(RELEASED) LoM: Norman Castles: 1.0

Creating new content for Millénaire
LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

(RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Tue Nov 05, 2013 2:18 am

Hi fellow Millenarians,

The Castle building is here!!

DOWNLOAD HEAR!
Caution! It changes both the itemlist and the goodslist, as the traded goods list as well.
https://drive.google.com/file/d/0BxbaLX ... sp=sharing

Image

This is how the castle is distributed:

Image

All buildings inside work as subbuildings (I can't make it work in any other way), however they upgrade independently, so you can have an 6th age church within an 1st age walls, and so on.

Image

Size comparation with the Norman Fort:

Image

What I'm asking?

- Share: Your ideas, your problems, your stories and your screenshots.
- Feel free to: edit, change, re-use, bundle, etc.. just remember to name me as the original creator
- Join me: To create moar buildings and castles.

So yes, prepare lots of stone.

Suggestions? :roll:
Last edited by LordDamien on Wed Feb 05, 2014 11:57 am, edited 18 times in total.

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer

Post by LordDamien » Tue Nov 05, 2013 2:22 am

Bonus:

THIS is a thick wall :D

Image

myfishes
Posts: 4
Joined: Sun Nov 03, 2013 8:44 pm

Re: (WIP) LoM: Castles for Multiplayer

Post by myfishes » Tue Nov 05, 2013 11:05 am

That looks epic!

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer

Post by LordDamien » Tue Nov 05, 2013 10:46 pm

Thanks Myfishes!

Hopefully it will work as well. :)

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer

Post by LordDamien » Fri Nov 08, 2013 2:10 am

TOWERS!!

I finally completed the tower upgrades for the castle, which will be independent for each tower. Therefore you can have a tower up to 6 while another one is just 2. Madness.

Here a capture of all the ordeal:

Image

Image

I will now focus on the keep building, which will be the "town center", so I can test further how to build subbuildings independently.

Crossing fingers!

StalkerExecutor
Posts: 58
Joined: Sun Jul 14, 2013 3:52 am

Re: (WIP) LoM: Castles for Multiplayer: Towers done!

Post by StalkerExecutor » Fri Nov 08, 2013 3:44 am

good, good...

Are you doing this all by yourself? because a team of builders could help with the process!

Also, what resource pack (texture pack) are you using?

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: The Keep

Post by LordDamien » Sat Nov 09, 2013 12:09 pm

I'm half way done the work on walls. So far it looks good with the Towers + upgrade independently from each building. Walls upgrade altogether (4 sides) and has no special points for Millenaire.

Some pics:

Level 0: First walls and towers
Image
Yeah lots of holes. Walls will be not build at once but slowly upgraded, therefore there is always one upgrade that shows the work half done.

Level 1: Complete basic walls and towers, with keep and no extra buildings
Image
This would be the first complete castle you will get. Without the extra buildings like the stable, great hall, etc..

Level 2: Building a new wall
Image
Image
From inside and outside. Keep in mind that the towers in the distance have been already upgraded to 3rd level.

More coming soon!

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: The Keep

Post by LordDamien » Sat Nov 09, 2013 12:23 pm

To test how the subbuildings work altogether, I've build the first Keep to check it out.

This would be a sneakpeek of it:

After spawning, This is the basic pack, from here you decide what to build when to build and to upgrade:
Image

The audience hall:
Image
As basic as it gets, where you will meet your small folk.

The dungeon:
Image
Your first dungeon. Operated by essentials plugin as a players prison.

Council room:
Image
Where you do your plotting and castle management.

Lord's Chambers:
Image
Em.. I can explain why somebody's wife is on my bed! Just haven't done a builder's hut to keep the castle working so I offer my chambers to host them. Honest.

More coming soon!

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: The Keep

Post by LordDamien » Sat Nov 09, 2013 12:27 pm

StalkerExecutor:

For the more complicated buildings I'm doing it by myself. Using subbuildings is a pain in the a$$ so I prefer for now to do it this way.

However if anybody wants to help, I still have 35 buildings that need work on it.

The resource pack is: http://www.planetminecraft.com/texture_ ... ture-pack/

I might also consider using doku's pack, as it has various sizes and tastes for everyone.

Cheers!

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Moar subbuildings

Post by LordDamien » Sun Nov 17, 2013 3:20 pm

Hi folks!

So far, I had to recreate the towers, it has been a nighmare, many maps full of mistakes:
Image

Besides that, I have created many subbuildings, we are close to release! (or at least closer)..

The church:
Starts in a kind of small temple and ends up having a tower, two floors and an undercroft:
Image
Image

The Stables:
This will give me some work as I will make a new shop + new crafting task: saddles and horse armors. I would also add some horse bredding, but I am not sure if I can deliver that. (pictured not the last update).
Image
Image

The barracks:
Here you will have 5 houses for your soldiers + 5 more for players. I have almost everything done, just need to create the man-at-arms skin.
Image
Image

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Multiple subbuilding

Post by LordDamien » Tue Nov 19, 2013 1:30 am

Done the forge today. Although it is a pretty straightforward subbuilding, it is amazing how much time it takes to build stuff.

Update wishlist:
0: bows and arrows and wooden swords.
1: leather armors
2: stone weapons
3: Iron weapons, Chainmail armors, there is an anvil
4: Iron armors
5: Norman weapons and armors

Update 1:
Image

Update 3:
Image

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Finishing secondarie

Post by LordDamien » Sun Nov 24, 2013 8:02 pm

Hi Fellas,

Just a healthy update about what I've been doing recently. Well mostly ending all the stuff related to the secondary buildings. Lots of them, lots of work.

Possibly I will be able to finish them (position blocks, npcs, shops, etc).. soon 'nuf.

Cheers,

ximeeen
Posts: 9
Joined: Sun Nov 24, 2013 9:47 pm

Re: (WIP) LoM: Castles for Multiplayer: Finishing secondarie

Post by ximeeen » Sun Nov 24, 2013 9:51 pm

Seems like a really good addition, you said you had a server did you?

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Finishing secondarie

Post by LordDamien » Mon Nov 25, 2013 3:58 pm

Hi Ximeeen,

Yep, the server is here: http://millenaire.org/forum/viewtopic.php?f=5&t=314

However the castle isn't yet there, as I'm on the process.

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Keep Updates

Post by LordDamien » Fri Dec 13, 2013 1:39 am

Hi fellas,

I'm half-way through the 4th Keep level, so it only remains this one and the next (5th) to build. More or less, it looks like this:

Image

I put extra work on the interiors, tried my best with the throne room and others.

Let's cross fingers and hope we will be done bef. this year's end.

Cheers!

TheAlphaTurkey
Posts: 115
Joined: Thu Aug 22, 2013 12:43 am
Location: England
Contact:

Re: (WIP) LoM: Castles for Multiplayer: Finishing secondarie

Post by TheAlphaTurkey » Fri Dec 13, 2013 7:33 am

Looks so cool! I shall prepare my men in readiness to take the title of King so that I can use this incredible castle ;)

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Finishing secondarie

Post by LordDamien » Sun Dec 15, 2013 4:36 pm

So the keep is complete.

Now I have to do a 100000 minial tasks like shops, make the darn barracks work, etc..

Image

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Soon

Post by LordDamien » Sun Dec 15, 2013 4:46 pm

I tried to build the castle in survival, but it is quite hard, as you require looooooots of space 90x82.

Anyway, that is more or less the result:

Image

Top of mountains looks good and works very well defensively speaking, but it's a pain in the back to go every single time to there on horse (and don't say on foot!). + Getting resources makes it harder.

My suggestion is to build on flat and do a surounding lake, this makes it good as defense and also will allow people to flow to your market through your lovely wooden bridge.

Cheers!

Gavinator25
Posts: 15
Joined: Sat Dec 14, 2013 8:25 pm

Re: (WIP) LoM: Castles for Multiplayer: Soon

Post by Gavinator25 » Sun Dec 15, 2013 10:45 pm

That castle looks amazing on top of those mountains! What biome is that on?
Seljuk Turks culture creator
Message me on here or at the minecraftforum.net at Gavinator25

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Soon

Post by LordDamien » Mon Dec 16, 2013 6:49 pm

Hi Gavinator,

I think it's Ocean.. must check out

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by LordDamien » Tue Dec 24, 2013 2:59 am

Finally!

I had an extreme battle with the sub-subbuildings, which are subbuildings inside subbuildings like those russian dolls. Why? Well, to do the barracks, you need several dudes, to man your walls + some inside chores.

My only problem is that they are really useless in two areas: Do not patrol, do not pray.. :( Why!!

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by Llurendt » Tue Dec 24, 2013 11:14 pm

Looks awesome! I look forward to including it in my world. :D

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by LordDamien » Wed Dec 25, 2013 12:17 pm

Like a Christmas miracle, Jamerance list help us add new blocks that are much welcome. I strongly suggest to update your blocklist:

http://www.millenaire.org/library/view.php?cid=173

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by Llurendt » Thu Dec 26, 2013 6:40 pm

Heyo! Would you mind sharing one of the newer builds? :D If not, that's ok, but I would greatly appreciate it! ^.^

StalkerExecutor
Posts: 58
Joined: Sun Jul 14, 2013 3:52 am

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by StalkerExecutor » Sat Dec 28, 2013 6:54 am

very interesting indeed...

What is the approx. date that the castle will be finished?

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer:

Post by LordDamien » Fri Jan 31, 2014 1:04 am

Find a flat place for tomorrow

User avatar
CrikCrok
Posts: 90
Joined: Wed Aug 28, 2013 9:34 am

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by CrikCrok » Fri Jan 31, 2014 11:45 am

HI LordDamien:

This is the first time I see your post and I need to say: It´s amazing! Your creation is awesome. I have a little questions:

You update a release in the millenaire library?
It have only buildings inside the walls?
Century?
It is builded from your imagination or is based in a real building?
Norman Core Buildings replacement C.XIII . 2.03 FIXED RELEASE! check it in Millenaire Library or Millenaire Forums to download it.

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by LordDamien » Fri Jan 31, 2014 11:14 pm

Hi CrikCrok,

Many thanks. Maybe I can lure you into build some other fortification together?

Concerning your questions:
You update a release in the millenaire library?
I will upload it to the millenaire library and also add a download link so you can test it tonite.
It have only buildings inside the walls?
Actually, there is an external building, an inn outside. The main reason there is that I ran out of space for that purpose :P But we could imagine an outside inn so merchants or other people not invited can stay near the castle during business or so.
Century?
Good question! The castle building starts at the same age Millénaire is based, but many years can take a castle and also there are multiple updates (around 6) for each building wall. So I believe it will cover the whole good ole medieval times.
It is builded from your imagination or is based in a real building?
Before I started, I checked lots of real castles, but, due the Millenaire limitations, it was sheer madness.
One that was very attractive was this one:
http://www.dedoimedo.com/art_3d/castle_norman.html
They not only give you a map of things, but also a 3d where you can see every nook and crane.
However, I found out that lot's of things in castle making were round, mostly as lean surfaces provide an easy point to attack. Also those are more boring.

This building exceeds way more the standard size (60x radius) so, If we wanted to do a real castle, I don't know if Minecraft-Millenaire will be able to handle it.

Cheers!

TheAlphaTurkey
Posts: 115
Joined: Thu Aug 22, 2013 12:43 am
Location: England
Contact:

Re: (RELEASED) LoM: Castles for Multiplayer: Now 1.0

Post by TheAlphaTurkey » Sat Feb 01, 2014 10:21 am

YAY! I've been waiting a long time for these, you're amazing mr Damien ;)

These will be perfect for something I've been working on, permission to use good sir?

Thanks, Turkey;

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Castles for Multiplayer: Now 1.0

Post by LordDamien » Sat Feb 01, 2014 3:17 pm

Yeah, no problem. ;)

User avatar
CrikCrok
Posts: 90
Joined: Wed Aug 28, 2013 9:34 am

Re: (WIP) LoM: Castles for Multiplayer: Sooner

Post by CrikCrok » Sat Feb 01, 2014 4:01 pm

LordDamien wrote:Hi CrikCrok,

Many thanks. Maybe I can lure you into build some other fortification together?
No problem, send me a PM.

Thanks for respond my answers. I try to finish my project (you can see the post if you like) and later I take a look of your creation.
Norman Core Buildings replacement C.XIII . 2.03 FIXED RELEASE! check it in Millenaire Library or Millenaire Forums to download it.

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Llurendt » Sat Feb 08, 2014 4:42 am

How do you spawn any particular village? Does a popup menu come up, or does it have to be a specific kind of block you right click on with the creation wand? (I remember that this was the way you did it.) If it is the second method, what block do you use to spawn this town?

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Sat Feb 08, 2014 8:31 am

Hi Llurendt:

You need, a village wand and a block of gold. If you want to create a player controlled village, you first need to:

- Reach the reputation level of: One Of Us (through trading and doing quests)
- Speak with a Village Chief and ask for recognition as a Natural Leader

Once done, pick a good spot for your new village:

- Place the gold block, it will mark the village center
- Click it with your village wand, it will give a menu with all the villages available, if you don't see a particular village, it might be that you aren't a natural leader of that culture

Hope it helps!

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Llurendt » Sat Feb 08, 2014 10:17 am

Ok, perfect, thank you! I have to know these things so I can tell people that join my server, lol.

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Sat Feb 08, 2014 2:51 pm

About multiplayer NPC controlled villages:

We have seen many issues when villages get to over 25 or 30 villagers on NPC controlled ones. So be sure to trim down those numbers if you have any lag or weird behaviour.

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Llurendt » Sat Feb 08, 2014 6:27 pm

Are those listed in the config for each village type in the "villages" folder?

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Mon Feb 10, 2014 4:23 pm

Llurendt wrote:Are those listed in the config for each village type in the "villages" folder?
Sorry Llurendt, could you explain a bit your question? You caught me off guard :P

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Llurendt » Tue Feb 11, 2014 5:32 am

How do you manage the number of villagers? :D (Probably a better way of asking my question, lol.)

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Tue Feb 11, 2014 8:31 pm

Llurendt wrote:How do you manage the number of villagers? :D (Probably a better way of asking my question, lol.)
You kill those villages, either you are an enemy of the town or you use creative killing modes (i.e. using mobs, using lightning, etc..).

Llurendt
Posts: 53
Joined: Fri Dec 20, 2013 3:27 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Llurendt » Wed Feb 12, 2014 10:18 pm

Lol, alright. I was hoping there was a way to implement or change a cap that was in the configs someplace. Oh well. :D Thanks!

beewyka819
Posts: 16
Joined: Wed Feb 19, 2014 11:41 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by beewyka819 » Wed Feb 19, 2014 11:43 pm

I'm in creative and when using the wand on the gold block, I don't see "Castle" in there, do I need to become a leader for the normans even in creative?

Kapten_Kamrat
Posts: 10
Joined: Mon Jun 10, 2013 7:12 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Kapten_Kamrat » Thu Feb 20, 2014 3:31 am

Your castle construction is awesome. I have tried to build a couple by myself and have not managed to make all the subbuildings like barracks and great hall blend in to the castle as good as you have done.

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Thu Feb 20, 2014 12:43 pm

beewyka819 wrote:I'm in creative and when using the wand on the gold block, I don't see "Castle" in there, do I need to become a leader for the normans even in creative?
Yeah, it is a player-controlled-village so you need to get that degree. However, just sell some iron and in a second you will get that merit.
Kapten_Kamrat wrote:Your castle construction is awesome. I have tried to build a couple by myself and have not managed to make all the subbuildings like barracks and great hall blend in to the castle as good as you have done.
Hi Kapten,

Do you have an idea for a castle? Maybe I can help you getting it realised. Also, you could consider reusing some of the buildings on this castle or some of the mechanics.

Bottomline is that PCV have some bugs that need to be solved, specially when using subbuildings, but hopefully this will be done soon 'nuf.

Thanks both for playing!!

beewyka819
Posts: 16
Joined: Wed Feb 19, 2014 11:41 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by beewyka819 » Thu Feb 20, 2014 2:09 pm

Is it possible to make the wall "pre-building" (walking around with a shovel) be a lot faster? Also the signs in the board room are buggy

LordDamien
Posts: 127
Joined: Wed Oct 16, 2013 7:35 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by LordDamien » Thu Feb 20, 2014 4:42 pm

beewyka819 wrote:Is it possible to make the wall "pre-building" (walking around with a shovel) be a lot faster? Also the signs in the board room are buggy
Hi,

Having the subbuildings appear on creation has proven a bit difficult, yet looks like Crikcrok has achieved it. I have to get him to tell me the secret. However I would rather cheer you up to do it ;)

The signs in the board room are terrible. If you check your logs, you will see that when you click on them a "tried to send a big packet of data to user" java error will appear on them. So far I've reported it on the bugs section, yet there is no workaround :(

Anyway thanks for playing!

beewyka819
Posts: 16
Joined: Wed Feb 19, 2014 11:41 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by beewyka819 » Thu Feb 20, 2014 9:02 pm

Anyway to make the signs not go blank after awhile, rightclicking on the material signs works for me.

User avatar
CrikCrok
Posts: 90
Joined: Wed Aug 28, 2013 9:34 am

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by CrikCrok » Thu Feb 20, 2014 9:33 pm

LordDamien wrote:looks like Crikcrok has achieved it.
When you have time, I tell you via skype. I say you 6 days ago. Isn´t a secret.
Norman Core Buildings replacement C.XIII . 2.03 FIXED RELEASE! check it in Millenaire Library or Millenaire Forums to download it.

Heroic_Salt
Posts: 1
Joined: Mon Feb 24, 2014 8:56 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by Heroic_Salt » Mon Feb 24, 2014 9:10 pm

Hello, LordDamien! Fantastic work on the Norman Castle!
Just want to say that I am having problems with the population within the castle in survival. When it is first spawned, it only comes with 1 male and 1 female; occasionally, due to a bug or some other error, one them disappears, making it impossible to increase the population of the 'town'. I'm not sure if you intended to keep it like this, or if you are planning on changing it later on. I just thought I should point this out. Thanks! :D

IwoveYU
Posts: 1
Joined: Sat Mar 01, 2014 10:38 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by IwoveYU » Sat Mar 01, 2014 10:43 pm

Ya, I've been having the problem of my female villager disappearing as well.

CoachJay
Posts: 4
Joined: Mon Feb 24, 2014 4:17 pm

Re: (RELEASED) LoM: Norman Castles: 1.0

Post by CoachJay » Sun Mar 02, 2014 2:38 pm

ERROR: norman:castleha1_A2: undefined shop type: fishery

Post Reply