5-2-Red

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Why
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Post by Why »

Yeah, I figured I might not be entirely up to speed about which cells should be which, but I thought it needed to be pointed out anyway :P Moving the entire city half a cell to the west would solve loads though, and if the bridge-thing in the south is moved just a few inches to the north it falls within the same cells too.
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Post by alex25 »

Firstly just because a small part of the bridge is sticking in a another cell dosen't mean that the hole cell has to be renamed. As for the striderport look at Khuul ( at port there). Also look at Vivec (there are cells named Vivec that are totaly wild nothing built cells.)

I will gladly delete the cells to the right there could be a mine there or something like that.....

EDIT: deleting the things in that cell will help a lot in keeping the size of the fort int decent so they will go.
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Post by Haplo »

It's about the doormarkers and teleport markers. If they end up being in an extra cell instead of the named cells, that's a problem.
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Post by alex25 »

OK have shrunk the town from things going in 7 cells to 4 cells (2 main town+ 2 strider and exit). I truly and realy hope you like this.... Any suggestions ?
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Why
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Post by Why »

Why not move the strider port to the west cliff opposite the main fort entrance? That part looks a little empty atm. Here's a little something I did with mainly ctrl-d and some minor terrain modification.
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Post by alex25 »

Because aparently striders inside the town aren't wanted.
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Post by Aeven »

If the strider isn't in the town-named cell, the PC won't have the name of the town as a destination, but one like "Armun Ashlands", a region name. So it is desirable.
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Post by Haplo »

Yes. However, the strider needs to be able to leave the city, which it can't if there are walls at both ends of the town. So while it would be nice to have the strider in the middle, I believe it will not be feasible.

Why not try this:
[img]http://img63.imageshack.us/img63/5892/compacttown1.jpg[/img]

Move the three (or include that fourth one) buildings in the red circle to where the arrow is pointing; remove that big rock and utilize the space for city building. Then you can shift the wall down a bit, and more importantly, extend the cliff out a bit, so there's a bit of a bluff there (doable, I think), and have the strider port exiting out the top-left bit, so that it extends over the top of the wall, with the Silt Strider just outside the wall. This way, with the wall shifted south a bit, the Silt Strider will be outside of the wall but still inside the named cell.
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Post by Adanorcil »

Yes. However, the strider needs to be able to leave the city, which it can't if there are walls at both ends of the town. So while it would be nice to have the strider in the middle, I believe it will not be feasible.
Or one can just not put an arch over the passage in a wall that strider can easily step over anyway. Or just remove the wall.

At any rate, I think it's still better to shrink this town. More than two cells should really be reserved to only the biggest, most important towns. It looks bad on the map, too. Like Why says, the western cliff edge is still very underdeveloped.
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Post by alex25 »

Ok going for the Haplo strider ideea and here is the new pic. I truly and realy hope that this is good. Don't mind the misplaced shacks and please say if you like this..
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Post by Why »

That looks kind of nice imo.
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Post by Adanorcil »

A lot better indeed.
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Post by Haplo »

Adanorcil wrote: Or one can just not put an arch over the passage in a wall that strider can easily step over anyway. Or just remove the wall.

At any rate, I think it's still better to shrink this town. More than two cells should really be reserved to only the biggest, most important towns. It looks bad on the map, too. Like Why says, the western cliff edge is still very underdeveloped.
Walls are a bit necessary since this is a fortified settlement. The idea I proposed that alex implemented most recently takes care of that, and it also should happen to keep everything within two cells; half of one and half of the other. So those problems seem to be solved.
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Post by Adanorcil »

Haplo wrote:
Adanorcil wrote: Or one can just not put an arch over the passage in a wall that strider can easily step over anyway. Or just remove the wall.

At any rate, I think it's still better to shrink this town. More than two cells should really be reserved to only the biggest, most important towns. It looks bad on the map, too. Like Why says, the western cliff edge is still very underdeveloped.
Walls are a bit necessary since this is a fortified settlement. The idea I proposed that alex implemented most recently takes care of that, and it also should happen to keep everything within two cells; half of one and half of the other. So those problems seem to be solved.
All the better, then.
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Post by alex25 »

Ok so since this strider is universaly liked i will keep this as the final version.
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Post by Thrignar Fraxix »

I kind of want to see it from another angle
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Post by alex25 »

Ok this is the actual plugin so you may look at all angles
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Post by Haplo »

Looks good. Where will that tunnel/interior come out though?
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Post by alex25 »

The entrance connects to the bazaar (that building leading up the hill).
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Post by Haplo »

So the interior for the bazaar will need to include a hallway that exits to the silt strider platform. Gotcha.
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Post by alex25 »

New WIP mainly for backup.
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Post by Haplo »

What are you planning to do landscape region-wise with the northern and northwestern edges of this claim?
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Post by alex25 »

I want to make a transition to lower terrain but still keep the mountain style (this will happen at the edge of the map).
The actual transition could be done in nearby claims.
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Post by Haplo »

Can you also transition regions; starting in that area to turn into BM mountains as you move further northwest. Just the cornering cells would be enough.
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Post by alex25 »

Ok will do.
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Post by alex25 »

Ok while working i had a ideea for making a strange velohi building. It's a makeshift and could be a monastery a ruin or a tomb.

See the pic and tell me what you think :D
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Post by Thrignar Fraxix »

no
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Post by alex25 »

Is putting a rather large mine in the claim ok (by large i mean entrance and a couple of shacks)?
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Post by Haplo »

yes, but it should probably be close to the city; no more thank three shacks, max.
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Post by Thrignar Fraxix »

I thought we didn't want any mines near the city because the city's economy has nothing to do with mining. (in an effort to break from that cliche)
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Post by alex25 »

Sorry witch of these?

I think that a glass/iron/something else suitable for armor and stuff would would provide a economy for the traditional redoran part of the settelment. The mine should be going poorly.

The more modern trader part of the ciy is bassed on comerce and caravans.
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Post by Thrignar Fraxix »

There should be no mine near the city. The military people don't make money by making weapons and armor, they make it by using it.
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Post by Haplo »

Sorry I forgot about that, TF is right.
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Post by alex25 »

Update. Not a lot of things done but I have changed a large chunk of landscape to look more like Velohi Mountains and not a ashland plain. I have also figured out the roads and the interiors that go there.
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Post by Haplo »

Hey, just letting you know you're within a week of the 30-day update time frame.
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Post by alex25 »

Due to a number of problems I didn't get to mod a lot the past days. So sorry. I will post a update tomorrow.
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Post by Nemon »

Just a reminder that this claim needs an update soon. Do you have the latest WIP if you need any input?
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Post by Haplo »

Hey alex25, this needs an update by today. Please let us know what's going on!
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Post by alex25 »

Sorry. I'm not on my computer now but I will update tomorrow
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Post by Haplo »

Hey alex, just reminding you that you never posted that update.
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