BETA : New Medieval Castle : Beta v 0.2a - with Moats and Canals
BETA 0.2a is UP !!!!!
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bugfix 0.2a : Fixed the canal bridge that bugged the merchants and made them 2 tiles width to allow both, citizens and merchants, to pass through.
also fixed the decorative dock : it has now its own icon.
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This beta covers most of the pieces of walls and now with moats and canals.
Walls: Pieces so far:
Medieval Wall - Straight
Medieval Wall - Corner
Medieval Wall - Harrowed
Medieval Wall - End
Medieval Wall - 3-Way
Medieval Wall - 4-Way
Medieval Wall - Double Doors
Medieval Wall - Bridge
Medieval Wall - DrawBridge (2 models rotating with "F" key)
Medieval Wall - Walltower (at 45' designed to be in a corner - *will do a front one in a future patch)
* Walltowers can act as a barn too !!
Moats: Pieces so far:
Medieval Moat - Empty water
Medieval Moat - Low water
Medieval Moat - High water
Medieval Removal Flat tool
Canals: Pieces so far:
Medieval Canal - Straight
Medieval Canal - Corner
Medieval Canal - End
Medieval Canal - 3-Way
Medieval Canal - 4-Way
Medieval Canal - Dock
Medieval Canal - Fishing Dock
Medieval Canal - Trading Post
If you want to participe to the BETA Phase ? ? ? Follow the green Arrow !
Magic Link will appear once you are logged ON on the forum !!
If you want to download it ....
you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)
Damn it! I can't really build my viliage when you too fast releasing all this betas etc. :D
as usual.. great job
@RedKetchup!!
I will download the mod tonight .. it is on Steam right?
in the end what texture you decided to use for the channel and the moat?
"Medieval Canal - Dock" means that there is a place for fishing but only idling?
I have to figure out whether the wall can stand in my little map in use ..
or if it would take too much space ..
otherwise the next map absolutely medium or even large, considering the new CC!
boys, i tried to download with opera but nothing...the winrar version it's not good for me
can you upload a non winrar version like the last time??
please i'm struggling to start a new game, and without this i don't want
Quote from: Fellow Villager on May 25, 2015, 03:29:13 AM
boys, i tried to download with opera but nothing...the winrar version it's not good for mecan you upload a non winrar version like the last time??please i'm struggling to start a new game, and without this i don't want
Weird.. i'm using Opera only since it's existence and never had any problems!
By the way, .ZIP files can be opened by Windows itself (XP, Vista, 7, 8, 10), Winzip, WinRar and many other programs.
ZIPPED VERSION : https://www.dropbox.com/s/kqrbaqn0wree4oi/newmedievalCastle%20v0.2BETA.zip?dl=0 (https://www.dropbox.com/s/kqrbaqn0wree4oi/newmedievalCastle%20v0.2BETA.zip?dl=0)
UNZIPPED VERSION :
*** here comes link in a few minutes, when dropbox is updated ***
https://www.dropbox.com/s/fvrcwhdwvk6fwsd/newmedievalCastle.pkm?dl=0 (https://www.dropbox.com/s/fvrcwhdwvk6fwsd/newmedievalCastle.pkm?dl=0)
it's a curse, my friend!
thank as usual, you're my savior :-D
just downloaded
Red,
If you look at this quary photo from the new CC it may be a clue on how to deal with your water issue with the moat/canal
http://colonialcharter.com/index.php/forum/welcome-mat/1255-colonial-charter-curse-of-the-golden-llama-1-4?start=80
One can only hope.
Being able to duplicate the games water would be great.
i know i ve talked about it. but it is just a bug, unfortunatly
Red,
Forgive my ignorance about coding, but if the water glitch in the quarry is a bug doesn't that mean that there is something in the game that caused the water to be replicated when this quarry was built or put in place by the debug mod.
I tend to be somewhat logical about the way things work, which leads me to ask a few questions about this bug.
What if anything is different about the quarry in the latest CC mod?
Is there a new supply link chain that may be causing the bug?
Is the bug intermittent for this person?
Was it a once only event, or did it happen several times?
Perhaps it's a mod load order issue that caused the bug to manifest itself?
If so, what mods are above the new CC in this person's game?
Was the location of the quarry virgin land or had something been done at this location prior to the quarry being built?
If so, what?
I know from my own experience when playing the game that some bugs only appear under certain conditions, with the cause having to be in the coding of the game or mod.
For example, I was experimenting with your canal mod last night – using the debug -- and noticed that if I placed the canal without clearing the ground first then the trees and rocks were left suspended in the air above the canal. I subsequently cleared them using the normal method.
Is this a bug like the water issue in the quarry, or is it simply something in the coding of the canal mod?
To me the fundament questions about the water in the quarry are;
What made it happen, and can it be replicated in another mod?
And how much time is it going to take to try and track down the cause of this bug in the hope of replicating it?
In other words, is it worth the effort when your time could be better spent on other projects?
The answer may well be – yes.
the only times i've seen water in a quarry is when it's placed on land that previously was water (river/lake) before raising with the flatten tool.
Quote from: Glenn on May 25, 2015, 09:26:21 PM
For example, I was experimenting with your canal mod last night – using the debug -- and noticed that if I placed the canal without clearing the ground first then the trees and rocks were left suspended in the air above the canal. I subsequently cleared them using the normal method.
debug mode : enable zero build cost ?
that will 'plop' the building, in this case the canal, instantly without clearing. you have to order labourers to clear afterwards, or do it before. Without that being enabled, the labourers will clear before builders build.
no it is not really repeatable. it happends sometimes when a quarry is too near of the water. if you lower down the ground near water, you will see the water is going further than the river or lake really is. and some places, it goes really much further than normally should.
the river/lake coding is hardcoded when the game generates the physical world or map.
but...........
hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....
:-[
Quote from: RedKetchup on May 26, 2015, 03:06:01 AM
but...........
hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....
:-[
unfortunately I have not had time to download it ..
I hope to do so very soon, and I'll tell you ..
wait .. wait .. I'm going crazy ..
for NMT I signed on Steam ..
for NMC I must DL here the v 0.2 (not Steam?)
and then I have a question ..
If I understand .. your mod "Decorative Items" was divided into CC: CGL (?) and CCDecorativeItemsPack (created by Kralyerg with all items not included)?
Quote from: RedKetchup on May 26, 2015, 03:06:01 AM
but...........
hows going the testing ??? i didnt heard anything about ... canals.... trading post.... fishing dock ....
:-[
- The digging of moats and canals work great
- Fishing dock in canal is working great
- Trading post in canal, no luck yet :(
is there a special way to connect the river to the canal?
situation i have now :
river - canal with fishing dock and trading port - lake, from lake to river a moat. on the lake i have jamies specialized ports.
the trader boats will
not pass the canal, to the NMT Trading port, nor to the specialized trading ports.
the trader will just follow the river, bypassing everything.
have a screenshot
@chillzz ? you have put canal till to go in water and you cant add one more ?
@drnad : i see, gonna go check the bridge.
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i dont feel alot of people testing / interested in the project :S
I can't test at the moment as I am currently in the middle of a game, once I finish I will definitely try it out.
By the way I really am interested in this project (as I am with all your projects)
i started a new city but dont have anything to say . i'm happy with it all so far----great work red
Quote from: gerns on May 26, 2015, 02:55:17 PM
i started a new city but dont have anything to say . i'm happy with it all so far----great work red
do you have a problem with the trading post ?
Quote from: RedKetchup on May 26, 2015, 03:06:01 AMhows going the testing? i didnt heard anything
Oh well - got to give it some time... :)
I been trying so hard to get a handle on the new canals, I have not yet managed to do any other testing LOL
Here are two pics of a test I'm running -
(http://imagizer.imageshack.com/img911/8055/sAp8VZ.jpg)
As you can see, the TP is working fine, though I cannot get the trader to use the canal I made connecting the creek and the river (top right)... instead he goes far south and then enters the natural creek to reach the TP...
Here is a TP built really far away from the river...
(http://imagizer.imageshack.com/img633/7641/nblibU.jpg)
Also works fine... though I find things a bit too tight - I might prefer if the canal water was two tiles wide...?
Anyway, these are all baby steps - I still need a lot of trials to come up with a good layout... ;)
Quote from: RedKetchup on May 26, 2015, 11:33:04 AM
have a screenshot @chillzz ? you have put canal till to go in water and you cant add one more ?
Sure. in picture 2 you can see the path (in white) how i 'diverted' main river in a straight canal to the lake.
and from the lake back to the main river via a moat.
in picture 3 you can see the canal joining the river.
this save file has moat in front of the canal as i thought it wouldn't connect.
however i couldn't have build more canal pieces.
In the meantime I did a few other tests as well..
moat (low water) and moat (high water) from river to creek works.
canal + trading port alongside river does work too. as you can see in picture 1.
What
@drnad mentioned i did notice too.. however when building canal bridge,
i skip one, and add canal piece straight in front and back. that will work with leveling terrain/water on both sides of the bridge.
i agree with
@Paeng it could be 1 or 2 tiles more water, so the boat has some space.
anyway great mod
@RedKetchup merci bien!
Gorgeous scenes
@Paeng !
---------
Now that i think of it :
- the tests with moat low/high from river to creek and ;
- the tests with canal along river both don't have a canal bridge.
the test with the canal not working has several bridges before it has the tradeport.
thanks you for this testing :) yeah probably i guess i should do it double wide. it was just cause i thought people would rather think they take too much space (double tiles) so they would not use them.
thats the pros and cons.
no problem
@RedKetchup with mods this good i'm glad to test ;) thank you for all this awesomeness !
after some contemplating i really think it's most likely due to the canal bridge.
maybe because it doesn't dig terrain / put water by itself ?
do you think i should do a straight as big as the corners/3-4ways ? and call the actual straight as a filler ? like the walls ?
that's actually a good idea !
btw, i love how the 'cursor' actually jumps a position automatically after placing moat or canal piece.
works lovely and fast!
yeah but it is always better to pause, cause sometimes citizens can work on those very very fast and the curson can slip easy when they start to work on those abd do the hole in the ground
Red,
Were you able to check to see if having trees and rocks suspended in the air is a bug or simply what happens when you use the debug mod to build a canal without first clearing the land?
Normal use of the debug makes all the trees, rocks and iron disappear.
I agree the trading post would be more aesthetically pleasing to the eye if the canal was wider.
You may also think about another piece -- an end piece with a splayed entrance/ exit like the original root cellar -- more ' Y ' shaped
What about angled pieces to account for the type of construction shown in the above image?
the canal parts are abit 'graphically' larger than the actual 'tiles'. kinda a bit of 'overlap' ™. if there is trees or rocks in that overlap part, then they wont be remove.
the crazy things comes from the fact it makes an hole in the ground but all every tiles all around are also getting terraformed in a slop. they arent a reall wall of a perfect 90 degres.
i didnt understood the Y shape one though, but i know making diagonal is possible but very hard to do, but possible.
Your canals look great but I would love to see more options for width so that we can have 1-tile, 2-tile, and 3-tile width canals.
Keep up the great work!
--Ocram
Red,
Imagine the bottom of the Y is the canal itself and the top of the Y is the entrance
It would make of a wider more inviting entrance and take into account the swing of the boat as it enters and leaves the canal.
The other reason I think a diagonal piece would be handy if that people may like to place their trading post completely inland and have both an entrance and an exit.
A right angle corner is currently possible, but a diagonal would be a very nice addition.
All my best
alright, understood what you were suggesting :)
i m french so sometimes i can... be bugged lol
Quote from: RedKetchup on May 26, 2015, 07:52:40 PM
the canal parts are abit 'graphically' larger than the actual 'tiles'. kinda a bit of 'overlap' ™. if there is trees or rocks in that overlap part, then they wont be remove.
yes only in the overlap, the part where one could build a road underneath ..
but everything else is cleared by labourers before it is build.
follow up on idea that maybe the canal bridge is blocking :
picture 01 :
- canal 1 with trading post, without canal bridge.
- canal 2 with trading post, with canal bridge.
picture 02 : route trader to trading post in canal 01
picture 03 : route trader to trading post in canal 02
as you can see trader 1 goes for the shortest distance from river to trade post.
return to the river is the same way it came in, the shortest route back.
trader 2 takes the moat to lake entrance, definitely not the shortest route... something must be blocking it.
hence my conclusion : canal bridge is not passable for trader.
It's crazy - I stymied meself... LOL...
Crazy because I already had this scene working... but when I rebuild it, I can't get it to work :-(
(http://imagizer.imageshack.com/img909/8242/vZ0R4e.jpg)
So now I have a trader enter the canal from the river and go to TP1, then makes a u-turn...
The second trader is supposed to enter the canal, pass TP1 and continue to TP2 - and I know it works... but I had to kinda force it by adding an empty "Low Water" tile to sort of cross over that red barrier (which creates a tiny step, but not too bad) - that worked before because I got one green tile that allowed me to plop the water tile... however, after rebuilding I never got that green tile back, now it's always the red "cannot build here" thingy... so I'm prevented from building a path into the lake, and the traders just ignore the TP (and the whole canal, they pass just right by it)... (even though they do "see" it, as they send an extra trader - he just doesn't find a way)...
Argh, drives me nuts... spent the whole last night on it, but it kept me on a hit and miss binge (sometimes works, somedimes doesn't)... Weird, it seems that the depth of the lake itself screws around with me... but since we cannot terraform below water <sigh>...
@Paeng did you have the canal bridge before too? i just did some testing and trader will ignore everything after the canal bridge.
i usually do some terraforming with flatten terrain, so the entrances are more straight for canal piece.
yes it doesn't look very pretty.. but works.
Quote from: chillzz on May 27, 2015, 04:46:34 AMdid you have the canal bridge before too?
Hmmm...I thought I did, but now I'm not sure LOL... I'll test that.
Quotei usually do some terraforming with flatten terrain
Oh sure, I flatten the whole ground under the canal, right up into about 1 to 2 squares of water, before actually laying down the canal... got no problems there ;)
Chillz, very cool, right on the button... ;)
Coming...
(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/good01.jpg)
And going...
(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/good02.jpg)
Venetian HalfBlind...
(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/good03.jpg)
Of course, in winter the canals freeze over...
(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/good04.jpg)
As you see, we can use the regular game bridges too... so we can keep the tiny one for more decorative purposes...
:)
nice!
the original bridges do indeed work, however one cannot use one over canal or moat.
one other thing i noticed, but don't think
@RedKetchup can do anything about that :
trader always takes the shortest route possible, but always via river.
i cut off a large part of the river by canal, without bridges.
have the trade port right at the end of the canal.
Trader goes all the way around, then backs up into the canal / trading post.
trading port in the middle of the canal, it will take the canal route.
Quote from: chillzz on May 27, 2015, 06:55:00 AMhowever one cannot use one over canal or moat.
That's okay for me, I like them at the ends anyway, to sort of 'camouflage' the merge into game water... :)
QuoteTrader goes all the way around, then backs up into the canal / trading post.
Yeah, they always did like that (even if you chance on a thin ledge where a trader can pass into an adjacent lake)... The shortest way in Banished is verrrrry relative... LOL!
Anyway, I love that we can now connect even lakes that are a bit farther away, that makes a lot of maps more useable...
well. i guess i ll have to verify the bridge one and do a quick fix 0.2a
i think i can fix it. the bridge one has been mage before my TP and with my TP i ve learned some usefull things like i can call a 'quarryfloor' function in same time i can also call a 'floor' function on the same mesh :) so i will be able to call the quarry lowered ground at -4 and in same time call the 'walking' floor for the citizens.
i was sure i did it before i released it, but gonna return to check. also i will check all pieces to be sure i terraform all different pieces and change the tag to 'Water'
grrrrrrrrrr
as you can see in screenshot, the bridge has now its own lower ground -4 and has its own water. But the merchants still refuse to pass under :(
i dunno if it is because citizens have a path "_" (but ingame bridge should have that path /shrug) or because i call 2 different floor (floor for terraform, floor01 for citizens walkability)
but TP and fishing dock has both /shrug.
it drives me nuts :-[ >:(
i think i have found whats the problem, it is not the graphic the problem but...
when i give the permission to pass to citizens from 1 side to the other side, in straight line, it also blocks the merchant. thats surprising cause normal bridge usually works, maybe there is an hidden hardcoded code.
if it is the case.... i will make 2 tiles width and i will fool everyone, citizens and merchants, so they both have a path in diagonal ^^
#### = citizen not go there but merchant pass
____ = citizen can pass but merchant refuse to pass
So,
#_#_
_#_# = will be my fooling trick.
gonna go check if my trick will work
yup that did the trick lol
everyone has been fooled ^^
the citizens are making a little 'zigzig' on the bridge.... merchant we dont really see one but...
most important, both pass now !!!!
ROFL also i think i made 1 more bridge different mesh that we had previously ^^
in the screenshots you will see all 4 graphics that rotate auto or with 'F' keybind ^^
i noticed the decoration dock (the one without fishing) didnt had its own icon, so i did it too. gonna upload it :)
BETA 0.2a is UP !!!!!
-----------------------
bugfix 0.2a : Fixed the canal bridge that bugged the merchants and made them 2 tiles width to allow both, citizens and merchants, to pass through.
also fixed the decorative dock : it has now its own icon.
-----------------------
BTW i made another test : i used Window7 to make the .zip (not winrar) so maybe you all be good to download it. we will see if it fixed also this problem
Quote from: RedKetchup on May 27, 2015, 11:13:46 AM
yup that did the trick lol
everyone has been fooled ^^
the citizens are making a little 'zigzig' on the bridge.... merchant we dont really see one but...
most important, both pass now !!!!
ROFL also i think i made 1 more bridge different mesh that we had previously ^^
in the screenshots you will see all 4 graphics that rotate auto or with 'F' keybind ^^
Damn! that is a quick fix :D
will download ASAP and test after dinner. thanx man!
no problem ;D i fooled them hard :P ^^
of course you will need to 'destroy' your bridges, 'level' the ground back to normal, and then build the new '2 tiles width' bridges :)
gonna go return to play Civ V lol
but before i want to mention :
1: sorry to not work on these all day, lately :-\ but....
2: i did test a double width canal, thats huge ! at 8 tiles width it is very big. the main river has 10 tiles width and with the walls, it appears to be as large as the river.
3: i gonna test some time soon a 6 width canal instead and see it can be a compromised between the actual 4 tiles width canal ... and a bigger like main river. will give you screenshots when done :)
4: i will also see if
@kralyerg would agree to give me his stone texture they use in CC so it can perfectly match with their mod (if not, i can maybe try some other textures i have to see it can be a better fit between the 2 mods :)
test completed! will start making dinner now @ 9.15 pm :D
Works like a charm, even in safe game. of course i had no canal bridge now. but like you said : remove, flatten and replace should work :)
Quote from: RedKetchup on May 27, 2015, 11:53:37 AM
gonna go return to play Civ V lol
Enjoy! you earned it :P
Quote from: RedKetchup on May 27, 2015, 11:53:37 AM
but before i want to mention :
1: sorry to not work on these all day, lately :-\ but....
2: i did test a double width canal, thats huge ! at 8 tiles width it is very big. the main river has 10 tiles width and with the walls, it appears to be as large as the river.
3: i gonna test some time soon a 6 width canal instead and see it can be a compromised between the actual 4 tiles width canal ... and a bigger like main river. will give you screenshots when done :)
4: i will also see if @kralyerg would agree to give me his stone texture they use in CC so it can perfectly match with their mod (if not, i can maybe try some other textures i have to see it can be a better fit between the 2 mods :)
1: hey, it's free ... we can't complain ;)
2: for me and i guess many others that wouldn't be a problem
3: what about making the 'water' in the canal the same texture/color as in the moat that can work as a filler piece :
have 2 pieces ( left / right ) and let us fill the width with a filler piece. result a canal as small / wide as possible.
don't know if it's possible, but might save you a lot of work in the future, i guess.
so a left canal / right canal piece.. and filler. i think thats about all it takes, like this you can even make 3/4 way,
without needing extra pieces.. ( hmm maybe inside and outside corner, but that's it. )
Err.. brainfart! 1 'quay/canal' piece (since you can rotate! ), a water filler piece, inside corner, outside corner.
the dock, fishing dock and trade port only have the 'road side' canal piece.. other side would be the single left/right.
the bridge could stay the same.. as you can double them (and make a small 'center island' in between)
4: that would be nice for the CC players :D i did see some nice buildings in the latest CC release
which would fit dock/quay/canal (quay barn ? )
Red
Last night I twice placed the trading dock on a creek and each time the timber deck was below the water.
I recall you were having the same problem in the earlier stages of mod development.
Is anyone else having the same problem?
I'm glad you sorted out the problem with the bridge as I had noticed the same thing.
I note your comments about the quarry/water bug and wonder if the coding that creates the excavation in the quarry can be duplicated for the hole created by the canal?
cannot be duplicated.
by the way, talking about 'compatible' stone textures..
what about this one.. mr Flopsie's stone bridge : it's lovely and quite fitting for medieval setting
http://banishedinfo.com/mods/view/234-Stone-Bridge
Quote from: RedKetchup on May 27, 2015, 11:40:05 AM
BETA 0.2a is UP !!!!!
-----------------------
bugfix 0.2a : Fixed the canal bridge that bugged the merchants and made them 2 tiles width to allow both, citizens and merchants, to pass through.
also fixed the decorative dock : it has now its own icon.
-----------------------
BTW i made another test : i used Window7 to make the .zip (not winrar) so maybe you all be good to download it. we will see if it fixed also this problem
@RedKetchup I do not know why but I can not download !
I tried both winzip winrar with that .. but nothing .. says that the archive is damaged . where I can find the file .pkm ? you've uploaded a file on your profile .pkm Google Drive ?
http://www.mediafire.com/download/aecbbcgg0ef36cj/newmedievalCastle.pkm
Quote from: Glenn on May 27, 2015, 05:51:21 PM
Last night I twice placed the trading dock on a creek and each time the timber deck was below the water.
I recall you were having the same problem in the earlier stages of mod development.
Is anyone else having the same problem?
no don't have the same problem.. but i see what you mean now..
the New Medieval Castle Trading Post is not supposed to be placed on creek, river or lake, but on a
canal.
when building it, it will dig out the canal, which fits the rest of the canal pieces.
oh ya, sorry i totally missed half of your post
@Glenn , sorry
the trading post is made to be placed on a canal,
not on the river or a lake.
@RedKetchup, you asked us awhile back for testing and feedback. I'm late because the map I ended up with had the lake in the far upper left-hand corner and it took me until yesterday to get the population and infrastructure to build and support the canal and facilities. Everything worked like it should. There was only one graphical glitch and one sort of funny characteristic.
First the glitch: As the first picture shows, building the non-fishing dock messed with the border. It's border was OK, but in the subsequent straight section the border started disappearing and then disappeared altogether. I didn't try to build one on the near side, so I don't know whether it would have been the same there.
Now the comic: Everyone who walks across the bridge does a little back and forth squiggle across the bridge. I first noticed this as a band of nomads crossed the bridge coming into town and then watched and everybody did the same little dance. The enter the bridge to the left, then move to the right by the middle, then back to the left to exit. People coming the opposite way do the same as they face the bridge so you get a nice interlocking spiral effect. The picture is of a later band of nomads leaving town after I refused them. I'll have to look on other two-wide bridges and see whether the same thing happens. Don't fix it--it is quite entertaining.
Thanks again for your work. The canal opens up huge possibilities for placing trading posts.
@rkelly17 the graphical 'glitch' can be corrected by leveling the area.. in your case the missing quay.
the funny walk is the solution of a problem we had with the bridge. the merchant couldn't get passed the bridge.
by having the bannies walk funny it all works :D
this can be read 1 or 2 pages back.. and i agree : it's a funny walk, don't change it!
i didn't notice any speed difference either with straight or zig-zagging.
hahaha
1st : the glitch you talk is not cause the dock but the ground itself. i cannot ask the canal to level the groud to 0 because we are making a hole in the ground. (if it makes sense)
since you didnt noticed, and probably many people, you can, and it is even better, to build a road (dirt or stone) on top of these canal walls :) even if you didnt see any green arrow when you built them, you can still build your road ontop (under) the stones :)
that way you dont lose any space to build a road 'next' to it :)
abd that way you will also level up(or down) your ground to 0 level :)
2nd: the zigzag dance on the bridge are expected. that was the cost to pay to allow the boat merchant to pass under. (as
@chillzz said ^^)
Thanks,
I was trying to recreate the image I saw in reply 19 which has a trading post on a creek with canal linking it to the river.
I will have another go today as I am house minding this weekend -- it's 9.15 am Sunday Australian east coast time.
you can use the canals to connect a river with a lake, but if you put a TP on the lake, you need to take the original one :)
Hi Mr.Redketchup, I'm so excited to see the mod's updating. I really enjoyed it. If you don't mind I would like to make a mod to translate it into Chinese and introduce it to my Chinese friends, but it seems that I need "NMCastleStringTable.rsc" to make it. Could you give me a copy of that file? I would be appreciate for your help.
sure, i m sending you a link to get it :)
thanks for sharing your Mod with me but unfortunately you gave me the wrong document, I really need NMCastleStringTable.rsc instead of NMTownStringTable.rsc , which you gave it to me last time and it has been translated before.
oh ! so sorry !
but keep in mind that Medieval Castle is only in BETA !
Quote from: chillzz on May 30, 2015, 11:44:45 AM
@rkelly17
the graphical 'glitch' can be corrected by leveling the area.. in your case the missing quay.
the funny walk is the solution of a problem we had with the bridge. the merchant couldn't get passed the bridge.
by having the bannies walk funny it all works :D
this can be read 1 or 2 pages back.. and i agree : it's a funny walk, don't change it!
i didn't notice any speed difference either with straight or zig-zagging.
I did not test the dock after removing it and using the re-leveling tool. I just re-leveled and put in straight pieces since the dock was decorative anyway. Absolutely do not remove that zig-zag walk! It has given me many hours of entertainment already.
And where has the new ultra-handsome
@RedKetchup come from? I opened World of Banished this morning and there he was in his crew-cut and shades! ;D ;D
Quote from: rkelly17 on June 01, 2015, 09:10:59 AM
And where has the new ultra-handsome @RedKetchup come from? I opened World of Banished this morning and there he was in his crew-cut and shades! ;D ;D
thats a .gif from the cartoon from what my pseudo comes from
https://www.google.ca/search?q=red+ketchup&biw=1747&bih=825&source=lnms&tbm=isch&sa=X&ei=a5NsVe3lNMOKyAS06oPIAw&ved=0CAYQ_AUoAQ (https://www.google.ca/search?q=red+ketchup&biw=1747&bih=825&source=lnms&tbm=isch&sa=X&ei=a5NsVe3lNMOKyAS06oPIAw&ved=0CAYQ_AUoAQ)
in the past, here in quebec, we had a comic book based on a KGB Agent named Red Ketchup. it was a good purely french canadian comic book.
i took that name since around 10 years. my main toon in world of warcraft is named Redketchup ^^
it is a very good name and it always make laugh people :)
Quote from: RedKetchup on June 01, 2015, 10:25:03 AMa comic book
(http://upload.wikimedia.org/wikipedia/en/thumb/9/9b/Ranxerox.jpg/196px-Ranxerox.jpg)
Reminds me of
RanXerox (graphic novels by Stefano Tamburini and Tanino Liberatore)... one of my favorite hated characters ;D
http://en.wikipedia.org/wiki/RanXerox (http://en.wikipedia.org/wiki/RanXerox)
*
not for the faint-hearted...
Quote from: RedKetchup on June 01, 2015, 07:26:10 AM
oh ! so sorry !
but keep in mind that Medieval Castle is only in BETA !
Thank you very much and I'm looking forward to experiencing the completed version of your wonderful mod.
.
Quote from: RedKetchup on June 01, 2015, 10:25:03 AM
in the past, here in quebec, we had a comic book based on a KGB Agent named Red Ketchup. it was a good purely french canadian comic book.
i took that name since around 10 years. my main toon in world of warcraft is named Redketchup ^^
it is a very good name and it always make laugh people :)
And here I thought you had gone American and were putting ketchup on your fries. And all the time you were a sleeper agent for the KGB! ;D ;D Since you speak of the comic in the past tense, I'm assuming that it is no longer produced? If it is still available, I should get some for my grandson. He's actually continuing in French immersion in high school and a French comic book would be a great incentive.
no it is no longer available and produced , and hard to find unless you get a very good collectionner
@RedKetchup i was wondering about the water.
Rivers and creeks are created during terraforming / game setup.
isn't there something in the map generator .rsc files which can be used for 'digging' canals ?
i tried some test and everything crash. cant mix any of these functions with a building code :(
crap :(
not even the material, texture, reflect2tecture and highlight ones ?
nop :(
merde..particle system > boatWake ?
thats the last i can think of of in-game water
boatwake it is the anim about the boat spawn and its travel to the TP and then quit the map
yeah a wake is the movement pattern of fluids. (the wave generated by a solid object like a boat)
one might think those (like reflection etc.) are possible to implement, since they're already in the game...
luke fix it ! :)
Quote from: RedKetchup on May 29, 2015, 10:04:21 AM
http://www.mediafire.com/download/aecbbcgg0ef36cj/newmedievalCastle.pkm
thanks
@RedKetchup!
now all it works!!
After few days of break, i decieded make an test and well look at screenshot.
http://i.imgur.com/KWRt1G7.jpg
The water from canals, don't look good with water from lakes / rivers. But still is possible at some points, make an connection.
the water color will always dont look good most of time :( i changed it like 10 times already. the color the the real main rivers and lakes are extremly different from tiles to tiles. and i didnt found the good and best one yet.
So I go play other games for a while and come back to ALL THIS STUFF! Holy (milky) cow, Red! :) Just downloaded your impressive beta to play with it. I already updated New Medieval Town to new and improved (and OMG THOSE HOUSES!) version and I've been having so much fun with that!
Thanks for all you do, Red. :)
a real pleasure to see people enjoy it :)
thanks for the reply and WelcomeBack !!
Red
With the change to the canal bridge to make it two tiles wide, I was wondering if it was possible to still have the traders boat pass under the bridge if it was only one tile wide.
I think it would make a nice addition if by using the F key we were able to alternate between both versions of the bridge depending on what you were trying to create in a game.
Similarly an F version of the canal and trading post that are twice as wide as the original would further enhance the game.
The overall concept however looks great, until a traders boat arrives -- then the canal looks crowded and unnatural -- the boat looks too tight in its dock.
Perhaps a turning bay in front of the trading post -- ie, make the canal at the trading post twice as wide, but the canal to the trading post remaining the same width as it already is.
Just an idea -- what do you think?
we cannot switch with 'F' key from a 1x4 footprint to a 2x4 footprint and switch back. the footprint needs to stay the same. as also all the other info like : the use of the building, what it produce, and every purpose.
the only thing that can switch is the link toward which .fbx graphic file. [ between brackets ]
i know the in game 'bridge' allow the boat to pass, but it was refusing to pass my canal bridge :S
and i know i need to redo all my canals and make them larger, but i was waiting to ask Luke if there is something that can be done with the water. the email is gone, waiting the answer (few days or few weeks^^)
maybe i ll put back the 1' width bridge in same time offering the 2' width bridge on another icon.
but the project is on ice for the moment.
Ok, thanks
(http://i.imgur.com/aRMDudJ.jpg)
Next test, and graphics is messed up with terrain. Main issue is i puted canal bridge close to canal fishing dock, so that's why messed up. ;/ But i keep trying. :)
One more screenshot after building.
(http://i.imgur.com/6SF7z2j.jpg)
It seems, this little bug is with connection of cannal corner and fishing dock.
Quote from: DesoPL on June 14, 2015, 01:30:10 PM
Next test, and graphics is messed up with terrain. Main issue is i puted canal bridge close to canal fishing dock, so that's why messed up. ;/ But i keep trying. :)
It seems, this little bug is with connection of cannal corner and fishing dock.
you can flatten the terrain with the flatten tool (pickaxe and shovel)
the one near the fishing dock needs to be reclaimed, flattened are put back. nothing wrong with the pieces.
yeah :( works better if you put at least 1 straight between each big piece like tp, corner, docks,bridge..
it took me some time, but i fixed it. :)
(http://i.imgur.com/jQj5GBL.jpg)
looks awesome, no ?
@RedKetchup Red! I can not find a screenshot, that you had made, from which I inferred that I can make an empty channel, it is possible?
I had seen or bad? or was a WIP?
in the case where I can find it in the bar?
I can dig and then build on something?
Can I do size 1x ....?
I was thinking of building the decorative channel Maal (do not know if you know it) but at a lower level than that of the path of the citizens.
I hoped in the mod "irrigated" by Kralyerg but you can not build anything on his excavation, after removing the blue ...
first icon on the bar
Quote from: RedKetchup on June 15, 2015, 04:21:40 AM
first icon on the bar
but it is an eternal canal?
or I can raise it with the flatten terrain mod, if I change my mind?
and I can build in?
yes, and yes you can use flatten tool to raise it back up
Quote from: RedKetchup on June 15, 2015, 04:49:40 AM
yes, and yes you can use flatten tool to raise it back up
so .. I can dig a strip of 1x7, built in the canal of Maal and, if I change my mind, demolish the channel and raise everything with flatten terrain ..
great !!
in this way the irrigation canal will be much more real visually to a lowest level of the crops / orchards !!!
great !!
do you own tests and you will see :)
Quote from: RedKetchup on June 15, 2015, 05:11:39 AM
do you own tests and you will see :)
my fear is to mess with installing / uninstalling mods and see me with a hole forever on the map or worse with the crash of the game!
However I'll try tonight with a new short game!
thanks!
@RedKetchup I tried .. but does not work ..
your mod creates a chasm 1x1 but when I put the canal of Maal the chasm closes (not quite perfectly) leaving the canall suspended a few cm ..
I had flat with the Flatten Terrain Mod then lay properly canal of Maal ..
apparently you can not put the canal at a different level from 0 .. :'(
I'd really like something like a lock for the canals... and maybe a smaller floodgate for the creeks... :)
And if you don't want to make a full-sized wide version, maybe just one piece where boats could pass each other?
i will try to make a lock or something :) when i ll be back to it and redo them all :)
Ah cool, I was hoping you'd do a v2... :D
So have you decided yet how you'll make them?
Are you going to make them modular for varied width - sth. like this?
* Not sure though if that can handle the digging/flattening process well... ???
Quote from: Paeng on June 19, 2015, 08:21:39 AM
Ah cool, I was hoping you'd do a v2... :D
So have you decided yet how you'll make them?
Are you going to make them modular for varied width - sth. like this?
* Not sure though if that can handle the digging/flattening process well... ???
Ah yes! that's exactly how i proposed it a few pages back..
with images much clearer! thanx
@Paeng !
i don't think the digging would be any different then it is now.
It will be lesser pieces in the mod, to reach the same effects (straight, 3way, 4way)
the only problem i foresee might be the canal bridge, since building a regular bridge is impossible..
Canal housing! We need canal housing!
yeah
@Paeng thats pretty much all the pieces in your .png + the docks and tp.
i ll make them 1 tile larger and probably change the texture of the stone for one more compatible with CC quay walls
@RedKetchup - Would it be possible for you to create a 2 to 3 tile length curve & diagonal for the canal? It would look much more natural than having a 90 degree turn, which is not practical for canal boats.
it can be very hard cause we dont have alot of control on the 'digging' holes in the ground. we cant dig half or quarters of tile.
i dunno. when i ll be there i ll check if i can spend a couple of hours :)
Thanks for looking into it
@RedKetchup! Maybe there is a way to spoof the corner into looking like it is not entirely dug down with some modeling trickery?
Are you still working on this mod, or has it just been put on the back burner while you get version 2 of Medieval Village going?
no this project has been abandonned and the canal part has been moved to Medieval Town.
Abandoned?! :'( This is such a beautiful mod. Do you mind if people still download and use it?
Im also interested to know the current status of this mod: are all its features going to be included in NMT? I don't want to lose any building or feature, even if it's just a small detail, ahah. ;)
nan, the project is on the ice. no plan for the moment continue it. sorry
Thank you so much, this is what im looking for.