Author Topic: About Ports  (Read 1962 times)

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Offline Paeng

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About Ports
« on: October 21, 2016, 01:28:24 PM »
As you might know, I absolutely hate spamming rivers with (default) ports... so all the new small/tiny ports appeal to me, as they really liven up any waterfront, beside the fact that they are very helpful in getting specific loads (food or building stuff or seeds etc.)... The caveat - they are small capacity ports, and here starts my dilemma... though I mainly build small towns, all of them grow up sometime sooner or later, and then the small capacities become a problem - traders bring huge loads of produce, but I can unload only a small percentage before my caps are exhausted (yes, I could keep the trader in my port and force multiple loading/unloading sessions, but that gets really tedious, and breaks the rhythm of incoming traders)... so off I go, building a default port just for the cap - though to be honest, in mid- to late game, the 12x10, 60K cap of the default port is not near enough what I'd really need (or could use) either...

Tl;dr - could I interest any of the modding gurus to develop a "super port"?

* My vision would be a footprint of about 18x10 or even 22x8 (much wider, but not deeper than default), with a really high capacity (like 2 to 300K minimum) that can be built along a suitable river or a lake with river-connection, and could be the centerpiece of a sprawling waterfront/canal development (with e.g. matching high cap storage, workshops etc. for later add-ons)... as opposed to stringing up 5 or 10 default ports, which is just... boring.   ;)
« Last Edit: October 21, 2016, 01:31:43 PM by Paeng »
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Offline Gatherer

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Re: About Ports
« Reply #1 on: October 21, 2016, 02:35:47 PM »
Some new trading posts are much needed I agree. Not so sure about such huge footprints though.
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Offline Paeng

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Re: About Ports
« Reply #2 on: October 21, 2016, 03:03:04 PM »
Not so sure about such huge footprints though.

Well, it's for a rather large industrial complex, that should sprawl (not grow in height)... I think some large items (cathedral?) have pretty huge footprints, too... I'm just not really comfortable with giving very high cap to a rather smallish item (tempting as it may be)...  :)

I feel it would give a nice new direction, since lately we're getting smaller and smaller  ;D
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Offline Denis de la Rive

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Re: About Ports
« Reply #3 on: October 22, 2016, 10:46:32 AM »
Having built many complex ports, I agree that something can be added to this, but such a large footprint will be very difficult to place, few rivers or lakes offer such a long stretch of even shore. Using terraforming, you still have the problem of water to land ratio. What might be interesting is to make it about the same as the standard TP, but extend the storage inland with warehouses and stockpiles, just like we normally do, but integrated in a single lot to increase storage. This storage is I think the major issue that this structure can improve. I most often group my TP together so size can influence placement, and the natural flow of the water.  :)

Offline Paeng

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Re: About Ports
« Reply #4 on: October 22, 2016, 12:27:13 PM »
Well, I' like to do some tests with a large (rather: wide) footprint... I've seen spam ports where 3, even 4 ports are strung out in a line - that's 36, even 48 tiles...  ;D  I don't feel that 18 to 22 tiles pose an impossible obstacle, granting that some search for a suitable spot (and maybe some terraforming) may be necessary, adding to the challenge...  ;)   Not to forget connected lakes, which often have nice long stretches. Extending deep into the landside (and squaring it off again) was something I was hoping to avoid...  :)


storage is I think the major issue that this structure can improve

True, that's at the heart of it... cool, if it could be addressed with a design statement in one sweep...  ;)


EDIT
And I forgot - there is also the possibility of just overhanging a few tiles left and right, to overcome the waterbound restrictions...
« Last Edit: October 22, 2016, 12:32:35 PM by Paeng »
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Offline Abandoned

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Re: About Ports
« Reply #5 on: October 27, 2016, 07:05:13 AM »
I too like the small and tiny ports since I also like small maps with valleys or mountains, but it's often difficult to have enough spare goods to trade at one port much less multiple ports.  I would like to have small or tiny specialized trading ports, especially for seeds.  Is there any way I have yet to discover to get seeds other than the riverboat traders?

Offline brads3

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Re: About Ports
« Reply #6 on: October 27, 2016, 09:34:11 AM »
abandoned,theres the debug .its a cheat mod ,gives u all seeds. there are several mini/small mods with traders.much easier to place. also CC has a farm trader for seeds and livestock.

Offline Abandoned

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Re: About Ports
« Reply #7 on: October 27, 2016, 04:40:06 PM »
brads3, I don't think I'd want to use debug but the CC farm trader sounds interesting, seed and livestock. I wanted to ask you which CC you are using.  I tried the CC Iron Curtain 2 years ago.   I downloaded Excellent Adventure, Curse of Golden Llama, and New Frontier but have not tried any of them yet.  There are so many mods I have not tried yet, NMT, Fountain, Small Town Row Houses, the North, and so many others.  I will probably have to use larger maps and trading ports, but small specialized ports would be nice for small maps.

Offline brads3

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Re: About Ports
« Reply #8 on: October 27, 2016, 07:12:15 PM »
 i have a lot of mods. the CC 16 has the others u listed included.all packaged together with some upgrades. i havent tried the mega mod for several reasons. 1 of which is with any set that large it will have conflicts and bugs to b worked out. plus i have most of the individual mod packs that i wanted. there is a few that i didnt have need for.CC is like an having a different game than what u is playing already. lots of production chains. many of the buildings need lumber or more just to build. the CC does have a small chopper spot to make lumber thou to get a quick start on expanding.think last i counted i had about 60 mods. some are minor tweaks like the light rain mod so u can see in spring thru those downpours.

Offline Paeng

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Re: About Ports
« Reply #9 on: October 28, 2016, 03:58:56 AM »
Yeah, MegaMod is not for everybody...  :)

For me, part of the fun in starting a new town is to search a nice map, then put together a collection of mods I want to use for this town - currently I'm re-structuring my collection, so I can play with CC, or NMT, or WoB Mods (Kid, Disc, Embx), or a combi of those, or the North... That way I get a very distinct feel to each town... But again, that's just me, and everybody has a different style and approach...

@Abandoned - CC, and also Kid's rowhouses have individual traders for specific goods, and I think Discrepancy is also planning some... they are great (again depending on the player type).


Which takes me back to the origin of this thread - we have plenty small traders, but all with very low capacity... which is a bit annoying when your town starts to really grow...
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Offline Nilla

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Re: About Ports
« Reply #10 on: October 28, 2016, 04:38:15 AM »

Which takes me back to the origin of this thread - we have plenty small traders, but all with very low capacity... which is a bit annoying when your town starts to really grow...


Agree!


But one other thing there is a mod with specialized ports from @JamieIdle2.0, that's not mentioned here. They look like the vanilla, has the same capacity. The only difference is that there are special ports for special materials. I didn't find it here on this page, but at banishedinfo.

http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts

Offline Abandoned

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Re: About Ports
« Reply #11 on: October 28, 2016, 06:00:45 AM »
Thanks for all the info.

Brads3, good to know about CC, I thought they were separate themes not just updates.  I will have to download the latest one.  I don' think I would care much for the mega mod either.

Nilla, I have the vanilla size specialized ports, I used it in Smallville for seeds, lucky I had a place for it up river where my main export seedlings were, with a small sized specialized port I could have had 2 or even 3 in that location.

Paeng, it is not just you, that is how I like to play also but I have lots of mods to try yet, kids row houses among them. I did use Kid's tiny row houses and other tiny mods that I like very much.  Back to main thread, it seems to me that for large settlements and trading centers, your idea of a super higher capacity trading port is a good idea.

Offline Paeng

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Re: About Ports
« Reply #12 on: October 28, 2016, 03:03:36 PM »
good to know about CC, I thought they were separate themes not just updates.  I will have to download the latest one.


Yup, that's all you need - every new version includes all the material from previous ones... Never ever load two different CC's at the same time... if for some reason you want to play an older version (they are all still available), make sure to clean out your windata and the registry first, then load only that (older) version.  :)


Quote
that is how I like to play also but I have lots of mods to try yet

Nothing wrong with that... extending the fun...  ;)


Oh, btw - Nilla is right, there are also Jamie's ports - since they were last updated almost 2 years ago, I'm not sure if they recognize the changes (flags and such) made by Shining Rock and CC more recently, so when you try them, test thoroughly...  ;)
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Offline QueryEverything

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Re: About Ports
« Reply #13 on: December 16, 2016, 01:53:15 AM »
+1 I love this idea.
Maybe have a 3 way option.

1)  A very long one as per @Paeng

2) Like the Red Barn (Large Storage Barn in the Colonial Houses mod by @kid1293 )  Where you have the main Building & then connect the extension to it as you need to expand the storage, treated as separate storage, but designed as the native extension (depending on coding, can you have the storage be coded to be directly affected by the trader, ie the trader exclusively uses that storage unless it is full??)

2b)  Or, something like the 2 & 3 level houses, where you can overlay the buildings to make the dimensions different, longer, wider & taller as you want

3) Create a similar system like the Market Puzzle (again by @kid1293, haha, a pattern is forming here, lol) and you can piece an aesthetically pleasing dock area with the different storage rooms (like the market, but not with the vendors) and you can make the layout as you want.

I would love to make a trading centre, which is what I'm trying to do now with the tiny & specialised markets.
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Offline RedKetchup

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Re: About Ports
« Reply #14 on: December 16, 2016, 04:05:43 AM »
trading centers with many specialized market that are made to work together is always looking awesome :)
but the game doesnt work well with the idea.

a real person would say to him: ok i need to go the the grocery store to buy this and that .... i also need to go to the butcher for some chops and some steaks....
and , right! ... i also need to go to the bakery to get 2 bread and 6 little cakes.....

but the game hasnt been thought that way. a citizen go to the closest store and pick up 100 of what is available there. and if it is only fruits ? he pickup 100 fruits thats all.
cause that, citizens wont have the best diet they need to stay healthy.

but of course there is some RNG that can make that citizen nearer of something else like the butchery and then refill his house with some meat while there was a couple of fruit left in the house ^^

if makes sense :)
But i love the idea :)
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