World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on April 19, 2015, 11:37:09 PM

Title: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on April 19, 2015, 11:37:09 PM
Discussions : New Medieval Town v 1.02. ( The Beta phase is completed THANKS YOU TO ALL TESTERS , I appreciate alot your help )

This new BETA Build 0.7 offers alot of new commercial buildings.

- 2 New Food buildings.
- 7 New Services Buildings.
- 1 New Toolbar : Medieval Markets containing:
- 5 New Specialized Markets


2 New Food buildings:

- Medieval Water Tower : Creates a new food item : water. Water is essential to life but does not have specific nutriment category. Your citizens will gladly consume it cause it prevents hunger.
- Medieval Butcher Shop : Takes raw meats and creates 3 new Protein Meats from it : Beef = Steaks, Venison = Roasts, Mutton = Lamb Chops.


7 New Services Buildings:

- Medieval Library : Held by priests, this new library feeds the mind of your citizens with knowledge. It acts like a church but instead to take care the soul, it takes care the brain. and is a good source of happiness.
- Medieval Apothecary : Held by Herbalists, this is a more 'town' covenient version of the herbalist hut. It still can hunt for herbs but has a smaller radius. Citizen still gain 0.5 heart if they go to this building with an herb.
- Medieval Clinic : Held by Doctors, this is a smaller version of the hospital. Sick citizens can expect a cure for diseases, but doesnt 'attract' idlers. It can only hold 10 patients at same time.
- Medieval Barber Shop : Held by Doctors, this building provides Happiness:Health to its citizens. A better health always start by a better hygiene.
- Medieval Dentist Shop : Held by Doctors, this building also provides Happiness:Health to its citizens. Even if a toothache isnt a disease by itself, citizens need a perfect health care.
- Medieval Bath House : Held by Doctors, this building also provides Happiness:Health to its citizens. Like said earlier, a better health always start by a better hygiene.
- Medieval School House : Held by Teachers, this building provide education to a larger amount of students (30 instead of 20) and sits better in middle of a town.


1 New Toolbar : Medieval Markets : Many specialized Medieval Markets appeared so we needed a new toolbar to hold them all.


5 New Specialized Markets :

- Medieval Hardware Store : Held by vendors, this specialized market sells : Wood, Stone and Iron. it holds everything needed to build new houses and buildings.
- Medieval Fruit Vendor : Held by vendors, this specialized market sells : Fruits, Vegetables and Grains to your citizens.
- Medieval Cloth Vendor : Held by vendors, this specialized market sells : All cloths for citizens and textiles for tailors.
- Medieval Meat Store : Held by vendors, this specialized market sells : All meats, all nuts, all protein tagged food resources to your citizens.
- Medieval General Store : Held by vendors, this specialized Market sells : Tools, Textiles, Firewood and Coal to your citizens.


Most of all these new building (out of Water Tower and BathHouse) are compatible with the New 2-3 story Medieval Houses. It means you can add 2nd and 3rd floor to those if you keep space for them.


ENJOY !

Warning: Of course as usual, keep a secure save of your old city before upgrading your BETA Version ! We never knows when trouble can appear between BETA Builds !!! Always do a backup of your saves !



(http://dwraith.webs.com/photos/2015-04-20_00001.jpg)

(http://dwraith.webs.com/photos/2015-04-20_00003.jpg)

(http://dwraith.webs.com/photos/2015-04-20_00007.jpg)

(http://dwraith.webs.com/photos/2015-04-20_00008.jpg)

(http://dwraith.webs.com/photos/2015-04-20_00010.jpg)



Bugfixes : 0.7a :
Fixed roofs of : Clinic, Barbershop and Dentist
Fixed Bathhouse : sick people should no longer go to bathhouse to get healed.





http://worldofbanished.com/index.php?action=downloads;sa=view;down=71 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=71)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 20, 2015, 02:38:23 AM
my God, Red !! how much work, in a few days !!  :o :o
you're a great !!!  ;D
how much nice work !!  :o

P.S. what about number pixels?  :D
will be the final version?
I wait some more time of beta before build the shops?

and now ??
What bear still your mind?
please tell me the "corner house"!!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: iacobus942 on April 20, 2015, 04:39:19 AM
Yes!!! Starting this up asap! Looks great, thank you!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 20, 2015, 05:08:52 AM
taking week off. and then with start to work on next patch. will take about same time it took for previous one... 2-3 weeks. you have time to play with before patch 0.8
(i posted 0.6 april 4th. and i just posted 0.7 april 20th. so 16 days between.)

taking week off but i can maybe still do some experimentations , secrets things ^^.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 20, 2015, 05:14:27 AM
Quote from: RedKetchup on April 20, 2015, 05:08:52 AM
taking week off but i can maybe still do some experimentations , secrets things ^^.
I'm already drooling !!  ;D
good rest !!

oh! I just got an idea .. it is an attempt to do ..  ;)
"put" the top of the water tower on a roof of a 2nd floor and hide the rest of the structure in the house..  ;D
seems to be just the right height!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 20, 2015, 07:38:28 AM
lollllz you and your experimentations ! lol  :P
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 20, 2015, 07:44:51 AM
me too i am doing some experimentations .... for FUN! since i have the week OFF !! lol

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 20, 2015, 08:23:43 AM
Quote from: RedKetchup on April 20, 2015, 05:08:52 AM
taking week off. and then with start to work on next patch. will take about same time it took for previous one... 2-3 weeks. you have time to play with before patch 0.8
(i posted 0.6 april 4th. and i just posted 0.7 april 20th. so 16 days between.)

taking week off but i can maybe still do some experimentations , secrets things ^^.
hahaha :D  enjoy your week off :)  We'll enjoy 0.7 .. will try in a new city, as well as a running one.


your tests for the bath house health made me think of something. isn't it possible to require a resource for running a building ?
have a worker 'produce' something that needs (soap) water and herbs but outputs nothing.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Nilla on April 20, 2015, 12:17:19 PM
Thank you! Good job!

I will try this one too.

I have a weird idea, that I want to test. Try to use Banished as a real city builder game and try to build a town, based on the cityplan of my closes town; Mariestad. It's not quite middleage, founded in the 1560ies, so more from the Renaissance. Your buildings have a Middleeuropean style, not quite Notherneuropean. There have been at least two major city fires, so except the cathedral (that actually looks a bit like yours) there are not many original buildings left....... so more inspiration than a copy.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 20, 2015, 02:34:09 PM
Thank you for all your good work Red.

Will try to incorporate all this new stuff into my current town.

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 20, 2015, 05:29:05 PM
not possible chilllz
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Paeng on April 20, 2015, 06:01:46 PM
Really enjoying this version... so many possibilities!  ;D

* One thing - I feel you need to shrink the water tower, it's rather tall (compare the posts to the beams of your buildings)...  ;)

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 20, 2015, 09:06:30 PM
i agree it is so lovely :) so many things :)

about water tank i ll see , if more people agree with that :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: sandysan on April 21, 2015, 12:37:35 PM
Very good work ... Various buildings that give a very nice visual touch.  :)
Is it planned a French version? ....
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: gerns on April 21, 2015, 03:08:44 PM
oh please don't change anything --it all works great even on a saved game.i just removed the previous version and inserted the new one. thanks again
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 21, 2015, 05:40:08 PM
Quote from: sandysan on April 21, 2015, 12:37:35 PM
Very good work ... Various buildings that give a very nice visual touch.  :)
Is it planned a French version? ....

Habituellement, Darkbibou s'occupe de traduire mes mods en français. Il va surement le faire lorsque les betas seront complétés.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: bucklingbranch on April 22, 2015, 10:49:59 AM
Thank you @RedKetchup for all your hard work. The new buildings are truly amazing! I am now looking forward to your Medieval Castle.....that bridge is awesome  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Glenn on April 26, 2015, 06:42:28 PM
I have just started to use your new BETA 0.7 mod and have noticed the textures can shake, and the white walls of the houses can flash on and off--their there, then their gone. Once this happens your tailor and blacksmiths buidings dissapear from the game leaving a mark on the ground where they were. Then the flower beds from CC disappear leaving a dark mark where they were and all the pine trees start flashing  on and off -- their there, then their gone. The same happens with the CC quay side houses. The sheds and fences from enclosed pastures then vanish, as does the CC paving.
I alievated most of the problem by placing the BETA 0.7 mod below CC and any of the accompaning mods but the problem persists.

I really like your mod  and you are to congradulated for all your efforts , but are you aware of any conflicts with other mods

All my best
Glenn
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 26, 2015, 06:50:31 PM
there is alot and alot of people using this mod with CC, and you are the first one saying something about flashing and disappear. nobody met that trouble before you did, so i am very surprised of the trouble you have, specially the form of the trouble you have.

anybody using CC+NMT ?


when you go in the mod section, what are all the mods in conflict with NMT ? is there only CC+EA in conflict ?
and the press the little " _ " button. there shouldnt be only : honey files and flour files in yellow conflict ?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Glenn on April 26, 2015, 07:50:31 PM
Thank you for a quick response.

At first I thought the conflict might be from running Beautiful World at the same time as Tree of life -- I read there was a conflict between the two -- I removed tree of life and the problem persists. I then removed 'stop houses from burning coal' as I read it caused a minor conflict with CC - EA -- the problem persists. The problem  first appeared just after I built Japanese thached houses and two silk worm groves so I thought that may have been the problem so I went back to an earlier saved game and this time didn't put the Japanses houses in the game -- the problem persits.

As I am using a lot of mods (40-50 ) I will start a new game when I get home from work with only the BETA 0.7 mod and CC-EA and see what happens.

Interesting though when I was only using your mod with only the Tailor and blacksmith the problem wasn't there -- the game worked perfectly.

But sitting here I have remembered that when I loaded  0.7 I also loaded the mod which grows coal, stone, iron, and coal as well as your silos.

I will copy my latest game, demolish the coal, iron and stone huts and unload this mod and hope for the best.

Otherwise I'm in for a lot of trial and error to see which of the other mods is causing the conflict.

Thank you

Glenn
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 26, 2015, 08:05:14 PM

I guess you are up for trial and error, because Tree of Life, SeasonFX and all RedKetchup mods work wonderfully without problems.
even when changing from beta 4 to 6 to 7, and i have a huge list of mods in a test game.



apiary.pkm
BakersAndMillers.pkm
betterFields.pkm
BoardingHouseNomads.pkm
BobbiDoctorHouse.pkm
Canal.pkm
college.pkm
creamery.pkm
DebugMenu.pkm
DecorativeItems.pkm
DeerLivestock.pkm
DeleteQuarryandMine.pkm
elfSmallerVendors.pkm
fig.pkm
FishFarm.pkm
flatten.pkm
grainsilo.pkm
GrowHerbs.pkm
kayTweakMoreWorkers.pkm
lettuce.pkm
library.pkm
littlechapel.pkm
littlehouse.pkm
Llama.pkm
monastery.pkm
NeckcenMarkart2.pkm
newmedievaltown.pkm
NMGrainSilo.pkm
oneyearisoneyear.pkm
rocksrespawn.pkm
rootcellar.pkm
sawmill.pkm
SeasonFX.pkm
seasonreports.pkm
SpecializedStockpiles.pkm
SpecializedStorage.pkm
SpecializedTradingPorts.pkm
StoneBridge.pkm
StorageShed.pkm
TimeIsMoneyVersion1ByDarkbibou.pkm
TreeOfLifeVersion1ByDarkbibou.pkm
unlimited.pkm
warehouse.pkm
WaterPump.pkm
whiteChicken.pkm
Wildlife.pkm
XP-Hostels.pkm
XP-HS-Training.pkm
XP-Schools.pkm





Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 26, 2015, 11:30:21 PM
what about a lack of resource from your PC ?. you know those 2 mods are huge mods and can be very resource-givor and you have like 40-50 mods.... i find it strange that things start to disappear like that
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 27, 2015, 01:31:16 AM
@RedKetchup
I arrived a year 13 of my village ..
I feel ready to start building houses medieval ..
The situation is quite stable .. and I think I have enough stocks of iron to build them.
the question is .. what did you decide on the amount of storage of the "General Store"? What have you decided for the height of the water tower?
I build everything else except these two buildings so, if you decide to change them, it will no crash the game?
or any subsequent amendments would still saved game compatible?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 27, 2015, 02:06:01 AM
Quote from: assobanana76 on April 27, 2015, 01:31:16 AM
@RedKetchup
I arrived a year 13 of my village ..
I feel ready to start building houses medieval ..
The situation is quite stable .. and I think I have enough stocks of iron to build them.
the question is .. what did you decide on the amount of storage of the "General Store"? What have you decided for the height of the water tower?
I build everything else except these two buildings so, if you decide to change them, it will no crash the game?
or any subsequent amendments would still saved game compatible?

general store will stay that way cause he sells only a couple of things, like firewood tool and leather/wool. these things tend to full and weight very quickly. and no food
the water tower came like that, and will honor his moddler :)
you have alot of time to play that beta, the next one will arrive not tommorow ^^ will take a good while. i wont restart to work on that part before Medieval Castle will be rdy for a Beta (it was supposely be the patch 0.9 but people prefered as a seperate addon of NMT.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 27, 2015, 02:13:44 AM
perfect!
then I start right away with making two projects that were in Beta in my brain!

(http://images.akamai.steamusercontent.com/ugc/529509029269715266/C36E05C319BFDBD9E6F833F31041C2BABF56579C/)

(http://cloud-4.steamusercontent.com/ugc/530638296081909989/D9358E9B610CE0C2B270CD0AA86AD0A4A94C7281/)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Paeng on April 27, 2015, 03:42:59 AM
Quote from: RedKetchup on April 26, 2015, 11:30:21 PMwhat about a lack of resource from your PC?

Yeah, either that or a problem with the graphics card or drivers... flashing textures point to a problem in that direction.

I run CC + NMV plus another 30 or so mods.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 27, 2015, 04:25:15 AM
Quote from: Paeng on April 27, 2015, 03:42:59 AM
Quote from: RedKetchup on April 26, 2015, 11:30:21 PMwhat about a lack of resource from your PC?

Yeah, either that or a problem with the graphics card or drivers... flashing textures point to a problem in that direction.

I run CC + NMV plus another 30 or so mods.
flickering textures can indeed be a GPU / driver related problem.. switching from dx9 to 11 or other way around may help,
or switching to a different game resolution.  But disappearing buildings is just plain odd. 
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 27, 2015, 07:05:34 AM
@RedKetchup
I would like to report a small mistake in the description of NMT Bath House. In the toolbar description it says Medieval BathHouse Vendor while in-game it requires a Physician to operate.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 27, 2015, 04:40:07 PM
Quote from: Gatherer on April 27, 2015, 07:05:34 AM
@RedKetchup
I would like to report a small mistake in the description of NMT Bath House. In the toolbar description it says Medieval BathHouse Vendor while in-game it requires a Physician to operate.

thanks you : fixed

this is why it s a beta testing :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 12:26:07 AM
Quote from: RedKetchup on April 27, 2015, 04:40:07 PM
Quote from: Gatherer on April 27, 2015, 07:05:34 AM
@RedKetchup
I would like to report a small mistake in the description of NMT Bath House. In the toolbar description it says Medieval BathHouse Vendor while in-game it requires a Physician to operate.

thanks you : fixed

this is why it s a beta testing :)
please!
tell me that this will not affect the "saved game compatible" with the next release!
is sure that will not construct the bath house to play it safe!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 12:40:00 AM
@RedKetchup , I have a technical question ..
What would answer your medieval tailor if my Bannies begin to talk him of cotton, flax, cloth and linen?
ends in brawl?  ;D
because I just bought flax seed!
and I have to choose who will weave the clothes of my vegan village..
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 03:53:37 AM
Quote from: assobanana76 on April 28, 2015, 12:26:07 AM
Quote from: RedKetchup on April 27, 2015, 04:40:07 PM
Quote from: Gatherer on April 27, 2015, 07:05:34 AM
@RedKetchup
I would like to report a small mistake in the description of NMT Bath House. In the toolbar description it says Medieval BathHouse Vendor while in-game it requires a Physician to operate.

thanks you : fixed

this is why it s a beta testing :)
please!
tell me that this will not affect the "saved game compatible" with the next release!
is sure that will not construct the bath house to play it safe!  ;D

no worries, it is just a tooltip :) the word 'vendor' in the tooltip should not be there ^^



Quote from: assobanana76 on April 28, 2015, 12:40:00 AM
@RedKetchup , I have a technical question ..
What would answer your medieval tailor if my Bannies begin to talk him of cotton, flax, cloth and linen?
ends in brawl?  ;D
because I just bought flax seed!
and I have to choose who will weave the clothes of my vegan village..

cant :( unless you ask and convince  @kralyerg  to give me his RawMaterialCotton.rsc, RawMaterialFlax.rsc, RawMaterialCloth.rsc, RawMaterialLinen.rsc and the graphic files that goes with ^^
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 03:55:49 AM
Quote from: RedKetchup on April 28, 2015, 03:53:37 AM
no worries, it is just a tooltip :) the word 'vendor' in the tooltip should not be there ^^
ehm.. I don't understand..
I'm talking about tailor not vendor..  ???
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 03:57:44 AM
refresh
you talked also about save games and a vendor ^^
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 04:10:58 AM
Quote from: RedKetchup on April 28, 2015, 03:57:44 AM
refresh
you talked also about save games and a vendor ^^
oh ok!
then to the farmhouse that deals clothes and I will use their tailor with your 1st floor medieval house hoping fits perfectly above!  ;D ;D

same goes for the baker?
your only produces vanilla bread, right?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 28, 2015, 04:13:58 AM
Quote from: assobanana76 on April 28, 2015, 12:40:00 AM
What would answer your medieval tailor if my Bannies begin to talk him of cotton, flax, cloth and linen?
ends in brawl?  ;D
because I just bought flax seed!
and I have to choose who will weave the clothes of my vegan village..
the tailor would go 'medieval' and slaps you around with a large trout :P


@RedKetchup : is it possible to have @Darkbibou Tree of Life 'wild' meats as source for chops too?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 04:21:31 AM
Quote from: assobanana76 on April 28, 2015, 04:10:58 AM
same goes for the baker?
your only produces vanilla bread, right?

vanilla never produced bread :P
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 04:33:13 AM
oh! right!
there wasn't the baker in the vanilla!  ;D
now I do not even remember what was the vanilla!
I played with the mod too!  :-\
then .. say .. your baker produces what?
in which version appeared that maybe I try to find the post ..
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 04:36:10 AM
Quote from: chillzz on April 28, 2015, 04:13:58 AM
the tailor would go 'medieval' and slaps you around with a large trout :P
you've seen too many movies of Asterix!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 28, 2015, 04:46:58 AM
Quote from: assobanana76 on April 28, 2015, 04:36:10 AM
Quote from: chillzz on April 28, 2015, 04:13:58 AM
the tailor would go 'medieval' and slaps you around with a large trout :P
you've seen too many movies of Asterix!  ;D
yeah that and been on the web way too long ;)


Quote from: assobanana76 on April 28, 2015, 04:33:13 AM
oh! right!
there wasn't the baker in the vanilla!  ;D
now I do not even remember what was the vanilla!
I played with the mod too!  :-\
then .. say .. your baker produces what?
in which version appeared that maybe I try to find the post ..
medieval bakery makes :
- bread (flour)
- cake (flour + honey)
- pie (flour + honey) + Apple  or + Pecan or + Cherry
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 04:49:28 AM
what @chillzz  said

me at least i have Cherry pie !!!!!!!!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 07:55:03 AM
and flower from...? wheat and corn?
can I use both the windmill (NMT and CC)?
most probably I use your baker because the bread of CC is all made with milk....
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 28, 2015, 08:13:44 AM
Just a quick screenshot of Castle Rock IV's newest district.

(http://shrani.si/f/1w/J3/4MUHSQPa/nmtnew-district01.jpg) (http://shrani.si/f/1w/J3/4MUHSQPa/nmtnew-district01.jpg)

What's up with that big square of grass?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 08:48:04 AM
Quote from: assobanana76 on April 28, 2015, 07:55:03 AM
and flower from...? wheat and corn?
can I use both the windmill (NMT and CC)?
most probably I use your baker because the bread of CC is all made with milk....

you can use both windmill and both watermill. they both give flour, the same flour but depends which one came first in mods, the numbers can be different. if you put mine first you should get :

20 corn = 24 to 32 flour
20 wheat = 24 to 32 flour

if you ve put CC:EA first you can get different numbers. it is an universal flour so you can use it in both bakery. if you ve put CC:EA first, maybe you wont be able to store flour in MY bakery cause they took out the 'edible' flag (or grain i dont remember) of their flour (this trouble has been reported in the past)


Quote from: Gatherer on April 28, 2015, 08:13:44 AM
Just a quick screenshot of Castle Rock IV's newest district.

(http://shrani.si/t/1w/J3/4MUHSQPa/nmtnew-district01.jpg) (http://shrani.si/?1w/J3/4MUHSQPa/nmtnew-district01.jpg)

What's up with that big square of grass?

couldnt see your screenshot yet, it says "loading......' but it never load  :-[
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 28, 2015, 09:27:15 AM
@RedKetchup
I've fixed the screenshot.

One more thought on the Medieval BathHouse. I've just had an epidemic of mumps and the sick person went inside the bath house and stayed there for the duration of sickness. Is this intentional (sorry if I missed this explained somewhere before) and it also works as a hospital or is it because the person working at the bath house is a physician? My bath house is in the middle of town and I don't want infections spreading out of it.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 28, 2015, 09:50:20 AM
nice picture :) i am sure that green grass square is reserved :) for the Majestic Cathedral !

about the bath house - epidemic ? no ! it wasnt planned at all !!

i guess i will have to start a new profession for it ! :S (and if it happended to the bath house, surely same will happend to the barber/dentist :(

what would be a good english name for a profession taking care of those 3 buildings ? something linked to : health care person.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 28, 2015, 11:40:15 AM
so.. I will use your bakery considered is a vegan village.. in Italy the bread is bread.. flour, water, salt and oil.. absolutely never milk!
I try to tell, but seems in the rest of the world the milk in bread is absolutely normal..
for the windmill and watermill depend by the size because I want put all in 12x25 included medieval houses and grainsilos!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 28, 2015, 05:50:41 PM
Quote from: RedKetchup on April 28, 2015, 09:50:20 AM
about the bath house - epidemic ? no ! it wasnt planned at all !!
i guess i will have to start a new profession for it ! :S (and if it happended to the bath house, surely same will happend to the barber/dentist :(
what would be a good english name for a profession taking care of those 3 buildings ? something linked to : health care person.
Oh wow.. did not see this happen yet.. maybe remove the 'happiness' circle like Bobbi's special doctor house ?
medieval era  barber / dentist usually was one person : the barber / barber physician,
but care taker of bath house.. hmm no clue.  what about nurse or doctor.. i believe General Practitioner comes closest : http://en.wikipedia.org/wiki/General_practitioner

Quote from: assobanana76 on April 28, 2015, 11:40:15 AM
in Italy the bread is bread.. flour, water, salt and oil.. absolutely never milk!
I try to tell, but seems in the rest of the world the milk in bread is absolutely normal..
In the Netherlands you can pick your type of bread. Basic consists of flour, yeast, bit of salt, bit of sugar, water  and of course either oil,butter or margarine. There is something called 'Melkwit'  (Milky white) which does contain milk, to make it smoother softer taste and higher nutritional value, but the most bread types are without milk.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Glenn on April 28, 2015, 07:29:34 PM
Hello all,

With the problem with the flashing and vanishing graphics the source of the problem does appear to be in the dx. My laptop was set on dx 9 so I changed it to dx 11 and this appears to have fixed things. I only ran the game for about 30 minutes after the change and the flashing and vanishing images had stopped. I will run the game for an hour or two tonight and see what happens.
However at this stage it appears that when I loaded the 0.7 mod I simply overloaded my laptop.
Mind you when I made the changes my screen went black for a minute before the game restarted and i thought 'crap' what have I done -- actually I thought something a little less polite.

On another topic does any one think it may be possible to create a ground lowering tool so we can create more rivers or lakes that link in with what was orginally created by the game. You could also build a network of canals.

I haven't been able to find a map that is what I am looking for -- what i would like to do is create a very large map with mountains and have a large central lake where i can build a massive water front -- you can create something similar in a large or medium map, but I haven't as yet found one in a CC very large map.

All the best
Glenn

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 29, 2015, 02:44:02 AM
@RedKetchup

NMT Library needs fixing too. Right now it works as a chapel and requires a cleric profession instead of a librarian.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 29, 2015, 04:41:55 AM
Quote from: Gatherer on April 29, 2015, 02:44:02 AM
@RedKetchup

NMT Library needs fixing too. Right now it works as a chapel and requires a cleric profession instead of a librarian.

yup intentional
:)

i tried to make less new profession as possible. lot of people use CC:EA and they add like +50 profession, the list is already way too looooong.
this is why i ve took cleric to fill couple of jobs, and took doctors too to fill couple of jobs :)


btw ... i played abit tonight !!!!!!!! yeah right, you didnt misread ^^.but my village isnt big though, around 50 peeps, using all my mods :)
i can say : it really change the game. it looks like i ve put an end to the endless fields of crops. i have 3 little crops, very little... and that s enough for my little communauty.
a fishing dock, i started with milky cows, i ve put a beekeeper... and thats super nice !

i have a butcher in front of my pasture and next to meat vendor.... i can say, people loves my meat vendor, it is very popular in my little village :)
i really have the impression it is a real village :) finished the long patch of crop covering all the map ! hehe

edit : oh also finished the long row of barns everywhere too !
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 29, 2015, 05:18:03 AM
Quote from: Glenn on April 28, 2015, 07:29:34 PM
With the problem with the flashing and vanishing graphics the source of the problem does appear to be in the dx. My laptop was set on dx 9 so I changed it to dx 11 and this appears to have fixed things. I only ran the game for about 30 minutes after the change and the flashing and vanishing images had stopped.


Good to hear changing type of DirectX solved the problem.


Quote from: Glenn on April 28, 2015, 07:29:34 PMHowever at this stage it appears that when I loaded the 0.7 mod I simply overloaded my laptop.Mind you when I made the changes my screen went black for a minute before the game restarted and i thought 'crap' what have I done -- actually I thought something a little less polite.
Do you have any other mods installed? is the orginal game so much faster, even with 100/500/1000 citizens?
Banished isn't a game with huge system requirements, but with large amounts of buildings, citizens etc. the game will slow down.
I have several machines and after playing a while, banished can get them on their knees.

Desktop AMD X6 6 core Phenom - 3200mhz, 8gb memory, built in ATI GPU on motherboard. 2gb video ram. i play the game on medium resolution, with shadows off... else the game will be unplayable after a while.

Desktop I5 - 4 core 3400mhz, 8gb memory, build in GPU on motherboard, 2gb video ram. i play the game on medium resolution, with shadows off.. else the game will be unplayable after a while.

Laptop I7 - 4 core 2170mhz, 8gb memory, build in Intel GPU with 4gb dedicated video ram.. this machine can handle a bit more, so max resolution, but still shadows off.

As you can see, banished will run on any type of modern CPU.. but with all the calculations and drawing, a decent video card with dedicated video memory is a must, especially with much buildings (original or mods) and citizens.

Usually a laptop isn't build for maximum video performance, unless you actually have a gaming laptop.

Quote from: Glenn on April 28, 2015, 07:29:34 PM
On another topic does any one think it may be possible to create a ground lowering tool so we can create more rivers or lakes that link in with what was orginally created by the game. You could also build a network of canals.

At the moment there is a mod called 'flattening tool', which will flatten out any mountains, rivers, streams or lakes to 'ground level'.
so water area's go up, mountains go down = all flat.

But actually digging canals, or for that matter raising land is not yet possible.

Quote from: RedKetchup on April 29, 2015, 04:41:55 AM
btw ... i played abit tonight !!!!!!!! yeah right, you didnt misread ^^.but my village isnt big though, around 50 peeps, using all my mods :)
i can say : it really change the game. it looks like i ve put an end to the endless fields of crops. i have 3 little crops, very little... and that s enough for my little communauty.
a fishing dock, i started with milky cows, i ve put a beekeeper... and thats super nice !

i have a butcher in front of my pasture and next to meat vendor.... i can say, people loves my meat vendor, it is very popular in my little village :)
i really have the impression it is a real village :) finished the long patch of crop covering all the map ! hehe

edit : oh also finished the long row of barns everywhere too !
Awsome! looks great, and indeed your mods are a game changer :D
why do you build plain vanilla wooden houses, eh? :P


50+ jobs? damn that is crazy!
maybe there should be a general group of workers to fill sort of random jobs. caretaker or something.
Just like you did with medicinal jobs, vendor jobs and 'religion' jobs.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 29, 2015, 06:16:26 AM
the vanilla house are from the start mode : easy difficulty. i didnt built them.

about jobs : soon we will need to make a 'yellow pages' book to keep up :S
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Nilla on April 29, 2015, 08:53:09 AM
Wow! @RedKetchup  plays Banished! Isn't that a bit strange?  ;)

I hope you enjoy your game.

I really don't want to complain but sorry, cannot change.  :-[ :(

The bakery; isn't it a bit too good? I think it produce more now, than from the start, isn't it so? Even if the value of pie isn't as high as it was, the profit is huge.

You need 6 apples, 8 flour and 4 honey to make 20 pie, cost 1,3 for each pie. The average annual production of my bakeries is about 1800 pie each year. That's a profit of 12 000 (!) for 2 bakers. 18 000*(8-1,3). A good brewery makes 2000-2500 for one brewer. It's OK that pie brings a good profit, you need three ingredients, but this is too much.

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 29, 2015, 09:46:33 AM
It is only too much if you trade with it.

Let them eat cake!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Paeng on April 29, 2015, 10:59:12 AM
Quote from: Glenn on April 28, 2015, 07:29:34 PMMind you when I made the changes my screen went black for a minute before the game restarted

That is quite normal when you load many and/or large or very large mods...



Quote from: RedKetchup on April 29, 2015, 04:41:55 AMthis is why i ve took cleric to fill couple of jobs, and took doctors too to fill couple of jobs

Good move, I really like that we can now spread clerics and doctors better, and with a nice variety of buildings - it's cool to have a dentist, an apothecary, a barber, the priceless bath house with the ultra modern olympic signage ;D  and so on... I don't care that in the end they are all "just doctors" - it adds plenty of flair to our towns.

For some of them you may want to think up some more fancy details, so they are even more different from the residential houses...?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 29, 2015, 06:03:07 PM
Quote from: Nilla on April 29, 2015, 08:53:09 AM
Wow! @RedKetchup  plays Banished! Isn't that a bit strange?  ;)

I hope you enjoy your game.

I really don't want to complain but sorry, cannot change.  :-[ :(

The bakery; isn't it a bit too good? I think it produce more now, than from the start, isn't it so? Even if the value of pie isn't as high as it was, the profit is huge.

You need 6 apples, 8 flour and 4 honey to make 20 pie, cost 1,3 for each pie. The average annual production of my bakeries is about 1800 pie each year. That's a profit of 12 000 (!) for 2 bakers. 18 000*(8-1,3). A good brewery makes 2000-2500 for one brewer. It's OK that pie brings a good profit, you need three ingredients, but this is too much.

then i ll lower the pie price to 6 instead of 8. you are making 1800 pie per year but you dont lose any ? citizens arent eating any ? your citizens are smelling the smell of pie all day and they arent allowed to eat any ? what a terrible and cruel mayor you would do ! hehe j/k
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 29, 2015, 06:36:09 PM
have you actually seen todays prices of pies :O
a decent pie is much more costly then ale :P
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: irrelevant on April 29, 2015, 07:42:42 PM
Quote from: RedKetchup on April 29, 2015, 06:03:07 PM
you are making 1800 pie per year but you dont lose any ? citizens arent eating any ? your citizens are smelling the smell of pie all day and they arent allowed to eat any ? what a terrible and cruel mayor you would do ! hehe j/k
No way can they have pie, it's too valuable! It all goes into the TPs, just like ale.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 29, 2015, 10:38:34 PM
sure horrible mayors you are doing guys, inhuman ^^
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Nilla on April 30, 2015, 01:55:20 AM
Mine can eat as much pie as they want. I have 3000 in each trading port and 20 000 in my stores!!!!!!! ;)

But even with a price of 6 it's too profitable. Half the productivity would be more reasonable (and maybe reduce the prize too, but I could agree with @chillzz; a good pie shouldn't be a bargain). . Or maybe you could also reduce the number of bakers to 1.

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 30, 2015, 02:00:30 AM
Quote from: chillzz on April 28, 2015, 05:50:41 PM
In the Netherlands you can pick your type of bread. Basic consists of flour, yeast, bit of salt, bit of sugar, water  and of course either oil,butter or margarine. There is something called 'Melkwit'  (Milky white) which does contain milk, to make it smoother softer taste and higher nutritional value, but the most bread types are without milk.
Also in Italy we have the bread made with milk but obviously not the basic bread eating people!
It is more expensive and produced in small quantities ..
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 03:32:24 AM
and if i double the time it takes to create a pie ? would be ok for you ?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 30, 2015, 03:44:37 AM
Just lower the trade value.

1 extra crop field per bakery due to lowered production values eats a lot of space.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 03:48:58 AM
Quote from: Gatherer on April 30, 2015, 03:44:37 AM
Just lower the trade value.

1 extra crop field per bakery due to lowered production values eats a lot of space.

i lowered the price from 8 to 6 and i doubled the time from 12 to 24. i will put the time back to 18. and dont touch it anymore :P
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Nilla on April 30, 2015, 06:33:21 AM
Do what you find the right thing to do. You can't please everyone.

As you know, I don't like mods that make the game easier. Some people like these mods, just because it makes the game easier. It's a mission impossible to make it right to everyone. I have always told you my opinion, (if you liked it or not). I am well aware of that's it's just my opinion. Take it for what it is. You don't have to change anything, because I dislike one thing or another.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 30, 2015, 06:54:08 AM
@Nilla : i totally agree on not liking mods that makes the game (much) easier.
And even if it does (sometimes) look some of @RedKetchup s mods making it easier,
it somehow balances out in other parts of the game.


balancing numbers is something that comes with testing the beta, so it can be adjusted.
i believe the new numbers 8 to 6 and time 12 to 18 will make up for it.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Bobbi on April 30, 2015, 09:50:24 AM
Paging back to a few post ago, I thought the bath house and the dentist had no happiness circle, just like Bobbi's Special Doctor House. Is this not so? In the new town I am starting, I had planned to have in my downtown.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 11:00:04 AM
yes, they have the happiness circle. that's what i wanted. the thing that isnt planned, is sick people go there when diseased to get cure, thats what i didnt planned ^^
only the clinic should do that ^^
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 11:04:09 AM
i worked a bit on a corner house :) not finished yet, the first one take alot of time and adjustments.
it is done at like 50% only. i need to make abit smaller to give more space between both roads and the walls. and need to put more details also :)

but it is a first look :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Trizeropz on April 30, 2015, 11:56:27 AM
uhhh it looks nice. i like it!:)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on April 30, 2015, 12:02:15 PM
oh wow!! what a great news viewing this picture!
after 2nd and 3rd floor another revolutionary idea!!
need more details!!
size? n. family? n. of door? elevable at 2nd and 3rd?
can't wait Red!!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Gatherer on April 30, 2015, 12:03:58 PM
Very nice.

It could use a stair in front of the door though. As the 1st floor houses have. And maybe a small circular window on the wall above the door.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 05:57:05 PM
Quote from: assobanana76 on April 30, 2015, 12:02:15 PM
oh wow!! what a great news viewing this picture!
after 2nd and 3rd floor another revolutionary idea!!
need more details!!
size? n. family? n. of door? elevable at 2nd and 3rd?
can't wait Red!!

the residences will be same for family (2 adults, 4 children), will have only 2-3 model of floor 2 and 3. will have mainly shops at first level (like this one, it is a shop).
the stairs or doors to go to 2nd and 3rd floor will be each side where the roads are (where i draw some green lines on the screenshot)

and as you can see, to make it fit, each neighbor house haves 5x6 tiles (6 depth) so the corner one needs to be 6x6 including 2 roads (5x5 without roads)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on April 30, 2015, 06:17:03 PM
Gorgeous !
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: gogotory11 on April 30, 2015, 07:14:23 PM
Hi. I'm Korean player and i don't speak english well.
So, I hope that you understand my reply meaning.

I enjoy Banished recently and i really really want to play New Medieval Town BETA 0.7!
But, this mod crash colonialcharter mod.
So, i can't play this mod with colonialcharter mod.  :'(

Please, tell me how to play this mod with colonialcharter mod.

Thank you. Have a nice day!  :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on April 30, 2015, 08:44:28 PM
this mod does not crash colonial. it is something else that crash your game. which other mod do you have ?

be sure to put this mod on top of the list in case, the first mod on top.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: gogotory11 on April 30, 2015, 09:51:08 PM
Oh...  my mistake..

When I checked New Medieval Town and CC in mods tab, red exclamation mark appeared.
So I  understood that red exclamation mark meant these mods were crashed.

After reading your answer, I know that red exclamation mark is negligible.
Thank you! :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 01, 2015, 12:41:14 AM
to share resources between mods we absolutely need to etablish them in both mods, and set their value and set their graphic files associated with.

and it gives a little warning, but it doesnt mean it will be dangerous.

in the particular case between NMT and CC , the shared files are the flour and the honey. but all the files are identical.
honey are the original files made by the developper.
flour are the files i made and gave to CC with permission to use them :)

so don't worry, both mods works very well together :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Bobbi on May 02, 2015, 07:38:43 AM
Love the start on "corner house". If it will be a store, do you know what kind of store you have in mind?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 02, 2015, 08:56:43 AM
:) it is not a store :) it is something else :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Bobbi on May 02, 2015, 10:55:47 AM
ohhh you tease  :o
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 04, 2015, 01:19:43 AM
Quote from: RedKetchup on April 30, 2015, 05:57:05 PM
Quote from: assobanana76 on April 30, 2015, 12:02:15 PM
oh wow!! what a great news viewing this picture!
after 2nd and 3rd floor another revolutionary idea!!
need more details!!
size? n. family? n. of door? elevable at 2nd and 3rd?
can't wait Red!!

the residences will be same for family (2 adults, 4 children), will have only 2-3 model of floor 2 and 3. will have mainly shops at first level (like this one, it is a shop).
the stairs or doors to go to 2nd and 3rd floor will be each side where the roads are (where i draw some green lines on the screenshot)

and as you can see, to make it fit, each neighbor house haves 5x6 tiles (6 depth) so the corner one needs to be 6x6 including 2 roads (5x5 without roads)
This means that after the construction of the second and third floors will be 6x6 over the road .. right?
I have already found two corners where are perfect !!!!
any idea which shop will put on the ground floor?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 04, 2015, 04:49:13 AM
yeah i have some ideas, like this one, but too soon to reveal the list :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: MightyCucumber on May 05, 2015, 05:01:30 AM
Hey Red, first of all, awesome work so far! This mod is set to breathe a new life to the list of mods we have available, and is a must to everyone who enjoys Banished! :P

Now onto my suggestion - you probably have something similar already planned (indeed you houses can be made to act more or less like this), but would you consider making houses and/or connections between houses that arch over streets? More or less like this:

(http://porviseu.blogs.sapo.pt/arquivo/Viseu_casa_arco.jpg)
(http://thumbs.dreamstime.com/x/medieval-arch-gothic-style-castle-france-35597497.jpg)
(http://i1.trekearth.com/photos/69332/12334.jpg)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 05, 2015, 05:39:06 AM
yes i can, after the corner houses :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on May 05, 2015, 06:05:48 AM
basically your 2nd story is already working like this.
at least thats how @assobanana76 (and me) and probably others use it ;)

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Paeng on May 05, 2015, 01:36:52 PM
Quote from: MightyCucumber on May 05, 2015, 05:01:30 AMwould you consider making houses and/or connections between houses that arch over streets?

A little browsing shows this has already been suggested and discussed -

http://worldofbanished.com/index.php?topic=786.msg15029#msg15029
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: bubbamcgee on May 08, 2015, 04:47:30 PM
@RedKetchup - Not sure if you are aware or not... the roofline of the dentist, barber, and doctor building showing their front edges through the second story buildings.  Will this be fixed in an upcoming release???
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 08, 2015, 05:35:34 PM
gonna go check
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: bubbamcgee on May 09, 2015, 03:17:41 PM
@RedKetchup Did you get a chance to look at the doctor, barber, dentist roofline issue that I reported yesterday?  If so, did you notice the roofline showing through the second floor buildings, or am I seeing something that I shouldn't?   :-\
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on May 09, 2015, 05:35:57 PM
@bubbamcgee i don't know if @RedKetchup did see it already, since he's quite busy with the other mod, which is gonna be awsome too :D


included is a screenshot where the roofline is indeed visible through the 2nd floor windows and walls.

Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 10, 2015, 01:08:30 PM
oh i see it , thanks !

a picture worth a thousand words :)
gonna go fix it right away
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 10, 2015, 01:37:08 PM
fixed ! Thanks you. anything else to fix ? gonna try to upload a 0.7a patch
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: bubbamcgee on May 10, 2015, 02:28:54 PM
@RedKetchup Looks great with the changes!  Don't see any other issues.   :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 10, 2015, 03:52:26 PM
ok, tomm i ll release a 0.7a :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: noobee on May 10, 2015, 04:57:17 PM
Quote from: RedKetchup on May 10, 2015, 03:52:26 PM
ok, tomm i ll release a 0.7a :)

Maybe you can change the bath house to act as a herbalist\apothecary? It would make more sense if people go there with some minor health issues and not the highly infectious diseases, it's a public place after all. I remember you wanted to add soap and as I understand it's not possible to make it act as herbs, still you could just make a herbalist run the place and use the usual herbs.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: bubbamcgee on May 10, 2015, 06:10:43 PM
@RedKetchup - So, will this quick update happen to include the corner building??  Please say yes because I have two corners in my town that need spaces filled with your awesome work. ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 10, 2015, 09:22:29 PM
Quote from: bubbamcgee on May 10, 2015, 06:10:43 PM
@RedKetchup - So, will this quick update happen to include the corner building??  Please say yes because I have two corners in my town that need spaces filled with your awesome work. ;D

unfortunately, not yet  :'( i need to release a new Medieval Castle build before i go back. but i need to fix those things in there, which piss me off ^^ and cause that , i work less on it ^^
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 11, 2015, 01:33:19 AM
Red, sit .. stay easy..
someone has wrought me !!
looks this 2nd and 3rd floor !!!  ;D ;D
http://colonialcharter.com/media/kunena/attachments/4296/2015-04-24_00012.jpg
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 11, 2015, 02:11:59 AM
Quote from: assobanana76 on May 11, 2015, 01:33:19 AM
Red, sit .. stay easy..
someone has wrought me !!
looks this 2nd and 3rd floor !!!  ;D ;D
http://colonialcharter.com/media/kunena/attachments/4296/2015-04-24_00012.jpg

i am always amazed to see those magnificient houses :)
they are so wonderful :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 11, 2015, 02:16:03 AM
Quote from: RedKetchup on May 11, 2015, 02:11:59 AM
Quote from: assobanana76 on May 11, 2015, 01:33:19 AM
Red, sit .. stay easy..
someone has wrought me !!
looks this 2nd and 3rd floor !!!  ;D ;D
http://colonialcharter.com/media/kunena/attachments/4296/2015-04-24_00012.jpg

i am always amazed to see those magnificient houses :)
they are so wonderful :)
then you'll be amazed when I will fulfill even the condo with under tributary, stock piles, roads and "fake" pasture !!
everything is already in my head!
I just have to work overtime to stonecutters and miners!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: Ayashe on May 11, 2015, 02:28:59 AM
Yes Redketchup  your houses are amazing loved working with them so many possibilities  am fiddiling around with your new buildings a bit getting new ideas <3
ans assobanana i came up with the idea because of you thank you:)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 11, 2015, 02:33:44 AM
Quote from: Ayashe on May 11, 2015, 02:28:59 AM
Yes Redketchup  your houses are amazing loved working with them so many possibilities  am fiddiling around with your new buildings a bit getting new ideas <3
ans assobanana i came up with the idea because of you thank you:)
the credit goes all to Red and his imagination!
I only thought to make an use .. "alternative" ..  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 11, 2015, 02:41:32 PM
Quote from: Ayashe on May 11, 2015, 02:28:59 AM
Yes Redketchup  your houses are amazing loved working with them so many possibilities  am fiddiling around with your new buildings a bit getting new ideas <3
ans assobanana i came up with the idea because of you thank you:)

thanks you for your reply :)
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: pattiepicc on May 11, 2015, 07:04:34 PM
I love it.. when will it be ready and where can I download!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: chillzz on May 11, 2015, 07:09:03 PM
current version beta 0.7 can be downloaded on page 1 of this topic.
Underneath the green arrow you will find a .pdf file which has the download links
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 11, 2015, 09:49:29 PM
sorry i know i said today about update 0.7a....
but it will be tomm morning USA after a coffee or two....

i need to double check couple of things to be sure and tonight i m too much tired, i am very far to have slept enough
(was up for 26 hrs and then i slept only 2-3 maybe 4 hrs ... which not enough after a 24hrs+)

tomm
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 12, 2015, 12:23:36 AM
Quote from: RedKetchup on May 11, 2015, 09:49:29 PM
sorry i know i said today about update 0.7a....
but it will be tomm morning USA after a coffee or two....

i need to double check couple of things to be sure and tonight i m too much tired, i am very far to have slept enough
(was up for 26 hrs and then i slept only 2-3 maybe 4 hrs ... which not enough after a 24hrs+)

tomm
and.... "tomm"... mean???
26 hours??  :o
making modding earn two hours a day ??
They could be useful!  ;D
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 12, 2015, 03:12:20 AM
tomm = tommorow ^^

yeah i do that often. you know like today, it is 6AM and i just woke up. what you think that will happend ? at 10PM i will fall asleep ? no. probably i will end up to stay late and i will see the sun rising... and it will be 6AM again, and will be another 24hrs i will stay up :S

always like that, often.
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 12, 2015, 03:32:14 AM
Quote from: RedKetchup on May 12, 2015, 03:12:20 AM
tomm = tommorow ^^

yeah i do that often. you know like today, it is 6AM and i just woke up. what you think that will happend ? at 10PM i will fall asleep ? no. probably i will end up to stay late and i will see the sun rising... and it will be 6AM again, and will be another 24hrs i will stay up :S

always like that, often.
but.. modding is your work?
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 12, 2015, 04:01:26 AM
i am retired, not working !
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: assobanana76 on May 12, 2015, 04:29:45 AM
Quote from: RedKetchup on May 12, 2015, 04:01:26 AM
i am retired, not working !
well not really!
you're working day and night for us !!  ;D
we can't thank you never enough!
Title: Re: New Medieval Town BETA 0.7 with 14 new commercial buildings.
Post by: RedKetchup on May 12, 2015, 06:05:01 AM
hehe

uploading presently the 0.7a on OneDrive/Mega :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 12, 2015, 06:28:44 AM
New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch) IS UP !!!!!!

Bugfixes : 0.7a :
Fixed roof of : Clinic, Barbershop and Dentist
Fixed Bathhouse : sick people should no longer go to bathhouse to get healed.


AVAILABLE on the 1st Page, 1st post.  ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Nilla on May 12, 2015, 06:31:54 AM
Have you changed the production numbers of the bakery?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 12, 2015, 06:38:27 AM
Quote from: Nilla on May 12, 2015, 06:31:54 AM
Have you changed the production numbers of the bakery?
i did not Nilla. should have ? or at least i dont think lol......... let me see LOL


bread:
16 flour = 9-12 breads

cake :
8 flour 4 honey = 16-20 cakes

pie :
8 flour 4 honey 6 fruits/nuts = 16-20 pies


that are the numbers i have in my files
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Nilla on May 12, 2015, 06:55:52 AM
I just wanted to know. If you change it or not; it's up to you.

I think it's way too profitable to produce pie, others like it that way.

You can't please everyone.  ;)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 12, 2015, 08:33:23 AM
Quote from: Nilla on May 12, 2015, 06:55:52 AM
You can't please everyone.  ;)

no i cant please everyone... i learned it the hard way ^^lol
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Brotte on May 14, 2015, 01:36:01 AM
Hey there Red.

As a long time lurker, first time poster, I have to start by praising your magnificent work here.
My keyboard is shorting due to me drooling so badly over it  :D
So plz keep up the good work, so I can sue you for a new keyboard  ;)

Jokes aside, have you thought about making a corner building facing the inside corner of a road? You know, the opposite corner of what your current corner shop faces. I'm trying to make a sort of courtyard/market/industry hub surrounded by your 3-floor housing, but it seems unfinished without anything to fill in the corners.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 14, 2015, 07:08:33 AM
hey welcome @Brotte  :)

thanks you for your first reply :)

inside corner ....... ?

you mean kinda like ..... this tower ?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Brotte on May 14, 2015, 08:19:56 AM
That's exactly what I mean, Red. But just with 3 floor houses and not the tower...
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 14, 2015, 09:10:19 AM
i know ^^ it we just an emample already made in my 'castle' part ^^

i didnt thought about that ...
but i can keep it mind :)

no promises though, but i ll think about it.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: MightyCucumber on May 14, 2015, 09:57:16 AM
Speaking of houses, I think you've tried this out before but I'm not so sure: have you considered making a second floor house to be put on top of the NMT Mills as a miller's residence? Much like you already do with the tailor, brewer and baker. :)

This is just an idea I had, since the top of the Mills have rails - it's be fun to have them enter the door at the bottom and them hanging arround at the top of the mill. ;)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 14, 2015, 10:38:30 AM
the mill isnt big enough to hold an house :P
at least i mean my design of it. it would need to be more bigger
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: chillzz on May 14, 2015, 06:49:46 PM
Quote from: MightyCucumber on May 14, 2015, 09:57:16 AM
Speaking of houses, I think you've tried this out before but I'm not so sure: have you considered making a second floor house to be put on top of the NMT Mills as a miller's residence? Much like you already do with the tailor, brewer and baker. :)

This is just an idea I had, since the top of the Mills have rails - it's be fun to have them enter the door at the bottom and them hanging arround at the top of the mill. ;)

Quote from: RedKetchup on May 14, 2015, 10:38:30 AM
the mill isnt big enough to hold an house :P
at least i mean my design of it. it would need to be more bigger

if, and only if @RedKetchup is thinking about adding a millers house to the windmill, it would be best like the hunters cabin in my opinion.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Darkbibou on May 15, 2015, 09:15:03 AM
This mods keeps getting bigger and bigger ! (+ better and better) ^^

Are you planning to release it (and the castle + canal mod) on Steam @RedKetchup ?

Do people want full french versions of these new mods ? :)

If the answer to the first question is "no" and the answer to the second is "yes" then things will be a bit complicated.

Indeed, I always post my translated versions on Steam but it is no longer possible to do so without access to a part of the source code of the mod (or the bin folder actually).
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 15, 2015, 09:19:12 AM
i really dont know yet. probably french people will need to download from a cloud storage :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Darkbibou on May 15, 2015, 09:43:13 AM
Quote from: RedKetchup on May 15, 2015, 09:19:12 AM
i really dont know yet. probably french people will need to download from a cloud storage :)

The number of player that will find and be able to download the translation from a link to a file hosted in the cloud and published here on WoB is way too low :(

In addition, most players prefer the automatic installation process provided by Steam and don't trust external content.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: MightyCucumber on May 15, 2015, 06:06:35 PM
Hey Red, I had an idea to enhance the mod a bit (just a small detail).

Can you maybe add the sound of bells tolling from time to time to your religious buildings? This would be a neat addition and would make the cathedral even more beautiful. :P
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 15, 2015, 06:10:55 PM
Quote from: MightyCucumber on May 15, 2015, 06:06:35 PM
Hey Red, I had an idea to enhance the mod a bit (just a small detail).

Can you maybe add the sound of bells tolling from time to time to your religious buildings? This would be a neat addition and would make the cathedral even more beautiful. :P

the problem with sounds, it is not 'time to time' it is 'all the time' unless you do a silent ".wav" 5 mins long and somewhere at 3:50 you hear couple of bells tolling ^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: MightyCucumber on May 15, 2015, 06:45:34 PM
That would be perfect! ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Gatherer on May 16, 2015, 03:49:42 AM
Tubullar Bells would be perfect. Don't know 'bout copyright issues though.:)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 01:55:07 PM
meanwhile, doing something different and seeing some request here and there.....

i made the first draw of a Medieval Pond :P keep in mind while seeing the screenshot, that only the first draws. alot would still need to be done.
i know some people will talk about the water color ^^. nothing set and tons of details need to be added ^^


at least i made the nenuphars ^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: MightyCucumber on May 16, 2015, 04:53:09 PM
Oh my God, that's simply awesome! :O I've thought of requesting water lilies for a while now, so this time there was someone with that in mind already. xD

I know this is just a draft, but I think the lilypads are a bit too green. Maybe a more dull texture would fit better with the surrounding grass, as well as fading that dark contour a bit. ;)

Here are some cool textures: https://www.google.pt/search?q=water+lily+texture&newwindow=1&es_sm=122&source=lnms&tbm=isch&sa=X&ei=G9hXVZumDsGuU-a5gdAB&ved=0CAcQ_AUoAQ&biw=1366&bih=643 (https://www.google.pt/search?q=water+lily+texture&newwindow=1&es_sm=122&source=lnms&tbm=isch&sa=X&ei=G9hXVZumDsGuU-a5gdAB&ved=0CAcQ_AUoAQ&biw=1366&bih=643)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 07:52:57 PM
yeah my textures came from that, even the 3 colors of flower. water lily ? i typed nenuphar cause it is how we call those in here. will check to put darker when i will continue :) and put the ..... 'quenouilles' in french ^^ (dunno english word of these)
(http://mag.kanata.fr/files/2013/10/quenouille.jpg)

Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: AzemOcram on May 16, 2015, 08:18:11 PM
If you are referring to the reed-like plants growing nearest the water, they are called Cattails in English because their seeds/flowers (whatever you call the tube shaped gametophyte carrying part of the plant) vaguely resemble the tails of cats. Some people call them rushes but I only heard that term in an old children's story about Cap o' Rushes.

Anyway, I really like the way your new buildings look. I think that Colonial Charter 1.4, New Medieval Town, 3 Story Houses, and my WIP Rowhouse mod will combine nicely to make good, realistically dense cities in Banished.

--Ocram
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 08:33:44 PM
yeah the mods are melting well together and it is only a 'must' to use them all :)

so.... cattails ?

;D


that will be my cattails ^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 08:45:31 PM
i think i ve put a bit too many ^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 08:59:55 PM
lol  ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 16, 2015, 10:49:43 PM
thats pretty much that.

what you all think of it ?


(http://worldofbanished.com/gallery/37_16_05_15_11_08_32.jpeg)

Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: sandysan on May 16, 2015, 11:31:48 PM
It's very beautiful. Decorative and useful

Quote from: RedKetchup on May 16, 2015, 08:45:31 PM
i think i ve put a bit too many ^^

I don't think. I lives in front of a pond and there are more rushes on the edge.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: paralias on May 17, 2015, 02:32:30 AM
it's beautifull but i think it looks perfectly round .. maybe a more free form shape
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 17, 2015, 03:33:17 AM
Quote from: paralias on May 17, 2015, 02:32:30 AM
it's beautifull but i think it looks perfectly round .. maybe a more free form shape

the problem is i am not free to shape. these moats things are a pain and dont obey
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: MightyCucumber on May 17, 2015, 05:34:26 AM
I know this is still in the early stage of development, but maybe reduce the number of cattails a bit? :) They seem to be too dense.

Maybe make a dense patch here and there and the rest of the pond all around would just have 1,2 or 3 cattails spread out randomly. Would give a more natural look to it. ;) Also, and this is just my opinion, the green should be a little more similar to the green of the grass.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Bobbi on May 17, 2015, 06:06:38 AM
Agree with @MightyCucumber suggestions. It is very beautiful. In the early shots it looked liked someone was fishing? Will it be a fish pond? I am perfectly happy with just decorative if that's not the case. And as long as we are pestering with requests maybe make more than one size? We should do a new contest when you are done, "Most beautiful village" with only Redketchup mods, or only mods found on WoB.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Paeng on May 17, 2015, 12:49:08 PM
The pond is nice... maybe don't put the cattails in a complete circle?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 17, 2015, 11:21:08 PM
yeah i will try to : try more water textures. try to scarce the cattails abit, and spread them around. about the form, i will maybe add a 1x2 on one side to hopefully break the circle

but first. gonna break out all the mods.
and add 1 master toolbar icon.

medieval castle => 2 different mod : 1 for wall and castle, 1 for water canal building named : Medieval Port.
medieval town => 2 or 3 different mod : 1 for the 3 row housing, 1 for the shops, 1 for the vanilla reskinned buildings.

98% chance the new setup wont be compatible.
i will try to launch that in same time of 1.4 CC launch since people will have to delete all their saves cities anyways^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: assobanana76 on May 18, 2015, 03:29:48 AM
Red, I was thinking ..
only to increase a little bit more your hard work..  ;D
after the vanilla market and the colonial market ..
don't you think we need a medieval market 12x12 ??
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 04:23:21 AM
i dont think :P ??
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: assobanana76 on May 18, 2015, 04:24:26 AM
Quote from: RedKetchup on May 18, 2015, 04:23:21 AM
i dont think :P ??
I was hoping there ...  :'( ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 05:12:36 AM
why should i make another 12x12 market ?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: chillzz on May 18, 2015, 05:21:48 AM
Quote from: assobanana76 on May 18, 2015, 04:24:26 AM
Quote from: RedKetchup on May 18, 2015, 04:23:21 AM
i dont think :P ??
I was hoping there ...  :'( ;D


you could re create an open air medieval market square with all currently available markets, stalls. carts etc.

Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 08:43:05 AM
Quote from: RedKetchup on May 17, 2015, 11:21:08 PM
but first. gonna break out all the mods.
and add 1 master toolbar icon.

medieval castle => 2 different mod : 1 for wall and castle, 1 for water canal building named : Medieval Port.
medieval town => 2 or 3 different mod : 1 for the 3 row housing, 1 for the shops, 1 for the vanilla reskinned buildings.


very bad news too all wished that but...

i wont be able to break out all the mods.i wanted please everyone and do : 1 master icon and have all 4-5 mods go sit on it =>>  is not possible.
even if i copy paste all the files.... the game just copy it and put a 2nd 3rd 4th 5th copy on the main toolbar. and each copy have their sub toolbars sitting on their own copy.

already Medieval Castle should have been part of Medieval Town... i agreed to make it separated => 2 toolbar instead of 1
then seperate Medieval Canals from Medieval Castle => up to 3 toolbar icons
then seperate Medieval Shops from Medieval Town ... => up to 4 toolbar icons....
and so on...

i can understand people want this but not want that ....
i cant please everyone :(

probably i should just abandon everything, sadly
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 08:56:27 AM
or i put some individual icons everywhere like CC:EA and fill them all
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: chillzz on May 18, 2015, 08:58:51 AM
too bad, but you can't please everyone.


Medieval Town
- Housing
- Production
- Markets
- Other (Cathedral, school etc)


Medieval Castle
- Walls
- Bridges
- Canal / Moats


like you have now, is still a good split.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Bobbi on May 18, 2015, 09:32:29 AM
If you can't easily split them, then DON'T. You can't please everyone. As stated before, I would download them all anyway 'cause I love all your stuff. Please don't abandon the project.
I think medieval market is also unnecessary (sorry @assobanana76)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings(Bugfixes Patch)
Post by: bubbamcgee on May 18, 2015, 10:31:04 AM
I agree with Bobbi 110%!  Don't abandon the project.  I do not care if you lump it all into one mod.  The extra stuff that may not apply into the specific town I'm building, I just won't use like parts of the Colonial Charter stuff... no big deal! 

And your idea to
Quote from: RedKetchup on May 18, 2015, 08:56:27 AMput some individual icons everywhere like CC:EA and fill them all
, though not pretty or ideal, is okay as well.  I do not want to see the work you've done on this beautiful project, let alone any of your other mods, to disappear.

Oh, by the way... I do NOT see the need for a medieval market at all.  Especially with the vanilla, CC markets, and your medieval storefronts already in game.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 11:37:37 AM
i tried :( even tried some tricks to make the game and/or the compiler to be blind or brainwashed.... but it doesnt want to cooperate :S
hard to brainwash a machine ^^

i hoped for it, i still thought it was a good idea to have a master icon and make it call everything i do :(
unless Luke knows a way to trick it ... i tried everything i could.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: irrelevant on May 18, 2015, 11:42:01 AM
Quote from: chillzz on May 18, 2015, 08:58:51 AM
too bad, but you can't please everyone.


Medieval Town
- Housing
- Production
- Markets
- Other (Cathedral, school etc)


Medieval Castle
- Walls
- Bridges
- Canal / Moats


like you have now, is still a good split.
To me, this is the logical split.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 18, 2015, 12:00:10 PM
i spent around 10 hrs on that today, from 1 am last night to noon today
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Bobbi on May 18, 2015, 05:16:22 PM
Not being a modder, I am pretty sure I don't understand. But I DO understand it is stressing you out. So do something else you enjoy and stop trying to make the crazy game do what it won't do. Who knows, sometime maybe you will be sleeping and will wake up knowing exactly what to do. And if you never figure it out, 99% of us will be happy with one big ol' mod.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Glenn on May 18, 2015, 05:47:42 PM
Red, no one wants you to abandon your projects as your mods are a pleasure to use and enhance the game immensely.
In my mind your concern over the icons is simply the matter of how to make the project save game compatible without having to demolish everything you have built in a game.
Therefore I suggest your mods need to be uploaded in separate packages as previously mentioned by other people.
Particularly so as it appears a master icon is impossible to build.
You simply need to group the mods appropriately, then when you want to create anything new you can create a new group.
That way people can add any group they want into any game.
In the end you need to do what makes you happy and makes your hobby a pleasure rather than a chore.
The town is a logical group, as is the castle and moat/canal.
If you have other enhancements in mind then the pond could be included to create yet another group.
You may for example have a group with a pond,  an arbour, and other enhancements to build a park in the centre of your town.
There may even be a way to use the work you have done in creating your canal to allow it to create a swimming pool.
Or a group that may have an open air theatre, and sailing boats that sails if possible from one pleasure dock to another.
Or a group for new bridges -- include the existing wooden bridge and add a suspension bridge or an extra wide bridge with towers to be used where your main town is being built.
Remember do what makes you happy and keep up the good work.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: assobanana76 on May 18, 2015, 11:40:10 PM
@RedKetchup
the mod is yours, and make what you think is best and we will appreciate it as well as it will create!

oh .. to everyone else .. no problem .. the medieval market was just an idea!  ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Brotte on May 19, 2015, 03:41:43 AM
I know exactly how you feel Red. The frustration of not succeding in making it perfect when you are a perfectionist. Makes you wanna scream and abandon everything.
Trust me, I've been there (and likely going there again).

Your work is incredible as it is and we all love what you do, so don't give up now. Take a well deserved break and when you return, focus on what makes YOU happy, not me or anybody else. When your mods are done, we'll take it as it is without complaint.

Of course, it's entirely up to you, but I know at least a dozen people that would be very sad (myself included) if you decide to abandon the project...
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Triskel on May 19, 2015, 11:08:06 AM
Red, first of all, I wanted to thank you for all the magnificent work you've been doing to make this game even better. Your medieval buildings and decorations are the backbone of every new town I design. Thanks to you, I feel like I'm playing a completely different game. I just saw the pond and the corner house and I can only say they look amazing. What I like most of your designs is not that they are aesthetically pleasing (Which they absolutely are, by the way) but that they are really easy to combine. Anyway, thank you very much again.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: rkelly17 on May 19, 2015, 11:14:34 AM
Quote from: RedKetchup on May 18, 2015, 08:43:05 AM
probably i should just abandon everything, sadly

@RedKetchup, if you abandon everything the Great God RNG will be very, very angry and might well smite you when you aren't looking!  ;D  ;D

Seriously, do what you need to do. We'll all keep using your current mods and wait anxiously for new ones.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 19, 2015, 11:47:12 AM
@Triskel  thanks you  Triskel

so sorry i was depressed and down when i saw i couldnt do what i want at all
trying to please everyone but sometimes i cant. and i really dont want to fill all the toolbars.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: DesoPL on May 19, 2015, 11:50:13 AM
To be honest... I really enjoy your stuff RedKetchup. :) Thanks for your contributions. :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 19, 2015, 11:50:50 AM
thanks you @DesoPL  :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Paeng on May 19, 2015, 11:56:45 AM
Quote from: RedKetchup on May 19, 2015, 11:47:12 AMso sorry i was depress and down

We understand  ;) 

But hey, I feel you are much too hard on yourself!
With the amount of first rate content you are creating, I don't really mind if you claim a number of menu spots for your work...

Take as many as you need!  ;D



Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: gerns on May 19, 2015, 12:10:54 PM
absolutley, make it easier on yourself , you are giving us a great game with your mods ,let us do some . its the only way we can repay you if this makes any scents. ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 19, 2015, 12:53:05 PM
thx all for the good words :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: DesoPL on May 19, 2015, 01:08:05 PM
I glad mod is really compatible with CC. It's gonna be fun, to make an viliage with stone walls, houses like that etc. :) Through in my personal opinion, stone walls are little bit huge. If we compare to fort wood walls from CC. :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 19, 2015, 01:54:05 PM
yeah i told them they really need to update their walls ^^
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 20, 2015, 04:43:58 AM
I ve just launched the first official release 1.0 on workshop.
they have kinda same version as we have here, + the pond (as i did it last screenshot. will see later if i ll modify it)

will continue soon to make a 1.1 with corner buildings. but not before released a v 0.2 beta fo Medieval Castle with canals.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: liberty on May 20, 2015, 06:23:18 AM
I love your ideas. I was wondering if you could make a dock?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: mellowtraumatic on May 20, 2015, 10:36:14 AM
I've recently come back to Banished and I just want to say, thank you, Red, for everything that you do here. Your mods are must haves in my game. I can't and won't play without them.

I don't mod for Banished but I do for Bethesda games and I know things can get frustrating. Just know that we appreciate all your work and hope that you continue to share your creations with us. :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 20, 2015, 04:07:53 PM
WB @mellowtraumatic  :)

btw question : what if i decide to take Medieval canal part of Medieval Town instead of Medieval Castle ? would people be happy ?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: chillzz on May 20, 2015, 04:58:30 PM
Quote from: RedKetchup on May 20, 2015, 04:07:53 PM
btw question : what if i decide to take Medieval canal part of Medieval Town instead of Medieval Castle ? would people be happy ?
it does not matter for me, i'll have both installed and play with them.


more logical though, wouldn't the medieval town be getting too big.
i.e. if someone just want canal/moat  it's probably way bigger to have NMTown with canals, and not using the rest
then having NMCastle with moats/canals, and not using the walls/towers.



Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: gerns on May 20, 2015, 05:56:17 PM
red---do what you think is best , we will be happy anyway you do it -you are our hero
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: assobanana76 on May 21, 2015, 02:13:10 AM
Quote from: RedKetchup on May 20, 2015, 04:43:58 AM
I ve just launched the first official release 1.0 on workshop.
they have kinda same version as we have here, + the pond (as i did it last screenshot. will see later if i ll modify it)

will continue soon to make a 1.1 with corner buildings. but not before released a v 0.2 beta fo Medieval Castle with canals.
@RedKetchup help me to understand.. be patient..

I saw in the "workshop" the new release!
then you changed your mind! great!

then recapping ... that version 1.0 contains updated building and pond, then you release 1.1 with the "angle buildings".
but here (and even on workshop?) we will find the 0.2 of  castle + canal when you have finished.
correct?

My usual question .. which of these releases is saved game compatible? 1.0? 1.1? castle+canal?

I'm playing with older versions (building only).
What if I subscribe to the 1.0 mod building?

I also saw your "Steph's grain silos". I immediately signed without thinking I had already built the grain silos of the "CC".
so I demolished the CC to build your of workshop .. I risk the crash of the game?

Red last question .. what happens if you decide again to withdraw all by workshops and I have the mod load with I'm playing?

P.S. for me it is not important how you will use the bar .. I underwrite all anyway .. do as you think best !!  ;D
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 21, 2015, 06:25:58 AM
Quote from: assobanana76 on May 21, 2015, 02:13:10 AM
Quote from: RedKetchup on May 20, 2015, 04:43:58 AM
I ve just launched the first official release 1.0 on workshop.
they have kinda same version as we have here, + the pond (as i did it last screenshot. will see later if i ll modify it)

will continue soon to make a 1.1 with corner buildings. but not before released a v 0.2 beta fo Medieval Castle with canals.
@RedKetchup help me to understand.. be patient..

I saw in the "workshop" the new release!
then you changed your mind! great!

then recapping ... that version 1.0 contains updated building and pond, then you release 1.1 with the "angle buildings".
but here (and even on workshop?) we will find the 0.2 of  castle + canal when you have finished.
correct?

Not correct.
workshop has same as here + pond (Beta.0.7a + pond) = workshop 1.0
i will put 1.0 (Beta 0.7a + pond) here too in a .pdf and i will call it 1.0 here too.

the beta phase is finished ! Thanks alot ALL.


then i will release Beta 0.2 Castle here , but not on the workshop
then i will release a 1.1 on Workshop and here in same time ( but not before castle beta 0.2. )



Quote from: assobanana76 on May 21, 2015, 02:13:10 AM
My usual question .. which of these releases is saved game compatible? 1.0? 1.1? castle+canal?

there is no 1.0 castle yet nor 1.1. we only have Beta 0.1 Castle.
and yes : beta 0.1 and beta 0.2 castle will be 100% save compatible.



Quote from: assobanana76 on May 21, 2015, 02:13:10 AM
I'm playing with older versions (building only).
What if I subscribe to the 1.0 mod building?

Which older version ? 0.7 beta ?
the only version non-compatible is Beta 0.4 (with cathedral) and older.

yes you can subscribe to 1.0 workshop without any problem :) you wont have any trouble.



Quote from: assobanana76 on May 21, 2015, 02:13:10 AM
I also saw your "Steph's grain silos". I immediately signed without thinking I had already built the grain silos of the "CC".
so I demolished the CC to build your of workshop .. I risk the crash of the game?

Good :) but you didn't need to demolish the CC one. it is totally 2 different mod. even all the graphic files, and the name of the code files are totally different :)
it is also 100% compatible with New Medieval Town :)



Quote from: assobanana76 on May 21, 2015, 02:13:10 AM
Red last question .. what happens if you decide again to withdraw all by workshops and I have the mod load with I'm playing?

P.S. for me it is not important how you will use the bar .. I underwrite all anyway .. do as you think best !!  ;D

make sure you have a copy of the mod (v1.0) somewhere in a folder , haha  ;D ;D in case !
/joking. i wont withdraw them anymore, promise.


PSA.: there will be 2 bar.
1 for New Medieval Town
1 for New Medieval Castle

thats all. i dont make split. people will get what i decide and if it is not enough ok for them, they just have to not download it  :P :-[
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Kimbolton on May 21, 2015, 03:23:23 PM
RedKetchup,

Still following your work and loving all the great stuff you do. You are amazing!!! Don't let things get you down. I really appreciate all your hard work to make this game more interesting and fun!!!
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: DesoPL on May 21, 2015, 11:41:37 PM
I wonder, if in next update might be appear new fisherman dock or new town hall look? Well i don't have anything against the vanilla town hall look, but maybe more medieval?

By the way i forgot. Why trader is needed to water tower?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: chillzz on May 22, 2015, 08:31:18 AM
Quote from: DesoPL on May 21, 2015, 11:41:37 PM
By the way i forgot. Why trader is needed to water tower?
there is no need for a trader.
Water tower needs to be run by a vendor, who taps ("sells") the water.
a production building always need a worker to get output.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 22, 2015, 10:25:15 AM
Alot of people use the CC:EA mod which add dozen and dozen of new professions which is way too big already, and next CC 1.4 that is incoming in the next weeks.... and will add another dozen of profession, again...

My goal is not to add again to the profession list. I had to make a choice with which profession will take care of it. With some analogy about the water traders in some movies/games i decided to use traders to occupy this function :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: cmac86 on May 22, 2015, 11:06:33 AM
Is there anyway to have an all wooden white house without grey stone? as a choice? i would really love that because some medevil houses are just all wooden with white.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 22, 2015, 11:59:18 AM
no there is not :( sorry. all 1st floor have stones
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: The Pilgrim on May 22, 2015, 12:23:14 PM
I was wondering Red, is it possible to make the resource requirements of the 1st floor houses the same as, or similar to the 1st floor shops?  I feel that the stone in particular should not be double just for being a residence as opposed to a commercial building.  Thanks for all your amazing work.





PS to the moderators, the primary colors are red, yellow and blue, not green
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: DesoPL on May 22, 2015, 12:23:57 PM
I am curious.

Turkeys as pasture animals like sheeps etc? If so, what production might be?

Also. Did an meat shop you added to mod, work with fishes produced by fishserman dock or fish farm?
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 22, 2015, 12:37:19 PM
Quote from: DesoPL on May 22, 2015, 12:23:57 PM
I am curious.

Turkeys as pasture animals like sheeps etc? If so, what production might be?

Also. Did an meat shop you added to mod, work with fishes produced by fishserman dock or fish farm?

yes
meat doesnt have a special 'tag' it is part of the general 'protein' tag.
protein tag :
meat, fish, nuts, dairy, eggs, honey.

turkey ? is not like sheep, it is more like chicken, big chicken. but i dont think people eat turkey eggs though




The Pilgrim : gonna check what i did :S
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: AzemOcram on May 22, 2015, 12:50:15 PM
Maybe turkeys should generate feathers instead of eggs if they can only generate 1 resource while alive. By the way, how does your Medieval Cathedral compare to the Monastery and Colonial Cathedral? I never had the resources to build any of them (and I never used the cheat program or debug mod).

Btw, the primary additive colors are Red, Green, and Blue. The primary subtractive colors (for printing on white paper nowadays) are Cyan, Magenta, Yellow, and Black. That is why screens say RGB and printers say CMYK. On a screen, yellow is a mixture of red and green light.

Keep up the great work!

--Ocram
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 22, 2015, 12:57:11 PM
Quote from: AzemOcram on May 22, 2015, 12:50:15 PM
Maybe turkeys should generate feathers instead of eggs if they can only generate 1 resource while alive. By the way, how does your Medieval Cathedral compare to the Monastery and Colonial Cathedral? I never had the resources to build any of them (and I never used the cheat program or debug mod).

Btw, the primary additive colors are Red, Green, and Blue. The primary subtractive colors (for printing on white paper nowadays) are Cyan, Magenta, Yellow, and Black. That is why screens say RGB and printers say CMYK. On a screen, yellow is a mixture of red and green light.

Keep up the great work!

--Ocram

an animal doesnt absolutely need to produce something while alive. before i add milk to cattle, cattle were producing nothing.

the cathedral ? it is MAJESTIC to compare the little monestary, church and CC cathedral that is in fact my monastery scaled a bit bigger and new windows on it.
you really need to build it :)

it is a Wonder, and worders arent built in a day or week. it takes years :)
it is the work of a lifetime.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Gatherer on May 22, 2015, 02:19:50 PM
Quote from: RedKetchup on May 22, 2015, 12:57:11 PM
it is a Wonder, and worders arent built in a day or week. it takes years :)
it is the work of a lifetime.

I started building it in Late Spring '51 and finished it in Summer '53.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 22, 2015, 02:30:18 PM
Quote from: Gatherer on May 22, 2015, 02:19:50 PM
Quote from: RedKetchup on May 22, 2015, 12:57:11 PM
it is a Wonder, and worders arent built in a day or week. it takes years :)
it is the work of a lifetime.

I started building it in Late Spring '51 and finished it in Summer '53.

sweet 2 years  : thats super good :) if you dont have fully the material to start it ... it can be longer, time you gather the mats :) and on a lower population , sometimes you can pull the builders nd prioritize some other buildings.... so ... looks 100% good :)


btw. I released the first Official New Medieval Town v 1.0 on workshop and here in download section. the file is hosted by MediaFire :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Gatherer on May 22, 2015, 04:32:26 PM
It looks fantastic!

Should be more expensive imo though.
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: Stephen122334 on May 22, 2015, 08:38:31 PM
I only managed to build it in my last town  :D
I was so proud I uploaded screenshots on steam and the cc website.  8)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 23, 2015, 04:59:39 AM
the cathedral is great no ? it add so much at the look of a city :)
Title: Re: New Medieval Town BETA 0.7a with 14 new commercial buildings. (Bugfixes Patch)
Post by: RedKetchup on May 23, 2015, 06:53:57 AM
BUGFIXES and CHANGES :
1.02 : Changed the number of members of the library to 60. reduced alot of almost all building costs BUT the cathedral.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 07:44:50 AM
now that Medieval Castle BETA 0.2 is launch ....

i ll go work on the Medieval Houses Corners ^^  YAY ^^ lol
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on May 23, 2015, 08:27:17 AM
Regarding Turkeys (the feathered kind!  ;D ): Geese would be better for Medieval theme. Turkey came fairly late to domestic production, well after the Medieval period. Geese could produce meat and feathers which could lead to a whole new production chain where the feathers are sown into bedding which leads to burning less fuel (That part is probably beyond what Banished can accept in modding, but it's a nice idea).

This is just a suggestion, of course; everyone should feel free to ignore it.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 08:44:02 AM
i just dont see 'how' we can apply this into games. but i keep the idea into the shadowed part of my brain ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on May 23, 2015, 08:52:44 AM
Quote from: RedKetchup on May 23, 2015, 08:44:02 AM
i just dont see 'how' we can apply this into games. but i keep the idea into the shadowed part of my brain ^^

A place where I am sure that there are many interesting ideas fermenting!

I get what you mean by the problem of the "how." How does the game distinguish between wood and stone houses for fuel consumption? Some entry in the .rsc file?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 09:59:01 AM
yes we set the number in every residence .rsc :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 10:03:21 AM
i am finishing (alot to do for the first one ^^) the very first corner 1st level shop :)

to refresh your memory .... i repost the screenshot i gave you
i let you try to guess what it is ^^ haha
you will all <3 me ^^ :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on May 23, 2015, 11:02:57 AM
ìt's something like a church / hospital  with the max # of attendants.. and has a happiness factor, since they'll idle there..

hmmm what kind of 'center' could it be...
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 03:16:02 PM
nobody found out what was this first corner building ?


it is kinda hard to find ideas that arent already taken in CC:EA and future CC:?? that will be launch in 1-2 days ^^


i will let the pictures talk :)


screenshot 1 : 1st medieval corner building shop :)

screenshot 2 : the first project that goes with it :) of course it is a raw draw but will put alot more details in it ^^
i am open to comments and sugestions :) i need 4-5 more projects for this new building
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Stephen122334 on May 23, 2015, 04:11:32 PM
Amazing, You always surprise me with your creations  8)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 23, 2015, 04:15:58 PM
i need to find ideas that nobody has taken already ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: irrelevant on May 23, 2015, 08:27:15 PM
Stonehenge; brilliant!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on May 24, 2015, 02:45:26 AM
White House?
Obelisk?
Arch of Triumph?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: MightyCucumber on May 24, 2015, 04:04:56 PM
Dat Stonehenge. 8)

You'll probably do this already since it's only a very early stage of development, bur rounding the edges of the rocks would make wonders. :P
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on May 24, 2015, 05:23:14 PM
Wow! nice work @RedKetchup :)


since its Medieval time setting and archaeological center, items could be :
- Tower of Pisa
- Obelisk(s)
- Pyramids
- sfinx
- statue of zeus
- Buddhas of Bamiyan
- Temples (like the once in Greece)
- Colloseum (Rome)
- Castle(s)


mythological :
- Camelot castle
- Fountain of Youth


etc. etc.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Glenn on May 24, 2015, 06:41:48 PM
Hi Red,

I think your idea of old ruins is a great idea and if I could model I would have put them in the game a long time ago.

3D Warehouse has changed its terms of use and states its material is freely available for all to use.

Here are a few links to ruins that may wet your appetite – there is a lot of material to use if you are so inclined.

https://3dwarehouse.sketchup.com/model.html?id=21bf9f8ef222373ca59df3d64058c9c2

https://3dwarehouse.sketchup.com/model.html?id=42970770eb66fd62bba33e30aa2274ae

https://3dwarehouse.sketchup.com/model.html?id=4c3ee1ebf98ca8ad89ee404d2c88d9f9

https://3dwarehouse.sketchup.com/model.html?id=edb22ff1e7dbf6fe856190ecd3b03973

https://3dwarehouse.sketchup.com/model.html?id=7e6b7670fc171004ea59a353bd950aab

https://3dwarehouse.sketchup.com/model.html?id=1307ca8d0747d0ae38011e704b6406f9

https://3dwarehouse.sketchup.com/model.html?id=c5948d670612b82c38011e704b6406f9

https://3dwarehouse.sketchup.com/model.html?id=a9cd5bce6f06f48abf7b0e97ecdaba78

Textures

https://3dwarehouse.sketchup.com/model.html?id=29ce71f14b65a997c098c5818fb85eba

You could also think about a type of building to place near an archeological site.

https://3dwarehouse.sketchup.com/model.html?id=254f0c1f2e28fb61b666659105cc9717

https://3dwarehouse.sketchup.com/model.html?id=e6b498a19539404bbca1f0ee09a7c4e0

https://3dwarehouse.sketchup.com/model.html?id=u25be83f7-4bb7-462b-a587-eba78c6834db

https://3dwarehouse.sketchup.com/model.html?id=ff79b76e5b3e1c995647e2c82bc9822b

You could have new professions -- guide, diggers, Professor, and a trader who trades artifacts at very high prices.

These are simply a few thoughts that may or may not be of interest to you.


Title: Re: Discussions : New Medieval Town v 1.02
Post by: Glenn on May 24, 2015, 07:59:04 PM
If you click on the creator of the last link in the first group --  }-M@N0->    -- you will find several bridges which caught my eye a long time ago – I really do need to learn hour to mod – never enough time – maybe in the future, I hope.

https://3dwarehouse.sketchup.com/model.html?id=8e858d28ee66b9a9a37f7ac8ed7f2f39

https://3dwarehouse.sketchup.com/model.html?id=7cc833888b7e8ba2a37f7ac8ed7f2f39

https://3dwarehouse.sketchup.com/model.html?id=10be25b87cdb994ef725dbc7568ab96d

There is a wonderful collection of structures that may be of interest to you.

If these bridges could be added to Banished they would make a fabulous addition to the game.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 24, 2015, 08:33:38 PM
thanks !! yeah that are ideas i need :) i asked for it ... :)
thanks you for the list and for the links :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: liberty on May 25, 2015, 04:15:58 PM
Hey red. I wanted to let you know about a problem I'm having. The  mid evil hardware store guy keeps taking stuff out and putting it back in. Just wanted to let you know so it can be fixed
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 25, 2015, 04:17:17 PM
maybe then cause you have CC ? and CC is first on top ? something about material ? let me see

general store ? or stone shop ?
and what he tries to take and put back in ? which resource ?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 25, 2015, 04:27:36 PM
general store should try to get : Tool | Fuel | Textile;
stone shop thay should try to get : Stone | Iron | Wood;
Title: Re: Discussions : New Medieval Town v 1.02
Post by: liberty on May 25, 2015, 04:45:37 PM
Yep I have the new cc on top. Might be the problem.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 25, 2015, 05:06:42 PM
i just did it as you ll be able to see in my screenshot and everything is working properly. i have CC:GL on top and NMT 2nd, just under the CC:GL

what other mod you use ?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on May 26, 2015, 12:35:46 AM
Quote from: RedKetchup on May 23, 2015, 10:03:21 AM
i am finishing (alot to do for the first one ^^) the very first corner 1st level shop :)

to refresh your memory .... i repost the screenshot i gave you
i let you try to guess what it is ^^ haha
you will all <3 me ^^ :)
@RedKetchup
how the archaeological store work?
input? output?

Red, however very spectacular this building!
with each release I'm making my city more and more beautiful!
It will be a masterpiece!  ;D

It will fit with the previous three-story buildings?
e.g. it may close to "U" this market (that is 12 tiles wide)?

(http://images.akamai.steamusercontent.com/ugc/529509029269716117/F00E29FD3E983E1770AFB624F3C8D347C536A88D/)

P.S. I can not resize a photo ??
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on May 26, 2015, 12:39:18 AM
oh!! I forgot!!!
please.. the Buddha!!!  ;D
perfect in the center of the center garden!!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on May 28, 2015, 02:02:21 AM
@RedKetchup
Red! what happened?
What did I do wrong ??
I was convinced that the medieval houses were deep 4 tiles ..
I built a space of 12 tiles to make the market.
I started building mirror and when I crossed the buildings I found myself with a space of just two tiles .. why?
under the picture ..

(http://images.akamai.steamusercontent.com/ugc/532894792280074990/D65454EC5FCA6455DFB62B808F399643C69DFE29/)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 28, 2015, 03:14:19 AM
you probably miscalculated the store/residence has 6 '' depth (with the road included) (5 depth without the road) by 4""+ 2x1 (for 2nd and 3rd floor)

so archeology corner buildings have 6x6 including 2 roads ( one north-south , one east-west ) (5x5 without the roads)
if you count the 2nd floor and 3rd floor , it will be 7x7 (2nd floor to the east, 3rd to the north)(same as other house left and right , but in a corner fashion)

for the moment they craft Archeology Artefacts (like beekeepers craft honey) i could have make them spawn everywhere like a ressource but it wouldnt be comaptible with any other 'start' like ToL or CC and would require it own start. so i decided to just RP (Role playing) the fact they wander around get artefact ^^

when you have enough piece, you can restore old monuments (from a toolbar list)

Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on May 28, 2015, 04:02:02 AM
I do not know why but of the medieval houses have only ever considered the width 4 + 1 + 1 and never the depth ..  ;D
this could be the reason why I planned farmhouse on excel and then during the construction there weren't inside the buildings and crops / orchard!  >:(
I had to demolish everything and rebuild simultaneously to transfer the evicted families but now will be a spectacular market!
with 5 tiles in the central corridor in which to look out the single stall and some ground floor shop!

great idea of collecting pieces to build the artifact ...
It is credible!
which artifact you choose between all the links that you sent?
It will be the center of the center of my center nature park !  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 28, 2015, 07:50:09 AM
you collect artefacts and when enough you build something. the price range to build archeology sites can range from 250 Archeology Artefacts for simple ruins to 500 for stonehedge or 750-1000-1200 for others :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on May 28, 2015, 12:06:35 PM
I got somekind i guess weird idea.

What about making an decorate set of castle walls etc ruins? Might be fun see it.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: daisyj201 on May 28, 2015, 04:03:47 PM
^^^What about making an decorate set of castle walls etc ruins? Might be fun see it^^^

That would be super cool!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 28, 2015, 06:03:34 PM
possible :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on May 28, 2015, 06:49:17 PM
since you're busy with water and castles.... what about   atlantis somewhere in the middle of a lake ? :P
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 28, 2015, 08:49:45 PM
lol
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on May 29, 2015, 04:14:12 AM
Also Red little question about canals you maked in latest update.

Is possible to make this cannals connection to lake / river on map or it was difficult? If you might show in screenshots might be appreciated.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on May 29, 2015, 10:09:12 AM
no, it easy to make the connection to a river or lake. the merchant isnt difficult.

if you want to be graphically best looking possible, you would want to connect it  on a beach side that is the most 'straight'
in wait i do a real connect piece
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 04, 2015, 04:32:21 AM
@RedKetchup
here we are!!
I had to widen all of 3 tiles, demolishing and rebuilding a whole row of houses !!
that work!
but I did it!
now I have to finish the individual stalls and embellish with decorative items!

(http://images.akamai.steamusercontent.com/ugc/532894792295790562/9D7EB7C449B362F84742AA75C7AAB2F04FFE9DAA/)

(http://images.akamai.steamusercontent.com/ugc/532894792295792084/B68336362114500D1B1CC503C2A6BCB30EBC22BC/)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 07, 2015, 01:18:11 PM
i know i not giving alot of news lately, i am kinda in break, again :(

but i still did a little thing :)

Medieval Hostel :)

usually the vanilla ingame hostel has 5 families of 5 citizen each.
i am planning to make it 3 families of 5, but since we will able to add a 2nd floor and a 3rd floor of these.... 3x 3 Fam of 5 = at the end it can give 9 families :)

i know there isnt alot of change in my materials... but this one doesnt have stones at first floor,
the stucco-ish isnt yellow/pink/peach-ish color but more a white color
the wood also is different, it has a more rich and more warm wood color
and i made a new color for the canopies :) black and white.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 07, 2015, 02:04:28 PM
:O i like i like it!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 07, 2015, 03:27:40 PM
Me, too. ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 07, 2015, 10:04:47 PM
This House looks fun! i would like suggest also some like quary houses from CC, but you can build them in canals you created before.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 07, 2015, 11:45:10 PM
what you mean by quarry house ?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 08, 2015, 12:49:14 AM
@RedKetchup
very very nice !!  ;D
and 9 families !! very very functional !!
I would have been very useful with my first arrival of nomads !!
instead build nine homes !!
I can not wait to be ready !!
the dimensions remain the same house / shop corner?
6x6 in the road side?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 08, 2015, 03:03:57 AM
Quote from: assobanana76 on June 08, 2015, 12:49:14 AM
6x6 in the road side?

yup, same as the other corner buildings :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 08, 2015, 04:10:00 AM
Quote from: RedKetchup on June 08, 2015, 03:03:57 AM
Quote from: assobanana76 on June 08, 2015, 12:49:14 AM
6x6 in the road side?

yup, same as the other corner buildings :)
then, to close the market, after the total reconstruction have a space of 15 tiles ..
I still have 3 tiles in the center .. decoration on the right and left main access road!
how to fit together with the other medieval buildings?
windows remain whole?

(http://images.akamai.steamusercontent.com/ugc/532894792295790562/9D7EB7C449B362F84742AA75C7AAB2F04FFE9DAA/)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 08, 2015, 04:40:40 AM
yeah windows are same. tried another one, but was looking strange and not really good.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 08, 2015, 04:47:37 AM
Quote from: RedKetchup on June 08, 2015, 04:40:40 AM
yeah windows are same. tried another one, but was looking strange and not really good.
great! then I will let the space waiting ..
in the meantime I have to finish building all the single stalls with all the decorations!
you know .. with only one builder will take me at least two years!  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 08, 2015, 06:46:44 AM
I apologize, i mean Quayside Houses. ;/
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 08, 2015, 08:05:48 PM
wondering if it isnt ... too much ? for a 2nd floor :P
of course, none of the floors have canopies in the back ^^

take 5 or 10 mins and look closely :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 08, 2015, 09:21:45 PM
Looks quite good, yet still i would like see comparsion to other houses via game. I mean houses from CC, normal ones and from Medieval Town.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 08, 2015, 11:43:01 PM
Quote from: RedKetchup on June 08, 2015, 08:05:48 PM
wondering if it isnt ... too much ? for a 2nd floor :P
of course, none of the floors have canopies in the back ^^

take 5 or 10 mins and look closely :)
great!! great!!!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 09, 2015, 06:47:59 AM
@RedK:

I have a question about the Health items in NMT - I built a whole group of them in my last town, and it seems to me that they have that old nasty habit of spreading disease... it doesn't look like the peeps are idling around these buildings (as they do around a default Hospital), but I keep seeing sick people "spawning" around them at a hellish rate.

Should I use "Bobby Doctor House" again? Will it help with all the new buildings as well?


Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 09, 2015, 07:01:25 AM
Quote from: RedKetchup on June 08, 2015, 08:05:48 PM
wondering if it isnt ... too much ? for a 2nd floor :P
of course, none of the floors have canopies in the back ^^

take 5 or 10 mins and look closely :)

It looks quite nice. If you find it too much, you could try to take away the canopies on the side of the second flor and only keep them at the corner (and on the first flor).
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 09, 2015, 08:17:05 AM
Quote from: RedKetchup on June 08, 2015, 08:05:48 PM
wondering if it isnt ... too much ? for a 2nd floor :P
of course, none of the floors have canopies in the back ^^

take 5 or 10 mins and look closely :)

My couple of cents:

- Remove 2nd floor middle windows on all 4 sides and place diagonal wooden cross on the wall that the NMT 3-story houses have.
- Put flowers on the remaining windows and/or balcony fence.
- Get rid of 2nd floor canopies.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on June 09, 2015, 09:58:49 AM
Quote from: Paeng on June 09, 2015, 06:47:59 AM
@RedK:

I have a question about the Health items in NMT - I built a whole group of them in my last town, and it seems to me that they have that old nasty habit of spreading disease... it doesn't look like the peeps are idling around these buildings (as they do around a default Hospital), but I keep seeing sick people "spawning" around them at a hellish rate.

Should I use "Bobby Doctor House" again? Will it help with all the new buildings as well?

Remember that every disease has a radius of contagion and anyone inside the circle has a chance of getting the disease--that's why idlers get sick. I think most of the circles are eight, but cholera and one other might be ten. I've been use Bobbi Doctor House and building a stone wall 8 spaces out from my hospital (Thank you @RedKetchup for both the walls and Bobbi Doctor House). The other day some fool nomad brought cholera into the town and I couldn't get rid of it because people walking past the hospital kept getting sick. (expletive deleted)!  >:(  Chances aren't high of getting cholera, but . . . . At any rate, that is why any health facility in the middle of a population center will spread disease. With Bobbi Doctor House citizens don't actively seek out the hospital (not sure about @RedKetchup's other health facilities, though he would probably have to add a desirability score (health happiness) to get people to seek them out), though children will still play near it--play seems to be random.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: bubbamcgee on June 09, 2015, 11:30:31 AM
@RedKetchup - Having canopies on the first floor with a deck above it looks rather odd and cannot say that I've seen this setup in real life.  Maybe you could create two different versions of the first floor... one with and one without canopies for use when adding a second story.  Just my 2 cents worth... which doesn't amount to much.    :P
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 09, 2015, 12:47:58 PM
Quote from: Paeng on June 09, 2015, 06:47:59 AM
@RedK:

I have a question about the Health items in NMT - I built a whole group of them in my last town, and it seems to me that they have that old nasty habit of spreading disease... it doesn't look like the peeps are idling around these buildings (as they do around a default Hospital), but I keep seeing sick people "spawning" around them at a hellish rate.

Should I use "Bobby Doctor House" again? Will it help with all the new buildings as well?

thats just a 'coincidence' they dont 'make' disease appear, nor they 'help' to spread disease. the disease system and contagion , and the happiness:health doesnt have any link.

the bobby doctor house is only deleting the happiness circle around the vanilla hospital by editing the hospital.rsc and cant change anything for any other building. it is specific to that building.
the Clinic has this feature (or i mean this lack of feature - hapiness:health radius so it doesnt attract)

-------------

i am not 100% sure of all the real effect of these : happiness:keyword but the ones that Luke made in game are :

Cemetary:
   HappinessType _happinessType = Spirit;

Church:
   HappinessType _happinessType = Spirit;

Hospital:
   HappinessType _happinessType = Health;

Market:
   HappinessType _happinessType = Goods;

Tavern:
   HappinessType _happinessType = Entertainment;

Trading Post:
   HappinessType _happinessType = Goods;

Well:
   HappinessType _happinessType = Safety;

i am just not really sure the game really handle these " _happinessType = something " differently from each other. it looks to me that was an abandonned project.
i can send an email to Luke to get some explanations about that, it would take maybe 2-3 weeks (the time it took about my last email lol)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 09, 2015, 01:24:55 PM
this is in quote, a copy of my last email sent to Luke. the last one was about trying to make a master 'toolbar icon' and have all my mods anchor on it. and then i ask 3 questions :)

QuoteHi Luke !!

Thanks you for last answers (even if took some time, it is very appreciated)


that is what i did minus the "    bool _autoHotKey = false;  " not sure if it could made a change. each part was creating a copy of the base icon and each mod had it own sub-icon in their own copy of the base. i can retry to make more test someday soon though.


i have 2 more questions if you have time :)


- 1:

What is the real purpose of these '_happinessType' , i mean : How the game handle them differently in reality ? if i put one or the other, what difference would happend in game ? it sounds to me like an abandonned project, can you give me more explanation about these ? (out the fact it 'attract' idlers) why 'spirit' why health, why goods, entertainment, safety ?


Cemetary:
   HappinessType _happinessType = Spirit;
Chapel:
   HappinessType _happinessType = Spirit;
DoctorHouse:
   HappinessType _happinessType = Health;
Market:
   HappinessType _happinessType = Goods;
Tavern:
   HappinessType _happinessType = Entertainment;
Trading Post:
   HappinessType _happinessType = Goods;
Well:
   HappinessType _happinessType = Safety;




- 2:

My 2nd question : is there way to put 'river particule effects' or 'lake particule effects'  at will ? i ve made a 'canal system' where i use the 'quarryfloor' function to dig through the ground but i cannot (or didnt found the way) to make appear some water in those holes. i've put a plane with a water texture but it is really not the same and i cannot find a texture that suits everywhere.

So what i need to do to add 'water' and 'water effect' to my canal parts ? there is certainly a way to do it. i was hoping by 'terraform' function and 'description map = water or deepwater' it would tag it as 'water' and the game would add 'water effect' in those tiles but it is not the case, the holes are empty. so What i need to do ?



- 3:

Will we get a very last patch before this game will be definetely closed , or it is already set ?




THANKS YOU ALOT, Luke for all the time you take to answers all my questions :)
I really appreciate the time you take. :)


Regards,

Michel
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 09, 2015, 01:43:39 PM
Quote from: rkelly17 on June 09, 2015, 09:58:49 AMI think most of the circles are eight, but cholera and one other might be ten.

Yeah, for some reason I was thinking that I can build Red's health items right smack inside population centers... wishful thinking I guess LOL...


Quote from: RedKetchup on June 09, 2015, 12:47:58 PMthey dont 'make' disease appear, nor they 'help' to spread disease.

Thanks for explaining again - I guess I confused a few things here... Sorry!  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 09, 2015, 02:51:55 PM
Quote from: Paeng on June 09, 2015, 01:43:39 PM
Quote from: rkelly17 on June 09, 2015, 09:58:49 AMI think most of the circles are eight, but cholera and one other might be ten.

Yeah, for some reason I was thinking that I can build Red's health items right smack inside population centers... wishful thinking I guess LOL...


Quote from: RedKetchup on June 09, 2015, 12:47:58 PMthey dont 'make' disease appear, nor they 'help' to spread disease.

Thanks for explaining again - I guess I confused a few things here... Sorry!  :)

do you like my email ? will see what will Luke say in a couple of days/weeks :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Mahnogard on June 09, 2015, 03:43:51 PM
Quote from: Paeng on June 09, 2015, 01:43:39 PM
Quote from: rkelly17 on June 09, 2015, 09:58:49 AMI think most of the circles are eight, but cholera and one other might be ten.

Yeah, for some reason I was thinking that I can build Red's health items right smack inside population centers... wishful thinking I guess LOL...

I do it anyway. I like to live dangerously. :D Of course, I play with disasters off, so diseases, nomads and mistakes are my only crises. Keeps things interesting.

I'm still getting the hang of lining up those pretty houses so that they make lovely rows when all three floors are done. I always overshoot the corners. But I'm getting better.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 10, 2015, 05:23:37 AM
Quote from: RedKetchup on June 09, 2015, 02:51:55 PMdo you like my email ? will see what will Luke say in a couple of days/weeks :)

Yeah, more power to you!  :)
I really do hope that Luke sits down some day to fix a few of the most glaring shortcomings...   ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on June 11, 2015, 08:16:18 AM
Quote from: RedKetchup on June 09, 2015, 02:51:55 PM
do you like my email ? will see what will Luke say in a couple of days/weeks :)

Yes, I like your e-mail--and hopefully you get an answer. My guess is that Luke was trying to add some challenge to the game or give us something more to think about as we build our settlements and didn't want to go too crazy, so these are the sort of things that make people feel happy, just like living near a mine or quarry makes them unhappy.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: bubbamcgee on June 15, 2015, 07:13:56 AM
@RedKetchup - Would it be possible for you to create a corner tavern?  The CC, nor vanilla Banished, taverns fit into the NMT style.  So, I was thinking a NMT corner tavern would be a great addition to the mod/game.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 15, 2015, 07:50:35 AM
yes i can do :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: liberty on June 15, 2015, 09:05:11 AM
@red.  Love your work. When is the update coming?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on June 15, 2015, 09:49:12 AM
Quote from: RedKetchup on June 15, 2015, 07:50:35 AM
yes i can do :)

That would be great in the Medieval town. Nothing like a corner Gasthaus to make the neighborhood perfect.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 15, 2015, 10:56:37 AM
Ketchup you think, farm houses with second floor etc might be possible? Like here example.

(http://www.vgfaq.com/wp-content/uploads/2014/02/Fable-Anniversary-1-Birthday-Gift.jpg)

Or maybe some medieval dock houses like here?

(http://vignette2.wikia.nocookie.net/witcher/images/2/22/Tw2-screenshpt-blue-stripes-HQ-001.png/revision/latest?cb=20111217185915)

This might be fun through.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 15, 2015, 12:10:28 PM
unfortunately, farms dont have an house so i cant build a residence on top of it. farms are incompatible with buildings/houses.

but pastures should be ok if we redesign the 'shelter' in something bigger to hold an house on top of it.


updates ? i dont know... maybe couple of weeks ? i didnt mod alot lately.... in vacations.
vacations comeback very often and fast cause i made too much of it, i get tired very fast ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 15, 2015, 02:28:51 PM
If you decide to do something with the pasture can you also make an option to build it without fences?

And something not NMT related: perhaps adding a 3 and 4 piece stone wall in your Decorative items mod?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 15, 2015, 09:27:12 PM
Quote from: RedKetchup on June 15, 2015, 12:10:28 PM
unfortunately, farms dont have an house so i cant build a residence on top of it. farms are incompatible with buildings/houses.

but pastures should be ok if we redesign the 'shelter' in something bigger to hold an house on top of it.


updates ? i dont know... maybe couple of weeks ? i didnt mod alot lately.... in vacations.
vacations comeback very often and fast cause i made too much of it, i get tired very fast ^^

You know, i mean an new building. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 16, 2015, 12:35:54 AM
Quote from: DesoPL on June 15, 2015, 09:27:12 PM
You know, i mean an new building. :)

a farm is a simple crop, there is no building, and there is no place for a building the way it is done.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 16, 2015, 01:45:43 AM
Oh... My bad then. :(
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 16, 2015, 02:41:26 AM
Quote from: DesoPL on June 15, 2015, 10:56:37 AM
Ketchup you think, farm houses with second floor etc might be possible? Like here example.
if u're looking for farmhouse with second floor take a look in my village blog "New Las Vegans"..  ;D
I made an use "alternative" of Red's medieval 2nd and 3rd floor...  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 16, 2015, 08:48:23 PM
overall, the New 3 levels of Medieval Hostel will look like that :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 16, 2015, 10:52:32 PM
Looks nice Red. :) I found also some samples for houses like that, maybe might be helpfull. :)

(http://i.imgur.com/SFYZm2Z.jpg)

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

Fixed!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 16, 2015, 11:05:14 PM
i think i m gonna try something totally new i never did before, i will offer an 'upgrade' button on these level 1 and lever 2 Hostels that will have the purpose to .... 100% optimise and reduce lag at maximum
i will try to name this button : "Optimization" and the tooltip will say " Optimize this floor to make it compatible with a 2nd floor built ontop of it "

When we build a 1st floor, and after we build a 2nd floor on top of it.... we dont need the old roof of the 1st floor anymore, right ?
So the upgrade graphic of the first floor will no longer have a roof, and also i did it completly 100% optimized, there wont be any single faces of a piece of wood that we dont see (inside the house, beneath the house)
by checking the model in the screenshot, totally to the right, you will see the difference with the optimized and the full model at bottom of the screen :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 16, 2015, 11:09:49 PM
Quote from: DesoPL on June 16, 2015, 10:52:32 PM
Looks nice Red. :) I found also some samples for houses like that, maybe might be helpfull. :)

(http://soulfire.worldofgothic.com/forum/index.php?act=attach&type=msg&id=85)

(http://soulfire.worldofgothic.com/forum/index.php?act=attach&type=msg&id=84)

we cannot see the images cause in order to see the picture, we need to have an account there and be logged in it.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 16, 2015, 11:29:34 PM
My bad fixed. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 16, 2015, 11:33:52 PM
looks awesome :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 16, 2015, 11:41:51 PM
I do my best, to finding some samples. :D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: kee on June 17, 2015, 01:00:10 AM
Now (yes, I know I'm slow) I've tried this mod and it is very, very good. Love the possibility of making courtyards. To that effect I have a request: having a gateway house, based on your second floor buildings (I use them as gateways now), You know- with arched wooden doors (must be ajar- to allow banishims to walk past without breaking illusion). Possible for future development?
The skin on the hunters residence cabin is supposed to be a log cabin, yes? If you're up to some fiddling the definition of the logs and the locking logends could use some tweaking to get the look just right, for images do a image search for "laft" and "log house". Wikipedia also has some https://en.wikipedia.org/wiki/Log_house info, althoug you'd have to sift through a bit of the images to get to ones that are truly medieval.
http://digitaltmuseum.no/011053635056/gallery?pos=1&count=9&exhibition_id=EB7C8424-4B07-4D4F-9EF2-89CFF3E84C92
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 17, 2015, 01:28:31 AM
yeah, it is supposely in the to do list to make some arch house with a passage way underneath :) so many possibilities, 100x more ideas than time i have to do them ^^
i go on my own pace, cant do that 20 hrs per day , anymore ^^

one day ... there will some made :)


------------------

finished the New Medieval Corner Hostel 2nd floor :) + an upgrade 'Optimization' if we want to build a 3rd floor ontop of it (again without a roof and fully 100% optimized)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 17, 2015, 03:41:40 AM
optimized at max possible the New Medieval Hostel Floor 3 :) there is no 'upgrade' available for this one, cause it will never have a 4th floor ontop of it ^^
hehe

just need to do my code tommorow :) and see them all in game :)

it looks like nothing but i ve put another 11 hrs tonight on this !
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 17, 2015, 04:52:44 AM
Awesome red! you keep coming up with good ideas :)

so basically you build a 1st (ground) floor.
then you build a 2nd floor above it (placed to right side)
then upgrade 1st floor
then build 3rd floor (placed to the left side)
then upgrade 2nd floor ?



Title: Re: Discussions : New Medieval Town v 1.02
Post by: bubbamcgee on June 17, 2015, 09:54:20 AM
@RedKetchup - That looks awesome... and the idea of the "optimization" upgrade will definitely help with reducing lag and keep those pesky little bits and pieces from other levels from showing through.  Great idea!  Can't wait to see what else you have up your sleeve for corner buildings.    ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on June 17, 2015, 02:21:07 PM
Red,

That hostel is a beautiful building. It's a wonderful addition to the mod. Thank you!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 17, 2015, 06:00:57 PM
some in game screenshots ?  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 18, 2015, 03:08:48 AM
Very nice. I'm even tempted to redo that @kee challenge (no normal houses) using this mod. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 18, 2015, 03:19:01 AM
hehe :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 18, 2015, 04:31:11 AM
So the new "Hostel" is a proper Boarding House, right? Will you add attractors for Nomads? Or consider an alternative version with restriction-free Nomad attractors... :P

* Personally I do not really care for the artificial restriction (TownHall+Market+TradePost) before Nomads get attracted - as a "seasoned" player I don't wait for (fertile) nomads to arrive, I rather base my nomad decision on calculations whether my town can afford the new arrivals or not...
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on June 18, 2015, 04:37:39 AM
Quote from: RedKetchup on June 17, 2015, 06:00:57 PM
some in game screenshots ?  ;D
OMG Red!!!!  :o
WOWOWOWOWOWOW!!!  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 18, 2015, 05:06:39 AM
i can check for it :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: rkelly17 on June 18, 2015, 08:08:04 AM
Quote from: RedKetchup on June 17, 2015, 06:00:57 PM
some in game screenshots ?  ;D

Outstanding! And the innkeeper seems to be a civic minded sort of person who shovels the snow off his sidewalk.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 20, 2015, 01:55:03 AM
NEXT UPDATE - New BUILD 1.1

Coming Soon - Wed, July 1, 2015
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 20, 2015, 03:30:48 AM
:) Yes!

But take your time, no pressure, no stress. If you don't make it until the 1, we can wait. We have a proverb here in Sweden saying; "Who waits for something good, can never wait too long".

Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 20, 2015, 05:13:27 AM
Bring it on! My body is ready! :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: ShannonP on June 20, 2015, 05:05:29 PM
Quote from: Nilla on June 20, 2015, 03:30:48 AM
:) Yes!

But take your time, no pressure, no stress. If you don't make it until the 1, we can wait. We have a proverb here in Sweden saying; "Who waits for something good, can never wait too long".



Completely not true. We wants it. We really wants it.

(Okay, fine. Maybe it's a LITTLE true. :D )
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 20, 2015, 06:11:10 PM
i am working on this all the week :)

so far .....

- Alot of New Icons for better understanding if it open a group or a single building.
- 3 New Resources for Medieval Blacksmith : Wooden Tool, Stone Tool, Carbon Tool.
- 3 story Medieval Hostels :) ( New buildings , 3 floors, 1 model each floor. 3x3 families of 5 ) (corner building)
- Medieval Archeology ( new building: Archeology Center, new profession: Archeologist, new resource: Archeology Artefact ) (corner building)
- - - New Archeology Restored Sites (3) : Stonehedge, Ruins, Abandonned Church.

i will update this post with new things as they will be integrated :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 20, 2015, 09:43:30 PM
Now i know, how native artifacs i founded in game. :D Not sure only, if your mods might work properly with CC? I mean latest update with latest CC.

In other hand. For now only Stonehedge Ruins and Abandonned Church? Or maybe some castle ruins might be possible as well?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 20, 2015, 11:27:36 PM
Quote from: DesoPL on June 20, 2015, 09:43:30 PM
Now i know, how native artifacs i founded in game. :D Not sure only, if your mods might work properly with CC? I mean latest update with latest CC.

In other hand. For now only Stonehedge Ruins and Abandonned Church? Or maybe some castle ruins might be possible as well?

the native artifacts from CC have their own purpose in their mods, my artefacts are for my archeology restored sites :)
these are 2 different things.

so far 3 models :)

Title: Re: Discussions : New Medieval Town v 1.02
Post by: Dookie on June 21, 2015, 04:59:00 AM
I built a town with CC (1.4) on one side of a river and expanded with an entire NM town on the other half.  Making the new medieval town was fun.  Thanks for the work, RedKetchup.

One thing I liked about NMT was you could build everything with standard resources.  This version of CC has you making production buildings for items like pottery, furniture (plain and fancy), glassware, bedding etc., and although glassware can be used to make other products, the resource items like pottery and furniture are only useful for making "furnishings."  Therefore, production buildings like pottery and building supplier are usually always idle, or you end up with a bunch of useless lumber (they cost the same as firewood for trading and are made much slower).  It's tedious to micromanage.

Will the constructing your NMT restored ruins sites use archaeology artifacts as resources?  If so, are there required input resources to gain the artifacts?   In other words, do we have to make the artifacts with other items, meaning another supply chain, or do the archaeologists just find them over time?

In any case, the hostel looks awesome, and the ancient ruins idea is really cool.  I can imagine things like Aztec pyramids and sites like that, although that example might not fit the theme.   Looking forward to the update.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on June 21, 2015, 10:08:57 AM
Hi Red,

That abandoned church looks so nice I was wondering if there was a similar non abandoned version we could use in the game as a regular church.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 21, 2015, 12:23:55 PM
List of things i would like see in future releases both CC and MT.

1: Alchemist. Providing happines and cure for diseases.

2: Decorative buildings of Barracks, Archery Range, Stable etc.

3: Decorative buildings of castle ruins, temple ruins etc.

4: Desert like buildings, like in Jerusalem etc. I mean here Desert maps from CC etc.

5: Viking set buildings i miss them.

6: Land trade post, or at least as decorative.

7: More metals / rocks to produce like copper, granite, limestone etc.

8: New Town Hall models to choose, like in CC added Chapel models.

9: More Asian like buildings.

10: Coastal type map, where is one river, maybe some lakes outside the river, leading to the ocean.

11: Docks buildings like dock warehouse, brothel, lighthouse etc.

Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 21, 2015, 01:36:34 PM
hello all :)

about contruct building with elaborate resource : i am not for it, i prefer to use the original resource of the game : logs, stone, iron. that way it stay compatible no matter what with everything, and yeah too much complicated is really a pain and tedious to micromanage.


the way Archeology works, the archeologists analyze the rocks (stone) citizen are bringing back from all the map and makes some findings.
so the resource input for these are stones. each stone = 1 to 2 archeology artefact (depending education) these artefact has a value of 4. i made sure this time to not set a big fake economy based on artefact. a stone worth 7 , and you can get 8 value out of it :)

gonna check if i can make something out of wood at some point.


i need to fix the ruins tonight, and then after going to work on another one, the next one is a derelick ship like the Santa Maria... or something else maybe viking ship... to be build next a river/lake

the Abandonned Church wasnt planned to be 'in use' but i can see if i can do something about it :) maybe same with Stonehedge ^^ i can make then act as a church with a priest .... this is not a problem.

thanks @DesoPL  for the suggestions :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 21, 2015, 02:12:38 PM
I glad to help. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Dookie on June 21, 2015, 02:22:07 PM
thanks for the answer and info.

btw, shipwreck sounds cool.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 21, 2015, 10:01:26 PM
Archeology Site: Ruins has been fixed :)
going to the next one :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 01:34:10 AM
i think i will forget the vessel / shipwreck for the moment, till i find a good mesh :P

but whats about the ruins of an old greek temple ? like Aphaea ?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 02:01:31 AM
i have another very similar but i cant find what really is .... looks alot like some pompeii ruins
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 02:35:16 AM
StGeorges ??
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 22, 2015, 03:32:56 AM
You know I used your mod for my large settlement and have been thinking about a couple of small adjustments, that could make the mod even more enjoyable, if you use it to build a little bit larger. Maybe you could  consider one or two of them in your update:

1. Demolishing button

You read my blog and know that I had problems with couples who separated. To force them together I "fake demolished" a lot of houses. Sometimes it isn't easy to find the right floor to demolish. I made a lot of mistakes and demolished the wrong floor. A button at the menu, like the upgrade button on the normal wooden houses, would make this much easier. I know, normally you don't do this that much, but sometimes it is necessary also without my "bug"(after epidemics, starvation...)

Such a button is extra useful at the inn (boardinghouse). If you want to use it as living space, the only way to found new families is to "fake demolish" it. (As far as I understand it).

But I read somewhere that you talked about an upgrade button to take away parts of the building not seen, so maybe it is already done.

2. Change the default number of vendors at the small stores from 2 to 1.

The default number of vendors is 2. This is pretty inconvenient, especially before you have more laborers than you really need. 1 would be much more comfortable.

Why?

At the beginning, I seldom use more than 1 vendor in these stores. It's enough in most cases. (at some places with a high production 2 or more might be useful, but that's rare at the beginning). What happens when you build a new market? At some old market there is suddenly no vendor at all. Of cause the new market (2 vendors wanted) is occupied before the old one. So you have to find the new market, not so easy if you build a lot, and change the number .

This would of cause be avoided if you let the wanted number of vendors stay 2 and only occupies half the possible number. But as I said, at some markets you really want 2 or more vendors and than everything is mixed up.

By the way; 4 as maximum number is good.

3. Wool and leather not in both in textile stores and in general stores


Wool and leather are the only products that are distributed to two different kind of stores. Why? It's pretty inconvenient. I would take it away from one of them. Which one? It doesn't really matter, as long as you store it in just one of them. As it is now, you have to "flood" the place unnecessarily, to secure you got wool where you want it.

Only at the textile market would make it easier; The tailor gets his wool at the same place as he gets rid of his products. But also only at the general store would work. You have to plan a little bit more and build both stores in close distance to the tailor.

4. A separate grain store

You have one store for meat, but for the other types of food, you use the same. As you saw in my settlement; it works well that way. But I would have preferred a separate store for grain. You could plan the distribution of especially the flour better in miller/baker areas.

I don't think it would be easier or harder this way. Easier to get a good structure, but you need one more store.

I see no disadvantage in having fruit and vegetables at the same store. But maybe it is, if you have a lot of breweries.





Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 04:12:44 AM
2 and 3 : done

4 : would need to make a new building. will check that tomm

1 : demand alot of work, maybe , i dunno. no promises
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Dookie on June 22, 2015, 07:04:35 AM
I haven't played much with specialized storage.  It's hard to put the many different vendors close to where I want them and later forgetting which ones are specialized for what items.

Regarding the ruins on second thought, if you need artifacts to make the ruins, then it all depends on how much it costs. 
  I would like to build every set of "archeology ruins," but if it's too stone expensive (eg. cathedral), then I probably will wait until very late in the endgame when I'm running out of good space.  Please don't make it way too expensive if the new material for creating the ruins is artifacts.  Moreover, we would have to stop the archeologist from using all the stone, so that's another building we have to turn on and off.
  Maybe use other inputs:  paper (paper mill using textile, grain stalks or wood),but nevermind, that would be more of a separate project within NMT.  The archeologist has to draw and write to publish about the artifacts, haha. 

I feel like stone is the most scarce resource.  It could be coal, iron, or anything else, but stone is too useful for everything, lol.  I had 2500 stone yesterday, played for 2 hours, and now I can't afford a cathedral for 800.  In my older towns/maps, I would stock up over 5k stone and it was hard to maintain because it always relied on the randomness of the traders, but the only way to avoid that is the build too many trading posts or quarries.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 22, 2015, 08:42:14 AM
Next ideas.

1: Upgrade hunter's cabin. Adding an dog for tracking animals, in result improves food production in significant numbers.

2: Watchtower decoration, this might look nice for wooden fort walls from CC.

3: Upgrade pastures, adding houses if is possible.

4: More specialized warehouses like for rice, fruits etc.

5: More canals buildings like statue around water, square canals, canals with barrels etc. Like there are quayside decorations in newest CC.

6: Palace housing. While CC adds Mansions etc, what about Palaces?

7: Pirates like building, decorations etc.

8: Tropical jungle like map.

9: Camels pasture.

10: Asian like / Egyptian stone walls?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 22, 2015, 11:07:32 AM
Quote from: RedKetchup on June 22, 2015, 01:34:10 AMwhats about the ruins of an old greek temple?

Hmmm - would maybe work if we had complete settings and maps... as it is now (colonial settings), greek or italian does not really fit in  :)

Maybe look for more central american models, like stepped pyramids and such? I really like your more simple ruins (page 20, bottom) - they are more mysterious, but fit basically any setting (jungle, desert, mountains etc.)... oh yeah, shipwreck is also cool... ;D


For me I don't mind if these things are very expensive (e.g. plenty different materials)... like with the cathedral, they should be very special items, not something you build all over the place... but that's just me...  ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 11:37:10 AM
thanks you for all the ideas and feedback on temples. i guess they didnt made the cut ^^
and yeah the simple ruins has a little nice.... aura. maybe it is the stone texture it has :)

the Archeology Restored Sites wont be expansive. maybe 80 artefacts (which take 40 stones to produce the findings) , Stonehedge will cost 120 artefacts (which is 60 stones) and the Abandonned Church (150 artefact + 30 logs for the restoration)


while trying to search for some ruins ....
i ve got alot of nice building/house (which are standalone and not match the 3story medieval house though)
just need to find out what to do with :)

i ll try to put a dozen of screenshots and you guys, you will look at them, and tell me what inspire you :) what should be their future functions :)
deal ?

Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 22, 2015, 12:26:10 PM
Oh, before you finalize your models - the name is Stonehenge...  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on June 22, 2015, 12:44:19 PM
Red,

Thanks for thinking about the church.

I really like the St. Georges model. A monastery function maybe? Or  a Church?

The temples look nice.

Some of my ideas: constable office, jail,  theatre (I would like my citizens to have some culture and entertainment), old medieval pub, restaurant. I know some of these are already being considered and for some the function might be tricky. I'm not against purely decorative buildings anyway. A stable for instance, has no real purpose but what medieval town doesn't have one? I can pretend! :)

Also different models  for schools and churches and barns are always welcomed because you can easily build a lot of those and variety adds to the realism. 

Anyway that is just my thoughts. Everything you are doing is very much appreciated!  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 01:46:47 PM
@Paeng  :) Stonehenge : fixed ^^
thanks

@Kimbolton  and @DesoPL  : you will see when i ll put the graphics i have. some are nice. thats alot of kind ok CC building style :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 03:04:28 PM
i verified them all ...... i retained 16 buildings.

if you want to check them and say what you think this picture number X or this picture Y should used to do this or that. What those pictures inspire to you :)


i will post 1 to 4 here
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 03:05:15 PM
Pictures 5 to 8
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 03:05:51 PM
Pictures 9 to 12
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 22, 2015, 03:06:31 PM
Pictures 13 to 16
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Dookie on June 22, 2015, 07:16:20 PM
Thanks for the cost info on the ruins.  That seems cheap enough, great.

  Maybe picture 1 can be a mausoleum/crypt, and you can store dead banished citizens.  Can you make a building that functions like a cemetery?  I assume there's no way to store the graves.

  Also, I think building 10 looks pretty cool.  I don't know what to use it for though.  Some of the other buildings seem hard to distinguish unless you zoom.  I'll take a look again later.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 23, 2015, 12:15:13 AM
Woah! Those models looks great! :O
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 23, 2015, 01:08:05 AM
Hey, been diggin' in huh?  ;D

Nice choices, so here are my comments / suggestions -

01 - another small chapel... can't have too many of those, for variety...
02 - not really Banished... you should 'rebuild' this in your NMT style   :P
03 - barn or business, maybe with 2nd floor residence? Cool model!
04 - another small church...

05 - business, maybe with 2nd floor residence? Decent model...
06 - maybe a tavern/hostel/residence? Not bad, but brick and left roof textures need a lot of work...
07 - that's just like the vanilla school...
08 - a small stronghold... decoration + storage? Cool model!

09 - barn and stable plus gate house. Glorious model (my favorite)!
10 - a town hall or town center (e.g. placed with a market)... with almost the kind of 'grunge' I love... ;-)
11 - make it a ruin and we're talking...  :)
12 - a hospital? Or a museum for the archeology series... Some textures missing...

13 - high-end residence, or Mayor's Mansion, or town hall? Nice model...
14 - looks like an armory... maybe a barn, depends on the (hidden) right side. Kinda crude, but okay...
15 - an abbey, or alternative church... good for variety. Tough job though to make the missing textures match...
16 - yet another town hall... Okay model, except for the roof texture, top door and jail windows...

All just my highly unofficial opinions, of course...  ;)

Hth!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on June 23, 2015, 04:21:21 AM
Hey Red,

I ran out of time last night, I will be back today after work to check out the models and offer my suggestions if it is not too late. :) 

Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 23, 2015, 04:42:54 AM
no problem, i ll take the time* needed... i want more than just 1 opinion :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 23, 2015, 06:21:04 AM

01 school / church
02 Grain shoppe (when rebuilt in NMT style), or without the tower : living quarters for the NMT miller without front : Water tower (storage)
03 Artifact storage : "The Warehouse"
04 when door moved to small side : (luxurious) Canal house
05 business / workshop
06 distillery (grains + herbs + water / grains + berries + water ) gin / etc - alcohol
07 ?
08 Church, with option to build graveyard in empty space.
09 Barn(s)
10 Townhall for sure!
11 ruins
12 housing
13 housing (although it looks way too 'new' new orleas style)
14 ?
15 Abbey (monk makes beer or cheese)
16 Mayors Manor (top part : housing, bottom part : townhall)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 23, 2015, 07:01:49 AM
I've got question about 1 picture. This stone walls is with building or not?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 23, 2015, 07:09:28 AM
@RedKetchup

First of all I'd like to say I like the archaeology idea. The Stonehenge will fit nicely in my towns as a central monument. Have you decided yet what size the footprint will be?

Having said that, I'm not so overly enthusiastic about artefact procurement though. I know a lot of real life artefacts are made of stone but there are many others from metal and wood. I've been tinkering with an idea of how to get artefacts not involving stone and I have 2 possible alternatives:

1. Having the archaeologist work similar to a gatherer. His house would have double the radius of a vanilla market and he would walk around picking random artefacts that would spawn on the ground. Artefacts should spawn in small numbers so that production would be only 15-20 per year.

2. Ability to build Excavation Site for the archaeologist. This structure could cover an area of 15x15 or 15x20 tiles. It would require logs, rope (for dividing various parts of the "dig") and tools to build. Production should again be 15-20 artefacts per year with a total "lifespan" of the site at 100 artefacts. After that the site would be depleted and you could upgrade (deepen) it with the upgrade button (again requiring some logs, rope and tools). This would not change the structure it would just reset the artefacts to be found back to 100 (Perhaps the site could be upgraded many times?). The site would come with a small wooden shack or a tent.


And something not related to artefacts but to stone production:

What about an extra resource called Uncut Rocks? Instead of labourers directly cutting harvested rocks into ready-to-use blocks of stone on-site, a stonecutter could do that in his workshop. Labourers harvest uncut rocks and stonecutter turns them into stone. 4 uncut rocks would make 5 stone and the trade value of uncut rocks should be the same as for stone. This new resource should be tied to stone limit. Perhaps the uncut stone could look similar to coal heaps in shape but in lighter grey colour.

This new stage in stone production would make things a little bit difficult, especially at the start of a new town, so it could be a standalone mod perhaps (with NMT style look to make it visually compatible).


Does any of this make any sense?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: paralias on June 23, 2015, 09:43:46 AM
2 could be mill (the tower..put the wheel at the tower)and the millers house
8 houses & barn ...the tower house was exactly what i have in mind when i suggest you a model when you start doing the other models for the 3 floor houses
for the rest i agree with previous suggestions
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 23, 2015, 10:58:19 AM
1. yeah, there is a stone wall all around the house.... like a manor. the texture seems to be mission, but can easily replaced.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 23, 2015, 11:14:16 AM
about the gatherer -type of archeology. when i started to design how archeology works (in my brain) i thought a bit of it and then i remember about 2 things:
would it need some specific 'start' in game menu ? like ToL of Darkbibou ? would it be compatible with ToL ? CC ? i was kinda sure it would not.
and then how to make things 'grow' kinda like roots, berries, ect . i have no idea how to do that. and if i think and try to picture in my head that idea..... i just get the 'image' of Kralyerg and his krazy konceptions where you see a shack with iron or stone 'growing' from the ground.
yeah it could be an idea.

if i want to do it ? not sure cause i have no idea how this whole thing works....  and only have 1 week left before i release v1.1 (i gave a date and i want to respect it) ^^
and i have alot to do still . (add barns to NMT, add apiary to NMT, add canals (and redo canals) to NMT (and scratch NMC), making 1 or 2 more archeology sites...)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on June 23, 2015, 01:28:45 PM
Hi Red,

1. Yes I agree with the others. Certainly new styles of churches are always needed. Possibly would work for a school. If the walls create as big a space around the building as it looks like in the picture it would need a lot of grounds work. Maybe surrounding walls should be removed?

2. shop of some sort. I'm a bit stumped.

3. Looks like a good warehouse.

4. This one seems to have several possibilities. It could work as a church, could be an administrative building too. Constable? I don't know.

5. Might work as jail. workshop (it looks like an old industrial type building. Could be a business with a little alteration of front. I like the model.

6. Maybe this could be a pub.  Possibly a restaurant. Looks definitely like a commercial structure. This could really be worked into the theater as well. :D

7. This one looks like a school.

8. I like chillzz idea of church with option for graveyard in the wall. If not possible it still looks monastic. Nice model.

9. Yes barn/stable like the others say.

10. Love this one. So yes, town hall, definitely government type. Does any one think it needs a companion building though? 

11. I like it too much to just be a ruin. Certainly a fortress type building. It would be quite the jail! :D It looks like it could be an old nobility residence/fortress. Or an armory.

12. Could be a residence, might be a pub too. If using for a hospital you could maybe keep the front courtyard for off street space. Otherwise I would remove the courtyard.

13. hmmm... yes housing I guess.

14.The front windows look fortress like. Jail maybe? Almost has a church look as well.

15. Definitely abbey or church.

16. With the courtyard it definitely looks like a important residence. Mayor or governor house. Don't like the windows much for that type of building either.

Thanks for giving us some input RedKethup! This is fun! :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 24, 2015, 02:52:04 AM
Maybe I am a bit stupid, but I don't quite understand the purpose of these models. Do you want to make the new buildings a part of the NMT-mod? In that case, I would be very careful to bring in new structures and building styles. One thing, that makes the NMT so exceptional, is that all buildings (except the brewery  :-[ ) fit so well together. The style and structure are so well balanced, that even someone like me, can build nice looking settlements.

But if you are thinking of smaller stand-alone-mods or a new larger pack; Than of cause it's a different thing. I will tell you how I like the style of the buildings and what they could be used for.

:) like it         :-\ it's OK but others are better        :( don't like it

1.  :-\ chapel

2.  :) (but your NMT-style is better) The tower is a good idea to bu used as a store. Maybe a brewery with an ale-store. We don't have that. Or why not my grain store. The tower could be used as grain silo.

3. :-\ storage

4.  :)  :) town hall (or some other official building) or maybe some living space for rich people maybe with a shop at the bottom (they must get their wealth from somewhere)

5.  :) another town hall or maybe the shop for some craftsmen

6.  :-\ shop, house

7.  :( school, home, too modern for my taste

8. :) :) This looks like an old English estate from the time of their civil wars. Housing, barns, farming buildings and a watchtower to keep an eye on your evil neighbors. Must be divided into several parts for different use but could be very nice.

9. :)  :)  :) An old viking or even bronze age long hose, could be used for everything; housing, storage........

10.  :-\ A tower could be used for many things, it could maybe be divided in several stocks with different purpose, like living space storage or just be a decoration.

11. :(  Yours look better if you need a castle

12.:) country house, monastery, hospital

13. :( too modern

14. :-\ realistic but not really appealing, maybe some storage

15  :) monastery church

16  :-\ town hall or other official building the house looks a bit too modern



Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 24, 2015, 04:11:15 AM
i very appreciate all your ideas and comments :) keep going :)

later i ll maybe tell what was really the use of the buildings. (i mean RL or the intention of the 3d designer ^^)

++++++++++++++++++++++++++++++

BTW :

ADDED:
Apiary today to Medieval Town (exactly same original graphic, i didnt modified. but with the numbers and settings of my Re-Balanced) many people asked for it.

ADDED:
Thw Irrelevant's Small Barns Collection today to Medieval Town (exactly the same as i made the individual mod).

ADDED:
Steph Grain Silos (and Coal Silo) today to Medieval Town (i took the last build i made 2-3 months ago)

ADDING presently:
Pangaea's Root Celar. for this one i need and i m making a new praphic since the original is very ... beurk!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 24, 2015, 05:56:26 AM
Quote from: RedKetchup on June 23, 2015, 11:14:16 AM
add barns to NMT, add apiary to NMT, add canals (and redo canals) to NMT (and scratch NMC), making 1 or 2 more archeology sites...)
Wow.. thats a lot of work to be done.. don't fixate on the date you posted.. we'll know it will be excellent no matter what :)


Are you abandoning the 'castle project' completely ?





Quote from: RedKetchup on June 24, 2015, 04:11:15 AMADDED:
Thw Irrelevant's Small Barns Collection today to Medieval Town (exactly the same as i made the individual mod).

ADDED:
Steph Grain Silos (and Coal Silo) today to Medieval Town (i took the last build i made 2-3 months ago)

ADDING presently:
Pangaea's Root Celar. for this one i need and i m making a new praphic since the original is very ... beurk!


so all previous (storage) mods will be superseeded by NMT :)

Title: Re: Discussions : New Medieval Town v 1.02
Post by: Briannian on June 24, 2015, 04:43:38 PM
Hi everyone, it's my first post here, although I've been lurking for a few weeks now. 

First off, I want to say to Red - THANK YOU!  Your buildings have opened up a whole new world of Banished!  The houses and possible combinations make the game so much more interesting and creating towns that are beautiful as well as efficient. 

I love the new models you posted, too.  I have some inputs, too. 

1.  It definitely looks like a chapel.  The wall around is concerning, though because it makes the footprint way to big for efficient use.  If a graveyard could fit inside the walls, and do some double-duty, that would be awesome.  I'm not sure if it's possible.
2.  Definitely too "military" for Banished.  As it is, it wouldn't serve a purpose.  The grain idea is cool, but another idea is perhaps to rework the top to a lighthouse.  It could be manned by a sailor and perhaps give a production boost to the sailing ship.  Don't know if that's possible, but an intriguing idea.
3.  Definitely an agriculture building.  Alone, it could be an alternative to the vanilla barn.  I end up with so many vanilla barns, it would be great to have it as another option.  Another possibility that someone mentioned would be to add a dwelling to the Pasture - this would make a great model to build over the current shed turning it into a shed/residence combo for herders. 
4.  It looks like a convent or abbey.  Even a school.  Is that a wall without a gate? I wonder how the occupants access it.  That takes the monastic cloistering a bit to the extreme, lol.
5.  This looks like an old factory.  Maybe it could be an alternative model for a chandler.  It would look great in the waterfront/canal district.
6.  Same as 5.  I look at that and think of an old factory.  Maybe this is an alternative for the tailor shop.  It screams "sweat shop." 
7.  Schoolhouse.  I agree with some other poster, too modern.  Maybe roughen up the white texture a bit.
8.  This model is beautiful.  It looks like an old military depot - complete with stable and barracks.  It could also function as a trading post if the game would allow overland trade in addition to the trading boats. 
9.  Another barn.  I'm not sure what the little outhouse is for.  It looks out of place. 
10.  Town hall/castle alternative.  Awesome model.
11.  Great model, but it looks too worn to be a new construction.  Maybe one of the ruins?
12.  Manor house.  Or museum/research facility for the archeology profession. 
13.  Farm house.  But the columns make it look to modern for Banished.  If they could be turned into plain posts, it would fit much better. 
14.  Church or abbey.  I like the mausoleum idea someone else mentioned.  Get the space for a number of "graves" and the benefits of a cemetery. 
15.  Manor house. 

Thanks again for all your efforts!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 01:59:14 AM
thanks you @Briannian :)
very appreciated :)


btw i didnt got time to finish my root cellar v 2.0 NMT .....
woke up at 8pm... got a warcraft raid... and after i ve got to help @afwings  with his mod :)

gonna see if i can finish it before going to bed ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gordon Dry on June 25, 2015, 05:31:22 AM
My suggestions:

Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 05:37:27 AM
^^ what is a 'mom and pop shop' ??
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 05:41:07 AM
Added: Medieval Root Cellar. no need anymore to have a mountain/hill required but still can be build on hills :)

Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 25, 2015, 05:45:02 AM
I love where the mod is going... To epicness!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 06:36:23 AM
Quote from: DesoPL on June 25, 2015, 05:45:02 AM
I love where the mod is going... To epicness!


hehe this mod is just lacking of a ..... hobbit house ? LOLz
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gordon Dry on June 25, 2015, 07:09:42 AM
Quote from: RedKetchup on June 25, 2015, 05:37:27 AM
^^ what is a 'mom and pop shop' ??

http://www.businessdictionary.com/definition/mom-and-pop-store.html
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 25, 2015, 07:13:25 AM
Well about hobbit house. I was also been serious about that, and i think i regret that.  :o
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 07:35:19 AM
hehe cause if i laugh... it cause the root cellar reminded that ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 25, 2015, 08:44:20 AM
Well root houses might be nice, but not sure if possible. I look forward for viking / pagan like buildings. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 25, 2015, 04:19:46 PM
the picture 14 is a real viking church ^^ nobody found it ^^
(2 people talked about church...)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Stephen122334 on June 25, 2015, 06:32:51 PM
Ive been away for awhile on a civ v binge and I am amazed at the work been done by you red since I have been last here
Title: Re: Discussions : New Medieval Town v 1.02
Post by: The Pilgrim on June 25, 2015, 06:41:20 PM
I love some of these buildings.  Some of them I think are awesome but out of place for the period but could be perfect for the industrial revolution mod.

1. Looks like it could be an inn/tavern.   ;D

2.  A local watchtower maybe?   ???

3.  This could be the perfect building for an alternate trading post. 8)

4.  I think this one looks like an old guild hall... so maybe an alternate town hall  :)

5. Alternate boarding house  :D

6. I think this would make great smaller houses like the CC town abode if you could split this into two buildings.   ;D

7.Great schoolhouse, but more industrial revolution/victorian era.  8)

8.  I really really want you to make this one.  It is the perfect old English village church.  LOVE IT!!!!   ;D

9.  Hmmm country town hall?  Looks kind of like a longhouse and that is one of the functions they served. ???

10.  Awesome for a high end residence, like a wealthy merchant or noble   :D

11.  Jeez, i don't know what this could be...  ;)  But can we please have it.   :)

12.  Sweet manor house.   ;D

13.  Definitely industrial era   8)

14. Not really sure but i like it.   :-\

15.  I also really really want this one for a church.   ;D

16.  Too GeorgianColonial Industrial Era   ::)

Nicee job over all
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 26, 2015, 02:45:47 AM
Quote from: RedKetchup on June 25, 2015, 04:19:46 PM
the picture 14 is a real viking church ^^ nobody found it ^^
(2 people talked about church...)

You know me, I like being a bit of a "besserwisser", sorry!  :-[ ;)

But no, that's no viking church! The vikings were pagans and that's a part of the definitions of the viking area. As we became christians here in the north (and besides that the first churches were made of wood), the viking area was over.

Maybe it's an English church from the viking area. The vikings pillaged (and conquered) christian Britain for many years and I think the Englishmen built churches, that could somehow resist the mean northmen! :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 26, 2015, 04:25:24 AM
i dunno it is from a viking touristic site ^^
thats what the person said ^^
maybe it is a bit post-viking ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 26, 2015, 06:42:27 AM
ADDED: Medieval Creamery with all the dairy products :)

that was a big one i wanted to add since long time :)
we still have all the Cheese, Cream, Yogurt, + i added Butter (to be same as CC)
i still have to do something with these products elsewhere ^^probably in the bakery :)
keep in mind that Butter isnt edible :) but can serve as cooking ingredient /wink

i kept the general idea with the building, mostly, but i remade 90% of it. i made it compatible with the Medieval Houses :) you can only put the 2nd floor though (no 3rd floor)
and i made it more beautiful :)

oh and BTW , i made it so the brown Cattle and Milky Cows are 2 different Livestock :)
you still can buy Cattle, they dont give milk
if you buy Milky Cows, they give milk but they dont give beef when they die :) (they still give leather though)
(cattle still give leather and Beef when they die, but no milk)


Edit: i still have to do my footprint, and fix the roof so we dont see it overlap on the 2nd floor (like in the screenshot)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 26, 2015, 06:50:07 AM
Dude wow! looks amazing in the NMT style!


Quote from: RedKetchup on June 26, 2015, 06:42:27 AM
i still have to do something with these products elsewhere ^^probably in the bakery :)
keep in mind that Butter isnt edible :) but can serve as cooking ingredient /wink
good for cream filled pastries and puff-pastry or other buttery dough :)


Quote from: RedKetchup on June 26, 2015, 06:42:27 AM
oh and BTW , i made it so the brown Cattle and Milky Cows are 2 different Livestock :)
you still can buy Cattle, they dont give milk
if you buy Milky Cows, they give milk but they dont give beef when they die :) (they still give leather though)
(cattle still give leather and Beef when they die, but no milk)
Cool! just like the real thing ;)
Cows used for milk hardly ever gets used for the meat (although some high end chefs now prefer dairy cattle meat)

Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 26, 2015, 08:55:18 AM
But if i've got CC installed, meat from cattles will still possible to get? I mean butcher who make food from cows, can as well from cattles?

Now we need only also medieval storages etc.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 26, 2015, 09:47:42 AM
yeah, since the (brown) cows / cattle is the original game cow, with beef and leather.
The Holsteiner ("milky cows")  are the extra cows RedKetchup introduces for milk (and leather).
this instead of adding milk to the regular brown cows as is done now.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: kee on June 26, 2015, 10:33:15 AM
Ahem. As a dairy farmer i must inform you that dairy cattle are indeed sent to slaughter. A norwegian red, which I'm most familiar with, is quite like a holsteiner but a bit more meat, better fecundity and health and lower milk yield. It has a live weight of 550-650 kgs (translates to 330 kgs slaughtered weight or 55% of live weight). Bull calfs are often raised to young bulls for meat or slaughtered as calfs.
The meat yield per animal for milk breeds is matkedly lower than for beef breeds though so I have no opposition to separate the two ingame and let the Herefords provide meat and the Holsteiners milk.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 26, 2015, 11:19:54 AM
Quote from: RedKetchup on June 26, 2015, 06:42:27 AMi made it so the brown Cattle and Milky Cows are 2 different Livestock

Hmmm... :-\
I mean that would be fine if I could raise both cattle AND milk cows (in 2 different pastures, but on the same map)...  however, I don't think that is possible with this mod kit? So now I have to decide for one or the other again?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 26, 2015, 11:20:07 AM
Quote from: RedKetchup on June 26, 2015, 06:42:27 AM
ADDED: Medieval Creamery with all the dairy products :)

that was a big one i wanted to add since long time :)
we still have all the Cheese, Cream, Yogurt, + i added Butter (to be same as CC)
i still have to do something with these products elsewhere ^^probably in the bakery :)
keep in mind that Butter isnt edible :) but can serve as cooking ingredient /wink


Looks great!!!

And I do hope you still can choose which products you want. The CC-diary, where all products comes together randomly is not very nice.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 26, 2015, 11:32:34 AM
Quote from: Paeng on June 26, 2015, 11:19:54 AM

Hmmm... :-\
I mean that would be fine if I could raise both cattle AND milk cows (in 2 different pastures, but on the same map)...  however, I don't think that is possible with this mod kit? So now I have to decide for one or the other again?
sure you can @Paeng ! You can have Chicken (original) and White Chicken (Longhorns - modkit example) both at the same time.
Same produce (eggs, chicken meat), 2 pastures, 2 different 'chickens'. so will work for cows too.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 26, 2015, 11:37:35 AM
Quote from: chillzz on June 26, 2015, 11:32:34 AMso will work for cows too.

Are you sure? The two chickens are two different models... for the cow we have only one model, as far as I know?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 26, 2015, 12:47:47 PM
Quote from: Paeng on June 26, 2015, 11:37:35 AM
Are you sure? The two chickens are two different models... for the cow we have only one model, as far as I know?
White Chicken is just a copy of 'Chicken' according to Luke.
@RedKetchup added milk to the in-game cow, then added holsteiner skintexture in a later version (just like slink)

now he rewrote the dairy mod, to not add to in-game, but introduce new cow (copy of in-game), but modified produce output.
So if he says he's done it, i certainly believe it will work ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 26, 2015, 02:51:44 PM
So with 2 different cows we will need more pastures for the same amount of food?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 26, 2015, 09:13:52 PM
bah i thought it was a good idea to have cattle as original in game, and have another kind of cattle named Milky Cow that would produce milk (but no beef) cause people found that too OP back in time and i just wanted to equilibrate.

but people seems to not happy :S so i ll delete the milky cows and just make Cattle to drop milk
(we could have both kind of cow. it is just we cannot have a seperate skin from a cow to another though which require the .fbx)


ps.: not sure what are you asking @Nilla . we always selected at my creamery  what we choose to do, and still today. (i never heard we can make them select RNG randomly) , maybe the 3rd screenshot can answer your question)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 26, 2015, 09:19:51 PM
so one cow only. (milk when they live and leather and beef when they die)

do you want to keep the name Cattle ? or renamed like Milky Cow ?
do you want original Skin ? or the black and white skin ?

you have the weekend to decide.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: gerns on June 26, 2015, 10:32:13 PM
no NO no please keep both you were so right with the two cow versions , i know i want them
Title: Re: Discussions : New Medieval Town v 1.02
Post by: gerns on June 26, 2015, 10:35:10 PM
original for cattle and black and white for holsteins-milk
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 27, 2015, 02:48:42 AM
Keep both.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 27, 2015, 02:52:35 AM
Quote from: RedKetchup on June 26, 2015, 09:13:52 PM
bah i thought it was a good idea to have cattle as original in game, and have another kind of cattle named Milky Cow that would produce milk (but no beef) cause people found that too OP back in time and i just wanted to equilibrate.

but people seems to not happy :S so i ll delete the milky cows and just make Cattle to drop milk
(we could have both kind of cow. it is just we cannot have a seperate skin from a cow to another though which require the .fbx)


ps.: not sure what are you asking @Nilla . we always selected at my creamery  what we choose to do, and still today. (i never heard we can make them select RNG randomly) , maybe the 3rd screenshot can answer your question)

I think it's a good idea to have both cattle (meat) and cows (milk). It's quite like in the real world. There are beef cattle (no milk) and milk cows. The only thing that's not so realistic is that the milk cows gives no meat. If you want to make it realistic (but I don't find it necessary), let the milk cows produce meat and leather, too, but less then the cattle.

I am glad you don't understand what I mean, that means you are not going to change anything. But look at the diary from the CC mod. (if it's not changed from the last version). It works like a gatherer, where you cannot choose how much mushrooms, berries...... he picks. If you play the CC mod, you cannot choose which products he produces, it's a mixture of them all. Very inconvenient. Your version is much better.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Gatherer on June 27, 2015, 03:48:18 AM
Quote from: Nilla on June 27, 2015, 02:52:35 AM
let the milk cows produce meat and leather, too, but less then the cattle.

This.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 27, 2015, 04:10:34 AM
i cannot unfortunatly decide how much beef this cow or that cow gives when they die because it is not in those files that is decided how many beef it gives, that's in the 'beef' file it is decided.

also has i tried to explain earlier : we can make 2-3-4+cows with different names (animals) with the same graphic(cow). it is not a problem.
but i cannot gives different skins (brown or holstein). i only can decide 1 skin and they all wear that skin.
to make different skin, i would need to have Luke's 3D graphic file (fbx). i already asked in the past and said no ^^ (i mean he said nothing and ignored my demand ^^)

i would need to know how to make 3D animals with animations. and do my own cow ^^



so you guys decided 1 or 2 animal , and which skin they 'ALL' wear :)
if it is 1 animal, it gives alll : leather, beef and milk.
if it is 2 animal, the milky cow gives only leather and milk.
or the milky cow give all beef, leather and milk, and i will make it to cost more (1000 instead of 800), thats another option :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 27, 2015, 04:22:14 AM
Quote from: RedKetchup on June 26, 2015, 09:13:52 PMbah i thought it was a good idea

Oh, and it is... you are sometimes too sensitive to different reactions  :D
We, the mere mortal "common users", sometimes need things to be explained en detail, maybe even two or three times before it sinks in... LOL  ;)



Quote from: RedKetchup on June 27, 2015, 04:10:34 AMif it is 1 animal, it gives alll : leather, beef and milk.
if it is 2 animal, the milky cow gives only leather and milk.
or the milky cow give all beef, leather and milk, and i will make it to cost more (1000 instead of 800), thats another option :)

You see? This one even I understood...  ;D

I'd be happy with option 2 or 3... with the black and white skin...  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 27, 2015, 04:37:30 AM
Quote from: RedKetchup on June 27, 2015, 04:10:34 AM
so you guys decided 1 or 2 animal , and which skin they 'ALL' wear :)
if it is 1 animal, it gives alll : leather, beef and milk.
if it is 2 animal, the milky cow gives only leather and milk.
or the milky cow give all beef, leather and milk, and i will make it to cost more (1000 instead of 800), thats another option :)
for looks, i opt for 'Holsteiner-Frisian' the black/white
i think 1000 would be slightly too cheap, for a multi purpose cow.
-  'original' beef + leather (800)
- 'Milky Cows' - milk + leather (800)
- Milky Meat Cows' - milk + leather + beef (1200)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 27, 2015, 04:41:03 AM
Now I understand it, too. And as always; it's your choice, you cannot please everyone!

A fourth option to get around the problem with the word "beef" and what's connected to it, could be to find another word for "beef" for the meat from the milk cows. But that of cause could mess up other things, like the butcher.

My suggestion; keep it as it is!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 27, 2015, 04:42:16 AM
Keep it as it is. In my small opinion. ;)

Also i wonder, if is possible make an addintional walls, but where you can build buildings on them? Like here for example.

(http://vignette3.wikia.nocookie.net/gothic/images/c/c5/Khorinis_koszary.jpg/revision/latest?cb=20110611092704&path-prefix=pl)

Gothic 2 Khorinis Barracks.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: embx61 on June 27, 2015, 07:49:46 AM
RedKetchup,

Long time lurker but are following your mods and those of others with interest.
For someone who had no experience in modeling you do an outstanding job!!

You must however face the fact that you never ever will be able to make everyone happy.
Not even Luke, every other triple AAA game designer studio, or Microsoft, for crying out loud, will be able to do this.

From what I have read and see so far by following this forum (and others) most people DO appreciate you as a person and the awesome stuff you do for the Banished community.

So you can hold your head high and be proud of what you have accomplished so far and IMHO it is just the beginning of other great things to come ;)

I like to take the opportunity to also sent out a big thanks to all the other modders like Slink, Black Liquid team , to name a view. who do their creations in a very limited box (Come on Luke, throw those awesome modders a well deserved bone ;) ) they can express their talents in.

It is much appreciated and much kuddo's to all of you.






Title: Re: Discussions : New Medieval Town v 1.02
Post by: gerns on June 27, 2015, 08:28:29 AM
well here in wisconsin,usa. a lot of farmers have swiss browns as milk cows, dumb as a rock but good milk and cattle as meat ,all are brown ,meat would be higher on cattle as would the leather as they are larger then milk cows.RED you are great so whatever you decide will be perfect.this game would be a flop if you had not stepped in and made it better
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 27, 2015, 09:38:41 AM
thanks alot for the kind words :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: gerns on June 27, 2015, 11:20:48 AM
RED mite i suggest calling COWS for milk and CATTLE for meat
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 12:52:58 AM
fixed the Medieval Pool :)

had to fix the fences all around which were way too big.
i change the water texture for a more mulky one. looks great i think.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 01:56:58 AM
For @Nilla  :) i took out 'grains' from Medieval Fruit Vendor and ...

made a new Medieval Grain Vendor :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 28, 2015, 02:33:30 AM
Thank you! Nice! :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 28, 2015, 03:00:09 AM
You teasing us much with that new stuff. I want play! @_@
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 03:52:13 AM
Soon ™

^^ July 1, 2015 ^^



BTW i count on you to tell me before July 4, 2015 if your games will crash by passing from v1.0 to 1.1 :)
because if people crash, i will have to change the name of the .pkm for Steam Users.

if people get old .pkm replaced and everyone crash.... they will kill me on their town squares lol
counting on you all
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 28, 2015, 09:28:12 AM
Quote from: RedKetchup on June 28, 2015, 12:52:58 AMi change the water texture for a more mulky one.

Yeah, that's a great texture for the pond!   :D


On another note - I wish you would not color the "RK" icon, at least not on the main toolbar... it looks less intrusive if the main toolbar stays with the Banished monochrome theme. I feel colors should only be added to secondary icons (additional toolbars)...  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 10:53:28 AM
lol OK @Paeng  ^^
i found it awesome!


Added :

Medieval Canal System (4 tiles width) from Medieval Castle. (Medieval Castle wont get those anymore - if i continue it one day)

End, Straight, Corner, 3-Way, 4-Way, Bridge, Dock, Fishing Dock, Filler, Gate.
gonna check maybe for a diagonal and also to make some 5x 6x tiles system width.

i also lost 2 hours to try to find another water texture.... the one i ended up has lot of waves, so we notice less bad graphic artefact. (less "moiree" "Anti-aliasing" bugs)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 28, 2015, 11:09:45 AM
Wow @RedKetchup keep em commin' :D
I totally agree with all the kind words written on this page and the previous ones!


Canal water looks great now, much closer to in game water and like you said, less prone to graphical glitches.


Sluices look nice!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 11:20:59 AM
and if i am changing the brickwalls for very old bricks ? (something very similar to the quayside texture of CC)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 28, 2015, 11:28:28 AM
Quote from: RedKetchup on June 28, 2015, 11:20:59 AMand if i am changing the brickwalls for very old bricks?

Oh yeah, I love it... looks great!  :)
And the new canal items are really cool... Love the 'Gate'  :)


I forgot to ask - will the "Dock" have a little storage capacity?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: chillzz on June 28, 2015, 11:32:06 AM
Quote from: RedKetchup on June 28, 2015, 11:20:59 AM
and if i am changing the brickwalls for very old bricks ? (something very similar to the quayside texture of CC)
yes yes! looks amazing :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 11:33:06 AM
Quote from: Paeng on June 28, 2015, 11:28:28 AM
Quote from: RedKetchup on June 28, 2015, 11:20:59 AMand if i am changing the brickwalls for very old bricks?

Oh yeah, I love it... looks great!  :)
And the new canal items are really cool... Love the 'Gate'  :)


I forgot to ask - will the "Dock" have a little storage capacity?

great !!

dock ? the decorative dock ? give a storage capacity ? that can be an idea :) of how much ? 1000 capacity ?
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 12:50:26 PM
all the Medieval Canal pieces have turned into 'Old Bricks' :)

tell me guys if you love it :)


EDIT: oh just 1 to do in fact lol , the Trading Post !
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 28, 2015, 12:56:12 PM
Nice! :D

Now we need only for now, some desert housing for CC and i will be happy. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 02:27:26 PM
i can say... with this new brickwall texture... the Medieval Canal Trading Post changed look alot !!!

Title: Re: Discussions : New Medieval Town v 1.02
Post by: Glenn on June 28, 2015, 04:48:45 PM
Red,

The new "old brick" texture looks great, and while the original texture was very good it did however give a certain sameness to the game and town when using it.

The change in texture gives more diversity to the appearance of the game and is i feel more appealing to the eye.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Nilla on June 28, 2015, 04:52:41 PM
It doesn't look bad, but I think, I like the old texture better, it's more the "NMT-texture". Fits very good together with the houses and the other buildings, also the color. For the canal, it doesn't matter so much but, I liked the old harbour building better.

But as always; do what you like! It's your mod.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: bubbamcgee on June 28, 2015, 05:04:03 PM
I'm like Nilla... the new textures don't look bad.  But, I'm not totally sold on it either.  I was hoping for something much more like the quay wall pieces from CC... so that they could naturally transition from one to another. 

Also, I'm not totally sold on the boat dock for the trading post.  Turning the boat 90 degrees into the docked position would not have been a natural setup.  Many of the trade docks along the historic canals would have the boat coming alongside the docks, just like the vanilla trading post.

Just my 2 cents worth, which doesn't amount to much.  I'll still the use pieces no matter what.   ;)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 06:19:45 PM
the CC quay wall use this (picture1) and the one i used (picture2) it is very similar, it is just mine is more clear and way better resolution. the cc quay wall has piece of woods that maybe make it look different
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 06:39:12 PM
here some picture posted by @Paeng

(https://dl.dropboxusercontent.com/u/5012419/Banished/birdsborn/bb15.jpg)
(https://dl.dropboxusercontent.com/u/5012419/Banished/birdsborn/bb14.jpg)

the thing that do the most difference is : the quay wall are following the river and always moving, always curving.
my canal is a very very straight line with absolutely no curves. i can add the piece of wood, but i dont thinkn it would make it alot more like the CC quay wall.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 28, 2015, 07:08:24 PM
Quote from: RedKetchup on June 28, 2015, 11:33:06 AMdock? the decorative dock? give a storage capacity? that can be an idea :) of how much? 1000 capacity?

Yeah, I think 1000 or 1200 is enough... I think it's nice to have a little storage there  :)



Quote from: RedKetchup on June 28, 2015, 12:50:26 PM'Old Bricks'
tell me guys if you love it

I like them, the color is a bit "warmer"... nice break from the grey, for me I don't want all of the NMT to be just one uniform color...  :)

* Yeah, the trade post looks really very unique now... nice!  :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 07:28:46 PM
i guess i m kinda stuck to offer both lol
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Paeng on June 28, 2015, 07:39:14 PM
Quote from: RedKetchup on June 28, 2015, 07:28:46 PMi guess i m kinda stuck to offer both lol

Tehehe... that's a "luxury problem"...  :P
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 28, 2015, 09:42:37 PM
you will all be pampered ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 29, 2015, 04:44:49 AM
it is going a little bit slower than expected... and i lost 2 hrs today for maybe a stupid letter somewhere in the code that i was never seen ...

since the canal 4 tiles width are finished....

doing 6 tiles and 8 tiles large :)
in both 6 and 8 i made : the straight, the end, the corner, the 3way and the 4way
still missing the bridges, gates, filler1x, the dock and fishing dock. and the TP
and maybe 2 jokers (8=>6 and 6=>4)

maybe i will have 1 or 2 days late on the schedule. i ll announce tomm night if i postpone the launch or not.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 29, 2015, 05:23:55 AM
i can say ......
after that, when released... i ll take 1-2 month off lol if not maybe more ^^
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 29, 2015, 07:18:12 AM
Ketchup any chances, you can make an medieval variation of CC productions buildings like glassworks etc? This might be fun through.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: bubbamcgee on June 29, 2015, 09:37:50 AM
@RedKetchup - Thanks for the pics on the previous page showing the clarification on the stone on your canals vs the quay wall pieces.  The more that I look at your stone texture, the more I like it.  As for running the wood barrier along the canals... I see no need for it.  Especially in consideration that historic canals didn't provide such barriers.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 29, 2015, 05:59:54 PM
Quote from: DesoPL on June 29, 2015, 07:18:12 AM
Ketchup any chances, you can make an medieval variation of CC productions buildings like glassworks etc? This might be fun through.

not in this build, maybe later
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 30, 2015, 08:35:01 AM
Quote from: RedKetchup on June 29, 2015, 04:44:49 AM
it is going a little bit slower than expected... and i lost 2 hrs today for maybe a stupid letter somewhere in the code that i was never seen ...

since the canal 4 tiles width are finished....

doing 6 tiles and 8 tiles large :)
in both 6 and 8 i made : the straight, the end, the corner, the 3way and the 4way
still missing the bridges, gates, filler1x, the dock and fishing dock. and the TP
and maybe 2 jokers (8=>6 and 6=>4)

maybe i will have 1 or 2 days late on the schedule. i ll announce tomm night if i postpone the launch or not.

i made all pieces in 6 and 8x :) the trading posts asked alot more time than expected ^^
they had something wrong anyways i had to fix (something about the footprint size)

only jokers left to do. and check ALL my footprints graphics made of dirt :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 30, 2015, 11:31:12 AM
the Jokers are done :)

Medieval Canal : Joker 8-6 and Medieval Canal : Joker 6-4 allow you to connect a 8 tiles canal system to a 6 tiles canal system to a 4 tiles canal system :)

only left to do a big copy paste and do the old brick texture (CC similar) :) which should take a couple of hours only :)
(for 8 tiles and 6 tiles. the 4 tiles are already made)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: kee on June 30, 2015, 12:30:51 PM
Impressive. Love your eye for detail in the structures and textures. Looking forward to try it out.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on June 30, 2015, 01:20:59 PM
mwahaha to offer all the pieces in 2 different textures i need to make a copy of all my files. 602 files :)
to make it simple and fast, all my files start with 'New'.
so i made a copy of my folder, i took a 'file renamer' and asked to rename all files starting with 'New' and replace these 3 letters by 'Old'
took 2-3 click , and 602 files was made in 1 sec lol (NewMedievalCanal4x4WayBuild01AO.rsc => OldMedievalCanal4x4WayBuild01AO.rsc for example)

next, since they are text and there are tons of links inside that need to be changed.... i took TextCrawler and i asked to open everything that is .rsc and find inside all 'New' and replace by 'Old'
886 citations in my 602 files :) it took 2-3 click , and 886 words "New" was changed in "Old" in 2 sec lol
( Like this:  String _imageName = "Models\Canals\NewMedievalCanal4x4WayBuild01AO.png";  => String _imageName = "Models\Canals\OldMedievalCanal4x4WayBuild01AO.png";)

thats what i call " effectiveness " and  " efficiency " !!! lol
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on June 30, 2015, 01:34:14 PM
Red if i might suggest little thing.

Maybe some new medieval decorations with new update? Like new sings etc.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on July 01, 2015, 06:33:10 AM
for the moment i didnt plan to do any decoration nor edit my old decoration items mod.

i finished to add 2 sets of canal system :)

New Medieval Canals : using the brick texture i was using on every building.
Old Medieval Canals : using a more colonial texture made of little rocks that you ve saw lately.

each canal system has 3 different size :
4 tiles (4x) which you ve been testing in beta medieval castle
6 tiles (6x) which is kinda an intermediaire with the large one and the short one
8 tiles (8x) which seems equal the big main river.

each size has 10 icons : End, Straight, Corner, 3-Way, 4-Way, a 1x Filler, Dock, FishingDock, Gate, and TradingPost.
the dock will serve has little storage (1200)

each canal system (brick texture) has 2 'joker' to connect different size of same texture.

i also set up 2 different cattle : cattle will have leather and beef, milky cow will have less beef , but milk. both will have B&W skin.

gonna add barley and shorgun to the mills (thanks to @kralyerg ) and will add mead to tavern.


the launch of version 1.1 will be postponned of around 3 days to finish all little things on everything (check footprints, or other details on everything the mod has)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: Kimbolton on July 01, 2015, 10:41:43 AM
RedKethup,

Sounds great. Looking forward to it and thanks again for all your hard work!
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on July 02, 2015, 01:43:45 AM
lol i will have pass all the night just to fix the brown footprints  :'(
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on July 02, 2015, 03:03:24 AM
Water in new canals looks 100% better than in old ones, worth to wait. Through this is only my opinion but. Canals needs some decorations like barrels etc.
Title: Re: Discussions : New Medieval Town v 1.02
Post by: assobanana76 on July 02, 2015, 03:24:56 AM
Quote from: DesoPL on July 02, 2015, 03:03:24 AM
Water in new canals looks 100% better than in old ones
+1  ;D
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on July 02, 2015, 05:04:54 AM
Quote from: DesoPL on July 02, 2015, 03:03:24 AM
Water in new canals looks 100% better than in old ones, worth to wait. Through this is only my opinion but. Canals needs some decorations like barrels etc.

maybe in the next patch :)
you know, on the edge of the canal, you can put everything that is decoration you like... it is free !
for example : benchs, flowers, etc. everything you want. just need a good decoration mod :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: DesoPL on July 02, 2015, 05:11:32 AM
Quote from: RedKetchup on July 02, 2015, 05:04:54 AM
Quote from: DesoPL on July 02, 2015, 03:03:24 AM
Water in new canals looks 100% better than in old ones, worth to wait. Through this is only my opinion but. Canals needs some decorations like barrels etc.

maybe in the next patch :)
you know, on the edge of the canal, you can put everything that is decoration you like... it is free !
fro example : benchs, flowers, etc. everything you want. just need a good decoration mod :)

I know, at the moment is only one canal decoration you maked before. :)
Title: Re: Discussions : New Medieval Town v 1.02
Post by: RedKetchup on July 02, 2015, 10:39:06 AM
hmmmm starting to be very near of the release :)

made and remade 30 brown footprints  :'(
even the old bakery passed under the scalpel lol

20% bigger windmill

converted Medieval Stonehenge and Abandonned Church to an actual church system with a priest :)
attendance : 200 bannies and 250 bannies.

added Barley and Sorghum as crop :) and Mead as alcohol
THANKS ALOT TO @kralyerg  :)

added receipes to tavern for those :)
added receipes to wind/water mills for those new grains :)

so..... soon to be released :)