Maritimes Development Thread

I'm curious to try out your new natural resources Necora [img]<fileStore.core_Emoticons>/emoticons/happy.png[/img]/emoticons/happy@2x.png 2x" title="^_^" width="20" /> [img]<fileStore.core_Emoticons>/emoticons/58462f70003fe_EmojisApplebyKawaiiDarkToxic553.png[/img]
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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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Quote:
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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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> 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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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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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6900-paulojl/&do=hovercard" data-mentionid="6900" href="<___base_url___>/index.php?/profile/6900-paulojl/">@paulojl</a> 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 <abbr title="Colonial Charter">CC</abbr> 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 [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />



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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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6900-paulojl/&do=hovercard" data-mentionid="6900" href="<___base_url___>/index.php?/profile/6900-paulojl/">@paulojl</a> 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 <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a> 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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