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Colonial Charter 1.7 Dev Blog #1 - Printable Version

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Colonial Charter 1.7 Dev Blog #1 - Necora - 12-09-2016



Those buildings are beautiful. However, I am wanting to get away from the medieval style and focus on more colonial stuff. I'm from the UK, we have plenty of medieval buildings, and while a few years ago I would have loved to make Banished towns in this style, since moving to Canada I have gained a new appreciation of the colonial architecture and history of NE America (Maritime provinces and New England states), I think living in an old small house with only wood heat in the middle of the forest helps get the feel especially in the winter ;). I would love to see <abbr title="Colonial Charter">CC</abbr> but truly colonial, from top to bottom, and have started learning to create buildings so I can start to achieve this.




So I have this to ask, is it possible to have the next iteration of <abbr title="Colonial Charter">CC</abbr> as a modular mod? Now I don't know how the modding side works, yet to get there, but I am thinking of a core mod of 'dependencies' or the <abbr title="Colonial Charter">CC</abbr> skeleton if you will then the medieval style buildings as an addon set and any colonial style mods in the future, as another addon set. Otherwise I foresee extremely full menus with all of the different options, which will not be used in one game (at least for me). That way you can have <abbr title="Colonial Charter">CC</abbr> but in either a medieval state for a colonial state (or more...) that can be used alone or in combination.





Colonial Charter 1.7 Dev Blog #1 - stiles - 12-09-2016



have you checked out WOB?? there is a colonial mod plus the nordic mod and pilgrim house. there is designing started for alarge colonial set. it sounds like a group effort on a major project. will take time and be  a slow process. with many ppl involved there should be a variety of styles and building functions. <abbr title="Colonial Charter">cc</abbr> started on this with the new frontier and others hav added to it.




    i have about 60 different mods in my game. each brings something different. some are to help the game function like the rain and mine safety mods. several mods are for storage and markets.i like the variety and different play options. you can build villages,each with its own building set.  if you dont have the materials to build a <abbr title="Colonial Charter">CC</abbr> building ,you can build a NMT or one of the others .the colonial mod gives you houses to use more at the start before you have the production chains established to expand and build the <abbr title="Colonial Charter">CC</abbr> colonial mansions.




   i like the modular idea and think it will be expanded on and change how future buildings are designed. i have a couple: the mission,RED"s 2 and 3 story buildings as well as his housse and pantry,plus the red barn that was added to the colonial set. the cellars work like that now-just add them to an existing building.there have been ideas thrown out here and there for others.





Colonial Charter 1.7 Dev Blog #1 - Adam - 12-09-2016



Thank for all the responses about the bridges. Appreciate it a lot.




 




Most buildings stands tall for a long time after their era and I love the fact that Colonial Charter integrates both Medieval and Colonial buildings as it allows for individual decision as to what to build. 





Colonial Charter 1.7 Dev Blog #1 - josito - 12-09-2016


Quote:
12 hours ago, ShockPuppet said:




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Context:




[Image: pBM53a.jpg?nocache=1481268799906]




 




OH MY GOD! You're awesome dude!! Those buildings are looking great! [img]<fileStore.core_Emoticons>/emoticons/5846305f36920_EmojisApplebyKawaiiDarkToxic817.png[/img]




Colonial Charter 1.7 Dev Blog #1 - PredatorBeing - 12-09-2016


Was just looking at the quay buildings I have built in game and thought that the culverts would look really neat coming out under the quay structure too. Can make it a ghost piece probably.




Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-09-2016



Ive updated some textures for consistency.




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2016_12/SeamstressGuild.jpg.06ec4192459db89e8f48dbc097e5b49a.jpg" data-fileid="185">[img]<fileStore.core_Attachment>/monthly_2016_12/SeamstressGuild.thumb.jpg.9f1516a31e87bc03c310fe6a61d0147c.jpg[/img]</a><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2016_12/CaptainHouse.jpg.faf9736c45f98fa5f165333ec8bbb4ea.jpg" data-fileid="186">[img]<fileStore.core_Attachment>/monthly_2016_12/CaptainHouse.thumb.jpg.614f1535d20280403673750c48d0d9da.jpg[/img]</a>




Some minor tweaking still going on but you get the idea. Styles of bricks and roof matching.





Colonial Charter 1.7 Dev Blog #1 - Denis de la Rive - 12-10-2016


Quote:
21 hours ago, DesoPL said:




So we back in time to medieval stuff? [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />



Actually I see them as more in Tudor style or a bit of the French colonial like those still standing in old Montreal. I feel they fit very nicely with the existing houses, a mix of 16th to 18th century styles. [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />




Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-10-2016



Build states are done. They took me a long time.




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2016_12/buildstates.jpg.a2963a6f369a436bf3ea6d2e387958ab.jpg" data-fileid="187">[img]<fileStore.core_Attachment>/monthly_2016_12/buildstates.thumb.jpg.cdaee2de5dd2d1766c39a5c314fb02b2.jpg[/img]</a>




Theres 9 buildings in total, because 2 of them are add-on tower houses (which should be fun to use anywhere, especially beside the new city walls)





Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-10-2016



[Image: TlPsDN.jpg]



 





Colonial Charter 1.7 Dev Blog #1 - ShockPuppet - 12-10-2016


I just had to redo all the new AO bakes because i flamingo'd up (its like a cock up only much bigger - red dwarf anyone?)