If somebody has a better name, I am open to suggestions.
(Because he trades 2 types of Oil: Olive Oil and Canola Oil.)
By the way:
Currently my main focus is simply to get the graphics integrated and base functionality working.
This is all just preview of work in progress, nothing you see here is supposed to be "final".
At the moment I am really working in a "mass production" fashion where texting is given really little time.
I have not even really checked balancing since there is no point in balancing before functionality is fully implemented.
Which is confusing too, because you showed a Rape Planter harvesting Canola Oil traded by the Master Oil Trader.
When we exclude Whale Oil and stick to Train Oil (as from the dutch Traan or german Tran) then I would suggest to
either use Rapeseed Planter and Rapeseed Oil (which I would prefer as the historically and systematically correct term) or the inventend Canola term but then for both, too.
Would it sound right if the Master Oil Trader would be a Master Plantoil Trader if it trades both rapeseed and olive oil?
Not really sure what is confusing about that.
(There are lots of production chains like that already in WTP.)
Maybe you got some images confused but it is really straight forward.
There is nothing strange about it. It is simply like other production chains as well.
E.g. Spice Trader, Fur Trader, Butcher, Drier, Weaver, Blacksmith ... also produce more than 1 refined Yield.
(In my opinion it would not have made sense to create two different "Master Oil Traders".)
@Kathy
Sorry that I have another help request again ...
I would need some help again creating a new "Building Chain". (In this case it is about a "Taylor".)
All I need of course is the 3D Buildings in NIF. (I can do all the 2D stuff myself.)
-------
See in WTP all Buildings have 3 upgrade levels.
(Something like: House, Shop, Factory)
This is an already existing building chain (Oil Trader) as an example as first idea of the concept.
(Just to show you a bit the sizes differences of "House" vs. "Shop" vs. "Factory".)
Spoiler:
Oil Trader's House:
(Upgrade Level 1 - Base)
--> Just one modest single floor house.
Oil Trader's Shop:
(Upgrade Level 2 - Expansion)
--> It just got a secondfloor, that is it.
Oil Factory:
(Upgrade Level 3 - Final Expansion)
--> The building length got exanded.
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As I said, I would also need something like this for a "Taylor Building Chain" as well.
I have attached a building I could imagine as Taylor Shop (Level 2) of such a "Taylor Building Chain".
(It is more or less already a "Level 2" in our mod, because it already has 2 floors.)
Would it be possible to also create a smaller "Taylor House" (Level 1) and a larger "Taylor Factory" (Level 3)?
The "Taylor House" (Level 1) could simply be created by cutting away 1 Floor.
The "Taylor Factory" (Level 3) might be created by simply adding an additional building section to make it longer.
But please do not feel restricted by my suggestion. I just throw in some ideas and any other "Taylor Building" that looks colonial would be fine as well.
If you have ideas of your own and would want to build such a "Taylor Building Chain" from a completely different base building feel free to be creative.
I am sorry, but for changing this (cutting away none floor), I would need to work with blender, and I never did so. I once installed it, but I did not manage to do even the most simple things. At this moment, I have no idea which model I could use else and rework with Nifscope only (it would need several models I could combine to have one more big one).
Ok understood, then I need to ask somebody else to take a look at this, like e.g. @hrochland.
Or is there somebody else you know who is good at creating buildings?
A lot of that stuff was originally created by @Schmiddie.
Some of it was created by other graphical modders I know.
Some of it was originally from Pirates and then modified.
Some of it is simply from other Civ4Col or Civ4BTS mods.
No, not really. I can not create 3D Unit models from scratch myself.
I can only start changing them a bit here and there.
Anything that is animated is beyond my skills. And high quality stuff I also cannot do yet.
(But I am already able to do simpler unanimated Bonus Ressources and Terrain Features.)
No, not really. I can not create 3D Unit models from scratch myself.
I can only start changing them a bit here and there.
Anything that is animated is beyond my skills. And high quality stuff I also cannot do yet.
(But I am already able to do simpler unanimated Bonus Ressources and Terrain Features.)
I can do simple reskinning by 2D work on the texture once the animation does what I want.
(I simply cannot change much in the 3D model without breaking it.)
I e.g. created this right now, with actually little effort:
(It is a reskin of the "Cassava Planter" you created for me.)
RESKIN:
For comparison the Cassava Planter.
(You gave it the shovel for me.)
Well, that is better than most reskins I did. If I do a building it might be acceptable, but for leaders and human units, my retexturing is often horrible.
In those cases I could copy&paste a lot from textures of other Units.
After that I only added a little bit of detail here and there with GIMP.
So I also did not create those textures from scratch either.
-------------
My main problem persists though:
I still need help all the time when it comes to creating a 3D Unit or an animation or fixing any issues related to that.
After that I can take care of the 2D stuff (e.g. Buttons or 2D Europe / City models) myself and mess a bit with texturing.
-------------
Also retexturing alone does not get me very far since I at least prefer to add "completely unique" units whenever possible.
(Thus I really try to avoid to have too much retexturing because the units still look similar and recognition value suffers.)
Summary:
Retexturing is more of my "last way out" if I really do not find any unused 3D Unit that might fit.
I think I now have an alternative for the request here.
Manufacturing Padded Leather Coats and Goat Hide Boots.
(It is consuming: Cattle Hides, Goat Hides and Downs.)
It may not be perfect, but it should be good enough.
(Found it in Medieval Conquest mod and simply modified a bit.)
@Kathy
Maybe such a building might be useful for you too.
I attached an archive to this post in case you like it.
If you think it can further be improved, you are of course welcome to do so.
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