World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on April 04, 2015, 09:01:07 PM

Title: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 04, 2015, 09:01:07 PM
BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.

YAY ! A new build is READY !

This BETA Build includes a full set of New 3-Story Medieval Houses.
- 6 different models for Floor 1.
- 6 different models for Floor 2.
- 6 different models for Floor 3.

total : 216 different possibilities to make an unique 3-story Medieval House. (6x6x6=216) :)

Also in this build : the Majestic Cathedral Wonder has been modified : more bigger, more taller, more costly, more longer and more harder to build :)

Try it NOW !


(http://worldofbanished.com/gallery/37_04_04_15_11_28_13.jpeg)

(http://worldofbanished.com/gallery/37_04_04_15_11_28_37.jpeg)

(http://worldofbanished.com/gallery/37_04_04_15_11_29_00.jpeg)

If you want to participe to the BETA Phase ? ? ? Follow the green Arrow ! ( available on my OneDrive and MegaStorage Accounts ! )

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)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Bobbi on April 04, 2015, 09:13:41 PM
Thank you sooooooo much! Excited to try out tomorrow.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 04, 2015, 10:11:01 PM
BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses. German version. and also Dutch version
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 05, 2015, 03:33:14 AM
Sweet. Will try it out later today.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: irrelevant on April 05, 2015, 03:55:58 AM
 :) @RedKetchup excellent work!  :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 05, 2015, 04:23:03 AM
oh man this makes my eastern happy ;) joyeuses pâques!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: paralias on April 05, 2015, 05:35:37 AM
@RedKetchup 
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Vulgarian on April 05, 2015, 07:35:06 AM
Results so far:
> game crashes if I just replace the newmedievaltown.pkm file and load a map with any 3-level houses
> on a map with only newmedieval blacksmith and bakery, doing the file swap loaded, but I didn't test (yet) past that point
> attempts to load with both old and new files in the mod folder (changing from within the saved game) resulted in game crashes. I think I figured out why. If the "old" file is called "newmedievaltown.pkm", the newer version uses that name for the menus. (Figured this out through trial and error.) Is it possible to reference the mod file using a variable like "%L" or "%1"? (This would help with the transition between versions.)

Am anyone else experiencing this or are you all starting new maps?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 05, 2015, 07:59:26 AM
@Vulgarian with beta versions you should always start a new game.
however, i had no problems switching from old to new version..
after reading the topic of 0.4 beta, you know the models of first, second and third level house have changed as well as the cathedral .. so removing those houses before switching should work.

Quote from: Vulgarian on April 05, 2015, 07:35:06 AM
> attempts to load with both old and new files in the mod folder (changing from within the saved game) resulted in game crashes. I think I figured out why. If the "old" file is called "newmedievaltown.pkm", the newer version uses that name for the menus. (Figured this out through trial and error.) Is it possible to reference the mod file using a variable like "%L" or "%1"? (This would help with the transition between versions.)
both old & new version?  the mod should always have the same name, so won't work with both versions.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 05, 2015, 08:57:33 AM
the cathedral has changed of size but the houses names ? i didnt changed the names. from the begining of the houses i establish a lvl 1 , 2 and 3 even if there was only 1 model of floor 3.
the only thing : all models of all floor have changed (polygons optimizition and switch to appropriated textures names/sizes)

we never know when builds arent compatible :( and we cant forsee it coming for a reason or not.

have you changed anything in your load order ? (before or after CC:EA ?)

EDIT: have you tried to 'destroy' all your residences and make the switch when all the building cost materials are on the ground ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Vulgarian on April 05, 2015, 10:38:46 AM
Quote from: RedKetchup on April 05, 2015, 08:57:33 AM
have you changed anything in your load order ? (before or after CC:EA ?)

Nope. CC:EA is still below Medieval Town

QuoteEDIT: have you tried to 'destroy' all your residences and make the switch when all the building cost materials are on the ground ?

I guess that's my next step.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 05, 2015, 10:47:03 AM
@RedKetchup new version works like a charm :)
Installed a new copy on my laptop to test all the translations as well.  perfect :D
some strings are a bit too long in the mod window, but thats something we can't fix i assume.

now back to English version... the Banished main translation Dutch does make my brain hurt.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: rkelly17 on April 05, 2015, 11:29:39 AM
Oh, man. After two weeks of gorging myself on Cities: Skylines the siren song of @RedKetchup is calling me back to Banished!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 05, 2015, 11:43:04 AM
awesome Red!!!! thanks!!! soooooooo beautiful!!!
so.. considered the crash if I don't demolish before all the house built..
can u considered closed the chapter of housing and u pass at other things?
because I must demolish 6 house at sixth year.. pratically all the base house for the initial families..
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 05, 2015, 12:03:54 PM
@assobanana76  :  do a save, do a back up also of your old beta NMT and then try to log in with new beta.

should everything work fine.

if a problem, you will know right away.
then you will need to put back your save, and your old beta and then, demolish the houses.

no need to destroy if you dont have any problem.


@rkelly17  : haha lovely !!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 05, 2015, 12:13:58 PM
Quote from: assobanana76 on April 05, 2015, 11:43:04 AM
can u considered closed the chapter of housing and u pass at other things?

still have the corner to do !
but i will maybe gonna switch to the Floor 1 Shops
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 05, 2015, 01:14:35 PM
Argh, my 80-years-game crashed when loading.
Anyway, then I start the same card just once.

The new houses look really good. As always.
Too bad that the third levels are not all the same size. But you can not have everything.

Good work, I am looking forward to the next innovations.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 05, 2015, 04:00:51 PM
Quote from: RedKetchup on April 05, 2015, 12:13:58 PM
Quote from: assobanana76 on April 05, 2015, 11:43:04 AM
can u considered closed the chapter of housing and u pass at other things?

still have the corner to do !
but i will maybe pass to the Floor 1 Shops
@RedKetchup  oh! that's right! that's right! great !! great!!
then I would have two or three tips and questions about "corner house" and shops on the ground floor !!
but.. about these 18  models will be the final ones? because I have to decide whether to demolish / rebuild now that the houses built are few but I still have few resources available, or if I should wait for any other changes to the one that would build redoing everything later when will be many more, but perhaps with more stable resources ..
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 05, 2015, 04:42:43 PM
yes. unless there is a very very minor change... like if too many hate a certain model with spikes.... and i need to delete some to please people.... bah thats a minor change.
but they are final.


if i present you something like that, people.... what you think about it ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 05, 2015, 04:54:14 PM
gorgeous red !
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: bubbamcgee on April 05, 2015, 06:33:52 PM
Red... I love all the new models... even the individual one with the spikes.  And, the sample storefront that you posted looks awesome.  Can't wait to see more of them implemented!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 05, 2015, 11:29:54 PM
:)

And how you guys like this one ?  ;D ;D

Floor 1 Shop 2
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 06, 2015, 01:13:02 AM
can you confirm the correct procedure to not crash the game saved?
1. with the old mod loaded demolish six homes (AND ALSO THE MEDIEVAL BLACKSMITH?)
2. build six wooden houses, provisional.
3. Save and close.
4. load the new mod (the game will ask me something?)
5. and rebuild the medieval houses?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 06, 2015, 01:18:10 AM
the book shop is really great!!!!!
the stone shop... beautiful model cut.. what sell? stone? cut stone? for....?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 01:19:40 AM
Quote from: assobanana76 on April 06, 2015, 01:13:02 AM
can you confirm the correct procedure to not crash the game saved?
1. with the old mod loaded demolish six homes (AND ALSO THE MEDIEVAL BLACKSMITH?)
2. build six wooden houses, provisional.
3. Save and close.
4. load the new mod (the game will ask me something?)
5. and rebuild the medieval houses?

1. do a new save of your town on a new save slot first.
2. with the old mod loaded demolish six homes (dont need to destroy THE MEDIEVAL BLACKSMITH?)
3. build six wooden houses, provisional.
4. Save and close.
5. load the new mod (the game will tell you that isnt the same version, thats ok)
6. and rebuild the medieval houses?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 01:21:50 AM
Quote from: assobanana76 on April 06, 2015, 01:18:10 AM
the book shop is really great!!!!!
the stone shop... beautiful model cut.. what sell? stone? cut stone? for....?

not sure yet. depends what people want me to do with it ^^ i just draw it hehe
for the moment tonight, i turned it into a stone/iron market ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 01:39:54 AM
2 ingame screenshots of this :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 06, 2015, 02:32:42 AM
Purrfect.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Chon Waen on April 06, 2015, 03:07:14 AM
Beautiful work, red!
Quick question though:
Is the bookshop model to be an alternative to Adriana's library, or are we to sell books there via monastery(s?) production for a very large happiness boost similar to taverns?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Nilla on April 06, 2015, 03:40:20 AM
I like the idea with the specialized stores as a first floor "shop".The stone/iron shop could be used to transport building materials into one corner of a map where much building is to be done.. You could also make wood-, textiles-, different kind of food-shops......... Could all be useful and of cause; nice looking.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 03:43:41 AM
stone shop .. medieval barber-surgeon / dentist ;)  (mini hospital, without 'happiness'  )

Quote from: Nilla on April 06, 2015, 03:40:20 AM
I like the idea with the specialized stores as a first floor "shop".The stone/iron shop could be used to transport building materials into one corner of a map where much building is to be done.. You could also make wood-, textiles-, different kind of food-shops......... Could all be useful and of cause; nice looking.

yeah! some sort of 'mini'  markets :
Charcuterie / 'butcher store' - meats
greengrocer - veggies
fishmonger - fish
boutiques - clothing,
hardware store - tools,
Apothecary -herbalist,
etc.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 06:43:33 AM
Quote from: Chon Waen on April 06, 2015, 03:07:14 AM
Beautiful work, red!
Quick question though:
Is the bookshop model to be an alternative to Adriana's library, or are we to sell books there via monastery(s?) production for a very large happiness boost similar to taverns?

yes an Adrianna Alternative but working better than previously. No more librarian profession for nothing, it use a priest as worker instead. librarian was just adding a profession for nothing, the prof list is already too big, priest can do the job without adding another line. with adrianna i tried to have members but i didnt succeeded. same yesterday. it looks like with cannot start in the game another 'counter' for members like those used for : school, religion, patient.... it is like the materialFlags, we cannot create a new one in game. same for the membership. this is why i didnt succeeded last year.

so the priesthood gives the opportunity, to have membership. but it will work ( i hope) like the little chapel : 'sectarism' (at least i hope i reproduced the bug ^^) i hope it will get it own membership :) shared between the libraries. for the moment i ve put 20 members (the number is far from definitive)

yes i can look if we can use book. but if i do, i will need maybe to 'include' the monastery in NMT. But maybe there again, i think if i do, i should again delete the 'monk' profession. no need to get another one on the big list (priests can do the job) and i would also need to multiply the production x100 and lower the trade value to 10. the problem will be about material flags for the storage and the consumption. tavern use 'alcohol' flag, we cannot give an unique 'flag' to books (we cant create new one). i am not sure neither if it can keep its membership while making those book, i need to test.  ( Yes, an option was asking them to "create" books too like the monastery. )

if i do, i can still keep monastery doing it too (and add other things to it, like wine)

*********************

Quote from: Nilla on April 06, 2015, 03:40:20 AM
I like the idea with the specialized stores as a first floor "shop".The stone/iron shop could be used to transport building materials into one corner of a map where much building is to be done.. You could also make wood-, textiles-, different kind of food-shops......... Could all be useful and of cause; nice looking.


Yes @Nilla, that was my intention :) to make and add specialized markets (it was part of my overall plan). and thanks you @chillzz  for the list. i was clearly hoping to get a list of things to do. we discussed alot since 3 months.... and i was starting to forget some ideas ^^ like apothecary...

if you have more ideas : thats the time :)

************

i wont do the gold mine anymore though, @kralyerg  is doing it :)
http://colonialcharter.com/index.php/forum/tavern/1058-coins-and-stuff?start=48#9284 (http://colonialcharter.com/index.php/forum/tavern/1058-coins-and-stuff?start=48#9284)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 07:34:04 AM
Quote from: RedKetchup on April 06, 2015, 06:43:33 AM
Yes @Nilla, that was my intention :) to make and add specialized markets (it was part of my overall plan). and thanks you @chillzz  for the list. i was clearly hoping to get a list of things to do. we discussed alot since 3 months.... and i was starting to forget some ideas ^^ like apothecary...

if you have more ideas : thats the time :)
well i was thinking just the looks for the mini-market, since boulangerie, charcuterie etc. would be hell of work for only meat marktet, fish market, bread, etc. it could be a mini-market with 1 or max 2 vendors,  with all (food items)  stocked, just other looks.

Quote from: RedKetchup on April 06, 2015, 06:43:33 AM
yes an Adrianna Alternative but working better than previously. No more librarian profession for nothing, it use a priest as worker instead. librarian was just adding a profession for nothing, the prof list is already too big, priest can do the job without adding another line. with adrianna i tried to have members but i didnt succeeded. same yesterday. it looks like with cannot start in the game another 'counter' for members like those used for : school, religion, patient.... it is like the materialFlags, we cannot create a new one in game. same for the membership. this is why i didnt succeeded last year.

so the pastorship gives the opportunity, to have membership. but it will work ( i hope) like the little chapel : 'sectarism' (at least i hope i reproduced the bug ^^) i hope it will get it own membership :) shared between the libraries. for the moment i ve put 20 members (the number is far from definitive)

yes i can look if we can use book. but if i do, i will need maybe to 'include' the monastery in NMT. But maybe there again, i think if i do, i should again delete the 'monk' profession. no need to get another one on the big list (priests can do the job) and i would also need to multiply the production x100 and lower the trade value to 10. the problem will be about material flags for the storage and the consumption. tavern use 'alcohol' flag, we cannot give an unique 'flag' to books (we cant create new one). i am not sure neither if it can keep its membership while making those book, i need to test.  ( Yes, an option was asking them to "create" books too like the monastery. )

if i do, i can still keep monastery doing it too (and add other things to it, like wine)
priest,monk, librarian can be grouped as 'scholar' profession,
an interesting list of medieval jobs www.svincent.com/MagicJar/Economics/MedievalOccupations.html

hmmm gold, jewels etc.. not bad, but probably will only be available for CC.. not stand alone :(
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 07:44:59 AM
Quote from: chillzz on April 06, 2015, 07:34:04 AM
hmmm gold, jewels etc.. not bad, but probably will only be available for CC.. not stand alone :(

yeah , i m scared too
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: The Pilgrim on April 06, 2015, 08:44:41 AM
Yipeee!!! My first post.  Kralyerg has said several times on the forum that the Precious Metals Mod (or whatever the final title will be) is absolutely going to be a stand alone.
Red... I absolutely love your work.  Thank you so much for what you do.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: rkelly17 on April 06, 2015, 09:17:20 AM
Quote from: RedKetchup on April 06, 2015, 06:43:33 AM
  . . . priest can do the job without adding another line.

Very Medieval!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 09:33:50 AM
Quote from: jshull on April 06, 2015, 08:44:41 AM
Yipeee!!! My first post.  Kralyerg has said several times on the forum that the Precious Metals Mod (or whatever the final title will be) is absolutely going to be a stand alone.
Red... I absolutely love your work.  Thank you so much for what you do.

Awesome ! thanks you for your reply and the headups :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 06, 2015, 09:58:20 AM
Quote from: jshull on April 06, 2015, 08:44:41 AMKralyerg has said several times on the forum that the Precious Metals Mod (or whatever the final title will be) is absolutely going to be a stand alone.

Well - what he actually said is -

QuoteI'm not sure if this will ever be integrated into CC. The other guys were
never keen on the idea of money in the game. We'll have to see.


I'm not that keen on a monetary system either, I'm quite happy with the barter system... Same with not having armies, or a combat system, or brain-sucking zombies and and and (see Reddit for more such "ideas")...  :o


So yeah, I do hope this stays a 'stand alone' module - I was never a friend of humongous monolithic mods (even if I understand that there can be certain advantages, specially for the developers, to keep the source code/s sort of unified)... from a user's point of view it's certainly better to have a choice of what modules/types of mods he wants to load into his game... more so, if not all mods are compatible.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 10:09:05 AM
Quote from: Paeng on April 06, 2015, 09:58:20 AM
I'm not that keen on a monetary system either, I'm quite happy with the barter system... Same with not having armies, or a combat system, or brain-sucking zombies and and and (see Reddit for more such "ideas")...  :o

bah it is not really a monetary system.... citizens pays nothing, everything free. and vendor accept everything, it is just another look and another name for  ale, yogurt, firewood , pies ...
but called : coins, rings, jade statues, silver bars ...

i would understand if* and would change everything if :
"coalfuel" flag would be rename 'monetary' and all those coins turned to 'monatery flag' and change all vendor to only accept ( buy / want ) "monatery" flag...

that would be another story ^^


i wished to make a gold mine at some point... so, personnaly, i m fine with it, and i dont need to do anymore, thats ok for me :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 10:22:51 AM
Quote from: Paeng on April 06, 2015, 09:58:20 AM
I'm not that keen on a monetary system either, I'm quite happy with the barter system... Same with not having armies, or a combat system, or brain-sucking zombies and and and (see Reddit for more such "ideas")...  :o
hahhaha me neither,  but banished game engine was actually planned for a zombie game :D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: paralias on April 06, 2015, 12:02:30 PM
more glass.. shops should look like shops or markets not houses that sell things...
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 12:17:30 PM
actually medieval shops were kind of closed buildings / houses, with slightly larger entrances and holes in the wall, that can be closed with a shutter / hatch.

most (glass) storefronts in medieval buildings still standing are from (much) later date. of course they have windows, but about same size as housing.. nothing compared to the facades nowadays.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 06, 2015, 01:30:23 PM
Quote from: RedKetchup on April 06, 2015, 10:09:05 AMit is just another look and another name

Yep, that's why this way it's still okay... specially as a stand-alone mod.

Quoteall those coins turned to 'monatery flag' and change all vendor to only accept ( buy / want ) "monatery" flag...

Well, that's what I'm afraid of... there are many people out there who do not want to deal with micro-managing plenty different items (even if it is just different names, and some different values), and they are already clamoring to "simplify" things...
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 06, 2015, 02:48:26 PM
Quote from: Paeng on April 06, 2015, 01:30:23 PM
Well, that's what I'm afraid of... there are many people out there who do not want to deal with micro-managing plenty different items (even if it is just different names, and some different values), and they are already clamoring to "simplify" things...

yeah i read that too ! (about clothings...)

hehe
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 06, 2015, 03:18:32 PM
Quote from: RedKetchup on April 06, 2015, 10:09:05 AM
bah it is not really a monetary system.... citizens pays nothing, everything free. and vendor accept everything, it is just another look and another name for  ale, yogurt, firewood , pies ...
but called : coins, rings, jade statues, silver bars ...
i wished to make a gold mine at some point... so, personnaly, i m fine with it, and i dont need to do anymore, thats ok for me :)

Hello.
Personally, I do not need something like gold, jewelry, jade and coins in this game.
What I would miss on goods in Banished still are water and spices such as salt. In the real Middle Ages nothing worked excluding water and salt.


A monetary system does not fit into the game I think.
I like it the way it is. A fair "barter". The baker bakes bread, but is too stupid to build tool. I do this in real life, just as ~ lol ~.
I can cook and bake, but I am totally bad in craft things. I bake 2 cakes for the neighbor and he papered my living room.  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 06, 2015, 03:31:05 PM
Quote from: Brathaehnchen on April 06, 2015, 03:18:32 PMWhat I would miss on goods in Banished still are water and spices such as salt.

Well, Salt is coming, including a Salt House - so resource and building and profession, too... I guess. It's definitely in the next CC version...


As for Water - there is this project by GimmeCat, who stopped development (for time constraints, as far as I know)... all the source codes are available, including a nice water tower model... not sure why nobody has ever picked up on it  ???

Here is the thread, and the links -
http://banishedmods.com/showthread.php?tid=1026 (http://banishedmods.com/showthread.php?tid=1026)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 06, 2015, 03:42:51 PM
Quote from: Paeng on April 06, 2015, 03:31:05 PM
Well, Salt is coming, including a Salt House - so resource and building and profession, too... I guess. It's definitely in the next CC version...


As for Water - there is this project by GimmeCat, who stopped development (for time constraints, as far as I know)... all the source codes are available, including a nice water tower model... not sure why nobody has ever picked up on it  ???

Only in the CC-Mod? What A Shame.
When I started to play Banished I started with CC-EA.
Because it was an extensive mod with German translation.
But for my personal taste is the mod too cluttered. Too many goods to many professions and some things you do not really need.

Right now I only play with mods of Red. And mods such as "Beautiful World".
So, back to the roots.

But the mod with the water I will test.
Thanks for the tip / link
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 03:50:26 PM
Quote from: Brathaehnchen on April 06, 2015, 03:42:51 PM
But the mod with the water I will test.
Thanks for the tip / link

nothing to test, it's not an actual mod *yet*. just the model and sources.

Quote from: Paeng on April 06, 2015, 03:31:05 PM
Quote from: Brathaehnchen on April 06, 2015, 03:18:32 PMWhat I would miss on goods in Banished still are water and spices such as salt.

Well, Salt is coming, including a Salt House - so resource and building and profession, too... I guess. It's definitely in the next CC version...


As for Water - there is this project by GimmeCat, who stopped development (for time constraints, as far as I know)... all the source codes are available, including a nice water tower model... not sure why nobody has ever picked up on it  ???

Here is the thread, and the links -
http://banishedmods.com/showthread.php?tid=1026 (http://banishedmods.com/showthread.php?tid=1026)

I believe 'The Fountain' includes water too.. but that mod has been banished too ;)
Gimmecats model for the water tower actually fits the game quite well, no clue why no one picked that up, since water is a basic necessity, even more so then food .
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 06, 2015, 03:54:47 PM
Quote from: Brathaehnchen on April 06, 2015, 03:42:51 PMToo many goods to many professions and some things you do not really need.

Well, I'm not going to 'argue' about that - to each his own...  ;)
For me I use every mod as long as it has good stuff to offer... the more, the merrier.  :)



QuoteBut the mod with the water I will test.

Mind you - it is not a "finished" mod, just all the needed parts and codes and stuff... you still need to put it together, compile it and all that jazz...



Quote from: chillzz on April 06, 2015, 03:50:26 PMbut that mod has been banished too ;)

Indeed  :-X


QuoteGimmecats model for the water tower actually fits the game quite well

Yep, I'd take it even as pure eye candy...  ;D




Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 06, 2015, 03:59:02 PM
Quote from: Paeng on April 06, 2015, 03:54:47 PM
Well, I'm not going to 'argue' about that - to each his own...  ;)
For me I use every mod as long as it has good stuff to offer... the more, the merrier.  :)
Agree :) same here.  as long as they work well together and don't add too much unnecessary stuff / jobs / 2nd /3rd tier production.  Especially the upgrade part ( technology / buildings) is something the game developer didn't want in the game. Everything available as long as the resources are there.

Quote from: Paeng on April 06, 2015, 03:54:47 PM
Mind you - it is not a "finished" mod, just all the needed parts and codes and stuff... you still need to put it together, compile it and all that jazz...
It's been a while since i looked on that site. I just scanned that topic.. seems there is a "working" mod now. Water replaces coal. i don't see the logic in that.
last time i watched that board topic.. it was still just the source and model.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 06, 2015, 04:06:07 PM
Quote from: Paeng on April 06, 2015, 03:54:47 PM
Well, I'm not going to 'argue' about that - to each his own...  ;)
For me I use every mod as long as it has good stuff to offer... the more, the merrier.  :)

True, this is a matter of opinion.
I would personally CC-EA Download me only for the decorations.
The hedges and flowerbeds, the fence gates and stone walls. And of course the MOST IMPORTANT of all: The toilets !!!  ;D ::)


Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 07, 2015, 03:27:40 AM
Thanks @RedKetchup !!
I made the switch and everything seems to work well!
I just risked the collapse of the city due to old age!  :'(
has been a long time between the total demolition and reconstruction total!
fortunately there are three young couples just formed that maybe will save me!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 07, 2015, 03:24:34 PM
A new shop made ! :)

Whats about this ... New Medieval Shop : Apothecary ?
;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: grammycat on April 07, 2015, 03:35:22 PM
Now that is gorgeous!  It's perfect for an apothecary.  I'm enjoying exploring your new mod-congrats on a job very well-done.  Tonight I should grow enough to add some third-story houses and, maybe, the cathedral.  Thank you-it's just a lovely addition to the game.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 07, 2015, 03:51:33 PM
A pleasure :) i enjoy it :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 07, 2015, 04:54:14 PM
in game ? ^^

citizens really going there to get their health back :)
i also set up the radius range smaller so we can still build a serious herbalist building for gathering.
i also downed the number of working to 1 herbalist for that building. the main goal is only to provide an in-town way to get health back instead to go walk very very far where are the real herbalist building.

i shown it very 100% compatible with 2-3 floor story, it is up to people to decide if they will really add extra story to it :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 07, 2015, 06:07:20 PM
awesomeness compiled into a ground floor building :D

too me, an apothecary / pharmacist should have a http://en.wikipedia.org/wiki/Gaper (http://en.wikipedia.org/wiki/Gaper) which is quite common since the medieval times, until quite recently.. but after looking up, it might have been only the lowlands (northern france, belgium, netherlands and maybe parts of germany)  not everywhere.


Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Chon Waen on April 07, 2015, 11:23:48 PM
Beautiful apothecary!
Any thoughts about a 1st story shop sized, 10 student version of a schoolhouse for rural environments?
I'm thinking of low population production zones here, like pasture and farm areas.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Bobbi on April 08, 2015, 10:16:43 AM
Love the Apothecary. Just needs a doctor/clinic right next door. (I know, I know, I always want something) If you do that, make sure it has the no loitering option, like "Bobbi's Special Doctorhouse"
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 08, 2015, 04:12:00 PM
i totally agree @Bobbi  just like i asked on the previous page ;)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 08, 2015, 10:17:03 PM
yesterday i was working on a ... butcher / meat vendor....

this one is taking alot of time to try to get pieces of meat that doesnt look too bad :P
keep in mind that screenshot is really not definitive
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Nilla on April 09, 2015, 01:29:29 AM
The "air dried ham" (my favourite ) hanging there in progress looks good. The barrel with the meat belongs too, too. But I find the little table with the meat cuts outside a bit out of place. Is better sold inside the shop. But as always, my taste. Do what pleases you, your work is good anyway!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 09, 2015, 02:40:11 AM
Good start on the butcher shop... maybe hang up some larger pieces, like a side of pork or such... and on the table have some space for chopping, and a cleaver, knives etc...

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 09, 2015, 03:19:05 AM
nice picture the 2nd image ;)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 09, 2015, 03:45:15 AM
so far the first tests works AWESOME :)

Finally it will be a .....   New Medieval Butchery :)

12 Beef =>  18 to 24 Steaks @ +1 value
12 Mutton => 18 to 24 Lamb Chops @ +1 value
12 Venison => 18 to 24 Roasts @ +1 value

they get +1 value ( 4 trade value instead of 3 ) but also you double the number of food. so it make worth to process the meat :) (for your citizens, and for trade)
i ve done simple but also logical.

as usual, i made all the 3D graphics for all the processed food


i only will have to modify a bit my mesh to match your advices (less food on table and put some tools). And put more whole animal pieces on the hooks with different size. :)
abd decide if i call it : Butchery or Butcher Shop ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 09, 2015, 04:25:43 AM
/me *drools*  yummy steak! looks really great @RedKetchup !
as to meats on the table,   nowadays one would work inside in the western world, but back then open air is no problem ;) actually drying of certain hams in spain / italy / france require warm salty air, so the sheds used to dry them are still 'open'.

Butchery sound so much more awesome, like the french Boucherie and charcuterie . But it's the trade/job that is called Butcher, the practice of cutting : butchery, shop is either Butcher Shop (US English), or Butcher's shop (UK English) unless it's South African English : Butchery (most likely a mix of english and dutch)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 09, 2015, 04:31:18 AM
it is just cause...... butchery also sounds like a massacre ^^ like the texas chainsaw massacre which was also butchery  ^^
like the french : faire une boucherie.
i dunno hehe
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 09, 2015, 04:40:21 AM
Quote from: RedKetchup on April 09, 2015, 04:31:18 AM
it is just cause...... butchery also sounds like a massacre ^^ like the texas chainsaw massacre which was also butchery  ^^
like the french : faire une boucherie.
i dunno hehe
Yes, thats why Butchery sounds epic ;) same as in dutch : 'Slagerij' (Butcher's shop), 'Slachthuis' or 'Abattoir' (Slaughterhouse) and 'slachten' (to slaughter). Massacre can be either 'Bloedbad' (Bloodbath) or my favorite : 'Slachting' (massacre, carnage etc.)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Bobbi on April 09, 2015, 05:27:06 AM
Ugh I'm thinking of going vegetarian now. But I looooove bacon......
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 09, 2015, 05:43:47 AM
Quote from: Bobbi on April 09, 2015, 05:27:06 AM
Ugh I'm thinking of going vegetarian now. But I looooove bacon......

isnt there anything better on earth than the smell and taste of coffee and bacon ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 09, 2015, 05:52:21 AM
Quote from: RedKetchup on April 09, 2015, 05:43:47 AM
isnt there anything better on earth than the smell and taste of coffee and bacon ?
Freshly baked croissants with butter, freshly baked apple pie.
and yes, of course bacon and coffee.. ( and indonesian food :P )
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 09, 2015, 10:08:13 AM
mmmmhhhhh..... I believe I will not use this shop...
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 09, 2015, 02:35:10 PM
Quote from: RedKetchup on April 09, 2015, 05:43:47 AM
isnt there anything better on earth than the smell and taste of coffee and bacon ?

If I can replace the coffee to hot chocolate, Saltimbocca or Cordon Bleu I sign this statement!  ;D :P
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Chon Waen on April 09, 2015, 05:10:08 PM
@assobanana76 I don't blame you based on what we know of your personal philosophy. That's why I love this game and the mods. In this case: "use everything within, or don't". If you actually built a Butcher's Shop in Las Vegans, I would think one of two things.
Either you clicked on it by mistake, or you wanted to see the detailed structure so badly in-game that you built it, paused, looked at it, then demolished it.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 09, 2015, 09:00:37 PM
Quote from: RedKetchup on April 09, 2015, 04:31:18 AM
it is just cause...... butchery also sounds like a massacre ^^ like the texas chainsaw massacre which was also butchery  ^^
like the french : faire une boucherie.
i dunno hehe

You have problems.
Do you know what is really terrible reading? If you are looking for a dentist in your neighborhood and stands on the nameplate of the practice: "Dr. med  Jürgen Metzger" (The German name for Butcher)
The pictures you have in your head let the TCM  look like a kindergarten.  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 04:09:50 AM
Quote from: Brathaehnchen on April 09, 2015, 09:00:37 PM
Do you know what is really terrible reading? If you are looking for a dentist in your neighborhood and stands on the nameplate of the practice: "Dr. med  Jürgen Metzger" (The German name for Butcher)
After reading this i remembered once seeing a g.p called 'Slagter' (spelling variant of slachter) which is slaughterer / executioner / butcher'. Lo and behold... 
Many in the professions of Doctor, dentist and of course butcher  have that name :O
which is quite funny, since it's not a very common name here.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Chon Waen on April 10, 2015, 09:19:56 AM
Red wouldn't be that sick, unless...
One of the butcher shop outputs was Soylent Green!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 09:55:59 AM
lol. it also remember me the pink floyd video of The Wall where kids jumping in a big grinder and grounded meat was spiling from it ^^
while singing We dont need education!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 10:15:33 AM
but back to work.......

the New Medieval Butcher Shop is complete and done now :)

i also made the created meat spawn inside the house, behind the door so we cannot see the meat spawning on the ground ^^ since we cant make it spawn in the air , on the table :P

as you can see on the screenshots, the mesh also works perfectly with Medieval 2-story houses :)

now, which one i do next ? ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 10:36:12 AM
i sent a PM to Gimmecat asking if i can use his water tank mesh. and if he wants, i ll include it :) but i will make it work as personally i am intending :) (as it should have been made ^^)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 10, 2015, 10:57:50 AM
That sounds really good.
Hopefully, the user responds positively.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 10:58:26 AM
as usual : wonderful :)
apothecary : done
butcher : done

next up ?
- mini market ? (boulangerie, fromagerie)
- mini school ?
- medieval inner city alehouse / tavern / pub (happiness increaser) ?
- barber/dentist/doctor (health increaser) ?
- bath house ( health increaser ) ?
- inn / brothel ( happiness increaser ) ?

whatever you want to build/model actually ;)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Paeng on April 10, 2015, 11:39:55 AM
Butcher shop looks really good now  :)


Quote from: RedKetchup on April 10, 2015, 10:15:33 AMso we cannot see the meat spawning on the ground

Very good move, I don't like foodstuff just lying on the ground (without a crate or a sack or something)...
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 12:41:30 PM
Quote from: Paeng on April 10, 2015, 11:39:55 AM
Butcher shop looks really good now  :)


Quote from: RedKetchup on April 10, 2015, 10:15:33 AMso we cannot see the meat spawning on the ground

Very good move, I don't like foodstuff just lying on the ground (without a crate or a sack or something)...

yeah i need to remember to midify my bakery too ^^ the bread and pies spawn on the ground ^^
but this one (bakery) need to be modified alot on many aspect
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 03:59:05 PM
just got the permission to use the Watertank files :)

gracefully given by GimmeCat :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 04:15:08 PM
/me wonders what @RedKetchup is going to do with watertank and water resource :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 04:20:29 PM
Quote from: chillzz on April 10, 2015, 04:15:08 PM
/me wonders what @RedKetchup is going to do with watertank and water resource :)

haha

just what it should have been done :)

it will provide water to citizen as an edible resource but without any nutriment factor :)
i just dunno yet which profession should take care to work in it :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 10, 2015, 04:27:54 PM
Water Boy
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 04:36:08 PM
Quote from: Gatherer on April 10, 2015, 04:27:54 PM
Water Boy

so you are for making another new profession ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 04:47:57 PM
Quote from: RedKetchup on April 10, 2015, 04:20:29 PM
haha

just what it should have been done :)

it will provide water to citizen as an edible resource but without any nutriment factor :)
i just dunno yet which profession should take care to work in it :)
hmm i would opt for no new profession, just via market / barn / tank. water does have nutritional value of course, but don't think there is one in the game which it can relate too.

could it be tied-in with with the wells and fire fighting system ?
i.e. use wells as water source, and use water tank as storage. in case of fire use stored water if closer to fire then river or well ..

on a side note...  after seeing the roots cellar for the first time, i actually thought it would be a cool idea to have such a thing as a mushroom farm or something.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 05:02:22 PM
i think water has a mineral nutritional value, but it isnt in the game ^^

if i dont do a new profession, i maybe will opt for ..... millers to tale care or it ? or farmer ? or trader ? (it reminds me the water traders ^^ in Dune)

also just need to fix and give it its own footprint..... and maybe tweak some number per year :)

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 05:07:53 PM
Quote from: RedKetchup on April 10, 2015, 05:02:22 PM
i think water has a mineral nutritional value, but it isnt in the game ^^

if i dont do a new profession, i maybe will opt for ..... millers to tale care or it ? or farmer ? or trader ? (it reminds me the water traders ^^ in Dune)

also just need to fix and give it its own footprint..... and maybe tweak some number per year :)
vendor (tied to market, instead of trader which are tied to trading post)
isn't the water tower the place to store water, instead of the barn?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 05:25:55 PM
Quote from: chillzz on April 10, 2015, 05:07:53 PM
vendor (tied to market, instead of trader which are tied to trading post)
isn't the water tower the place to store water, instead of the barn?

oh ya right ^^ vendor ^^

for storage.... if i put a storage, all edible will be stock in there, which i dont want happend. this is why the project has been abandonned. there is no way to stack water only in there cause the FLAG. water cannot have it own flag. they also tried to give it the propery of the 'famous' CoalFuel flag which everyone want to grab and modify ^^

i wont.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 10, 2015, 05:30:33 PM
Quote from: RedKetchup on April 10, 2015, 05:25:55 PM
for storage.... if i put a storage, all edible will be stock in there, which i dont want happend. this is why the project has been abandonned. there is no way to stack water only in there cause the FLAG. water cannot have it own flag. they also tried to give it the propery of the 'famous' CoalFuel flag which everyone want to grab and modify ^^

i wont.
ah yeah, the famous flags.. bummer :/
same goes for Grain silo's (which actually also store honey)   but i don't mind.
but honey or food in a water tank.. yeah not so much
coal fuel  flag for water... ghehehe citizens will fuel their homes with water and blacksmith will use it for steel tools (actually water is part of the process, but still)

I totally understand you will not do that!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 10, 2015, 05:55:24 PM
i will fix apiary at some point by including it in this mod.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 01:18:08 AM
Another one :)

New Medieval Clinic :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 11, 2015, 01:33:50 AM
As may need a small white stretcher leaning against the wall. In order to recognize it better.
If one on the second floor has a balcony overlooking the shield may be, right?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 02:25:44 AM
No happiness radius, not attracting idle citizens.
10 patients Max. (Hospital has 30 patients)


screenshot in game

show it looks like as stand alone or with a 2nd floor ontop of it :)
we will always see the sign post :)

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 02:32:37 AM
Next will be barbershop :) and that build will make the mod pass over the 100Mb :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Vulgarian on April 11, 2015, 06:54:20 AM
Quote from: RedKetchup on April 10, 2015, 05:02:22 PM
i think water has a mineral nutritional value, but it isnt in the game

Fresh water contributes to health. Is it possible to give a health bonus within a pre-defined radius from the tower?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Denis de la Rive on April 11, 2015, 08:46:55 AM
With all these new versions of the classics you are creating a truly urban model for some typical european cities.  :) :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 11, 2015, 08:52:43 AM
Of course, in the Middle Ages were in America only tipis and wigwams  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 11, 2015, 09:51:38 AM
noooooooo Red!!!
water and water tower???
u r really my dream man!!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 04:17:19 PM
 A new Medieval Barber Shop ??

;D

i didnt made a cylinder white and red because those are really 20th century but .... canopies red and white ?
who knows if the idea came from there ? cause they had canopies with these colors ? lol ^^

maybe i will have to turn them down darker a bit... will see how it flashes in game ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 11, 2015, 04:27:27 PM
I had to google for it also.
The colors red and white symbolize the bloody bandages. From the time barbers still conducted operations and bloodletting.
I have no idea if this is really true, but it sounds logical.

And the blue stripe on the barber role plays I think the American patriotism a major role. Has nothing to do with the barber.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 11, 2015, 04:39:34 PM
Quote from: RedKetchup on April 11, 2015, 02:32:37 AM
Next will be barbershop :) and that build will make the mod pass over the 100Mb :)
100mb with quality content, worth every byte ;)


Quote from: RedKetchup on April 11, 2015, 04:17:19 PM
A new Medieval Barber Shop ??

;D

i didnt made a cylinder white and red because those are really 20th century but .... canopies red and white ?
who knows if the idea came from there ? cause they had canopies with these colors ? lol ^^

maybe i will have to turn them down darker a bit... will see how it flashes in game ^^


the motorized spinning ones are 20th century yeah, but it's a known fact that the use of the pole was almost declined by the start of the 20th century. the barber's pole is much older though and yes historically correct (bloody rags).

Red/White = Surgeon
Blue/White = Barber

that's the official color use after the split in jobs. before it was red/white for the barber, who was surgeon (bloodletting) and dentist too.


A
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 06:20:30 PM
i took another shot to create new attendance that would be linked to barber for example, seems we really cannot create any new attendance (just like the flag - that just cheap - sometimes i m wondering why i do mod for this cheap game /shrug)

attendance is in fact link to a specific 'hard coded' names : "doctor", "priest", "teacher"
if i change or interchange the name of Profession _profession = "Game/Profession/Profession.rsc:doctor" or Profession _profession = "Game/Profession/Profession.rsc:priest" the attendace bar change to nothing 0% or switch to the other 3 'name' profession and the way that one works

even if i do exactly same all data to another name like barber. it is Hard coded :( stupid developper.


out of that, the red canopies finally still look good. wont have attendance, i will 'hide' it or 'delete' it
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 06:22:47 PM
do i need to make another new profession again ? Barber ? or i can just keep it up as 'doctor' ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 11, 2015, 06:26:14 PM
Quote from: RedKetchup on April 11, 2015, 06:22:47 PM
do i need to make another new profession again ? Barber ? or i can just keep it up as 'doctor' ?


as this is new Medieval town, i would keep profession doctor,
because back in the days it was more of a doctor/surgeon/dentist  and barber (facial hair, mostly)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 07:28:50 PM
Btw, i fixed ALL the building windows so now we wont have any Medieval 'Something' name overlapping the window ribbons and window buttons :)

in this screenshot also you can see the 'new' canopy colors :) the white bands are now larger then red ones :) look very better now :)

and btw ... now : 99.5 MB hehe it doesnt hit 100 yet, next one will do though
What is next ? lol
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 07:50:22 PM
so far : 6+1
Apothecary, Library, Stone cutters, Barber shop, Clinic, Butcher shop... i also added the Water tower that Gimmecat designed and gave me the permission to use :)


more to come, like : many specialized markets, schools, dentist, bathhouse, penthouse, boutiques....
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 11, 2015, 08:01:35 PM
And please some nice decorations.  :-* 8)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 11, 2015, 09:10:09 PM
New Medieval Dentist now ? lol

about same function as the barber shop :) provide happiness and health care :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 12, 2015, 04:58:58 AM
a last one for tonight, i mean... this morning lol 8AM ^^

New Medieval Fruit Vendor :)
They will sell all fruits and all vegetables.

this one will make pleasure to @assobanana76  :) i hope. it is not a mini stall but go under the medieval house :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 12, 2015, 05:03:06 AM
i will need to start a new bar in my Medieval Toolbar :) the Market Toolbar ^^ and put all markets in there :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 12, 2015, 05:23:44 AM
wow truly amazing work @RedKetchup .


instead of new toolbar, isn't it easier to do 'F' loop?  especially if they have the same function (dentist/clinic/barber)  or markets ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 12, 2015, 08:47:17 PM
no we cannot. the 'F' function is working that way : all different design (mesh, buildings) are called in 1 file, and the file decides what you do with these buildings. there can be different models, but you cannot have different purpose.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 12, 2015, 11:27:31 PM
New Medieval BathHouse ? :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 13, 2015, 01:14:59 AM
Quote from: Chon Waen on April 09, 2015, 05:10:08 PM
@assobanana76 I don't blame you based on what we know of your personal philosophy. That's why I love this game and the mods. In this case: "use everything within, or don't". If you actually built a Butcher's Shop in Las Vegans, I would think one of two things.
Either you clicked on it by mistake, or you wanted to see the detailed structure so badly in-game that you built it, paused, looked at it, then demolished it.
no, I will not construct the building of the butcher also because I would not have animals to be slaughtered! animals in my town are free thanks to the mod "Tree of life"!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 13, 2015, 01:16:51 AM
Quote from: RedKetchup on April 12, 2015, 04:58:58 AM
a last one for tonight, i mean... this morning lol 8AM ^^

New Medieval Fruit Vendor :)
They will sell all fruits and all vegetables.

this one will make pleasure to @assobanana76  :) i hope. it is not a mini stall but go under the medieval house :)
yeah!!!  ;D ;D
looks so great!!!  :o
they are labed only "fruit" or "vegetables and fruit"?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 13, 2015, 01:53:52 AM
what do you think, Red?

(http://cloud-4.steamusercontent.com/ugc/530638296081909989/D9358E9B610CE0C2B270CD0AA86AD0A4A94C7281/)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 13, 2015, 01:57:19 AM
nice :) it reminds some house i saw in the past, with the firewood to pass the winter :)

about the fruit shop, it is just a name, it will sell all fruits and all vegetables. Medieval Fruit and Vegetables Vendor is too long. i simply called it Fruit, but it has both.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 13, 2015, 02:03:36 AM
great !! great !!
beautiful city that will be the end !! what city !!
a city devoted to trade !!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 13, 2015, 02:08:49 AM
Quote from: RedKetchup on April 12, 2015, 11:27:31 PM
New Medieval BathHouse ? :)

With Olympic pool?  ;D
What does the building functions / job?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 13, 2015, 02:51:09 AM
health, in a colony, taking baths for clealiness equal health for everyone. it has same property as a barber and also hold by physicians :)
it provide :

HappinessType _happinessType = Health;

so far it looks great in game but i see i can still add a bit of deroration :) in front to the right, there is a good square i can add a nice stone flowers bed.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 13, 2015, 04:12:50 AM
yup with a stone bed thats perfect :) just need to fix its footprint on the ground (tonight) and done for that one.

whats left ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 13, 2015, 04:25:20 AM
Quote from: RedKetchup on April 13, 2015, 04:12:50 AM
whats left ?
boat builder and small jetty !!  ;D ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 13, 2015, 05:57:26 AM
Quote from: RedKetchup on April 12, 2015, 08:47:17 PM
no we cannot. the 'F' function is working that way : all different design (mesh, buildings) are called in 1 file, and the file decides what you do with these buildings. there can be different models, but you cannot have different purpose.
Ah yeah. only if the buildings have same purpose with same parameters (function, job, storage etc.) it can be in the f loop. clear.


Quote from: RedKetchup on April 12, 2015, 11:27:31 PM
New Medieval BathHouse ? :)
Nice!  it looks one might even build a 3rd story on one side and a 2nd story on the other :)

Quote from: assobanana76 on April 13, 2015, 01:53:52 AM
what do you think, Red?
Nice! reminds me of buildings in Austria, France, Suisse etc. (mountain regions) own firewood supply for cold snowy winter days ..


Quote from: RedKetchup on April 13, 2015, 04:12:50 AM
whats left ?
Whatever you decide should be in of course!


looking at @assobanana76 s picture, small warehouse or storage (barn/warehouse inc) on 1st / 2nd floor ?
a small inn/boarding/brothel in the style of the bathhouse  with room for 2/3 families max 1 or 2 children?

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: purringcat on April 13, 2015, 07:31:46 AM
Did I miss the small school with red flowers?   ::)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Stephen122334 on April 13, 2015, 12:30:40 PM
all these new buildings are awesome  :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Chon Waen on April 13, 2015, 10:00:43 PM
I can only shake my head in amazement. Outdone yourself on this one, sir.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 13, 2015, 10:35:41 PM
Quote from: RedKetchup on April 12, 2015, 11:27:31 PM
New Medieval BathHouse ? :)
Nice!  it looks one might even build a 3rd story on one side and a 2nd story on the other :)

yeah i guess you can for the 2nd floor to the right but you will need to space it from 1 tile to the left for the 3rd floor or it wont look good (the left part of the building, the one 2 story high, has unfortunatly 1 tile short for a 3rd story)

but i wont suggest it cause you will hide all the beauty of this building ^^


BTW i fixed the footprint on the ground to match the New Medieval Bath House :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 14, 2015, 12:12:09 AM
something like this?
(http://www.ageofwonders.com/wp-content/uploads/2013/10/Shipyard.png)
(http://www.meshbox.com/medievalvillagenewconstruction1/MEN2V107-0.jpg)
(http://www.meshbox.com/medievalvillagenewconstruction1/MEN2V108-04.jpg)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 14, 2015, 02:36:09 AM
i will think about it, @assobanana76   ;)
(if Kralyerg doesnt do it before ^^)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 14, 2015, 02:47:55 AM
let's see who will be faster!  ;D ;)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 14, 2015, 04:21:30 AM
Quote from: RedKetchup on April 13, 2015, 10:35:41 PM
yeah i guess you can for the 2nd floor to the right but you will need to space it from 1 tile to the left for the 3rd floor or it wont look good (the left part of the building, the one 2 story high, has unfortunatly 1 tile short for a 3rd story)

but i wont suggest it cause you will hide all the beauty of this building ^^


Yeah, that would be a shame!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 14, 2015, 04:24:47 AM
Quote from: RedKetchup on April 13, 2015, 10:35:41 PM
BTW i fixed the footprint on the ground to match the New Medieval Bath House :)
why it remains a strip between the ground floor and the third floor?
you started yourself to do "creative construction"? ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 14, 2015, 04:40:48 AM
Quote from: assobanana76 on April 14, 2015, 04:24:47 AM
you started yourself to do "creative construction"? ;D
Hahahhaaa  thats what gives the best new idea's ;) 


- corner buildings
- market underneath 2nd floor
- over water (like bridge)
etc.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 14, 2015, 04:44:53 AM
For a corner house I would also enthuse.  :D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 14, 2015, 07:30:49 AM
Quote from: assobanana76 on April 14, 2015, 02:47:55 AM
let's see who will be faster!  ;D ;)

i already have many things to do ^^ i would bid on him ^^
but......

i read also the discussion in there, since you are seeding the idea at both place.........
personally i would do is : they make ship, cost alot and alot of wood to make a ship, and take alot and alot of time... a year ?
and they would be paid maybe 10,000 value for each ship they build, by the Kingdom for their Naval fleet.

and maybe i could setup 2 product : 1 merchant ship for regular price and a war ship that would also cost alot more of iron for a boat that maybe worth +5,000 ? :)


maybe CC:EA will do something before i do.... and maybe even taking this idea ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: The Pilgrim on April 14, 2015, 08:35:21 AM
That would actually be more in line for CC.  Many ships were built in the New England Colonies for use elsewhere (the indies, local european trade, some small warships)  So it wouldn't be out of the realm of realism.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 14, 2015, 12:48:36 PM
er.. Red.. I have difficulty to translate your post with Google Translate.. is an answer ironic? or the sense is that it is an idea nearest to a colonial period that to a medieval? or that, since I have linked the idea also to Kralyerg, then.. I do not know.. I linked him just because I saw one his screenshot with dock and boat..
is not a good idea the boat builder?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 14, 2015, 04:45:51 PM
Quote from: assobanana76 on April 14, 2015, 12:48:36 PM
er.. Red.. I have difficulty to translate your post with Google Translate.. is an answer ironic? or the sense is that it is an idea nearest to a colonial period that to a medieval? or that, since I have linked the idea also to Kralyerg, then.. I do not know.. I linked him just because I saw one his screenshot with dock and boat..
is not a good idea the boat builder?

i have been ironic with the fact you pushed the idea on both team in same time :)

To the question about : It is the idea more near to colonial than medieval ? I don't know. Boats, and boat building always been. Athenian got a fleet, Persian got a fleet ... Roman, england... they all got a fleet and making trades with the East.



the other half of my comment, which isn't ironical i was telling you what i, personally, i would do with it.

you want boat building. but what is the purpose ? what to do want ? do you want a relic on the ground that only look like a building and a boat that seems in construction ? and when you click on it , is it similar to when you click on a fence ? an empty building ?

or do you want a real building with real workers working in it ? and what will do these workers ? craft a boat ? a ship ? and what will happends when that boat or ship will be built and appear on the ground (or water) ?

(the 2nd half of my comment, i was explaining to you what i would do , if it is me who is doing it : have a menu, choose which model you build, take a year , cost alot of wood, worth 10,000 gold(value)

***********

but, you cannot really push the idea on 2 moddlers cause if we both take a week and work on it. one of us will have lost his time. and if Kralyerg do it and include it in CC:EA, i will have lost my time.
so you need to decide : what you want, what it does, how it works, what you get, and who is doing it.
i told you what i would do with it, you need to choose.

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 14, 2015, 06:37:15 PM
I personally think that the boat building belongs rather to the CC-EA as the Medieval Red-Mod. There ships are also already in use.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 15, 2015, 04:25:28 AM
Quote from: Brathaehnchen on April 14, 2015, 06:37:15 PM
I personally think that the boat building belongs rather to the CC-EA as the Medieval Red-Mod. There ships are also already in use.

maybe. anyway, Kralyerg (CC:EA Moddler) asked me today if can get all my other designs/models i made lately (specially Medieval Town) so probably all my housing and other features will be integrated in the next CC. ^^

And he is will and agreeing to split CC in lower parts (just need to figure out how he will split it up) :)

tonight i was working on the New Medieval school :)

and now i need to see how it looks like in game and see how much space left around to maybe add some decorations :) i would like here too to add maybe 2 stone bed of flowers :) like i did for BathHouse.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 15, 2015, 05:13:51 AM
Quote from: RedKetchup on April 15, 2015, 04:25:28 AM
... anyway, Kralyerg (CC:EA Moddler) asked me today if can get all my other designs/models i made lately (specially Medieval Town) so probably all my housing and other features will be integrated in the next CC. ^^

And he is will and agreeing to split CC in lower parts (just need to figure out how he will split it up) :)
As long as they don't butcher the models too much, it can be a good thing :)
CC split up in smaller parts.. now thats interesting.  But then there isn't much need to include your mods in CC i guess..
I certainly would enjoy parts of it, it is a nice mod / theme, and some parts are actually wonderful to see.


Quote from: RedKetchup on April 15, 2015, 04:25:28 AM
tonight i was working on the New Medieval school :)

and now i need to see how it looks like in game and see how much space left around to maybe add some decorations :) i would like here too to add maybe 2 stone bed of flowers :) like i did for BathHouse.


Man, you keep delivering quality !


How about a small bell  in front or in bell tower ?

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Fellow Villager on April 15, 2015, 05:15:56 AM
great work ketchup!
i'm drolling for next release...and i'm waiting to start another city!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 15, 2015, 05:56:29 AM
Quote from: chillzz on April 15, 2015, 05:13:51 AM
Man, you keep delivering quality !


How about a small bell  in front or in bell tower ?

OH That ! i didnt thought about that !!! i ll take care of it tonight :)

screenshot in game :) doesnt look too bad :) i thought i would have more space in front... oh well.
but definitly, i ll need to add a bell :)

also in the screenshot you can see it is a 2 lvl building, only a 3rd floor story residence can be added to it ^^
why ? to make change and different ^^  30 students btw :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 15, 2015, 06:17:09 AM
Quote from: RedKetchup on April 15, 2015, 05:56:29 AM
OH That ! i didnt thought about that !!! i ll take care of it tonight :)

screenshot in game :) doesnt look too bad :) i thought i would have more space in front... oh well.
but definitly, i ll need to add a bell :)

also in the screenshot you can see it is a 2 lvl building, only a 3rd floor story residence can be added to it ^^
why ? to make change and different ^^  30 students btw :)
i keep repeating myself... but NICE !
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 15, 2015, 05:27:13 PM
kinda hard to find a bell that doesnt have 30-40,000 polygons lol

i ve got to make it myself, or at least, the big part of it :) and it is hard to find a texture to it ^^ for the moment i ve chose that :)

i ve tried alot of texture from there : http://www.shutterstock.com/s/bronze+texture/search.html?page=1&inline=115354759 (http://www.shutterstock.com/s/bronze+texture/search.html?page=1&inline=115354759)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 15, 2015, 09:17:58 PM
for the moment, i really not satisfied of the bell. cant find good texture for it.
warcraft raid just finished, but i take off tonight, want to just watch a movie or 2... will see tommorow
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 16, 2015, 12:01:41 AM
oh damn! this means goodbye to compatibility with saved games. no release of CC has never been compatible saved. damn!
I'll keep tight your version "house" up to current waiting new game for new CC with your medieval building.
anyway .. Red .. if I did something.. wrong .. .. I apologize .. I did not mean .. how Paeng said I imagine the community of Banished as a single community, although divided on various forums, for this I never posed problems to post my ideas in all forums ..
so still rarely taken consideration!  ;D the only case was the irrigation canal of Maal!
and still believe in the collaboration. such as the tannery for Darkbibou in which you made the building and Maal the skin.
I had not considered the "waste of time" when you both work .. sorry!
however my idea for the pier was purely as a decorative object while the boat builder thought could produce .... boats?! for sale?!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 16, 2015, 12:19:35 AM
Quote from: RedKetchup on April 15, 2015, 05:56:29 AM
Quote from: chillzz on April 15, 2015, 05:13:51 AM
Man, you keep delivering quality !


How about a small bell  in front or in bell tower ?

OH That ! i didnt thought about that !!! i ll take care of it tonight :)

screenshot in game :) doesnt look too bad :) i thought i would have more space in front... oh well.
but definitly, i ll need to add a bell :)

also in the screenshot you can see it is a 2 lvl building, only a 3rd floor story residence can be added to it ^^
why ? to make change and different ^^  30 students btw :)
I had lost that third floor with balcony!!  :o
so beatiful!!  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 16, 2015, 12:51:17 AM
Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
oh damn! this means goodbye to compatibility with saved games. no release of CC has never been compatible saved. damn!

that's sad

Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
I'll keep tight your version "house" up to current waiting new game for new CC with your medieval building.

CC wont have the medieval buildings, maybe a couple or a few of my buildings (probably none with the Overlap ™, surely the Cathedral Wonder yes ^^) but it is possible Kralyerg will maybe try to make a big package with all CC included and all NMT included, and maybe more other little mods we can find, but it will be a different version. About compatibility, he just need to change the name of the textures.png so it doesnt give a 'red warning' , not always at me to change the name of the textures.... he can do too ^^

Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
anyway .. Red .. if I did something.. wrong .. .. I apologize .. I did not mean ..

Don't worry, you did nothing wrong. What i said, wasnt meant to shame, was just to let you know about if 2 different moddlers work on it, 1 will maybe do it for nothing. So, we will make sure it doesnt happends, and we will discuss. if he doesnt do it, i will do it, and if he plan to do it, i wont do it :) in both case, you will get it, so dont worry.

Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
how Paeng said I imagine the community of Banished as a single community, although divided on various forums, for this I never posed problems to post my ideas in all forums .. so still rarely taken consideration!  ;D the only case was the irrigation canal of Maal!
and still believe in the collaboration. such as the tannery for Darkbibou in which you made the building and Maal the skin.

Me too i tend to imagine the community as a sigle community, or i would have never share anything and never shared and help with my models :)

Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
I had not considered the "waste of time" when you both work .. sorry!

i guess not , hehe ^^


Quote from: assobanana76 on April 16, 2015, 12:01:41 AM
however my idea for the pier was purely as a decorative object while the boat builder thought could produce .... boats?! for sale?!

if you want it only decorative..... but it can be more too, if that is what you want :)


Quote from: assobanana76 on April 16, 2015, 12:19:35 AM
I had lost that third floor with balcony!!  :o
so beatiful!!  ;D

you didnt lost the 3rd floor, you lost the 2nd floor on that one lol ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 16, 2015, 10:10:20 PM
well the Medieval School is done :) the bell will look that way, and i fixed the footprint :)

next !! ??
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 16, 2015, 10:13:08 PM
Quote from: RedKetchup on April 16, 2015, 12:51:17 AM

Don't worry, you did nothing wrong. What i said, wasnt meant to shame, was just to let you know about if 2 different moddlers work on it, 1 will maybe do it for nothing. So, we will make sure it doesnt happends, and we will discuss. if he doesnt do it, i will do it, and if he plan to do it, i wont do it :) in both case, you will get it, so dont worry.

i talk with Kralyerg and he will check and will tell me if he can do it, and if he is not .... he will tell me, then i ll do it :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 16, 2015, 11:32:18 PM
a new Medieval Cloth Vendor ? ^^

i still have to see it in game IMO ^^


Edit: in game : great !! i just need to reduce the dress and make them a bit smaller ^^ hehe
and fix my footprint on the ground :)

Btw: i make them hold and sell the clothes and also the textiles that goes with :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 12:54:48 AM
well, much much better :) i reduced the jacket too :)

done :)

what next ?  :P
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 17, 2015, 05:47:59 AM
The wait for the release of your mods is almost as bad as in a restaurant.
When you hungry, with a growling stomach sitting in front of a menu-card. And the waiter just will not come.  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 05:56:53 AM
Quote from: Brathaehnchen on April 17, 2015, 05:47:59 AM
The wait for the release of your mods is almost as bad as in a restaurant.
When you hungry, with a growling stomach sitting in front of a menu-card. And the waiter just will not come.  ;D

soon ™

;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 12:40:22 PM
not many building left to do :)

This patch i wish :

add grain to Fruit Store and will sells now Fruits, Vegetables and Grains (is there a better name?)
add wood to StoneCutter Shop and rename : Hardware Store

1x vendor sells : meats and proteins (name will be Meat Store)
1x vendor sells : tools ,textiles and firewood (name will be General Store)
1x vendor sells : ??

Next Patch:

Corner road Houses.

1x Bigger food store : will sells all kind of food (name will be Grocery Store)
1x Carpenter : take wood makes furnitures (name will be Carpenter Shop)
1x vendor sells : furnitures (name will be Furnitures Store)
1x StoneCutter Shop : take stone and make statues, tombstones, fountains, stoneworks.
1x vendor sells : Stoneworks (name will be Garden Store)
1x Shoe Maker : take leather and makes shoes (Shoe Maker Shop)
......
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: iacobus942 on April 17, 2015, 01:57:58 PM
I am so excited for the 0.7, it looks great! I'm already looking forward to the next one too, I can't wait to put corner homes in my lovely colonial town and the new shops around my town square. I love the ideas for the next release, I had a similar thought regarding the stonecutter just earlier today. The shoemaker shop could also be cobbler or the old name cordwainer.
This mod already has so much, so no need to take this into advisement, but will there be skin variations of the houses by the final release? The white lime and stone is classic, but could there also be yellow stucco or red brick "briquette-entre-poteaux" types as well? Just a thought. Thanks so much for this mod, it's already enhanced playability a hundredfold.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 02:47:39 PM
the briques are more recent than medieval i think, but will see
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: iacobus942 on April 17, 2015, 03:36:21 PM
Sorry, that's what its called where I live. I was thinking of something akin to the attached image. Not the shape of the structure mind you, but the timber frame aesthetic matches your wonderful medieval structures, just with bricks. I think this image is from a medieval french village. Medieval baltic and hanseatic cities also come to mind. But as I've stated, there's already plenty of variation in your mod, so I'm perfectly content regardless.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 17, 2015, 03:49:02 PM
Roman era had (red) bricks too as well as early medieval.
medieval brick colors range from white, grey, to sandy yellow, red, and brown


Some interesting brick styles from medieval (early/middle) to late medieval.


http://en.wikipedia.org/wiki/List_of_Brick_Romanesque_buildings (http://en.wikipedia.org/wiki/List_of_Brick_Romanesque_buildings)
http://en.wikipedia.org/wiki/Brick_Gothic (http://en.wikipedia.org/wiki/Brick_Gothic)
http://en.wikipedia.org/wiki/List_of_Brick_Renaissance_buildings (http://en.wikipedia.org/wiki/List_of_Brick_Renaissance_buildings)




Quote from: RedKetchup on April 17, 2015, 12:40:22 PM
add grain to Fruit Store and will sells now Fruits, Vegetables and Grains (is there a better name?)
Over here such a store would be called 'groentenboer' (lit. vegetable farmer = Greengrocer ) for Fruit, Veggies, Potatoes
(grains were usually sold at a grocer, together with herbs and spices, coffee, tea, cocoa and tobacco)


Quote from: RedKetchup on April 17, 2015, 12:40:22 PM
add wood to StoneCutter Shop and rename : Hardware Store
1x vendor sells : tools ,textiles and firewood (name will be General Store)
i would suggest : stone, wood, firewood, tools : hardware store / supplies
textiles / clothing : tailor shop

Quote from: iacobus942 on April 17, 2015, 03:36:21 PM
I think this image is from a medieval french village.
Correct.. It's Albi, Midi Pyrénées, France.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 04:31:34 PM
alright , i thought it was more recent than that. my bad



Quote from: chillzz on April 17, 2015, 03:49:02 PM
i would suggest : stone, wood, firewood, tools : hardware store / supplies
textiles / clothing : tailor shop

Cloth Store has already textiles+clothing (shoes will be also considerated as clothing)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 04:38:42 PM
btw i was working on the Meat Store......

kinda look... strange but maybe in game it can look ... less strange ^^

:P

Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 17, 2015, 05:18:53 PM
Quote from: RedKetchup on April 17, 2015, 04:31:34 PM
alright , i thought it was more recent than that. my bad
Heheh no worries..
the type of brick and the process did change over time though.
earliest use of air/sun dried bricks predates common era by 7000 years.


Quote from: RedKetchup on April 17, 2015, 04:38:42 PM
btw i was working on the Meat Store......

kinda look... strange but maybe in game it can look ... less strange ^^

:P




Wait, what?  wasn't the meat store with meats on the table in front of the store?
the hexagonal storefront does look a little strange with the awnings / canopies, but may totally look good in game.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 17, 2015, 09:17:23 PM
Quote from: chillzz on April 17, 2015, 05:18:53 PM
Quote from: RedKetchup on April 17, 2015, 04:38:42 PM
kinda look... strange but maybe in game it can look ... less strange ^^


Wait, what?  wasn't the meat store with meats on the table in front of the store?
the hexagonal storefront does look a little strange with the awnings / canopies, but may totally look good in game.

thats what i thought , but maybe in game...... i dunno yet.

no the other meat building is a Butcher shop . they take beef, venison and mutton and they make steaks, roasts and chops ^^ they are 'crafting' so they cant sell too. 1 rule per building, cant do 2 things at same time. so need a meat vendor.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 18, 2015, 03:22:39 AM
Have you decided what will be the added value of meat after the butcher processes it?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 18, 2015, 04:19:16 AM
proteins, thats all. same as meat.

the process double the amount of food and worth +1 trade value.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 18, 2015, 05:45:16 AM
Quote from: RedKetchup on April 17, 2015, 09:17:23 PM
no the other meat building is a Butcher shop . they take beef, venison and mutton and they make steaks, roasts and chops ^^ they are 'crafting' so they cant sell too. 1 rule per building, cant do 2 things at same time. so need a meat vendor.
Ah yeah of course, the boucherie, so this new building is more like a charcuterie 'selling' the meat.
could spice it up with some hanging hams or sausages.


you intent to do the same with your dairy mod? selling cheese, yogurt and cream?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Nilla on April 18, 2015, 06:28:54 AM
As I understand it, this latest shop sells the diary products as well; together with all other proteins.

All your buildings look very much alike. I suppose it will give a very pleasant looking over-all-picture of a town. But you have to be very skilled to use them, easy to get confused and build the same buildings close. Challenging!  :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 18, 2015, 09:25:52 AM
The 1st floor shops could maybe have a bit darker wall texture or have a part of the wall (up to window height) made in stone brick (again a bit darker) texture.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 18, 2015, 07:43:07 PM
the canopies are good indication :) residence dont have canopy, the vendors have grey-blue canopy. the barber is red-white. the doctor blue-white, dentist green-white...


this vendor will have everything "protein" yeah, it will have cheese too :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 01:02:21 AM
New Medieval Meat Store :)

it should sell everything labelled ' Protein' :)
Meats, Nuts, Dairy products, eggs....


next ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 19, 2015, 01:08:48 AM
Then only thing missing is a new, medieval warehouse / barn.
The simple wooden building with a thatched roof no longer fits visually into the cityscape.  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 01:35:30 AM
Quote from: Brathaehnchen on April 19, 2015, 01:08:48 AM
Then only thing missing is a new, medieval warehouse / barn.
The simple wooden building with a thatched roof no longer fits visually into the cityscape.  ;D


lol you're right   ;D ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 01:51:46 AM
New General Store ?


EDIT: Gah, cant post picture again :(
(i'm gonna save the picture elsewhere ^^)

Quote
Internal Server Error

The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator and inform them of the time the error occurred, and the actions you performed just before this error.

More information about this error may be available in the server error log.


Apache Server at worldofbanished.com Port 80

(http://dwraith.webs.com/Floor%201%20Shop%2010%20-%20New%20Medieval%20General%20Store.jpg)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 19, 2015, 02:01:34 AM
Personally, I find a barn, it needs to be.
Only optically matched to the rest of the building.
Maybe with a little decoration around it such as barrels, boxes and bags.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 02:04:19 AM
Quote from: Brathaehnchen on April 19, 2015, 02:01:34 AM
Personally, I find a barn, it needs to be.
Only optically matched to the rest of the building.
Maybe with a little decoration around it such as barrels, boxes and bags.

but if i do it, i doubt i will allowed to build residence on it :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 02:49:47 AM
ooops

ingame the " General Store Post " disappear cause 2nd floor residence lol
i need to find another place for that post IMO. maybe part of the front canopy ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 03:02:07 AM
i think there (for the sign post) is still good :)

(http://dwraith.webs.com/2015-04-19_00012.jpg)

(http://dwraith.webs.com/2015-04-19_00010.jpg)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 19, 2015, 03:12:52 AM

Quote from: RedKetchup on April 19, 2015, 02:04:19 AM
Quote from: Brathaehnchen on April 19, 2015, 02:01:34 AM
Personally, I find a barn, it needs to be.
Only optically matched to the rest of the building.
Maybe with a little decoration around it such as barrels, boxes and bags.

but if i do it, i doubt i will allowed to build residence on it :)

hmm maybe in the style of the bathing house ? double wide, with 1 or 2 stories ?

btw, the meat store looks much better now with the straight canopy
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 03:38:10 AM
btw i was wondering if i do this :

new product, only available to merchants (for the moment) : soap

and people would use it (like an herb at the apothecary) at the Bath House and regain 0.5 health each time they do :P ??

wouldnt be a good idea ?

(keep in mind, i dont even know if we can do that : stupid game mechanics rules LOL)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 19, 2015, 03:46:26 AM
Quote from: RedKetchup on April 19, 2015, 03:38:10 AM
btw i was wondering if i do this :

new product, only available to merchants (for the moment) : soap

and people would use it (like an herb at the apothecary) at the Bath House and regain 0.5 health each time they do :P ??

wouldnt be a good idea ?

(keep in mind, i dont even know if we can do that : stupid game mechanics rules LOL)
if you can copy the game mechanics of herbs / herbalist  and make that into the bathhouse sure why not :)
Savon  de Castille : http://en.wikipedia.org/wiki/Castile_soap
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 03:50:30 AM
QuoteApothecaries knew the product by the Latin names of sapo hispaniensis (Spanish soap) or of sapo castilliensis (Castilian soap).[5]

it is giving me an idea ... what if a new building (hold by herbalist) would take 'in game' herbs and would do 'soap' with it ?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on April 19, 2015, 03:56:34 AM
Quote from: RedKetchup on April 19, 2015, 03:50:30 AM
QuoteApothecaries knew the product by the Latin names of sapo hispaniensis (Spanish soap) or of sapo castilliensis (Castilian soap).[5]

it is giving me an idea ... what if a new building (hold by herbalist) would take 'in game' herbs and would do 'soap' with it ?
that would work :)
maybe a 2nd story of the apothecary ? 1st level acts as herbalist
2nd level acts as producer of herbal soap


bathhouse acts as herbalist visit
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 04:34:19 AM
^^ haha maybe lol. i just added 'soap' as raw material to the game (in my mod) and gonna see first if i can get it from merchants first ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 05:40:52 AM
soap has finally arrived at my TP lol. now i ll gonna go check about the code :)

gah i still cant post pictures lol
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 06:05:32 AM
so.... looks like all the 'feature' is contained in that line:


HealerDescription healer { }


by adding just that like, citizens now are taking 'herbs' and go to the Bath House with it ^^ and 'consume' it ^^
but line of code is 'empty' there is no parameter passed to it. i don't know if there is a parameter that can exist and has been setup by the developper i can put and set which item is required for the feature  :-[.

i would need to ask him personally  :-\ and can take 2-3 days before i get an anwser  :P
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 06:36:20 AM
so i tried different things, and they still bring herbs to the bath house ^^ or i didnt found it, or there is none parameter^^

i sent the developper an email... will see in couple of days what he will answer ^^
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: kralyerg on April 19, 2015, 07:09:35 AM
I ran into the same problem before.  It''s easy to set a building to act like a herbalist as a place for the citizens to go to get herbs, but they would collect all the Health flagged items.  I couldn't figure out a way to separate them either.   :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 07:36:51 AM
Quote from: kralyerg on April 19, 2015, 07:09:35 AM
I ran into the same problem before.  It''s easy to set a building to act like a herbalist as a place for the citizens to go to get herbs, but they would collect all the Health flagged items.  I couldn't figure out a way to separate them either.   :)

yeah  ::) i sent an email to Luke, will see what he will say.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 09:43:31 AM
gonna check everything tomorrow... and if everything ok, i will release the new beta build 0.7 :)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Brathaehnchen on April 19, 2015, 10:21:40 AM
Quote from: RedKetchup on April 19, 2015, 09:43:31 AM
gonna check everything tomorrow... and if everything ok, i will release the new beta build 0.7 :)

Oh, that sounds good.
So I have to buy batteries for my girlfriend ... Sex falls out tomorrow.  ;D
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: Gatherer on April 19, 2015, 02:50:39 PM
Hey @RedKetchup, if you decide to make a new storage barn model can it be in 3 different sizes? Maybe 4x5, 4x7 and standard 5x6?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 19, 2015, 05:08:24 PM
Quote from: Gatherer on April 19, 2015, 02:50:39 PM
Hey @RedKetchup, if you decide to make a new storage barn model can it be in 3 different sizes? Maybe 4x5, 4x7 and standard 5x6?

ok , no problem.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: iacobus942 on April 19, 2015, 08:07:33 PM
I am way too excited for tomorrow, I hope all goes well!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 20, 2015, 04:43:18 AM
Quote from: RedKetchup on April 19, 2015, 03:02:07 AM
i think there (for the sign post) is still good :)
how much may contain the general store?
as a storage barn?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 20, 2015, 05:05:07 AM
a normal market has 10k, the specialized have 20k
(if too many complains, i ll reduce it ^^)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: assobanana76 on April 20, 2015, 05:12:42 AM
Quote from: RedKetchup on April 20, 2015, 05:05:07 AM
a normal market has 10k, the specialized have 20k
mmmmmhhh ... does not sound a bit like .. "cheating"?
is a 4x4, right?
Because the market is 12x12 ..
the 2x2 storage shed contains 800 ..
if you were using the same parameters (footprint to a single floor compared to the storage barn) of storage shed would not be more correct to 1/4 of the storage of a market?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on April 20, 2015, 05:14:33 AM
but you dont store everything. only couple of items ^^

(if too many complains , i ll reduce it ^^)
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: grammycat on April 20, 2015, 07:20:56 AM
No complaints here-I get tired of having more storage areas than houses late game.  Thank you for all your hard work-I'm looking forward to playing with it later today when I have more time.
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: JamesMason on May 16, 2015, 05:17:01 PM
Sorry, you may have already answered  this somewhere, but I couldn't find it.  Is this mod compatible with your Colorful 2-Floors Little Houses mod?
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: chillzz on May 16, 2015, 05:27:05 PM
Quote from: JamesMason on May 16, 2015, 05:17:01 PM
Sorry, you may have already answered  this somewhere, but I couldn't find it.  Is this mod compatible with your Colorful 2-Floors Little Houses mod?
Yes! all @RedKetchup mods can co-exist in a game :)
here's is beta version 0.7a, with more models and shops : http://worldofbanished.com/index.php?topic=890.0
and New Medieval Castle (walls and stuff) beta 0.1 : http://worldofbanished.com/index.php?topic=892.0





Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: JamesMason on May 16, 2015, 05:29:11 PM
Thanks! Really appreciate the quick answer!
Title: Re: BETA: New Medieval Town : v0.6 with 3-Story Medieval Houses.
Post by: RedKetchup on May 16, 2015, 07:48:35 PM
Quote from: JamesMason on May 16, 2015, 05:17:01 PM
Sorry, you may have already answered  this somewhere, but I couldn't find it.  Is this mod compatible with your Colorful 2-Floors Little Houses mod?

not only it is compatible, but it push it to the limits never attained before :)