Colonial Charter 1.7 Dev Blog #1 - Printable Version +- BlackLiquid Forums (https://www.blackliquidsoftware.com/forum) +-- Forum: Banished General (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=6) +--- Forum: General Colonial Charter Discussion (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=16) +--- Thread: Colonial Charter 1.7 Dev Blog #1 (/showthread.php?tid=1559) |
Colonial Charter 1.7 Dev Blog #1 - Denis de la Rive - 12-18-2016 The green one. Colonial Charter 1.7 Dev Blog #1 - elemental - 12-18-2016 It's a trick question, because no one has to get rid of anything. But if for some reason you really do want to get rid of one of them it would help if you could also show them on a standard map, and if possible also show all the existing <abbr title="Colonial Charter">CC</abbr> roads too. That way we can compare them better. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-18-2016 We've updated the existing tropical and palm starts with some new plants and ferns. Colonial Charter 1.7 Dev Blog #1 - Denis de la Rive - 12-18-2016 Really great addition![img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> Colonial Charter 1.7 Dev Blog #1 - Feneris - 12-18-2016 Does this mean were are going to have some new start conditions. Like, dare I hope, boreal forest? Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-18-2016 Quote: The start conditions that are new right now is the shipwreck one. The new terrain types are Jungle Rivers and Cold Valley I'll be looking at tree assets and animations lastly, as theres plenty of other things in the works at the moment [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Ideally id like a bunch of new pine trees for the cold start first, then maybe some new deciduous trees after Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-18-2016 The 2 new fountains seen here behave as wells, and therefore cost the same in materials and build efforts as a normal well. The 3 tubs and the soapy little bucket are just for decoration Colonial Charter 1.7 Dev Blog #1 - elemental - 12-18-2016 I like the fountains. Have you thought of making wells/fountains that make water? Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-19-2016 Quote: Thats a good idea [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> We probably should have something like that. The issue is, people will just want normal wells that dont have a work station etc etc. Perhaps we should have an add on that enables all our water stuff (ponds etc) as water product capable. Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-19-2016 Ive updated the model for the windmill decoration (megamod) |