at last... i'm back
@wickedshot: i'm really sorry for not keeping my promise to finish the scene, but my box went dead last Friday and i just get it back from service... since i'm constantly fighting unexpected problems this year
.. i will not promise to finish Empta this weekend, but i WILL try
- i have two more castles to build (for e0m2 and e1m2) - the rest is nearly done - some minor tweaks here and there and such... i just hope i'll have time 'n' resources
@Dalizon: i'm glad You like my humble (
) presentation - as wicked already mentioned - it was more for the reasons to test and to show the possibilities of 'castle-making', and (imo) it turned out good enough to be included in this mod
i hope You'll enjoy other scenes of Empta (i'll keep calling it so, leaving final naming to the author of this (imo) superior mod), 'cause, even without any requests i was going to make castle for e0m2 entirely wooden...
@Liquidninja: nice work on that 'marsh' environment - i'm a bit jealous i haven't came up with such an idea myself
i may still try to make something similar but still different
@Liquidninja, Achilles_, other scene-makers and whoever it may concern
- here's my initial setup and some ideas of what i base my scenes on:
first - i look for good place for camp-fire, so it later may become a town-center - as one may have noticed: historically most of the cities have expanded nearly equally in all directions (if there are not some natural hard-to-remove obstacles) and their geographical center stays nearly the same through ages, also, because of some odd reasons (i can't explain) i usually place first camp-fire on some hill-top (or very near to it), but i look for good places nearby to place a tavern and trading posts later on
the castle HAS TO BE built around the highest spot in given area - at least in my country we even have term that could be translated as 'castle-hill' in English - that's where all the medieval castles were here... that's not a requirement, but '
castle overlooking the city it guards' not only looks nice, it has defensive bonuses too
slave routes: for e0 level i just 'plant' some and drop some fallen trees along with wood heap somewhere and make them 'bring it' to the 'resource stock' near camp site... if there's a river (or lake) on map, i drop in a net or two, some fish and basket on the shore and add a couple of slave-entrancepoints here too, or, if i have some 'good place' for ruins - they can also 'gather' some rocks...
for e1 'planted forest' may be entirely removed if there is some hill-side to place a 'mine-entrance' there, the 'fishing-spot' becomes upgraded, also some crop fields appear and such...
your best bet for e2 is making a mill (preferably on nice-looking hill-top
), along with some 'fishing industry', a mine (or two), if available, and all kinds of 'farmable goods' covering any good-enough-looking spot - set a 'gathering spot' somewhere slaves have clear access to - ehmmm... nothing to add here
(and looks good too
)
as for walls: if i was some kind of lord in a world like Calradia, where there are bandit hordes rowing around and taking over any settlement they can, i may want to enclose ALL my control area with 50-feet walls to prevent unnecessary causalities! ... but, on the other hand, if i'm some sitting-on-the-money-bag type i may concentrate on well-defended castle, leaving a city without any defense at all - allowing peasants and townspeople to get refuge in castle and rebuilding their houses after the siege may be more profitable if there's not a constant treat...
irl we usually have something in-between, so neither way is wrong... and in this case i believe: the more DIFFERENT cities scene makers will provide - the more satisfaction players will get... isn't that our goal?
i've spoken
p.s. noticed that my English isn't as good as i want it to be, but *the hell* - it isn't even my second, so why should i care