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Necora

Maritimes Edition

768 posts in this topic

I'm curious to try out your new natural resources Necora ^_^ :hand1:

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Well, still working on trying to balance the forests a little bit. I need them to produce more sap, more flax, and less apples. Also just adding some more clothing and tool options. Then I can release it, maybe as a Beta for a short while.

 

One another note, I had an idea about the NS fisheries. What I really want is for the Dory resource to have more of a use in the fishing. So instead of a building, I decided to make a dory and have it as the work place for the fisherman to go get lobster etc. Now, it is a WIP, because I wanted it to have a limit of say 2,000 units of fish, so you have to replace it with a new dory every now and then hence keeping the dory resource relevant and making it all a bit interesting. As the work place is just a boat, it also doesn't look bad when a whole building needs to be torn down or moved for each new build.

I got the dory working, and the fisherman using it. But I can't get the progress remaining code to work so it just keeps on producing past 2000.

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a boat as the 'fishing building' sounds like a very cool idea!

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2 hours ago, Bartender said:

 

a boat as the 'fishing building' sounds like a very cool idea!

 

If I can get the consume produce part of the code I hope so!

 

 

Announcement - The Pine Set has been updated! There are large changes to the visuals of the set, but also to the trapping chain. No more skinner, but a new building, a Furriers Hut, for making pelt clothing and fur coats. Enjoy!

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@Bartender I MADE IT WORK AND I'M SO EXCITED.

Now there is a 100 limit on the boat, which means it will produce about 1000 units of lobster (or tuna, shrimp, herring, or mackerel). I might increase it to 2000 in total and change the work time so that it takes about 2 years to reach. Then, all you need to build the boat is 1 dory and possibly some fishing nets or traps... then I can have a few different types of boat depending on the fishing being done, one that needs traps for lobster/shrimp, one that needs nets for tuna/herring/mackerel. Fun times! What do you think of the idea of having the boats and nets need to be re furbished every couple of years?

 

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Edited by Necora
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HI Necora, I love your work, i going to use your mods in my next game.

Regarding your idea of idea of using dory, what about creating a Fishing company that can produce fish and other types of marine goodies using the dory has na input.

Who can employ fishermen and the production time could be very large, like 3 or 6 months and a lot of fish has output - In the old days seafearing could take men to the seas for months in a row.

Just na idea.

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Just saw you made it work, congrats.

my idea come too late...

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@paulojl yeah I was initially thinking of using the dory resource like that. There is a problem though, and that is coded into the game. The dory, because it needs lumber and rope to build, has a high trade value (100 now I think). So if you want to have a building that consumes 1 dory and produces x amount of fish, you need to make sure it produces at least 150 or more items of fish per dory to make it worth while. The problem with this is that you can not control this with the building template file. You can only control how many dorys are used. To change the number of fish produced, you need to change the high/low create values of the fish resource. So that would mean I would have to make the lobster file produce 150/200 high/low numbers of lobster for ever 1 instance. This would mean 1 dory = 200 lobster for an educated person. This is fine, however that would also mean that any other building that produces lobster will also produce 150/200 every time, so where the CC fishery that produces lobster would instead of producing 15/20 lobster each instance it would also produce 150/200 per instance and end up with thousands of lobsters each year. It is a major short coming of the game coding.

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I was not aware of that limitation :(

What about producing a new product like "High Sea Food" and then having a sorting facility that would transform "High Sea Food" into various types of food.

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@paulojl yeah that is an option. I had an intermediate phase for the skinner, the wild animal resource, but actually just got rid of it for the next update. You need to take into account the chain now needs 2 professions not 1, and my trapper output wasn't high enough to be worth while. Now it is more simple, and more valuable throughout. But if people don't like the boat method, it is an option to have an intermediate like you say and have a fishmonger like @Discrepancy to sort the sea food into lots of different items.

 

NS Update... I have now finished re-building all resources for this mod like I did with the pine set, so new models, textures, sprites etc. It all looks much smarter now. I have also added 5 different boats, each one fishing a different fish resource. At the moment, they all use 1 dory to build, but that will be changed at a later date to include things like nets and traps. I just have to make those resources and think of balancing it properly.

 

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And here it is for a BETA test if anyone is interested.

Please give me feed back on how easy/hard it is to complete the chain, and whether the amount of food produced/time the boats last is suitable for the cost (currently 1 dory worth 100). If I add nets etc., it won't increase the input value too much as they will probably only be worth 5 each.

This is not compatible with save games that have the current NSInshore release loaded. It should be perfectly compatible with all other mods, and you'll need a dock set of some sort (maritimes... hint hint ;) ) to give access to the boats.

Oh and let me know how long the boats do last.

Enjoy!

MaritimesNSInshore.pkm

Edited by Necora
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19 hours ago, Necora said:

@Bartender I MADE IT WORK AND I'M SO EXCITED.

Loading up your mod and seeing that everything finally works exactly as intended is one of those feelings that can make your whole day ^_^.

I love this idea, it looks great to have all these fishing boats next to the docks!

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So the pine set had a bug in the flax that caused it to crash when it was spawned in the forest. I've fixed that, so it is good to go again with out any issues.

 

With the new fishing boats, I've added a few resources. Now there are fishing nets, lines, traps, and tackle. Each one is used to build different boats for different fish species. Nets + dory for a shrimp or herring boat, lines + dory for a mackerel boat, traps + dory for a lobster boat, and tackle + dory for a tuna boat. The buildings that used to be the fisheries have now been changed to produce these items.

 

I'm toying with the idea of making the traps and nets etc. consumables in the production of the fish instead of/as well as a build cost.

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With the recent update to the Pine Set, I now consider that part of the Maritimes Collection to be complete, at least content wise. I can't think of anything else that can be added to the set, and if I do, it will be buildings here and there so instead of an update I'll put them up as individual add-ons. I do expect at least one more update for the set though, a balancing one, after I've left it out there for a while to get feedback from people and to play it through myself to see how it all works.

So what is next? Where does that leave the collection? The pine set was quite the detour, from needing a few simple resources like pitch and turpentine, to a whole forest themed set to build a self sustaining town around these resources. Now, you can see in the last few posts, I am thinking about the fisheries and other aspects of the collection again.

There are 3 things I want to do now.

1 - sort out the Port Royal pieces which have been somewhat neglected lately and still need to be released modular. I was putting these off, mainly because they pretty much need to be rebuilt with everything I have learnt. That was a great thing about the pine set, making a complete theme, I have learnt a lot. I have also added a lot of basic resources like tools and clothing which make the whole thing seem a lot more complete. I can now use these things in the Port Royal set, and when it is released, I hope it will be as complete a mod as the pine set is turning out to be. It will be a lot of work, but keep your eyes here for updates soon.

2 - get Sherbrooke Village up to standard. The houses I added not long ago were a great addition, now we need a few more types. Also, with the new resources from the pine set and new ideas with the inshore fishery, things like the blacksmith and tailor of the Sherbrooke set are rather empty in terms of things they can produce. All new tools and clothing will be added to them, and new industry will also be added to complement this such as a weaver, more mills for various things, and any more I can think of that would go nicely in a small town setting. Expect some bigger buildings to be coming your way sometime soon.

3 - Add to the NS inshore fishery. More decorations, more buildings, more fun. I am planning a few additions to this set before the proper release mainly including more trade post options. I want a bigger general trader than the PEI trader, and also some specialized traders for some of the new flags. A seeds trader, animal trader, food trader, a trader for fabrics, textiles, and crafted goods, a trader for materials, ores, construction goods. I have re-purposed the current fishery buildings for making fishing supplies, but maybe I will change that and use some of them as a base for the trading posts. 

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I'll be blunt, I don't like the idea of having to rebuild the inshore fishers every 100 cycles at all. I'm very much a person that likes to build the chain and then not have to worry about managing it. I do however like the idea of it being a boat. It fits.

Also about the pine forester, would it be possible to turn pine resin into pine pitch? Right now the pitch is just more useful to me. 

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Last night I made some in game screenshots to take inspiration for my mod from the splendid works of Discrepancy, and I noticed that your trees @Necora are very nice also in the foreground!!!

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I like these trees! :D

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@despo20 great stuff! It is amazing what some time and effort in the texturing can do, to get them to look crisp zoomed in. Makes a huge difference. I want to try the zoom hack (never tried it before) because I think there will be some great shots to be taken with all the new natural resources coming out. Just waiting for @Bartender ... ;)

Oh, and aren't those wood choppers by @Discrepancy just so fantastic? By far my favorite little additions to the game, and the main reason why i refused to make a small wood chopper because they are so perfect I didn't want to do them again. I did make one in the end, out of hate of the vanilla one, but made it a simple stump.

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