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The Mission - very much a WIP

Started by kid1293, September 12, 2016, 09:03:03 AM

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Gatherer

Quote from: kid1293 on September 28, 2016, 03:53:25 AM
Not now, there is a tree there and it needs sunlight.

What if you leave the centre of the roof open?
There's never enough deco stuff!!!
Fiat panis.

Denis de la Rive

Again you shine, as for historical, well its probably been done somewhere, I was watching a doc on Pompeii last night and behold something like your barbecue stand exists there! It was part of an upscale spa, but sold on the street directly. Never let your imagination be held back by what is historical or not, Banished can be anywhere from year 1000 to 1900 in time span.  ;)

kid1293

Quote from: Gatherer on September 28, 2016, 08:17:18 AM
Quote from: kid1293 on September 28, 2016, 03:53:25 AM
Not now, there is a tree there and it needs sunlight.

What if you leave the centre of the roof open?

Well, I have thought about it. It's just too much work for another red roof.
I can solve it, but my mind is not there. A lot of angles to get right...

I will accept suggestions to other buildings that can be located here.
Right now the Hostel is on my mind. An ordinary mission building (with red roof).


Denis de la Rive


Paeng

Quote from: kid1293 on September 28, 2016, 12:09:50 PMA lot of angles to get right

Maybe just steal the roof part from the octagonal school building?

Yeah, better now with the enhanced windows...  :)
[i]Heads are round so thoughts can take a turn[/i]
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kid1293

Oops - I turn my back and now a whole bucket of ideas!

Thanks @Paeng ! That can really be of help!
Hmm - Wool weaver...

@Gatherer - I couldn't let it go! :) :) :)

elemental

#51
Looking good. Decorative structures are always welcome. For the garden, how about a garden with a wall and roof? Maybe with some empty "windows" or archways in it. Or you could make some tall (and also short) wall pieces with little bits of roof on them. For use anywhere, around orchards, fields, graveyards, production buildings, wherever.  :)

Edit: I posted this without seeing your pic. Looks good. I can definitely see this with stone walls or stone pillars instead of the wooden frame, with archways. I was also picturing some thin walls (single tile wide, just like all the other walls available already) with a thin cap of tile.

kid1293

@elemental - I like the idea of walls.

I have started with:
1 tile straight - L - T - X / low and high
3 tiles straight / low and high
3 tiles straight / high gate

No endpieces - I keep it simple.
No low to high connection - (I keep it simple) :)

Paeng

Quote from: kid1293 on September 28, 2016, 04:00:11 PMI couldn't let it go

Good for you us  ;D

QuoteI keep it simple

Yeah, sure... tehehe...  ::)
I keep quiet already, you're doing fine... :P
[i]Heads are round so thoughts can take a turn[/i]
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Abandoned

The hostel and quiet garden, what wonderful additions to a great mod, can't wait. Can the quiet garden be used to grow crops, protected from hot sun and wind or from the colder mountain climates, like a green house. My Mountain Mission map had most settlers living and working near shore but went to the mission for church, school, and supplies, like going to an oasis with covered walkways.  A tailor would fit in nicely with that scenario, the mission looks wonderful in that setting, like a sanctuary in the snow.  Would it be possible to add the sound of church bells?

kid1293

#55
Church bells are maybe possible, but I will not try it.
They may get annoying after some time.

As to the climate - it's global. It's nothing I can change with
a garden or a greenhouse.

I have lost a lot of time today, had to take care of things I had put aside.
The fence/walls are coming, but slowly.

A tailor is probably needed in the mission complex. I am not sure if he/she
should make any new clothes. We have a very good linen weaver with
New Flora mod and the vanilla clothes are a good basic outfit.
I thought of a wool weaver, but the vanilla tailor makes that automatically.

elemental

I wonder if you could make a bell chime at the start of each new year? Or maybe have a bell chime when a trader arrives, or when nomads arrive. That could be fun.

kid1293

@elemental
I don't know any way to include sounds to those events.
It's hardcoded in the game and I haven't found any entry
in the code where I can put a sound (if it's possible).

elemental - your walls are coming up.

I don't know when to release. I sure want to do more, but time...


kid1293

#58
Well, I must have some time to breathe too.
Here is Mission V1.1 pre-release.

Tell me what you think. If I can get myself together
I will add to this, so it is not final.

edit:I have put the file, as it is, in download and will come back later.

Kimbolton


QuoteI don't know when to release. I sure want to do more, but time...

Well this is another fine mod that we can have a lot fun playing around with. If your new additions are save compatible I don't see any reason you can't update as much as you like and not feel rushed to add more things. If the updates are not save compatible then people may not wish to place it in their current games until it is basically complete.

I always like that you add new things to your mods. :)