Kingdoms and Castles

Kingdoms and Castles

New Houses
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Update: 4 Jun, 2024 @ 4:08pm

1.1.5

- Fixed some house descriptions. They are now more accurate as to which houses "demand charcoal".

Update: 7 Mar, 2024 @ 10:29pm

1.1.4

Another small (but big) update:

- michelcharlton expanded his code to create a better system for building objects underneath the bridge house. There should no longer be clipping issues with some gardens.

- piers can now be built underneath bridge houses.

Update: 6 Mar, 2024 @ 8:10pm

1.1.3

Small update

- Upped the bridge house capacity to 14. This should hopefully encourage some creative uses as it is now better than 2 Tall hovels.

- Added a little more to the Commons House description. It now says that the house demands charcoal.

- Fixed a potential bug: in my code I had a wrong number in the AI section, and it may or may not have been messing with the AI and what houses they chose to build. I fixed it and started to immediately notice more variety in the houses they were using.

Update: 3 Mar, 2024 @ 3:56pm

1.1.2

Thanks to steam user michelchalton, the bridge house's code does a better job at placing the building. You can now build the center of the bridge house over more small structures and water. Thanks michelchalton for the code snippet!

I tried to adapt what he did to placing objects underneath the building. It does allow for more buildings to be placed underneath the structure, but as of right now buildings that are larger than 1x1 can sometimes glitch into the building under some specific building conditions. I'll keep playing around with the code to prevent this in a future release.

Update: 29 Feb, 2024 @ 10:33pm

1.1.1

- Added more info to the house descriptions

Update: 27 Feb, 2024 @ 9:02pm

1.1.0

Added 3 new houses!

Small Slum - a smaller version of the slum. Cheap to build and provides very little taxes. This one can have aqueducts built over it.
Block house - a tall 1x4 house that is equal to half of an apartment. Similar population density and taxes as an apartment, but in a different size.
Bridge house - a flexible house that has an elevated section in the middle. This house can be built over roads and some small objects (like wells). Has the same stats as a cottage, but it can fit in more unique spaces.

The Fancy house also got a little work done to it.
- The model has changed slightly to help it stand out from the Villa.
- Tax rate was lowered slightly to be more in line with the Villa.


Note: Building tips with the bridge house

During my testing I wasn't able to get it to be built on water. There is a work around if you'd like a bridge to be built underneath.
First, build the house on 3 piers, then delete the center pier. You can now build a wood or stone bridge (not drawbridge) under the center of the house.

There is also currently a small glitch with the bridge house where certain building situations allow it to be constructed while clipping into other objects. I wasn't able to fix this yet. I'm hoping its lower stats will make it less desirable to exploit however.

Update: 8 Aug, 2023 @ 7:14pm

1.0.0

- Fixed the build menu. Houses are now in their own tab, much like cemeteries and statues. Special thanks to Agentfox for his help on that one.

Now out of Beta! The mod now functions exactly as I had hoped. AI's can use the houses, plagues can infect them, and now they're in their own, clean build menu.

Update: 29 Jul, 2023 @ 7:16pm

0.1.3

- Minor fix: plague coughing sound played twice, once for a vanilla house and once for a new house. The sound should only play once now.

- AIs can now use houses.


Humongous shout out to Agentfox100404 for figuring out the AI stuff! After I looked at what he did, I definitely would not have figured out such an elegant solution to that one.

Update: 24 Jun, 2023 @ 4:38pm

0.1.2

- Found a bug with Plagues where the little plague flag didn't appear over a peasant's head. I believe this is fixed.
- Once again reworked plagues slightly:

I removed the 1000 population check, so plagues should start happening whenever normal ones do.

Plagues have a 1/3 chance to hit any house, a 1/3 chance to hit any apartment, and a 1/3 chance to hit any slum.

Update: 22 Jun, 2023 @ 9:23pm

0.1.1

Mod update:

- Increased Apartment health to 50 (from 40).*
- Increased Villa health to 60 (from 50).*
- Increased the number of Villa builders to 12 (from 8).
- Increased the decay rate of Slums.
- Allowed for reclaiming some iron ore from Apartments when demolished.
- Reworked Plagues, see below.

Plagues in new houses now work on islands other than the main land, and now more consistently hit the new houses.

How my plagues work: at 1000 population, plagues will start to happen in new houses (they typically start at 500 population for vanilla houses).

Previously, during a plague there was a 25% chance for a new house to be hit with a plague and 75% chance that no new house would be hit. I found that this was too infrequent. I was also only able to get the plagues to work on the player's mainland, and not other outpost islands.

Now, there is a 25% chance of a plague starting in any new house, and the remaining 75% chance it will hit a Slum. Plagues will also now hit other islands. This is a step toward AI using the mod.

Just be sure to place some extra clinics or hospitals, I found when a plague hits a slum, the nearby cemeteries fill.

There is no change to how often nor how severe the plagues are. Infections in New Houses happen at the same time as infections in vanilla houses.


*Side note: the updated Apartment and Villa health does not seem to get applied to old saves. New structures will have the new values, and old ones will not. You can rebuild these structures to gain the extra health.