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By ShockPuppetA complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.6 - The Forge Awakens
After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download.
Disable/Delete any previous version of Colonial Charter, enable Colonial Charter The Forge Awakens in the mod menu.
NEW GAMES ONLY:
CC: The Forge Awakens does require a new game.
New content is everywhere in this release, almost doubling in size from New Frontier. We expanded the mining and industry options considerably, provide new and beautiful options for your town/village whilst enhancing and optimising the decorations and existing trees from past versions. We also provide a range of new crops whilst splitting the old duplicate crops off into their own addon pack.
In CC: The Forge Awakens you'll mine for tin and copper, build an array of new and beautiful homes and get family and industry set up right on top of the lakes and rivers. An all new quay wall construction system will allow you to create seamless designs of any style. Farming inedible crops gets a whole lot easier, build a plantation for your cotton/flax/tobacco/etc and adjust your dry goods limits accordingly. There is a whole host of new buildings and options, and we've tweaked existing buildings to be more crisp without sacrificing performance.
A lot of features have been simplified whilst at the same time becoming more complex, allowing for a large number of options. Constructing new buildings for the most part no longer requires large chains of bricks, glass, joists etc. Whilst we havent removed any of these resources from the game, they are now used to create generic Building Supplies - essential for any advanced construction project.
We hope you'll enjoy playing Colonial Charter 1.6 - it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones this holidays, for all the right reasons of course!
Special Thanks in no particular order to the following people:
Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal (any names missed, not on purpose!)
Recent File Comments
@maddiplanet as the MM evolves so too the CC version that's included (which has been what historically has happened), and so you may find in a future edition of MM the new CC (what ever version it is at the point) will also be included.
For now though, it's a simple case of running both MM 0.07 & CC 1.75, with the following load order:
Keep in mind - this is the load order for players playing with Banished 1.0.719 hours ago, QueryEverything said:
If you are running Banished 1.07 you will need to make sure you have it this way:
-- If you use CC, then you need to put it between the 1.0.7 Compatibility Mod & MM 0.07 files
- ---- (snipped, not relevant to this question)
- 1.0.7 Compatibility - http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/
- CC 1.75 (if installed, disregard if not)
- MM 0.07
- MM 0.07 Decoration (if you use the deco mod)
The CC 1.75 Journey will automatically override all previous versions (included in MM), and will fix any previous bug fixes. You will not lose any of the preexisting content as CC Journey is an upgrade to the previous CC.
On 1/22/2017 at 11:26 PM, Kralyerg said:
It should. Just place this above MegaMod on your modlist and it should work.
Previous versions of CC shouldn't not be loaded with MegaMod, but this version should work fine.
Is there a way to remove the version of CC currently with MegaMod? I'd like to keep the rest of the mods included because there are so many, and have the Journey mod as well.
estherhb 9131 hour ago, Arturo said:
Hopefully these suggestions will fix the problem:
MegaMod includes CC 1.71 which includes everything CC New Frontier has and more - so get rid of CC: New Frontier. MegaMod also includes Renewable Resources so get rid of that too (you're using an old version BTW.)
Note that MegaMod version 7 indicates "(1.0.6)" after the name. That means that you need Banished 1.0.6 for it to run. At the bottom of the screen, it shows you are running 1.0.4. Upgrade to 1.0.6. There is a second file that contains all of the decorations that you should load if you want those: Megamod .07 Deco.
Never heard of Season FX, but it indicates it's for Banished 1.0.4 - it may not work with 1.0.6 and could cause problems. It probably isn't doing anything since you've placed it under MegaMod.
(There is a newer CC - 1.75 that can be played with MegaMod. It requires a Compatibility Mod and Banished 1.0.7 Beta. Let me know if you want instructions for loading this.)1 person likes this
vrork 08 hours ago, estherhb said:
Right now, there's nothing you can help with. Kralyerg is including the mods from the modders who are willing to submit to him the code files. Most of those modders are either on this site or at WorldofBanished.com. He can't include a mod where he only has the .pkm file. That's why mods many of us like such as Brondo's Japanese Houses aren't included - he has never answered Kralyerg's messages. If there's a mod you would like included, feel free to list it
And all of Maritimes mods
I think these are very good ones to include in the mega mod.