have that option, so please look into it if you have spare time.

thats simple copy/paste but it is also hundreds of copy/paste lol also i would need select which upgrade to put and kick out the one that already is and replace it by the non-upgraded
or instead to put 5 icons, i would need to build a very new set up files at 4 upgrade icons only
(or i would need to put all 5 , even the one that is already in that texture)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 17, 2015, 04:40:48 PM
Hey Red, I wonder if you can make a separate button with all the retired buildings? (old bakery, old tavern, etc.)

Also, I'd remove the bars in the bakery, they sort of look like animal cages instead of ovens. ;)

Other than that, awesome job as always!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 17, 2015, 04:49:13 PM
lol they look cages ? haha  :-[

i dunno i found the old model i used to draw my  old bakery : (http://orig09.deviantart.net/635f/f/2009/212/1/d/bakery_by_poopgoblyn.jpg)

it had that. i just turned them to black metal instead of white polished ones
(will see what i can do)

about old meshes... maybe some will be back in an external mod....
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on November 17, 2015, 08:35:56 PM
Used for baking Hansel and Gretel.  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 21, 2015, 12:31:05 PM
back to moddling today  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 21, 2015, 01:40:11 PM
completed the Medieval Bakery non-upgraded with build01 and build02 :)

going to make the 1st upgrade :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 21, 2015, 03:08:00 PM
almost done the 1st upgrade :)

need to make my code.... and i ll be able to judge how it looks like in game :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 21, 2015, 04:15:57 PM
hmmmm looks great :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: bubbamcgee on November 21, 2015, 04:17:08 PM
@RedKetchup - This looks awesome!  The updated NMT and CC are going to push me into overload on playing Banished.  Might not ever see the holidays.   ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 22, 2015, 10:41:20 AM
i continued a bit yesterday but forgot to post screenshots  :-[

i did the build01 and build02 of Upgrade 1
now i am gonna do the brown footprint on the ground and do the 2 alternate look upgrades in bricks and roof tiles :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 22, 2015, 11:44:04 AM
You are going to force me to do a bread chain, which currently I don't do much of, just so I can use this pretty building. Can you make a second floor that looks sort of like the upper part of the blacksmith and bakery? I would hate to cover that up, it looks so nice as a single story.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 22, 2015, 12:05:17 PM
Quote from: Bobbi on November 22, 2015, 11:44:04 AM
You are going to force me to do a bread chain, which currently I don't do much of, just so I can use this pretty building. Can you make a second floor that looks sort of like the upper part of the blacksmith and bakery? I would hate to cover that up, it looks so nice as a single story.

yeah the 2nd floor will be similar to that :) the thing i need to make sure, the new 2nd floor and 3rd floor need to fit on all the 1st floor corner buildings.

Medieval Bakery with all its upgrades are done now :)

(http://worldofbanished.com/gallery/37_22_11_15_1_01_07.jpeg)


To the bottom at the left we have the cheap and early one. it does only bread and cake. it has 1 Upgrade Icon to upgrade it.
Then to the right with have the first upgrade. it has all the receipes and will fit with the residences 2nd and 3rd floors. it has 2 Upgrade Icons to upgrade the look.

Then in the back we have the 2 Look Upgrades. they have all recipes and are a little bit faster (very little more efficient) to make the reciepes.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 22, 2015, 12:18:08 PM
next will be the new Tailor :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 22, 2015, 04:24:11 PM
Have I mentioned lately how much I love you?  :D :D ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 22, 2015, 05:11:39 PM
Quote from: Bobbi on November 22, 2015, 04:24:11 PM
Have I mentioned lately how much I love you?  :D :D ;)

;D  ;D  ;D Thanks you :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 22, 2015, 08:27:40 PM
This is the new Medieval Tailor, the cheap one. it will have the 2 lowest receipes, rags and wool coat.
since it is a cheap one, the tailor has to be creative since his installation isnt perfect ^^ he is effectively working on .... scarecrows setup. he doesnt have real manekins ^^
;D

the design has been inspired from the original tailor but redesigned to fit a corner spot :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Nilla on November 23, 2015, 04:00:43 AM
Very nice! I love his specialty; the scarecrow!  :)

What about leather coats? It´s normally the first kind of clothes you make. I think it would be unlucky if the first cheap tailor couldn´t make them. But if your rags are simple (and cheaper) leather coats, it´s probably alright.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 23, 2015, 09:19:58 AM
Yeah I think rags are what they get if you have 0 coats in stock and you let them run around "naked". You know what I've found strange is that even in the new hot climates and in the middle if the summer in vanilla Banished, these people still freeze to death if you let them run out of firewood. Ridiculous. But probably no way to change that.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 23, 2015, 01:01:42 PM
haha sorry but rags are leather coats ^^ thats 2 different name for the same item :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on November 24, 2015, 12:47:58 AM
The bakery looks wonderful! Can't wait to see the tailor upgrades. Great stuff as usual!  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 24, 2015, 01:49:07 AM
Quote from: Kimbolton on November 24, 2015, 12:47:58 AM
The bakery looks wonderful! Can't wait to see the tailor upgrades. Great stuff as usual!  :)
i didnt got time to work on that today... but gonna check first to see if i put the wall in wood if it has a better looking (not entirely satisfied of it)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 26, 2015, 09:19:15 AM
How would you feel about a corner market, a general one just like the game that takes everything, with a good radius? I use a mod called wintinEmporium that I got on BanishedInfo made by downloadmyheart, who I believe is no longer active in Banished. I would prefer something that blended better with the neighborhoods I create with your (amazing) houses. I use your specialized markets for flavor and appearance, but would prefer a regular market for efficiency.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 26, 2015, 11:31:57 AM
k, np, i will check this weekend
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 26, 2015, 02:57:57 PM
Here is a link to the emporium:

http://banishedinfo.com/mods/view/226-EMPORIUM-A-Market-Storage-Building

It is based on Mathieso of the Fountain mod (Cosacks). I don't use it any more since CC made hedges and flower beds and stuff.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on November 26, 2015, 05:24:25 PM
(Seems that I can't quote your last post so here goes xD)

It's just that traditional ovens to bake bread usually don't have doors (or they have metal ones such as these below):

(http://st.hzcdn.com/simgs/77c150ef0348a68a_4-0160/traditional-kitchen.jpg)

Anyways, do as you see best Red, we'll back you up as always man. ;P Loving the progress as usual! ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on November 28, 2015, 08:55:13 AM
Hey Mr. @RedKetchup

Would it be possible for you to include some national flags and flagpoles into your mod like there are in the CC mod? I know the CC mod team is using some of your stuff with your permission so could you at least ask them if you could use their flags and flagpoles?

Would that be considered as too much competition between the mods? I don't know.


Cheers
Gatherer
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on November 29, 2015, 04:31:19 PM
QuoteI know the CC mod team is using some of your stuff with your permission so could you at least ask them if you could use their flags and flagpoles?

Would that be considered as too much competition between the mods? I don't know.

There is no competition, its modding an indie game for fun not a business :) RK knows he is welcome to our things we both share back and forth we have some buildings he has some crop and animal and code etc.

:) my flags are just a cylinder with a plane not very fancy i made them loooooonnnnggggg time ago hehehehe

I discovered, even tho we have nearly 30 flags, people always want more. it is like something that never ends for requesting :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 29, 2015, 04:37:33 PM
Quote from: ShockPuppet on November 29, 2015, 04:31:19 PM
I discovered, even tho we have nearly 30 flags, people always want more. it is like something that never ends for requesting :D

lol yeah :) i want one of Québec !!
hehe
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 30, 2015, 09:22:12 AM
If you put in every flag in the whole world, imagine how many that would be......
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on November 30, 2015, 05:23:51 PM
so i ve changed a bit my mind about the basic version of the new Medieval Tailor :)
i was very non satisfied about the look of it ... and i changed to fully wood to see what the mesh would look ....

and i loved it :)

(http://images.akamai.steamusercontent.com/ugc/388796084566461855/96CC68B08D59518D6CE615D07D0934B947BBAE36/)


edit: BTW sorry i didnt work on that since a week :S starting to be tired a bit ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on November 30, 2015, 08:32:35 PM
I will get you some espresso  ;D I love the wood look too. Very rustic.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 01, 2015, 04:33:23 PM
started the Upgrade 1 version for the Corner Medieval Tailor .....

of course i took the same mesh as the Blacksmith but adapted it for Tailor :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 01, 2015, 05:04:25 PM
 :D

in game :

just need to do my footprint... my icons ... and do the bricks / roof tiels upgrades.
oh and my build01 / 02


EDIT: i think my manekins are a little too big though ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 01, 2015, 05:50:55 PM
so i was looking about to add some tailor patterns because everywhere (mainly steam^^) some people are using CC and they find my tailor totally useless  :-X
since my tailor doesnt do what CC tailor do ....

and i asked @ShockPuppet  what their Tailor do so much better than me ? and Shock show me their list. lollls
a dream list ! The Paradise Tailor !!

i cant add all that ^^ there is leather... wool... reed... feathers... linen... cloths(? cotton?)... silk .... cured leather....

no surprising people find mine so ... garbage lol

i dont know, i wanted to add some for people but.... i am not sure with all this list, adding 1 or 2 does it matter ? .... they will still find mine garbage lol.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 01, 2015, 06:07:23 PM
There are only two types of clothes in the game: normal and warm. All those fancy variations in CC are one or the other, they are just made from different raw materials.

For me, only two things really matter for a tailor: be able to make warm clothes out of common materials like leather and wool, and having an attractive building. You don't need to offer 10 different types of clothing if you don't want to.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Glenn on December 01, 2015, 09:46:41 PM
Red, your new tailor looks great, don't worry about the mannequins they look fine.

To me the game is about variety, and the more variety there is in the types of building you can use the better.

Now you have a rustic/village type of tailor and a large town/city style tailor -- perfect for variety.

As for the clothes made by your tailor why don't you simply use the three original styles -- leather, wool, and wool and leather.

In many ways the CC tailor is simply too complicated in what it offers.

Keep up the good work.

Remember -- you can't keep everyone happy -- we all like something different
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Tilleen on December 01, 2015, 09:54:25 PM
From my perspective, unless the different types of cloths do some thing for you there is no real reason to have them. In CC it gives you extra options to make essentially the same thing, normal and warm clothes. It may give you other options, where you may be able to use the uniforms, for example, to do something else. Like what was happening in the "Settlers of Arcadia" game that was running for a short while.

In no way does it make your version garbage, or theirs fantastic, they are both great. The CC version makes sense in CC. Your version makes sense in NMT.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 01, 2015, 11:59:09 PM
more variety gives also more ways to do the same thing (more work around depending what you have available in the hands) :)

i dunno , i will still gonna check if i can at least add something... maybe coton + new cloth that will go with.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 02, 2015, 01:52:47 AM
If you want to make a new type of fabric, cloth made from hemp is one thing that CC doesn't have.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on December 02, 2015, 06:21:22 AM
You don't really have to compete with CC. The only reason I have it is because of the wildlife. Why don't you ask Kralyerg for permission to replicate his basic clothes mod for your tailor shop or something similar?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: gerns on December 02, 2015, 08:04:26 AM
red -please don't try to compete with cc . YOUR STUFF IS FANTASTIC, and don't let anyone tell you different
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 02, 2015, 08:12:25 AM
i dont want to compete... i cannot compete anyway.
just want people find my buildings useful lol and use them.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Denis de la Rive on December 02, 2015, 09:11:28 AM
You are missing the main point concerning the CC tailor, you need to upgrade to the clothier to access the warm clothing, (the vanilla tailor has been modified), this in turn requires the advanced resource: building material, (in the upcoming 1.6 version). Building materials in turn need a building to produce and several components that also need to be produced. This means that your tailor is very different from CC's and can be very useful to many players. When playing with NMT and CC, your tailor in effect becomes the vanilla version. On certain types of maps, or starting conditions your tailor will be an essential option. People who say otherwise don't understand the game, (or they cheat to avoid the restrictions), and should be ignored.

You should never think you are competing with CC, your buildings are so interesting and I would never consider playing without both. Some of the newest functions like the conservatory, (a way to add housing by placing an extension on certain houses), or the cellars, (a small piece you add to houses that is like a small specialized storage), work very well with NMT houses. I will try to get you a picture of this so you can see how much synergy there is between what you do and CC.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: michbret on December 02, 2015, 10:10:15 AM
I totally agree with Denis de la Rive. The NMT Tailor is not only cute but is also an essential building on some start since it can produce warm clothing without upgrade.

I appreciate a lot that you collaborate with CC team so that both mods stay compatible but what is the best is that the two mods are really complementing each other.

I like a lot the look and feel of your buildings and like Denis, I mostly play with both mods activated and that gives many opportunities to build marvellous towns (even if I am far from what Paeng manages to do).

Just go on your own way. By yourself you so many great innovations! Those are amazing.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 02, 2015, 10:14:36 AM
ok, gonna keep that way then. so i guess, if i understand you, people who are whining against my tailors.... are stupid dumb people who doesnt know how to play and appreciate items at their real value ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Denis de la Rive on December 02, 2015, 11:27:31 AM
Oui, c'est ça!  ;)

You can consider that what I wrote also applies to the other buildings in NMT, by being different they complement rather than compete, with CC.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 02, 2015, 11:34:04 AM
Some people just don't understand there is value in not having complete sameness. It is truly beautiful the way you and the CC mod creators try to work together. I would be sad if I had to give up playing with one mod to play the other. In actual fact, I use this mod by Kralyerg:
http://colonialcharter.com/index.php/forum/kralyergs-kave-of-krazy-kontraptions/2007-basic-clothes
because you know how I am about not liking cluttered inventories.... ;D
But on the subject of enjoying both mods, I use your tavern as my favorite right now because a) it allows 2 workers (can't tell you how happy this makes me, being able to have fewer taverns cluttering up the landscape just so I can trade ale) and b) I love to use the little house attached to it, which is one of the reasons why I wanted you to allow continued use of these buildings. I still like them!
Anyhow, I am perfectly happy to just have the "vanilla" offerings, as I usually have sheep as soon as possible. I do use CC tailor flax and sometimes cotton, but am perfectly content to use some of yours and some of theirs. Makes for a more varied landscape.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Denis de la Rive on December 02, 2015, 12:56:54 PM
Well here are some images of NMT houses with CC additions, they are part of the 1.6 beta that is very close to release depending on the new version of Banished.

The final image has 5 families and two storage cellars, you could if needed add the there floor for one more family! With the ghost decorations, (can be placed inside the building shadow), from CC its possible to create personalized buildings so no two look the same. Playing without NMT is not an option for me, the brick textured buildings fit so well with the late colonial buildings of CC like the new town hall, governors house and courthouse. I was even able to combine the townhouses of CC with NMT housing, it is a perfect flush fit. I can't wait to see highly concentrated housing in a town centre.

I was wondering if you could retexture your collage, it is such a nice building! :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 02, 2015, 01:38:37 PM
awesome screenshots !! :) i understand about the cellars....

my collage ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Jonarus_Drakus on December 02, 2015, 02:48:55 PM
I think he might be refering to the old Adriana's (sp?) college building... In which case your covered by that large 2-floor schoolhouse thing you have... Although, a stand-alone re-make in the newer style might still be nice (stand-alone like the bath-house is kinda stand-alone).

~JD
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 02, 2015, 03:39:23 PM
oh ok, i see !!  ;D


The new Medieval Tailor with all its Upgrades and Upgrade Icons are done :)

will work the same way as the Blacksmith and the other Corner Business :)

i will add Coton though to the Upgraded Versions though ( and i ll do the crop and the resource unless BlackLiquid(CC Creators) want to share with me :) )
that way everyone will get something, a little bit ^^ and i will be satisfied too ^^

(http://worldofbanished.com/gallery/37_02_12_15_4_38_51.jpeg)

:D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 02, 2015, 04:46:05 PM
They look awesome. Are you waiting for release of stable Banished, out of beta, to end the torture? Oh, and I bet CC will let you use their crop so you don't have to suffer making your own.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 02, 2015, 05:12:38 PM
Yeah mate just ask kralyerg, i cant send it im too busy sorry :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 02, 2015, 05:38:37 PM
Quote from: ShockPuppet on December 02, 2015, 05:12:38 PM
Yeah mate just ask kralyerg, i cant send it im too busy sorry :)

alright THANKS YOU !!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on December 04, 2015, 01:31:12 PM
Quote from: RedKetchup on December 02, 2015, 10:14:36 AMpeople who are whining against my tailors...

Whining at a high level, yes, definitely... You should be used to that by now, mon ami...  :)

It has been said often - you can't please everybody, and you should not even try to... specially when comments show that some folks do not even understand how to use both CC and NMT together, making the best of both worlds...

Should there really be people who consider (or even call) your offerings "useless garbage", well yeah - they are really dumb and you can safely ignore them.


I'm really eager by now to get out of a really prolonged beta testing phase and start building towns again, using ALL the good stuff that has been created over the last couple of months...  :P

Cheers!  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 04, 2015, 02:00:56 PM
Anyone who says that any modder's work is garbage is extremely rude and ignorant. Not many people have the ability and time and patience to make content for games. Modders should be appreciated and encouraged, not insulted.

And if for some reason you really really really don't like a mod, then don't use it... simple.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 04, 2015, 02:10:08 PM
these people didnt used 'garbage' as word... but 'useless' :(
but for me it is the same lol
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on December 04, 2015, 02:53:22 PM
Quoteso i was looking about to add some tailor patterns because everywhere (mainly steam^^) some people are using CC and they find my tailor totally useless  :-X
since my tailor doesnt do what CC tailor do ....

and i asked @ShockPuppet  what their Tailor do so much better than me ? and Shock show me their list. lollls
a dream list ! The Paradise Tailor !!

i cant add all that ^^ there is leather... wool... reed... feathers... linen... cloths(? cotton?)... silk .... cured leather....

no surprising people find mine so ... garbage lol

i dont know, i wanted to add some for people but.... i am not sure with all this list, adding 1 or 2 does it matter ? .... they will still find mine garbage lol.

I love your Tailor and never use the more complicated one.    Yours has warm coats!!    That's my favorite thing to trade.    Plus, the Bannies never complain about the cold when they have the warm coats.     Please don't change your Tailor.    I finally bought the non-Steam game and can play again without crashing.   
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 04, 2015, 03:27:32 PM
next in my list to : re-do/optimize.....

my mills

anyone had anything to say about my windmill ? what can be better ? it is high (and or big x,y) enough ?
something that can make it better ?

personally i ve check in 3dsmax and compared the windill to my new light house.... and you can see the comparaison on this screenshot.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 04, 2015, 04:41:07 PM
Red in my opinion if you're going to put an effort in, make new content or fix something that needs fixing. Don't adjust something that is nice the way it is now.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 04, 2015, 04:49:57 PM
i need to re-do it and optimize it. it has 5000 polygons.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 04, 2015, 06:47:49 PM
Quote from: RedKetchup on December 04, 2015, 03:27:32 PM


anyone had anything to say about my windmill ? what can be better ? it is high (and or big x,y) enough ?
something that can make it better ?




An F variant that has the wicks/sails facing diagonally would be good. Should be easy to do, too.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 04, 2015, 06:58:31 PM
Don't forget empty banished map zoomed out is often over 2 million triangles anyway. We can afford some higher polys sometimes.

(http://i.snag.gy/lKkMr.jpg)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 04, 2015, 07:13:54 PM
i know >, but once you have 1000 pop .... people lag terribly (and worst once have 2000,4000,7000 ^^)

i am trying my best to lower my parts as much i can do
but it is hard on the mind specially when you know all the work still to do :S
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 04, 2015, 07:16:04 PM
True. Its usually more of a pathfinding issue though, but yeah lower poly is always desirable.
We have so many buildings, im doing AO mapping which needs custom uvw unwrapping for each and i think this job will take months to finish
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 04, 2015, 07:25:17 PM
Quote from: ShockPuppet on December 04, 2015, 07:16:04 PM
True. Its usually more of a pathfinding issue though, but yeah lower poly is always desirable.
We have so many buildings, im doing AO mapping which needs custom uvw unwrapping for each and i think this job will take months to finish

is about the same job i have to do, i mean equivalent as amount of work
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 05, 2015, 03:06:18 PM
i noticed i didnt talked alot about the new Medieval Lighthouse  ;)

So i am presenting it to you :)

Medieval Lighthouse will serves as Townhall and will have all the same functions :) its light will also attract nomads from all around the world :) and that so efficacely, that you dont need any requirement to attract. (0 pop, no buildings required)
also as the townhall, you will only allowed to build one of these.

also you will need to put it near water, of course. on the first screenshot, you see 2 red tiles, these red tiles need to be near water (river or lake)
here the screenshots :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: irrelevant on December 05, 2015, 05:55:45 PM
Superb! A brilliant addition.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on December 05, 2015, 06:41:22 PM
Superb indeed.. thanks for your wonderful additions to Banished :)

Quote from: RedKetchup on December 04, 2015, 03:27:32 PM
next in my list to : re-do/optimize..... my mills

anyone had anything to say about my windmill ? what can be better ? it is high (and or big x,y) enough ?
something that can make it better ?

personally i ve check in 3dsmax and compared the windill to my new light house.... and you can see the comparaison on this screenshot.

As i've shown you pictures of the Dutch (medieval) windmills, this one is perfect as is :)
The ' F ' key variant with sails on the wicks, suggested by @elemental is a nice touch too!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 05, 2015, 07:48:31 PM
ok
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on December 05, 2015, 09:35:36 PM
Love the tailor upgrades and the lighthouse. You do wonderful work! Thanks!!! :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 06, 2015, 02:31:05 AM
it's great.
but why don't u set it as something linked to sailing?

maybe it could be a trader, or a prerequisite for shipyard?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on December 06, 2015, 04:38:08 AM
(http://images4.fanpop.com/image/photos/22900000/who-is-awesome-layla-fly-22937508-450-360.jpg)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 06, 2015, 09:58:50 AM
Quote from: Fellow Villager on December 06, 2015, 02:31:05 AM
it's great.
but why don't u set it as something linked to sailing?

maybe it could be a trader, or a prerequisite for shipyard?

i had 2 ideas. 1: make it generate coins... that can be used to buy things... and 2: as a townhall.
since the other idea , the mod was piss* me and refused to work correctly as intented... the citizens were going idle only , all the time.... i switched to idea number Two ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 06, 2015, 10:57:14 AM
oh, i see. it looks great btw
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 06, 2015, 12:32:03 PM
It would be great if the lighthouse increased the number of boats that arrived at the trading post. But I have a feeling that probably isn't possible.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 06, 2015, 02:08:24 PM
it is not possible
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 08, 2015, 01:33:22 AM
Alright, i redid the Medieval Windmill :)

I kept it about the same since people were very very happy with it :)
I still did lower the polygons on it (half of it was, even if, i placed a few objects like wheelbarrow and flour sacks, fences)

and i did a 'F' variant which will alternate automatictly with the sails suggestion as asked :)

i think people will be happy :)
(tell me if it is OK and if you are satisfied of what i did)


edit : oh and the windmill wont be a corner anymore, the door is in front and citizens will work in front now.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 08, 2015, 03:02:10 AM
The sails look good but actually my suggestion wasn't to add sails but to change the way the wicks point by rotating the top part of the building by 45 degrees. So instead of facing map directions north south east west the wicks would face NE SE SW NW (if that makes sense). Sorry if I didn't make that clear before.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on December 08, 2015, 05:43:18 AM
fabulous!


Quote from: elemental on December 08, 2015, 03:02:10 AM
The sails look good but actually my suggestion wasn't to add sails but to change the way the wicks point by rotating the top part of the building by 45 degrees. So instead of facing map directions north south east west the wicks would face NE SE SW NW (if that makes sense). Sorry if I didn't make that clear before.


yeah your post suggested wicks / sails / and diagonal.
my post referring your post only said sails.. probably my bad ;)


but to be very clear : those sails are awesome !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 08, 2015, 09:49:20 AM
They look good, Red
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 08, 2015, 01:05:21 PM
The reason I think it would be good to have diagonal wicks is because nearly everything in the game is blocky (square or rectangular) and points NSEW. Diagonal and corner buildings help break up the grid pattern. And with something like the windmill it's probably fairly easy for Red to rotate part of it without having to change the whole building.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 08, 2015, 02:25:55 PM
nan it is quite easy....


45 degrees clockwise or counter ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Paeng on December 09, 2015, 05:35:00 AM
Quote from: elemental on December 08, 2015, 01:05:21 PMeverything in the game is blocky (square or rectangular) and points NSEW. Diagonal and corner buildings help break up the grid pattern.

Yes! Many cultures are kinda obsessed with building on a grid... Europeans less so, because their towns and cities historically developed more often in a kinda circular pattern (around a church, marketplace, fortification) instead of along a "main street"...

For a Modeler it is not really a problem to just turn a building 45° to provide an alternative 'diagonal' version... Even though there are no true diagonal streets in Banished, leave it to the builders to come up with clever ways to integrate diagonal buildings in a town... Just make them "roadbound" and this will be easy to do...  ;)

It does wonders to the layout and appearance of a town when it is not 100% dependent on right-angles-only...  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 09, 2015, 02:10:06 PM
The master builder Paeng agrees with me...  :D

QuoteFor a Modeler it is not really a problem to just turn a building 45° to provide an alternative 'diagonal' version...

In this case it's even easier because there is no need to rotate the whole building, just the wicks. The base and tower doesn't need to be changed. If the windmill is surrounded by fields (for example) the whole scene will suddenly look very different if the windmill is pointing diagonally instead of at right angles to everything.

More round buildings, more corner buildings... please please please.  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 09, 2015, 03:15:05 PM
Done :) your wish as been faufilled :)

Added 2 more 'F' variant in 45 degres. keep in mind if you put them too close of another building , you will get wicks clipping into other buildings. ^^
(that was the reason i ve made them in front so it clip over the road in front)

by pressing 'F' or as you lay them down, they will automaticly rotate and surf through the models:

in front , wicks
in front , wicks and sails
in 45 degres, wicks
in 45 degres, wicks and sails


next: watermills :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on December 09, 2015, 06:07:34 PM
(http://www.sherv.net/cm/emoticons/hand-gestures/praising-the-lord-smiley-emoticon.gif) (http://www.sherv.net/cm/emoticons/hand-gestures/praising-the-lord-smiley-emoticon.gif)

yes yes yes! thank you ;)
and yes, i agree with @Paeng & @elemental  break the grid!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 10, 2015, 03:15:35 AM
The new Medieval Watermill :)

The Medieval Watermill got a bit of love too in this update :) i still kept the general design but has a more recent look :)
that way also i got rid of the world of warcraft texture (used without permission)

i also made it more 'efficient' than the windmill since it is harder to place it on the map (main river)
the millers will work faster (a bit faster, take less time to mill the grains), and also, they can be 3 working there in this building.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 10, 2015, 05:21:02 AM
Nicely done mate :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 10, 2015, 06:06:41 AM
I love it, and isn't it great not to have those "illegal" textures anymore !  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 10, 2015, 01:49:09 PM
there wont be any upgrades available for these mills... but i still managed to make an "F" keybind variant :)
i also did all my building process build01 and build02 :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 10, 2015, 02:08:18 PM
and just added another one, a full old bricks version :) all those, in automatic alternate "F" keybind :)


Edit: Next this weekend?  Optimizations of polygon counts on those:
      "newmedievaltown.rsc:newmedievallibrary",
      "newmedievaltown.rsc:newmedievalapothecary",
      "newmedievaltown.rsc:newmedievalbutchery",
      "newmedievaltown.rsc:newmedievalclinic",
      "newmedievaltown.rsc:newmedievalbarbershop",
      "newmedievaltown.rsc:newmedievaldentist",
      "newmedievaltown.rsc:newmedievalbathhouse",
      "newmedievaltown.rsc:newmedievalschool",
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 10, 2015, 08:01:58 PM
I think I like the last one best of all, all that lovely stone. Thank you! The wait is so hard.....
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 11, 2015, 01:33:56 AM
wonderfuuuuuullll
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: MightyCucumber on December 11, 2015, 07:51:22 AM
Just droped by to say that my jaw dropped. :O My favourite has to be the lighthouse and the new windmill with sails, those look superb. I've been eager for a lighthouse for ages now! 8)

Only minor things that I'd like to point out are the fences around the mills, I think those should be optional - but I don't really mind if they end up in the final version, the awesome buildings are more than enough for me. *.*
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on December 11, 2015, 08:56:13 AM
Awesome stuff as always Mr. Red.

Just one tiny detail that bothers me, the wood beam going through the water wheel just resting on top of that stone.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 12:45:04 PM
yeah it was an error i corrected when i did this model. the wheel, the axle of the wheel needs support from both side because all these wet wood weight alot and wouldnt last long if doesnt have a good support.
if the axle would be in metal, probably it would support it easily for thousands of years ^^

i could 'imbricate' it in the stone pillar, yes. but i only chose to make sit on an encavure at the top of the stone pillar

but i still need to lower all the wheel a bit to have it a bit more into the water. it is a tiny bit too high
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on December 11, 2015, 12:47:48 PM
Orange brick variation for water mill?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 12:49:04 PM
i didnt planed to make bricks varations for those... i should ?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 01:36:20 PM
This is what it would look like another "F" variation with changing only the stones for the orange brick.
i wont offer as 'Upgrade' with an 'Upgrade Icon' but will still just added without costs and without changing the roof.

Enjoy !


Edit: And, Oh! , i lowered all the wheels too, deeper into water :)
and the axle wont 'just sit' on the pillar anymore :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 11, 2015, 03:50:24 PM
Love that one even more. Stop it! No, please don't stop.  :D

As long as we're making teeny weeny little requests, do you suppose an F variant of the fishing hole without the fence would be possible? Sometimes I like to bury them near the woods in a "wild" area.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 04:28:49 PM
Quote from: Bobbi on December 11, 2015, 03:50:24 PM
Love that one even more. Stop it! No, please don't stop.  :D

As long as we're making teeny weeny little requests, do you suppose an F variant of the fishing hole without the fence would be possible? Sometimes I like to bury them near the woods in a "wild" area.


haha i can check when i ll be there ^^


btw , started the library .....
i was so crazy and inconscient, and stupid.

the library had like 16,000 poly !! (like 13k coming just from the books)
i drop it to 1.100 total lol
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 06:44:41 PM
WELL It has been a bit longer than expected ^^
i ve got to create a new UI for it since it doesnt have a residenceUI or a regular productionUI....
it was rather like more an attendanceUI ^^ i manage to re-create it with space for some Upgrade Icons :)

Upgrades : will give a bigger radius and more attendance per library :)

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 11, 2015, 07:20:24 PM
omg red that original poly count  :o hahaha glad you fixed it well done  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 11, 2015, 07:33:41 PM
You cut nearly 15000 polygons and they still look great!?! You have learned so much and just keep getting better and better. Libraries are adorable.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 07:50:04 PM
Quote from: Bobbi on December 11, 2015, 07:33:41 PM
You cut nearly 15000 polygons and they still look great!?! You have learned so much and just keep getting better and better. Libraries are adorable.

they look exactly the same :) nobody will see the difference ^^


Quote from: ShockPuppet on December 11, 2015, 07:20:24 PM
omg red that original poly count  :o hahaha glad you fixed it well done  :)

hahahaha yeah
let me talk to you about the apothecary LOLLLL

30,000 polygon ^^
the flowers are crazy (even if back in time, i lowered it to 10% of original...)

this why i need to go back and redo all designs /cry
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 11, 2015, 10:22:21 PM
so i lowered it to 1500 poly ^^ haha
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 12, 2015, 03:42:42 AM
loved the file name ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 12, 2015, 04:04:54 AM
after some hours break...

i did all the Upgrades and their Upgrade Icons :) of the new Medieval Apothecary.

Upgrades : Bigger herb farming radius (double from 20' to 40')
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 12, 2015, 07:41:13 AM
You wrteched man. That is one of my favorite buildings and now it's even cuter in all the new upgrades. Is there a benefit to the upgrade or only cosmetic?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 12, 2015, 07:42:16 AM
Quote
QuoteUpgrades : Bigger herb farming radius (double from 20' to 40')

Sorry, I missed this!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 12, 2015, 10:33:03 PM
I did tonight the Medieval Butcher Shop :)
another one that was at 16,000 poly down to 2,2k :)

Upgrades : faster production just a little bit and allowing now 2 butchers working in the same building :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 13, 2015, 02:06:48 AM
And the Medieval Clinic got the same love :)

Upgrades : 15 Patients instead of 10 for the non-upgraded version.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: grammycat on December 13, 2015, 09:22:46 AM
I love them all and am really looking to this release.  I keep telling myself "good things are worth waiting for" and "patience is a virtue" but man those buildings look great!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Kimbolton on December 13, 2015, 09:35:22 AM
Looking forward to the release as well. You are doing great work!  :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 13, 2015, 11:55:23 AM
And then we wait for Luke....but @RedKetchup will be ready!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 13, 2015, 07:09:56 PM
Quote from: Bobbi on December 13, 2015, 11:55:23 AM
And then we wait for Luke....but @RedKetchup will be ready!

i dunno ^^ i am trying to be rdy ^^
which is not yet if it would be released tommorow
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 13, 2015, 08:23:35 PM
Is it possible he would release tomorrow?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 13, 2015, 08:45:51 PM
no, but CC will be soon :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on December 13, 2015, 11:54:06 PM
We will able to play before world's end? Sorry just old poland modders joke. :D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 02:51:33 AM
Quote from: DesoPL on December 13, 2015, 11:54:06 PM
We will able to play before world's end? Sorry just old poland modders joke. :D

;D  ;D  ;D I hope so !!!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 02:54:00 AM
I did tonight the 2 next buildings :)

The new Medieval Barber Shop and the new Medieval Dentist :)

Upgrades : Both are working the same way so , both, have their radius improved from 20 to 30 tiles.
(Happiness = Health)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 06:36:46 AM
I also managed to do the new Medieval BathHouse :)

and i did a little different thing for the 3rd model. usually the 3rd model has red bricks and black slate roof tiles....
i changed the red bricks for old stones (the textures used in canals and some buildings like the Old Lighthouse ^^)

Upgrades : increased radius of Happiness: Health from 30 to 60.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 14, 2015, 07:22:40 AM
So I was flipping back through the posts trying to figure out what might still need to receive the patented @RedKetchup optimization, and my head started to spin at all that has been done in the last several months.
Added:
Lighthouse, tunnel house, washing place, kiln, pottery shop, clay pit, granary, salt mine, salter, smoker, drying shack (and maybe more that I missed)
Optimized/Re-done:
Tavern, blacksmith, bakery, tailor, boarding house, archaeology center, windmill, watermill, butcher, library, apothecary, clinic, barber, dentist, bath house
What is left? Hunter? Fishery, Apiary, Creamery? Vendors? School? Is the Cathedral "optimized"?
I may have missed some optimization already done, because I was skimming, not reading, the old posts, and I only took the way back machine to around page 20. Some of the stuff I had actually forgotten that it was created!
So you should be close....

Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 08:59:29 AM
you forgot the biggest work ever in all that : the 6 x 1st floor , 6 x 2nd floor , 6 x 3rd floor Medieval Houses that have been re-done and multiplied by 5 different textures !!!!!
archeology center

yeah left : pond, apiary, creamery, all vendors, all barns, school... root cellar, silos, stonehedge
the cathedral i didnt made it, so it was already optimized. (same for abandonned church and ruins)

you can also add 2 stalls : (Ale vendor and Food vendor )  in the list of : Added
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 14, 2015, 09:03:27 AM
How could I have not put the houses on the list (hangs head in shame)  :-[
And you still have to do a corner normal house, right?

Get crackalackin

;D ;D ;D ;D ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 09:06:52 AM
i edited my post, and yeah i still have to do that, and i want to add more archeology restored sites.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 14, 2015, 09:25:47 AM
you can also add :

our own cows with its own texture (anim bought by me, fixed and adapted for banished by BlackLiquid CC Team)
cotton (seeds and crop) graciously provided by BlackLiquid CC Team :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 15, 2015, 12:18:47 AM
i didnt worked on that tonight, not that much ...

i ve made 3 models yesterday all night till morning... and then i ve got many errants and rendez-vous today during the day.... i slept after that a couple of hours.. just a couple(too few).
i ve got world of warcraft raid to attend... and then i applied the new beta patch we got today... i ve check all my models to see if they still work ^^

good news, everything works fine , as it did before the new patch. :)

since i checks all models... i spotted a couple of things to do , i forgot (a couple of footprints here and there... a couple of clipping some other place... windows too big on some residences...) so i just fixed a couple of minor things ^^

i am tired tonight, didnt slept alot... i will just go to bed early and hopefully make a couple of model tomorrow :)
gnight
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 15, 2015, 11:04:59 AM
red, you are releasing next version in this week right?  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 15, 2015, 03:18:06 PM
Is not Winter until December 23rd....cross your fingers!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 15, 2015, 04:25:46 PM
Quote from: Bobbi on December 15, 2015, 03:18:06 PM
Is not Winter until December 23rd....cross your fingers!  ;D

yeah soon :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 15, 2015, 04:33:58 PM
yeahhhhh come on santa-red!
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 16, 2015, 03:07:43 AM
Medieval School :)

that one took alot more time than expected  :'(
or maybe because i was still tired ?? ^^


It will have 2 upgrades available, 1 brick red, 1 brick yellow.

Upgrades: Can hold 40 students instead of 30 but it takes 1 more teacher (2 instead of 1)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 16, 2015, 03:33:17 AM
oh great!
i love the stone and the white.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 16, 2015, 05:11:20 AM
The original was always one of my favorite buildings. The upgrades are lovely too. I am sorry you are so tired, though.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 16, 2015, 06:40:10 PM
if i want to release in exact same time as CC 1.6... i dont have much time left  :-[ i wished they waited another week / cry

(tonight, i know i have warcraft raid , i am trying to make the 6 market : grain, fruit, meat, hardware.... out of the way. they are easy and fast to do. i already made 2 of theses, 4 left to do tonight after raid)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: chillzz on December 16, 2015, 06:57:20 PM
Quote from: RedKetchup on December 16, 2015, 06:40:10 PM
if i want to release in exact same time as CC 1.6... i dont have much time left  :-[ i wished they waited another week / cry

(tonight, i know i have warcraft raid , i am trying to make the 6 market : grain, fruit, meat, hardware.... out of the way. they are easy and fast to do. i already made 2 of theses, 4 left to do tonight after raid)


you my friend are a solo modder, versus a team of modders, thats hard to keep up with such a great amount of buildings.
go on your own pace, we'll wait with anticipation ;)
Quality above quantity and speed !
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 16, 2015, 08:16:17 PM
Don't stress yourself trying to meet some deadline. I eagerly anticipate both releases. If theirs releases before yours, I will play with it to try to get the new mechanics down, but I will not start a serious game until your is out too. I look forward to @RedKetchup buildings stretching as far as the eye can see.  :D Take your time and don't forget I want that second and third level corner house...or at least a second level... :-*
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: grammycat on December 16, 2015, 09:22:51 PM
Give yourself the time you need-we want you to also stay well and enjoy your holiday season.  We get great joy out of your mods, and would never want you to lose your love of creating.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 16, 2015, 09:51:34 PM
<3
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 16, 2015, 10:12:44 PM
Quote from: Bobbi on December 16, 2015, 08:16:17 PM
Take your time and don't forget I want that second and third level corner house...or at least a second level... :-*

I'll second you on the second and third storey corner house.  :)

But don't fell pressured, Red. If CC 1.6 comes out soon and NMT 2.0 comes out later, well then that will be like like having Christmas twice. (and that's the good bits of Christmas, not the yucky bits  :) )
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Turis on December 17, 2015, 06:14:25 AM
Hey, enjoy the Christmas vacation. I'll be away from my house til February so I won't enjoy your mod until I get back.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 17, 2015, 08:45:36 AM
well it has beeen more longer than expected to do these 6 market stores  :-X
i thought i would finish around 7-8 AM..... and i am posting these screenshots and it is 11:30 AM /cry

Medieval Hardware Store
Medieval Fruit Vendor
Medieval Grain Vendor
Medieval Cloth Vendor
Medieval Meat Store
Medieval General Store

Upgrades: I lowered the non-upgraded ones to 12000 capacity, and i ve put 16000 capacity for the upgraded ones. also the upgrade versions have a bigger radius : 40 instead of 25.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gordon Dry on December 17, 2015, 11:54:56 AM
I'm back from Portugal and I see changes all over the place ...

;D

I was thinking about a market store for only fish, fish products and seafood ... could this be possible with the new patch 1.0.5?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Denis de la Rive on December 17, 2015, 12:39:20 PM
Don't worry about timing, your mod deserves they attention you give it, take the time to do it right. CC has so much in it that it will take people some time to understand it. I hope you don't try to compete with BL, it is so un-necessary, especially on a release date. Also this is a pre-release since the new Banished has yet to be posted, so it works with beta 2.

I like so many of your additions I think it is well worth the wait, and don't give up on other activities, we all need a good raid sometimes.

:)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: bubbamcgee on December 17, 2015, 01:49:49 PM
Red... they all look great.  But, is there a reason that the grain and fruit vendors stalls are angled instead of straight?  They look kind of odd like that.  I don't remember your current version having them on an angle.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 17, 2015, 02:01:23 PM
I like the angled stalls.  :)

But I don't understand why changing the colour of the bricks and the roof makes a market stall hold more goods, or makes a a school hold more students, or makes a herbalist walk further to pick collect herbs. It just doesn't make sense. I'm guessing you want to give us a reward for using more resources to upgrade the building, but for me the reward is how it looks. I'd happily upgrade for no change in stats.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 17, 2015, 03:38:01 PM
Quote
I like the angled stalls.  :)

But I don't understand why changing the colour of the bricks and the roof makes a market stall hold more goods, or makes a a school hold more students, or makes a herbalist walk further to pick collect herbs. It just doesn't make sense. I'm guessing you want to give us a reward for using more resources to upgrade the building, but for me the reward is how it looks. I'd happily upgrade for no change in stats.

I like the angled stalls, too. But while I would also happily "upgrade" just to add variety of color to the landscape, I also really like the increased radius!  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: elemental on December 17, 2015, 04:36:04 PM
Yeah I'm not complaining about the stat increases as such, just saying that I don't understand them and whatever the stats are, maybe they should be the same for all versions of the building. But either way it's not really important. For storage stats I don't know if they translate into real world numbers that make sense anyway.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Fellow Villager on December 17, 2015, 04:38:43 PM
the truth is that i can't wait ver 2.0....but take your time my friend
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 17, 2015, 04:55:26 PM
yeah they were angled in 1.1b :) maybe less ? i dunno. the fact is i redid the mesh so ... with everything i did, i dont remember everything lol but for sure they had a certain angle :)

bah usually upgrade = always better :)
why people would make renovations if it is not for better ?
better of everything.


but i agree, i usually try to offer just a little insignifient bonus but ... i maybe go to wild on that one ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 17, 2015, 05:03:46 PM
i ve gone back and put all non-upgraded at 15,000 weight and i even added a +5 radius.
that way, the difference will be only of 1000. so , it will be an insignifient bonus :)
About the radius, they always had 25 radius, so it is a free +5 :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 17, 2015, 11:50:58 PM
This one is the new Medieval Apiary :)

An Apiary seen through Redketchup's eyes ! ^^

I will add Beewax (CC) to the menu  as resource created.
i wont do anything with it but it is for people using Colonial Charter :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: DesoPL on December 18, 2015, 12:26:02 AM
I miss only new wooden houses. In latest map i used standard wooden houses as slums. Red is possible something with that?

And awesome work. :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 18, 2015, 12:30:14 AM
maybe one day
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: purringcat on December 18, 2015, 07:13:04 AM
Love it  8)   
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: tariel on December 18, 2015, 08:45:26 AM
About the (wonderful) beehives : they seemed a bit large compared to people (how do they get the honey out ?) Seems to me they should be at least half as big...
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: rkelly17 on December 18, 2015, 08:50:06 AM
I love the new market buildings and apiary! I've been looking for just this sort of building for years.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 18, 2015, 09:48:01 AM
LOVE the apiary.

QuoteAbout the (wonderful) beehives : they seemed a bit large compared to people (how do they get the honey out ?) Seems to me they should be at least half as big...

They stand on little foot stools, so small you can't see them
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 18, 2015, 04:36:55 PM
Quote from: tariel on December 18, 2015, 08:45:26 AM
(how do they get the honey out ?)

i have no idea but i took my inspirations here :

(http://www.stockfreeimages.com/Apiary-home-thumb6022783.jpg)
(http://thumbs.dreamstime.com/x/ancient-apiary-wooden-bee-hive-buildings-background-32776942.jpg)
(http://static3.depositphotos.com/1005716/201/i/450/depositphotos_2018686-Ancient-rural-apiary.jpg)
(http://thumbs.dreamstime.com/x/apiary-home-6022770.jpg)

if i compare the pictures, i dont think they are too big. but i can maybe scale them down to 80%
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 18, 2015, 05:36:06 PM
i scaled them down of -20% :) and fixed footprint accordingly :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 18, 2015, 06:24:31 PM
Quote from: tariel on December 18, 2015, 08:45:26 AM
(how do they get the honey out ?)

i think they take the roof out, and all the 'hexa honey filled planes' are vertically placed side by side inside, 2-3 inches spaced :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Bobbi on December 18, 2015, 08:11:05 PM
They look mahvelous, dahling. You are so kind to cater to all our little whims and fancies!  ;)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 18, 2015, 09:20:29 PM
i redid and fixed all the barns :)
i also took the opportunity to change the textures of the :

Medieval Normal Barn
Medieval Medium Barn
Medieval Small Barn
Medieval Tiny Barn

i kept the Medieval Granary (the 2 models 'F' rotation) as it was :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: ShockPuppet on December 19, 2015, 12:23:46 AM
Cool looking Apiary

I like to pretend that inside each little Apiary fortress a battle rages between bee and smurf.
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 19, 2015, 01:51:55 AM
Quote from: ShockPuppet on December 19, 2015, 12:23:46 AM
Cool looking Apiary

I like to pretend that inside each little Apiary fortress a battle rages between bee and smurf.

HAHA and Grandpapa smurf is trying to seperate them  ^^
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 19, 2015, 01:53:41 AM
Medieval Creamery done :)
it was another one which was standing at 22,600 polygons^^

Upgrades: a very slight improvement in the process speed :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 19, 2015, 02:51:59 AM
btw :) Beeswax(CC) added to Medieval Apiary :)

if you see a (CC) in game like this Beeswax or Butter (for creamery) that mean : This resource will only serve a purpose in Colonial Charter Mod :)
but my buildings are still producing it  ;D
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: Gatherer on December 19, 2015, 04:05:39 AM
But it can be sold to merchants, right?
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 19, 2015, 05:27:10 AM
Quote from: Gatherer on December 19, 2015, 04:05:39 AM
But it can be sold to merchants, right?

Of Course ! at the same price as CC Mod :)
Title: Re: Discussions : New Medieval Town v 1.1b
Post by: RedKetchup on December 19, 2015, 05:39:52 AM
I added the medieval Cotton Crop and Cotton Seed (Graciously provided by BlackLiquid Team - Creators of the awesome Colonial Charter Mod)
and I set all my Tailors and Tailors Upgrades recipes.

Since i want to keep my mod as simple as before, this is what i did :

The Cotton resource wont be processed by weavers like CC Mod do but will be directly handled by the tailors themselves :)
I am not adding any 'new' coat, i am using the 3 provided by the game itself
but i added new recipes in order to use cotton and integrate cotton as alternative for making : Hide Coat, Wool Coat and Winter Coat.

Hide Coats :
- 2 Leather
- 1 Leather + 20 Cotton
- 40 Cotton

Wool Coats :
- 2 Wool
- 1 Wool + 20 Cotton

Winter Coats :
- 2 Leather + 2 Wool
- 2 Leather + 40 Cotton
- 2 Wool + 40 Cotton
- 1 Leather + 1 Wool + 40 cotton

as you can see , i set up that 20 Cotton = 1 leather or 1 wool. (Based on some testing i did with hunters/farmers/Herdsmen)

Again, A BIG THANKS To Colonial Charter Team :)

Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 19, 2015, 07:03:46 AM
QuoteWhat is left? Hunter? Fishery, Apiary, Creamery? Vendors? School?

So you are almost there!!!! Last four already done. Just hunter and fisher from this speculative list. Hunter you could probably leave alone, unless it needs optimizing.
From my own personal wishlist, there is upper level corner house and corner market store....and fence less version of fisher lake when you do that one. So excited! But don't rush just because CC is out. And don't do anything you don't want to do.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 19, 2015, 07:14:59 AM
pond and corner houses.
and someone wants a darker canal system (if we get a good texture for it)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: grammycat on December 19, 2015, 08:17:49 AM
Love it all-especially the simplification of the use of cotton.  It's not the Smurfs in the honey-it's Winnie the Pooh!  I can see him sitting in one of those beehives eating honey until he's stuck like he was in Rabbit's house.  We have little brown bears here in Georgia, US that we call honey bears who love to rob honey too.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Denis de la Rive on December 19, 2015, 09:13:33 AM
All this is so awesome, so much variety, no two examples of the same building need be the same. The visual possibilities are so interesting, well worth the effort.

:)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Fellow Villager on December 19, 2015, 10:08:04 AM
red, i'll not start a banished game without 2.0.
i just fell like something is missed instead.
love you
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: ShockPuppet on December 19, 2015, 01:15:28 PM
Great work RK :D

Heard from Luke today, he will look at giving us possibility to allocate memory manually to Banished, he might make auto allocation better for us too.... means we can add to the mods until we make everyones computers run out of ram ;) hehehe
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: DesoPL on December 19, 2015, 01:24:14 PM
Recolored canals? Naaaaah.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 19, 2015, 04:30:29 PM
Quote from: ShockPuppet on December 19, 2015, 01:15:28 PM
Great work RK :D

Heard from Luke today, he will look at giving us possibility to allocate memory manually to Banished, he might make auto allocation better for us too.... means we can add to the mods until we make everyones computers run out of ram ;) hehehe

i think there are things way more important than that, no ?
note that i am not a programmer, just a moddler
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 19, 2015, 05:47:20 PM
Quote from: Fellow Villager on December 19, 2015, 10:08:04 AM
red, i'll not start a banished game without 2.0.
i just fell like something is missed instead.
love you

Same here.  8) Work at your own pace bro, take breaks if needed, no need to rush it. ;)

By the way Red, will you consider including the old buildings in a separate tab inside the mod? Or as a side mod? I'd like to be able to use those if I wanted, they kinda bring me nostalgia. ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 19, 2015, 11:01:00 PM
i dunno. they are already deleted from NMT2.0
maybe later i can re-release them as a stand-alone mod (like Kral is doing with his 'cave' ^^)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 19, 2015, 11:08:53 PM
well, i pass all the evening on the Medieval Pond. Everything i was trying to 'optimize' it were always giving bad results. i guess my 'magic' couldnt do much for that one.
the only thing i could really save is the 6000 polygons for the nenuphars. for that it worked well cause the picture is at horizontal.
for the cattails which are set vertically, it was looking extremly bad. it represents 10,000 poly :(

i dunno. maybe it is a bad night, and usually at those bad nights, i dont touch 3D ^^
maybe later i can maybe find a way ...

i still managed to faufill the request to have an alternate 'F' without fences.


EDIT: Oh BTW, i also took care to lower the food results since many people told me they were too much OP. i changed the radius from 4 to 6 , getting more ground and non-water tiles => it lowered the number of catch from 6 to 4 fishies.
it seems now providing around 1000-1200 fish per year for a 9x8 building with 4 workers.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 01:34:17 AM
well i think i ve found out a very good compromise :)

it was very very long to do but ..... i ve got what i wanted :) 1800 poly total instead of 22,600 original
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 07:27:07 AM
hehe i started to make a 2nd floor residence for the corner shops...

it is really not evident to imagine something looking good ^^

first screenshot you can see it look awesome over Blacksmith, Tailor and that kind of corner design....

but when to put an archeology, pottery building under it ....
it doesnt fit.

i need to make something good for everything ^^
not evident ^^
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 08:00:27 AM
and fits well over the bakery upg 1 :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 20, 2015, 08:36:50 AM
I reaaly like that corner second floor house, but maybe it would be almost as easy to do a second design to put over archaeology and any other buildings of that type as to come up with one model that suits them all. Just a thought...

Quote
Oh BTW, i also took care to lower the food results since many people told me they were too much OP. i changed the radius from 4 to 6 , getting more ground and non-water tiles => it lowered the number of catch from 6 to 4 fishies.
it seems now providing around 1000-1200 fish per year for a 9x8 building with 4 workers.

If I am reading this correctly, each worker only collects 300 food per year, which to me sounds very low. I know you can't please everybody, but to me this makes it not worth building except "for pretty" which I would in later game when I have surplus people because it IS pretty, but very unhelpful in early game. I will have to test out how much food one worker on a farm that size collects.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 08:45:42 AM
please, go ahead and test :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 20, 2015, 08:48:51 AM
Test out an 8 x 9 crop field. It yielded 500 with one worker. So I guess it depends on whether you are looking at how many workers you are using or at how much land. During early game workers are at a premium and in later game land is the premium. All things considered your numbers are kind of a happy medium between both. So I guess leave it be.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 09:07:43 AM
Quote from: Bobbi on December 20, 2015, 08:48:51 AM
Test out an 8 x 9 crop field. It yielded 500 with one worker. So I guess it depends on whether you are looking at how many workers you are using or at how much land. During early game workers are at a premium and in later game land is the premium. All things considered your numbers are kind of a happy medium between both. So I guess leave it be.

i know i added +2 to the radius (to give more non-water tiles in the % of the radius...) i can test just +1 and see.


while we wait ....

take a look at this !!!
2nd floor over the Medieval Tailor, Medieval Blacksmith, Medieval Tavern and Medieval Bakery :)
and tell me what you think about it :) personally i love it ^^
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 20, 2015, 09:43:03 AM
I love it, too. ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 09:49:07 AM
i just tried the 5'radius and i ve got 1300 the first year and then 1100 the 2nd year
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 10:14:19 AM
and i ve got 1000 the 3rd year lol

the problem is , i just tested with the radius back as 1.1b (4 radius) and i ve got 2600 !!!

such a difference ! it doubles !

6 radius = 4 per catch
5 radius = 6 per catch
4 radius = 11 per catch

gonna go try maybe at 4' radius, but only 3 workers
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 10:35:30 AM
lol i ve got 2500 with 3 workers  :-X

so i ve put back 4 fishermen and 5' radius.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Denis de la Rive on December 20, 2015, 11:42:37 AM
About the pond, I really like the new textures, can't wait to use it.

Its not an easy one to solve, if you change the fish then everything else will be off, I think your mistake is to try to match the fishing docks performance. The best option is to look at it as a secondary source of fish for certain specific circumstances, such as when you start far away from water, and more as a decorative item, and see if you can add a happiness function to represent the recreational aspect of the pond. I would keep it at just 1 worker with the 5 radius. Have you looked into changing what it produces, a different kind of fish, with lower production numbers?

:) ;)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 20, 2015, 12:05:50 PM
Why only one worker? You can always assign fewer if you personally think it's overpowered.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: purringcat on December 20, 2015, 12:34:59 PM
Very realistic water... just like the duck pond out back of my house
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 20, 2015, 12:56:38 PM
^Was about to say this. That texture is amazing, great job Red.

Also I think I've never said this before, I don't know why but I really love the wooden pilars of the new houses. Can't wait for the mod release so I can finally play Banished in all its splendor (NMT + CC = Awesomeness!) ;P
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 04:37:45 PM
yeah the water is so realistic that sometimes i see waves moving on the water surface ^^ (if you check carefully ^^)

the problem is : 2500-2600 for a 8x9 is really too much (it was the apiary numbers before i took care of it when Luke has released his apiary)
i wish there is a way i put 4.5 as number ^^
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: elemental on December 20, 2015, 04:41:17 PM
The pond looks very good. Can you make a decorative version that doesn't do anything and doesn't need any workers? That way we won't see any game icons over it. I'd even like to see a few more ponds in different sizes and shapes, purely as decoration. They don't have to provide any fish at all.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 04:46:12 PM
maybe later but not now, i dont have anywhere to place it. i dont have any toolbar for decorations , yet
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 04:54:54 PM
but i guess i can change how the pond really works. i guess i can make it work as a simple building like all the others and creating a resource from nothing and it would be fish.

instead to really handle it as a 'fishing building' with radius and 'fish population' feature ^^
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 05:29:14 PM
alright, fixed :) it will no more deal with fish population but create fish from thin air ^^

i fixed the number around 1800-2000 per year :) 4 fishermen
and it will attract idlers
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: grammycat on December 20, 2015, 05:39:00 PM
Think of it as an early example of fish farming.  I like this idea.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 20, 2015, 07:07:31 PM
You are a mad genius! I also like @elemental's suggestion:

QuoteThe pond looks very good. Can you make a decorative version that doesn't do anything and doesn't need any workers? That way we won't see any game icons over it. I'd even like to see a few more ponds in different sizes and shapes, purely as decoration. They don't have to provide any fish at all.

Maybe in an add on decorative pack or in a future release if you don't have time now.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 07:17:43 PM
yeah LOL i dont have time now ^^
later :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: elemental on December 20, 2015, 07:36:30 PM
A decorative item pack would be great. Should be easy too because they don't need any stats, just a model.

Pond, pond with bridge, gazebo, lamp posts, archways, fences, planter boxes, washing lines, outdoor tables and benches (for a tavern garden), small chicken coop, bird houses, hay bales, animal feed trough and water trough...

These are the types of things that really let us personalise our towns. I know some of those things are already in CC but that doesn't mean we don't want more.  ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 08:14:46 PM
haha ok

i copy pasted it in a .txt on my desktop :D

meanwhile.....
this is how should look its 3rd floor :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 20, 2015, 10:16:40 PM
 ;D

This is how it looks like in game :)

So these models can only placed on Blacksmith, Tavern, Tailor and Bakery models :)

just need to finish a little thing.... and i ll do the textures swaps and Look Upgrades :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 02:46:26 AM
Are you keeping the fence around the pond Red? It always looked a bit off to me, I'd rather have the option to build a fence around it myself, if possible. :)

Also, is there any option to tone down the idling in the pond? I've experienced quite many times that in previous towns, in places where idling was set to occur, a huge ammount of people gathered around, making it a bit unnatural. If you can't though, it's still fine, I can live with it. ;)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Fellow Villager on December 21, 2015, 03:29:59 AM
red, i'm litterally drolling for 2.0
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 03:39:17 AM
the pond has 2 'alternate "F" designs' :) 1 with fences... 1 without fences.
they will altenate automatictly as you put one down or by doing the keybinding 'F'.

..... someone asked to put and attract those idlings lol
and you , you ask the opposite ^^ no idlings ^^



this way <= pull hairs \\\  (http://www.sherv.net/cm/emo/angry/pulling-hair.gif) /// pull hairs => this way
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 04:06:59 AM
Is there a way to set iddling values? (I don't even know if such thing exists ahah) Like a value os 20 would attract a mob and a value of 2 would attract less people?

If that's not feasible though, then don't worry Red, I can live with it. ;) I'll just need ways to keep my villagers occupied then (mine and quar work it is, eheheh >8 ) )

Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 04:51:14 AM
No we cannot, and dont have a such value

the only thing we can add is the distance for example, if we say distance 5 , they will idle within 0 to 5 tiles all around
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 05:38:53 AM
Alot of screenshots incoming :)

i did all the Medieval Corner Residence Floor 2 and the Medieval Corner Residence Floor 3 :) with all their upgrades :)
i am sorry if there is only 1 different model for the moment. ( i need to make another set for the other buildings like archeology... pottery... )

in the screenshots i ve put a tavern, upgraded it to the good kind of brick that fit with the upper floor...
and i took the screenshot with just the floor 2
and then i took more with the 3rd floors on top of these

Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: grammycat on December 21, 2015, 06:15:37 AM
Maybe archaeology and pottery don't have 2nd level-makes for more diversity?  Besides who would want to live above a kiln?
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: chillzz on December 21, 2015, 06:33:26 AM
maybe after the release of NMT 2.0 you might have time, idea and willingness for the following :


- redo your decorative pack (optimization),
which then will include the pond without fishies, but with attracting idlers, while the NMT fish pond will not.

- add pig to nmt, since that one is 'missing' ;) *looks to @kralyerg *
one of the most used meat sources in the middle ages.

Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 06:59:02 AM
Quote from: grammycat on December 21, 2015, 06:15:37 AM
Maybe archaeology and pottery don't have 2nd level-makes for more diversity?  Besides who would want to live above a kiln?

In medieval times people would be willing to live above anything if that meant they'd have a place out of the cold, muddy streets. :)

Also Red, do you still have the model of your greenhouse? If so, are you planning to include it in NMT? (still producing seedlings?) The only reason I still have the ye old decorative items mod is because of that sweet greenhouse. ;D Actually seems like it's been included already I think, as I don't have that mod enabled. xD
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 08:02:49 AM
yeah i have some projects after NMT2.0 :)

btw ... i am not really good at this : (look at pictures^^)


if you can guess what i ve tried.... maybe i am better than i am actually think LOL
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 08:11:11 AM
about decorative pack , it wont be included now, maybe for 2.1 ..........
i can take out the idlers.... if thats you want :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Denis de la Rive on December 21, 2015, 08:51:42 AM
I'm happy you decided to change the pond to a building, so much less trouble, and since you didn't need the fishing dock functions, it makes sense. I was the one who suggested the idle function as part of making it more of a decorative object, rather than a production building. If you want it to be a production building then just drop the idle, after all its might not be compatible with that function. There are so many things we can't change it adds a lot of work for something so simple.  :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 08:56:07 AM
i took out the idlings :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 09:02:35 AM
Speaking for myself I prefer no idle. The second floor re-colors look awesome.

Are we almost there? Huh, Dad? How many more miles? I need to pee....  ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 09:03:26 AM
Quote from: RedKetchup on December 21, 2015, 08:02:49 AM
yeah i have some projects after NMT2.0 :)

btw ... i am not really good at this : (look at pictures^^)


if you can guess what i ve tried.... maybe i am better than i am actually think LOL

I don't know what those are, but I like it! :D

Are you trying to make new crops, Mr. Red? ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 09:24:18 AM
yeah something that someone (or more) asked :P

maybe i will pass another couple of hour on this tonight (after my sleep that is coming soon)

thats my first attempts to do a crop :P
got inspired by my nenuphars and cattails LOL
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 09:41:01 AM
If you need more suggestions for crops (and have time of course), I'm sure we can think of some that would suit Medieval Times. :P

I'm pretty sure the BL Team hasn't done these 3 for example:

- Artichokes;
- Aspargus;
- Celery.

As for Orchards though, Im pretty sure that the only one that's not around yet are Lemons.

Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 09:42:07 AM
Quote from: MightyCucumber on December 21, 2015, 09:41:01 AM
As for Orchards though, Im pretty sure that the only one that's not around yet are Lemons.

and Kiwis
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Fellow Villager on December 21, 2015, 10:38:09 AM
tha't wonderful! hops!!
i love bear, expecially german bear...hops will be a great addiction!
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 10:44:41 AM
Quote from: RedKetchup on December 21, 2015, 09:42:07 AM
Quote from: MightyCucumber on December 21, 2015, 09:41:01 AM
As for Orchards though, Im pretty sure that the only one that's not around yet are Lemons.

and Kiwis

I think they were going to introduce those sometime soon, as they already have kiwis as tradeable items - in fact, they have lemons as well, so there seems to be plans for those trees sometime in the future, just spotted them both in the resource list.

Anyways, keep up the good job, Red, we'll be brewing some beer with those hops in no time! ;P
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Gatherer on December 21, 2015, 11:51:26 AM
Will the hops be part of beer recipe or a standalone beer making resource like fruit?
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Navarian on December 21, 2015, 01:23:55 PM
Everything looks so awesome Red! You are a talented artist! I cannot wait till 2.0 comes out!
Some future ideas for adding even more variety to orchards (you know how we all love more!) in later expansions could be:
Bananas, Coconuts, Dates, Limes, (Lemons, as stated earlier), Mangos, Grapefruit, Pineapple, and so on. Many of these are available through trade only in CC, but for future ideas many of the citrus/ warmer climate crops would be a great addition to desert or jungle maps. For nuts: peanuts, almonds and cashews are good ideas. Find myself munching on those often while reading forums and playing Banished!
Anyway, just some stuff to throw out there, I am sure someone has already mentioned them!
Excellent work, Keep it up!
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 01:36:05 PM
QuoteEverything looks so awesome Red! You are a talented artist! I cannot wait till 2.0 comes out!
Some future ideas for adding even more variety to orchards (you know how we all love more!) in later expansions could be:
Bananas, Coconuts, Dates, Limes, (Lemons, as stated earlier), Mangos, Grapefruit, Pineapple, and so on. Many of these are available through trade only in CC, but for future ideas many of the citrus/ warmer climate crops would be a great addition to desert or jungle maps. For nuts: peanuts, almonds and cashews are good ideas. Find myself munching on those often while reading forums and playing Banished!
Anyway, just some stuff to throw out there, I am sure someone has already mentioned them!
Excellent work, Keep it up!

Actually we don't ALL love more. Some of us think the menus are already way way too bloated. If all these exciting crops come to fruition, I hope they are in an add on pack, not part of the regular mod, unless they are an important part of a production chain, and not just "one more way to make ale or wine" which we already have plenty of options for.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Denis de la Rive on December 21, 2015, 02:10:15 PM
Quote from: Bobbi on December 21, 2015, 01:36:05 PM
QuoteEverything looks so awesome Red! You are a talented artist! I cannot wait till 2.0 comes out!
Some future ideas for adding even more variety to orchards (you know how we all love more!) in later expansions could be:
Bananas, Coconuts, Dates, Limes, (Lemons, as stated earlier), Mangos, Grapefruit, Pineapple, and so on. Many of these are available through trade only in CC, but for future ideas many of the citrus/ warmer climate crops would be a great addition to desert or jungle maps. For nuts: peanuts, almonds and cashews are good ideas. Find myself munching on those often while reading forums and playing Banished!
Anyway, just some stuff to throw out there, I am sure someone has already mentioned them!
Excellent work, Keep it up!

Actually we don't ALL love more. Some of us think the menus are already way way too bloated. If all these exciting crops come to fruition, I hope they are in an add on pack, not part of the regular mod, unless they are an important part of a production chain, and not just "one more way to make ale or wine" which we already have plenty of options for.
I agree with you, so much work goes into making a crop or other product that is just an other version of the same, and takes up valuable time from more interesting projects. CC 1.6 took a step back and moved many crops to an add-on. As for adding hops, it could be used to make a different product than ale, with a higher export value, call it a lagger, (like a micro-brew) and sell for more! Also being compatible with CC should not mean copying its crops, nor relying on players using both when you have such an interesting voice. NMT must stand alone and be compatible, not just an extension of CC. Yes I work with BL, but I have always loved this mod for what it is!  :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: purringcat on December 21, 2015, 02:58:10 PM
Have been a bit puzzled on why potatoes aren't used to make vodka.    They are in RL.    ::)

And I love NMT and the colorful two story houses.    Am glad to hear that some crops are now a separate pack.    It was way too much.   
There isn't enough room on a map for all the crops, building chains and basic resource collection as it is.    Not sure how medium map players fit it all in.   

Hope RK's brewery keeps it ability to make and serve ale.    Almost everything now needs a chain of buildings to function.   
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 03:11:00 PM
QuoteI agree with you, so much work goes into making a crop or other product that is just an other version of the same, and takes up valuable time from more interesting projects. CC 1.6 took a step back and moved many crops to an add-on. As for adding hops, it could be used to make a different product than ale, with a higher export value, call it a lagger, (like a micro-brew) and sell for more! Also being compatible with CC should not mean copying its crops, nor relying on players using both when you have such an interesting voice. NMT must stand alone and be compatible, not just an extension of CC. Yes I work with BL, but I have always loved this mod for what it is!  :)

Thank God!!! Somebody feels the same way. Seriously, there are enough crops (and other things) in the game already. You cannot possibly have every single crop in the whole world in a mod, must draw the line somewhere. But if you have a fabulous chain of production that really needs a particular crop, go for it. Like cotton for the tailor is not a bad thing, so that people who prefer not to kill animals to obtain leather have a way out.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: ShockPuppet on December 21, 2015, 03:51:02 PM
QuoteYou cannot possibly have every single crop in the whole world in a mod

Are you sure about that? How will the CC guys know until theyve tried?
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 04:25:35 PM
Hee Hee Well they certainly do try, and they sure have a lot of flags, too!
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: MightyCucumber on December 21, 2015, 04:45:01 PM
Quote from: ShockPuppet on December 21, 2015, 03:51:02 PM
QuoteYou cannot possibly have every single crop in the whole world in a mod

Are you sure about that? How will the CC guys know until theyve tried?
(https://i.imgflip.com/w5h45.jpg)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: chillzz on December 21, 2015, 06:16:33 PM
i agree with most here, not all love many options... /me included.
However seeing a variety of crops growing and animals grazing is a nice look :)

i.e.  pigs as add on, just like cow/sheep/deer --> meat (not as 'pork chop' a new item)

The hops do look awsome @RedKetchup .


and yes, decorative pack something for way after nmt 2.0.. just as a add-on, not included..
so people who don't want mega-packs can decide to leave it out, like it is now.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 21, 2015, 06:18:59 PM
nan, i dont want to add tons of crops.

this one Hops, got asked since very long time... and i want to add it
but

as i was doing on everything... i will keep it simple as usual.
i will make recipes in tavern to process it along some 'grain' and making grain qty way cheaper by adding hops... but also
at screen it can say : Make Beer [Hops+Wheat] for example, but it will stay : Ale (Alcohol)
i will add : Make Volka [Potatoes] but again, it wil stay Ale (Alcohol) produced.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: chillzz on December 21, 2015, 06:22:57 PM
exactly! different recipes / input / ingredients --> output same product
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 06:54:02 PM
The addition of hops will makes some people very hoppy...I mean happy. People have been talking about hops for a long time. I guess hops go in ale? Or is it beer? Or is it both? I don't know, I just drink it.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: chillzz on December 21, 2015, 07:03:58 PM
Quote from: Bobbi on December 21, 2015, 06:54:02 PM
I guess hops go in ale? Or is it beer? Or is it both? I don't know, I just drink it.

lager (pilsner) = cold fermented beer with hops, ale = warm fermented beer without hops
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 21, 2015, 07:56:20 PM
So ale not very hoppy?
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Discrepancy on December 21, 2015, 09:33:29 PM
Ale can be hoppy, or not. Depends on location and style brewed. Some Ales can be really hoppy (like IPA's and most pale ales).
Traditionally as hops weren't well suited to all climates, beers used to use a variety of flowers and herbs to bitter.

I personally welcome the introduction of hops and anything that makes production chains ever more important.

Awesome work RedKetchup!, everything is looking great.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 04:37:55 AM
Here what i did :

we had Mead Honey as alcohol and was only used as Mead and crafted with Honey => deleted
I used that resource and called it : Beer. It has same value as Ale (and same graphics)

Hops is a grain, non-edible

i changed the recipes around :

Wheat (100) was Ale => now Beer (10)
Barley (100) was Ale => now Beer (10)
Sorghum (100) was Ale => now Beer (10)

Honey (60) was Mead => now Ale (10)


Added:

Wheat (30) + Hops (20) => Beer (10)
Barley (30) + Hops (20) => Beer (10)
Sorghum (30) + Hops (20) => Beer (10)

Potato (100) => Ale (10)

Afetr some time spent to try do better with Hops graphics... i came back at yesterday results ^^ (sorry i am not super good at it ^^)


Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 22, 2015, 05:00:48 AM
Are the green plants in the middle hops? I think they look nice.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 05:24:22 AM
Quote from: Bobbi on December 22, 2015, 05:00:48 AM
Are the green plants in the middle hops? I think they look nice.

no thats Sorghum :) Hops are the the far back to the right.

i repost the Hops pictures
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Denis de la Rive on December 22, 2015, 08:37:00 AM
I really like that version, looks very nice and quite different from other crops.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 09:32:22 AM
i am coming soon with the other set of corner houses :) the ones that fit the other building like archeology/hostels/pottery...
screenshots arent ready yet ^^
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 10:46:30 AM
I used the hostel models to work with.... and i did a full set of Medieval Corner House (floor 1,2 and 3) that will fit on the arch/pottery/hostels models :)

i took the old bricks textures and it gave a good result
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 12:29:06 PM
haha i just compiled everything for the first time since i am working on 2.0 ......

250MB

;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: pliton on December 22, 2015, 12:57:59 PM
It's getting close to release, I presume.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 01:24:53 PM
Quote from: pliton on December 22, 2015, 12:57:59 PM
It's getting close to release, I presume.

Of course :) in few minutes :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 01:39:16 PM
http://worldofbanished.com/index.php?topic=1088.0 (http://worldofbanished.com/index.php?topic=1088.0)

;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Bobbi on December 22, 2015, 01:42:10 PM
Can't wait til I get home. So Excited!!!!!!!  ;D  ;D  ;D
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 22, 2015, 01:50:12 PM
Quote from: Bobbi on December 22, 2015, 01:42:10 PM
Can't wait til I get home. So Excited!!!!!!!  ;D  ;D  ;D

(https://s-media-cache-ak0.pinimg.com/236x/c9/93/8c/c9938ce751c3ad93631a79ce7c663854.jpg)
/Big_Smile
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Discrepancy on December 22, 2015, 02:04:29 PM
Quote from: Bobbi on December 22, 2015, 01:42:10 PM
Can't wait til I get home. So Excited!!!!!!!  ;D  ;D  ;D

I second that!  :)

NMT 2.0 looks great, well done RedKetchup.
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: elemental on December 22, 2015, 03:17:41 PM
Quote from: RedKetchup on December 22, 2015, 10:46:30 AM
I used the hostel models to work with.... and i did a full set of Medieval Corner House (floor 1,2 and 3) that will fit on the arch/pottery/hostels models :)

i took the old bricks textures and it gave a good result

I thought your other corner buildings looked good but those corner houses with the stone look amazing!  :)
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Gordon Dry on December 23, 2015, 07:01:14 AM
I second that, it looks amazing.

If within the next couple of days this comes out final and the final CC 1.61 we all will be happy...
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: Giliweed2015 on December 29, 2015, 01:48:46 PM
is it compatible with CC  1.5 mod?
Title: Re: Discussions : New Medieval Town v 1.1b => incoming 2.0
Post by: RedKetchup on December 29, 2015, 02:57:15 PM

yup 100% compatible with CC (the little red warning tells you that many files are shared between both mods - the same files are in both mods)

thats normal and 100% crash free