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Necora

Maritimes Edition

731 posts in this topic

now you tell him we have cannons AFTER he built his own.

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@ShockPuppet cheers, would be good to see how you made them. I don't really like the metal texture I've used there for the actual cannon, but it does look far better in game and my internet is being a pig for downloading more right now.

So going over the final pass of the additions to the Maritimes Mod. I've cleaned up all of the models, and squashed some bugs in the code. Some of the buildings, I must have accidentally hit a short cut and extruded every face on the object. That is why the textures were funky on the roofs in earlier shots. If you hit the 'e' key in blender it extrudes a face, but if you right click to snap back to the original, it keeps the newly created faces. Kinda annoying, so when you accidentally hit it with every face selected, even for a brief instant, you get an extra 4 faces for each original, all piled together like layers of puff pastry. I think I removed 2000 vertices from one small house when removing duplicates! Flour and bread had no names, and for the longest time I couldn't get wheat to show up in the UI for the grist mill. It does now. It should now all run pretty smoothly in game, I had it going for a good few years earlier in vanilla with no hiccups. Adding some last minute storage options, and a small wood chopper, otherwise it will be uploaded as soon as I get some reliable internet!

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oh yeah, it looks awesome well done :)

 

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@ShockPuppet thanks :hand1: perhaps I'll also make it a decoration that people can put wherever they want.

I added one last wafer thin building, a storage cellar for edibles. IT will fit nicely in between buildings, and has a dark wall back so you can either put it up against something or use it between to continue the outer wall unbroken. I also added new doors to the warehouse and loft storage, and gave the deck of the loft storage some more decorations in the form of a winch thing.

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So it seems, I am pretty much done for this update. I'll do more testing this evening, and either upload it over night or tomorrow from work. Cheers all!

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<<<claps, yeah that does look super.when you add this to the download section can you list each building? might be handy for new players as well as those who don't read all the posts.

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Mod updated in The Forge. Currently only available through the alternative download link (google drive) because my internet is not happy today and times out when uploading straight to the forge.

 

Enjoy!

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So, with the release of the new update, I might be taking a bit of a break from building things. Not because I'm done with it, or finished, or bored, but because I realised today that I really need to start planning. I have the skeleton of the mod now, I know roughly where I want to take it, and now I have to figure out the way to get there. For example, I whipped this together today in a bit of spare time...

FishL301.jpg

I like it, it is simple, but has some nice details. It is also the biggest building so far. I initially put it together just getting some inspiration, thought perhaps a warehouse for the next level of dock buildings. But then I thought it could be turned into a neat boat house, or rigger. That got me thinking, I really need to decide what buildings I want to build next, and what production chains I need for them.

I am thinking to base the mod around not only fishing but a boat building industry too. So there will be three levels of production, each accumulating in a new item, which will be used for the next set of buildings. For example...

Level 1.... Wood = Lumber. Flax = Rope. Iron Ore  = Iron. Lumber + Rope + Iron = Dory. Dory is used to build the next set of fisheries.

Level 2... Linen + Rope = Sails. Lumber + Iron = Spars. Lumber + Copper = Hulls. Sails + Spars + Hulls = Ship. Ship is used to build the next set of fisheries.

I was also thinking of throwing rigging in somewhere with rope and iron. 

Level 3???? This would be ultimate trade value and not used for anything in game haha. Perhaps the ship in Level two can be more of a sloop or schooner, and Level 3 can result in a Frigate or ship of the line... with cannons and all sorts.

 

Firstly, I want your opinions on this, or anything else you would want to see in a maritime/ocean going/ship building themed mod, if you even want to see these sort of thing!!! (is it a good idea? do people want this kinda content? Or is it just me??)

Secondly, it means I need to build up my on shore industry to support this, more blacksmiths and forges, tailors and linen makers etc. I want, again, three levels. 

Level 1 - Basic industry, slow to produce, produces limited basic tools, cloths etc. or is just slow at producing more advanced things. Buildings are small (2x2, 2x3, 3x3 max) and just shacks or coverings.

Level 2 - Medium industry, fitting to a small town setting. Building sizes around 4x5 or so, and buildings are proper buildings, perhaps even 2 levels high. Can have a rural and town version.

Level 3 - Advanced industry, ultimate speed and resource production, large building sizes, a sprawling rural version and a tall (three story) town version.

So for this I again want some input, ideas, inspiration. I have some, a lot actually, but thought I'd see what you guys come up with. This should be particularly aimed @The Pilgrimas we have spoken about this before... if you have ideas for the basic industry now is the time to get them sorted.

 

 

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that building looks great. NECORA, how long ago did you start modding? i thought you said you was new to this?? sure been doing super. yesyou can take a break iff you come back!!!

  as to the ideas and expanding your ideas,go for it. it's like you are building your own game even.that is an advantage to banished. build whatever you want and play any way you want. there are no rules per say. i'll admit i haven't yet loaded your mod.  don't feel bad about that please. i actually am working on something and don't want to add a mod yet.plus i like to wait and let the mod get some time to be tested by others.

i live inland and play along the hills of PA. but i do know others live elsewhere and play their own way ALSO. i would like to see boats that can be used not just decorations,that you can fish on lakes,etc with. bass boat,troller,maybe a rowboat that catches catfish. the animation of such a thing will be a problem. i do have salmon and trout in my mad now. actually,i may not have "fish" as i changed the mod order the other day.if you ever do try to make a fishing mod with a variety with different boats,etc i do wish you would make it work separate of CC. then we can add it above CC and it would work good.

 

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@Necora Personally I think what you're considering for the mod is a great idea. I'm always happy to have more variation in my game and this way your mod will work as a stand-alone town mod like NMT and DS Small Village. But it also would go further than those two (as they are at the moment), expanding certain industries to a level similar to CC.

I for one would love to see the dory builder back again because while I want to create a town with Banished without the level unlocking of buildings found in many other city builders (e.g. Cities XXL, Cities: Skylines), I still like some challenge such as setting up the production chains. For example, the first time I used your second tier of fisheries, I had to wait several game years before I could get enough flax to make rope. Then I found out that rope from the CC ropery could be used by the boat builder. It's those sorts of situations and discoveries that keep the game engaging for me.

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zOMG .... Just awesome!!  I can't wait to try it out, off to download now :)

1)  naughty question:  Can we please have a 2 x2 market place?  Standard influence area, but small enough to fit inline with the width of the other (original) Maritimes shore pieces. 
A shellfish delicacy heaven :D; think of a small fishmonger, whether or not you set the flags to only pick up protein, that doesn't worry me, but I'm thinking of scattering them along the shoreline and then in the hills so that all my little bannies an nom on some fresh oysters!  yummo.

2)  I am loving your ideas and seeing where they are headed.  I would love (and I know it's not theme accurate), but some alternate colour options down the track.  Don't get me wrong, I'm black to the core and your orange is outstanding, but I do like some diversity too.

I will be back in a few hours after I've given this update a good go.

Ques:  Can this be loaded into an existing map where there are NO previous buildings, or do I start from scratch (I'll try anyway, but it's good to ask, others will too).
Oi read the instructions on the page ...  honestly my excitement makes me stupid some days. :D:D

I <3 @Necora's awesome talent. :D

 

Edited by QueryEverything
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@QueryEverything Some small shellfish markets, yeah that should be possible, and pretty realistic too. I'll put it on the list! And about the black, well using it extensively, that was a one off for the port royal set. There will be a lot more red to come, and some other colours too. Most Maritimes buildings are pretty colourful (a lot of red) so I'm definitely going to add more.

 

Thanks for the kind words everyone!

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1 minute ago, Necora said:

@QueryEverything Some small shellfish markets, yeah that should be possible, and pretty realistic too. I'll put it on the list! And about the black, well using it extensively, that was a one off for the port royal set. There will be a lot more red to come, and some other colours too. Most Maritimes buildings are pretty colourful (a lot of red) so I'm definitely going to add more.

 

Thanks for the kind words everyone!

Very exciting :)

I'm still trying to find someone who will do a Melbourne based beach set, which would fit right in with your shore theme, the seaside and all that, and we have colourful shore buildings :)

Not that I'm adding anything on your plate, just that I have a love of the shore theme and what it means to my gameplay, what you have done has meant a lot to me, different country etc, but close to my shore heart. :D
 

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morning beach houses.jpg

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1 hour ago, Necora said:

@KevinTheCynic Dory builder is in the latest update ;)

Excellent. I've just finished downloading the update so I'm going to fire up Banished and give it a look :)

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I'll be honest, big production chains scare me. That being said, I do like the idea that you can't go right from a shore fisher to a deep ocean fishery. An idea maybe, is to consolidate the buildings. For example, have a weaver that can make sail-cloth in addition to regular cloth. (Also, wouldn't hemp be a better choice for rope and sail cloth?) Spars are made by the blacksmith, etc.

Though a little quibble, from what I understand, isn't the hull built first, then plated? Wouldn't it make more sense for sails, spars, lumber, and copper to be mixed together at the shipyard to make ships? (Or just use the CC ship components, I mean people have been dismantling and rebuilding ships since the ancient Egyptians.)

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9 hours ago, Necora said:

FishL301.jpg

looks amazing, like something im working on at the moment

9-B-gentlmns_horse.gif

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@QueryEverything doesn't quite fit in with my theme, but if I find myself with a bit of free time you never know what I might build.

@KevinTheCynic how'd it go?

@Feneris yup hemp will be better, I need to put it in. Flax was convenience more than anything. As for combined buildings, we'll see. One thing I wanted is diversity, so was thinking of a range of production buildings rather than just one jack of all trades. But it depends how it all goes I guess. And you are right, the keel is laid down first then everything built on top of it. However, as far as I am aware, each production building can only take three supplies to make a product, so you would be limited by what you can put together. Perhaps it would be better to have hull components instead of hulls and have the production building for these as more of a packaging job such as the CC homewares and building supplies suppliers. Then they get sent to the ship yard along with the rest.

@ShockPuppet that looks like a better version of the stable I made for the crystal cliffs barn haha.

 

 

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@Necora Quite well although I haven't got a location yet for placing all the Port Royal pieces as one cohesive whole. However there's so much variety now in your set that I'm going to have to expand the town again just so I can use more pieces from Maritimes!

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