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Version 3.0.0:

1) New texture, which fits with the new texture of the ingame Large Stone Wall (version 1.2.4.0611)

2) The gate becomes scaleable.

You can assign:

- 2 soldiers on the gate if you set the access to the gate's rampart.

- 1 soldier on the octogonal tower if you set the access to the octogonal tower's rampart.

- 5 soldiers on the octogonal tower anyway.

- 1 soldier on the stone rampart (menu wall) via a ladder (menu decoration)

If you are lucky, the soldiers appear on the rampart, but they can also stand inside a building (this depends on their initial position, and on the configuration of your architecture). They frequently pass through the walls and the floor of the rampart, whatever the doors.

After setting the octogonal towers's access, you can increase your chances by setting a tower door on the 5 major knots which appeared and are floating in the air (see figure).

The minor knots on the walls of the buildings for the windows doesn't all appear on the first setting of a building. But you can see them all when editing again the building after its initial construction.

Version 3.1.0: Optional roof on the small squared tower. Various graphic errors fixes.

Version 3.2.2: The buildings have maintenance costs now and give splendor.

Version 3.3.0: Add access B to the rampart of the octogonal tower.

Version 3.3.1: Updated for game version 1.3.1.0802

Version 3.3.4: Translation to russian. Thanks to K1SK4

Version 3.4.4: Optional hoardings, and a new higher wall.

Version 3.5.1: Optional roof on the octogonal tower.

Version 3.5.4: Optional draw bridge (currently not animated yet). The gate can snap to the bridge, but the bridge cannot snap to the gate.

Optional flags on the roof of the towers which indicates the presence of a soldier in the monument.

The moat on the picture was obtained through the mod "Creek".

Version 3.6.6: Optional stone machicolations.


Details

RankDownloadsCreatorAddedUpdated
1 of 11010,625 (70 today)vjraymon

Releases

FilenameSizeVersionAddedOptions
stonegatev3.26.zip530.45kb3.6.6

stonegatev3.25.zip543.97kb3.6.5

stonegatev3.24.zip527.13kb3.6.4

stonegatev3.23.zip480.73kb3.6.3

stonegatev3.22.zip480.17kb3.6.2

stonegatev3.21.zip479.54kb3.6.1

stonegatev3.20.zip479.77kb3.6.0

stonegatev3.19.zip409.39kb3.5.4

stonegatev3.18.zip311.47kb3.5.3

stonegatev3.17.zip308.76kb3.5.2

stonegatev3.16.zip265.95kb3.5.1

stonegatev3.15.zip265.27kb3.5.0

stonegatev3.14.zip249.62kb3.4.4

stonegatev3.13.zip250.38kb3.4.3

stonegatev3.12.zip235.48kb3.4.2

stonegatev3.11.zip209.43kb3.4.1

stonegatev3.10.zip187.56kb3.4.0

stonegatev3.9.zip153.64kb3.3.4

stonegatev3.8.zip153.66kb3.3.3

stonegatev3.7.zip153.53kb3.3.2

stonegatev3.6.zip152.34kb3.3.1

stonegatev3.5.zip152.05kb3.3.0

stonegatev3.4.zip148.91kb3.2.2

stonegatev3.3.zip229.64kb3.2.1

stonegatev3.2.zip148.86kb3.2.0

stonegatev3.1.zip148.82kb3.1.0

stonegatev3.zip137.53kb3.0.0

20 comments

mat49a2
mat49a2 @mat49a2

Can you check the bridge? I started a new game and noticed that not always the moat is under the bridge.
Dropbox.com

vjraymon
vjraymon @vjraymon

I reproduce. I am going to fix that. As a workaround build the gate first, then add the bridge in the same monument.

vjraymon
vjraymon @vjraymon

Fixed. Thank you for your feedback !

mat49a2
mat49a2 @mat49a2

The bridge works, but as I noticed only if there are small towers at the gate. If we put up octagon towers there are problems. It would be good if the gate had a knot for fixing the bridge - it would make it easier to set it up.

vjraymon
vjraymon @vjraymon

As I said somewhere: we can snap a gate to the bridge, but no bridge to the gate.
I am going to check with an octogonal tower close to the gate and the bridge.

vjraymon
vjraymon @vjraymon

I didn't reproduce (see last picture). This is likely a generic problem with the bridges. You can sometimes reset the path by saving and reloading your save.

icarofadrique
icarofadrique @icarofadrique

maybe make a roof for the octagonal tower? it would really go well with making castles

vjraymon
vjraymon @vjraymon

Done

icarofadrique
icarofadrique @icarofadrique

i gotta tell you it looks better than i imagined, thanks

vjraymon
vjraymon @vjraymon

Thank you for your feedback.
Currently I am going to make only small modifications and fixes on this mod: my file becomes too big. Spliting in several files involves interface changes, and so a major update of this mod.
I am waiting to see the next modding feature changes of the game before to begin it.
If you wish, you can post any suggestion on the discord channel (specific modding parts). You are welcome.

mat49a2
mat49a2 @mat49a2

Could you check the knots in the buildings? Sometimes it is necessary to temporarily remove a gate, for example, without removing the towers between which it is placed. And there is a problem - if I want to put the gate in the same place again, the nodes on the towers "don't catch". This has been happening since the first version of this mod, but I just had this case again and decided that I will let you know about this error.

Translated with www.DeepL.com/Translator

vjraymon
vjraymon @vjraymon

Ok, I am going to check tomorrow

vjraymon
vjraymon @vjraymon

I reproduce the problem. It seems to occur each time you delete the first set building, whatever this building is. I have currently no solution. I checked with a Rustic Church: there is the same problem. I am going to signal this error to the DEV.

mat49a2
mat49a2 @mat49a2

The gate? Aqueduct? I accidentally did something like that to me :) Dropbox.com

vjraymon
vjraymon @vjraymon

This mod does not work like others: the buildings are not "grounded". That means that each building id aligned on the first one. So it is theorically possible to make an "aqueduc like" If you wish to "reset" the ground level, then just create another monument.

T
Tazmanyak @tazmanyak

I just came back to foundatiuon to see recent additions and improvements, abnd immediately installed all new mods including yours.
I just LOVE IT !
You really did a very good job here. Thank you very much ;)

Will certainly come with feedback when i played with it enough.
Cant wait to see what you'll come with, whendevs add even more modding possibilities (different colors/textures, building mats costs, and whatever you want to go for :D)
Also, i suppose its not possible yet, but would really love to see towers count for kingdom splendor. I really dont like those "uggly" wooden keeps xD

vjraymon
vjraymon @vjraymon

Thank you very much for your feedback. I did not think about balancing yet but it is possible to give kingdom splendor. I am currently working on the next improvement of this mod. On the next week-end maybe ?

T
Tazmanyak @tazmanyak

Take all the time you need :D
Yeah, mats cost balancing could be great. I kinda feel like cheating doing such great castles that cost nothing :p Especially if you can add bonus splendor to them

#4
Guest @guest

Thanks a lot for the great mod! 2 questions/issues. 1. if I connect a square tower to a gate on an inclination, the tower will float a bit above the ground. This was not the case with your previous version. 2. I really love the windows en arrow slits, but find it very hard to insert them in a certain slot on the building. Is there a way to make this easier or is there a trick for this which I'm not seeing? just some minor things.. thanks!

vjraymon
vjraymon @vjraymon

Thank you very much for your feedback. I fully agree with your 2 points. 1) I am going to fix it, with other graphic errors, as soon as I have enough feedbacks. 2) My method: I adjust the view at 45° on the facade. I move the window/slit in front of the facade and rotate it untill I see the right face of the window/slit. I move the window/slit over the base of the facade. Then it jump to a random unoccupied slot on the facade. I fill all the facade with that method, and remove the unwanted window/slit (try to not remove the tower: save often !)