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  1. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.6 - The Forge Awakens
    Download:
    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. 
    Installing:
    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. 
     
    Introduction: 
    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!) 

    1,494 downloads

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  • Recent File Comments

    • 14 hours ago, malcg60 said:

      Hi Query

      My loading of the mods doesnt work with DVSS starting conditions unless I have cc 1.75 last as doing it the way you suggested they dont show up. Any ideas?

      Hi @malcg60 can you please post (in order) of what mods you are using?  I know it's probably long, but it's part of trobleshooting.

      Also, what DSSV start conditions?  Which mod are you using for that.  And why the DSSV start condition, ie, why are you using it.
      It used to be that DSSV mod needed to be in a special order, but that hasn't been the case for a little while now, so I'm a little confused as to which mod you are using.

    • to help there is the more wood from trees mod and NECORA's trees do add more logs per tree also.you can also burn reeds or thatch.most houses will burn it though they prefer wood.

    • Thank you @Bartender for Natural Diversity. I am enjoying the richly improved plants and herbs. I like the thatcher's shed, and the profession, and the seasonality. The little bundles of harvested thatch look great! Meadows are lovely, although I do tend to lay off the staff before they completely eliminate all trees in their area. (A treeless circle is too odd-looking to me.)  

      I am struggling to get used to start conditions now, with new construction requirements (mostly pastures). Even with CCJ 1.75 and MM 0.07 I had a pretty good success rate with my starts, getting food supplies going, tool and clothing making started, and enough firewood to make it through the first 4-5 years, without any deaths...

      Until thatch...   :) 

      I like a lot of the CC start conditions, and apologize if this question has already been asked, but any chance in the future this will spawn naturally in starts other than the vanilla 'easy,' 'medium,' and 'hard'?

      Thanks again for all your work, and generosity - sharing with us!

       

      Application-steam-x64 2017-04-22 18-53-02-888.jpg

      1 person likes this
    • 11 hours ago, QueryEverything said:

       

      @treyco89 hiya.
      Have you tried listing the mods in the above manner?  Have you followed the above steps?

      1)  What version of Banished are you running?
      --  You can get that from the very bottom of the loading screen, in the black bar, in the Copyright disclaimer text

      2)  Are you running through Steam, or an indie installation?

      3)  Can you post a screenshot of your load screen if you're having problems with the Banished version number etc?

      running v1.0.7 of banished. non steam. and the game legit wont load up so i cant show the load order in game,,just get the black screen of despair with megamod loaded in

    • Hi Query

      My loading of the mods doesnt work with DVSS starting conditions unless I have cc 1.75 last as doing it the way you suggested they dont show up. Any ideas?

  • Want to add your mod for the community? Submit it to the Forge :)