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Inventor
#26 Old 4th Feb 2010 at 3:00 PM
Looking at these pictures makes me want to re-instal Total War:Medieval II
Good job.

The Grumpy Old Gamer's Blog

~Life is like a box of chocolates, just when you're enjoying it, you choke on it.
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Forum Resident
#27 Old 4th Feb 2010 at 3:02 PM
I like the idea of a lower town, too. There was no "real" middle-class back then (though some peasants were better off than others) and having the classes separated would make playing a little more realistic.

The burned out area does look odd where it is, but I had a thought if you're interested, move it outside the wall. Kind of like an enemy lord attacked and burned out everything that was outside the city walls and it hasn't been cleaned up yet. I don't know much about medievel times, but it seems like a burned out house would be rebuilt pretty quick because real-estate inside the towns were scarce. Unless the city was falling apart already or something... Anyway, just an idea

My cat taught me how to fetch. I throw the toy, she shows me where it landed, and I fetch it.
Mad Poster
Original Poster
#28 Old 4th Feb 2010 at 4:27 PM
The thing is, I can include a lower town anytime, but I'm somewhat worried about hardware limitations for some computers considering the number of lots and objects (distant landscapes, panoramic trees and walls) there are already.

How large should I aim for the city to be? How many lots would you suggest would be an idea number for the city itself? I'm thinking that there'll be at least 20-30 lots outside the city itself.
Top Secret Researcher
#29 Old 4th Feb 2010 at 5:00 PM
You can add the lots and leave them empty. That way the player can decide if they want to add more lots or if their computer can't handle them. If you don't add them, then the player won't be able to do so unless you also upload the world files so they can change the world to suit them.

Add lots of lots. If there are not enough and the player uses story progression, the town will die out eventually after a few generations. Again, you don't have to build on every lot.
Field Researcher
#30 Old 4th Feb 2010 at 5:16 PM
I really like the idea of a lower, poor part of the city. It would definitely make it more realistic. You could look up some fantasy maps for inspiration perhaps?
I'm LOVING your world though!

~ Nyn ~
Theorist
#31 Old 4th Feb 2010 at 5:42 PM
LOVE it!
I hope AllAboutStyle makes some medieval clothes like they did for TS2, to make this so perfect and complete.

OMAR'S BAMFERIFIC!
Be THERE or be SQUARE.
Mad Poster
#32 Old 4th Feb 2010 at 6:36 PM
Lower town is a good idea. Like little one story huts with one giant room for everything.
Mad Poster
Original Poster
#33 Old 6th Feb 2010 at 6:48 AM
I think there'll be a mix of standardized lots and irregular ones as well. Also, the houses have really bad layouts inside, so I'll need to go back later on and fix them.

Anyways, I worked on it a little more, so here's some pictures.

Overview of the district
http://i48.photobucket.com/albums/f...eenshot-653.jpg
Removed the burnt out section

Rooftop Shot
http://i48.photobucket.com/albums/f...eenshot-652.jpg
http://i48.photobucket.com/albums/f...eenshot-651.jpg

As for the Lower town, I'll just have almost all of it burnt down/vacant to save on processing power. However, if you zoom out...

Town Overview Towards Mountains
http://i48.photobucket.com/albums/f...tyOverview3.jpg

There's still a ginormous area to fill. Granted, some of it will be used to gradate from the horizon or will be covered by farmland, but still, it's a lot of space. What I really fear is that if you add everything up, including the town, eyecandy, furniture and sims, that this neighbourhood may end up requiring too much processing power for some people to use.

What I'm wondering about is that if I cut some corners while building and settle for a smaller town and a larger "dead space" (unusable hills and stuff), maybe I'll avoid this potential problem? Maybe I'm thinking ahead too much


Also, a more immediate problem! While using the moveObjects on cheat, I placed some brambles on the edge of some lots and now I can't get them! What should I do?
Banned
#34 Old 6th Feb 2010 at 7:08 AM
You can, IIRC, click on and delete in-game objects from lots while in CAW.

The rooftop shot is amazing. That atmosphere has never once existed in a single sims game ever, but you made it happen.
Scholar
#35 Old 6th Feb 2010 at 4:52 PM
- when i think of your latest screenshots, i imagine some sims running round with medieval cloth... oohh it's such a great place

- performance... well, suggest you fill the town.. if people have slower machines they can always move lots in the library to gain better frame rates

( - performance wouldn't be a problem if ea knew about performance programming ... compare complex 3D massive player shooters vs. Sims3, it's a shame )
Mad Poster
Original Poster
#36 Old 6th Feb 2010 at 6:20 PM Last edited by jje1000 : 6th Feb 2010 at 6:43 PM.
Thanks!

How do you delete lot objects in CAW? I tried and either I still can't select them, or CAW refuses to delete them.
Mad Poster
Original Poster
#37 Old 12th Feb 2010 at 4:34 AM Last edited by jje1000 : 12th Feb 2010 at 7:23 AM.
Anyways, never mind, the problem solved itself!

Right now, I'm working on the castle itself. It's nowhere near as monumental as I want (5-story limit! ), but I suppose it'll have to do.

Here's some pictures!

http://i48.photobucket.com/albums/f...eenshot-656.jpg

http://i48.photobucket.com/albums/f...eenshot-655.jpg

I'm thinking of cutting down the tallest tower, as right now it sticks out like a sore thumb. Or maybe I can cut off the roof and make it a keep?

Edit: Nevermind, finished it up.

http://i48.photobucket.com/albums/f...vreuxCastle.jpg
Wiki Wizard
#38 Old 12th Feb 2010 at 7:44 AM
It looks so good, i think you should make more development on the castle on the inside courtyard area


It's ok, we all laugh-snort occasionally!
Check out some of my other stuff here.
Mad Poster
Original Poster
#39 Old 12th Feb 2010 at 2:08 PM
What do you mean?
Captain Louie
retired moderator
#40 Old 12th Feb 2010 at 2:58 PM
This looks fantastic, dude. I am not only extremely excited to see this done, I am also very happy with how you're setting this up, it looks authentic and awesome! The half destroyed house I noticed is a marvelous touch as well. Simply one of the best I have seen yet, and your not even done yet.

-I realize you are still working on it, but something I'd suggest is adding some more interesting landscape to where you can see it. The distant mountains look gorgeous, but all you have right now is this mesa sort of thing and a river. I hope plans to make this part more interesting are in progress.

Also, additional question, are there plans of a massive castle for the king and queen? If my game ever decides to let me play then I would want my king to have the best in all the land! Literally :D

Will be checking back on progress, super pumped!

Now streaming on at Twitch.tv/SeveralNerds or UglyHoesConnect.com - whichever is easier for you to type in your browser.
Scholar
#41 Old 12th Feb 2010 at 3:20 PM
- amazing work!!!
- i would delete one level of the big tower, and minus one floor in length and width
- you could add doors to the tower, giving the illusion that the parapet walk can be accessed, like you did on the other towers
Mad Poster
Original Poster
#42 Old 12th Feb 2010 at 10:40 PM
Finished the castle. It's made up of the 'keep' (portion with square towers), which is one large lot, a barrack (second largest building) and some smaller shacks.

http://i48.photobucket.com/albums/f...eenshot-658.jpg
http://i48.photobucket.com/albums/f...eenshot-657.jpg

Overview
http://i48.photobucket.com/albums/f...eenshot-660.jpg

Should I include some roads inside the city? Should the roads be outside the city? Or should I exclude them altogether?

Though roads would allow for any future expansions/ mods for horses, you run the risk of taxis and repairmen and maids coming in on cars!
Scholar
#43 Old 12th Feb 2010 at 11:45 PM
question: does no roads mean, my sims have to run run run to go somewhere, will sims use bikes? is it playable? ..do you plan to have rabbit holes?

anyway... did i mention: GREAT WORK?
Wiki Wizard
#44 Old 13th Feb 2010 at 12:07 AM
Quote: Originally posted by jje1000
What do you mean?


Well i would have replied with what i meant but i think you pretty much got it because the new pictures are exactly what i was trying to say XD It looks fantastic! amazing attention to detail!


It's ok, we all laugh-snort occasionally!
Check out some of my other stuff here.
Mad Poster
Original Poster
#45 Old 13th Feb 2010 at 5:11 AM
I do plan to use rabbit holes, I'm going to use Simverse's Medieval replacement careers.
Lab Assistant
#46 Old 13th Feb 2010 at 5:18 AM
Quote: Originally posted by candlelight82
question: does no roads mean, my sims have to run run run to go somewhere, will sims use bikes? is it playable? ..do you plan to have rabbit holes?

anyway... did i mention: GREAT WORK?


No road means no bikes. But it's definitely playable. Just no cars, no bikes, only run run run.
Field Researcher
#47 Old 13th Feb 2010 at 6:59 PM Last edited by Ahlaam21 : 13th Feb 2010 at 8:10 PM.
I don't know if you can use this or not, but I found some great burning building wallpaper at this site:
http://ladyvenera.net.ru/load/#googtrans/ru/en
It's in russian (I think!) but there's a translate box.

I can't wait for this to be complete!

**edit**
Also, check this site for cool medieval furnishings and deco objects.
http://forum.sim-share.net/viewforum.php?f=56&start=220

I'm actually searching for my own Egyptian world, but I thought this stuff might be useful. All free, but you might have to register.
Field Researcher
#48 Old 15th Feb 2010 at 12:22 AM
I vote for a lower town. Maybe some shacks or merchants outside the walls - thought I think you haven't started the outside decoration yet. I'm looking forward to see what you'll do with the rest of the world (I'm hoping you'll keep it small, for performance's sake!). Maybe some abandoned village lost in the dense woods, maybe some secret tombs, or an underground magical garden... Ah, the possiblities! *cough* But I digress...

You're doing a great job with the houses, their wall textures and everything. It's a pity the wall towers look kinda blurry. Keeping the world small would also help with the distant view, as in my opinion the wall gets very blurry and square. So far the city looks great. I really like the destroyed house on this pic http://i48.photobucket.com/albums/f...eenshot-650.jpg
It reminds me of Oblivion's Kvatch. Good times. :lovestruc

You want to know the Secret... so did I. Low in the dust I sought it, and on high. No agony of any mortal brain shall wrest the secret of the life of man. The Search has taught me that the Search is vain.
Forum Resident
#49 Old 15th Feb 2010 at 4:06 AM
Quote: Originally posted by Ahlaam21
Also, check this site for cool medieval furnishings and deco objects. http://forum.sim-share.net/viewforum.php?f=56&start=220

Thank you so much for this link. I haven't gotten to the medieval stuff yet. I'm too busy downloading everything I see and I'm really picky about what I download.

Sometimes the Dragon wins and I AM the Dragon!
Mad Poster
Original Poster
#50 Old 15th Feb 2010 at 4:30 AM
Continued on the town and started on the second outer wall. The landscape outside the city is mainly gentle rolling hills, and I plan to make most of the area outside the town open fields and farmland. There'll be a few patches of forest here and there, but they'll be fairly small.

Pictures!
http://i48.photobucket.com/albums/f...tyOverview4.jpg

http://i48.photobucket.com/albums/f...Overview3-1.jpg

The large block to the right is the spot for a small church. Of course, it'll be able to fit much larger structures but you'll need to build them yourself! The open spot beside it is the main market.
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