It's strange that there is no chimney... they had to make a fire to keep them warm, so where does the smoke go to? I think it was removed when they renovated the building?
Well I've been reading up about it and it seems places like this from this period wouldn't have had chimneys. With a combination of high roofs, and small gaps left in the thatch (as well as the windows), smoke would escape.
an update of sorts (but more a frustration than anything at this point) this is an early version (completely UNtextured, and still minus most windows and doors etc), of the great mill of Gdansk. Unfortunately it's not rendering properly and each view is the same...
Well it's been a while. SM is still happening, as I've said before, it will happen sooner, or much later. I have RL and motivational issues, but they won't stop me, just delay me.
I am slowly adding to my collection of buildings and am testing them in a city - my first goal is to get enough content to get to stage 8 (halfway there), and then to get enough that there isn't too much repetition (LONG way to go
(I am focussed on the game mechanics at this point in testing: most things haven't been lotted properly, road & street textures remain, farms are in their modern form etc etc)
What I am doing now is making a building, then using combinations of textures and slight changes in the model I am hoping to quickly create some ordinary filler buildings (the type we need the most at this point).
Here I have some MW urban buildings. What do you think? I'd appreciate any thoughts anyone might have on making them more authentic/interesting. Also should they be right next to the road or back a little bit? (see the picture)
Also I know these aren't great models but what we need now are lots of buildings and I think the quality will have to suffer a little bit.
You're right about both those things but don't forget we already have a windmill:
As far as the monasteries go, we already have Kwakelaar's modular monastery (whether it ends up as part of the stand-alone version or the plugin pack) but we will need more.
Nevertheless, I still see general stage 1-8 RCI as by far the most needed structures. At this point I have 0 industry other than agriculture for eg.
The roads and streets will certainly be dirt. And eventually, hopefully, in 22.5% & 45% versions as well.
Thanks for that Alex, unfortunately the STEX is down at the moment but I'll check it out later. Mills will certainly be central to industry - and will grow as per usual industry (although only when connected to water). I assume something like a quarry will be ploppable industry. Furnaces are a good idea - and could possibly add some interest at night time.
Here is my latest building in it's near finished form - I will then, like with the last one, make variations of it.
Looking good, but the wall-texture on the large building seems to be too repetitive and plain. Now it looks to be painted but it's made out of "some sort of dirt" (don't know the english name, sorry)
I've been looking for furnaces (buildings) but couldn't find any...