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Showing most liked content on 02/08/2017 in all areas

  1. 2 likes
    Sound like you just invented walmart - or something similar. 10 new limits isn't very many at all. When it comes to sorting out the dry goods mess it might be a good idea to have some very general categories, because the more specific they are, the quicker they will all be used up - possibly with very little benefit. Another approach is to think about what can be done with these new categories. What are the buildings that we don't have have now but we would like to see in the game? What categories can be created to make those buildings happen? One possibility is a cafe/restaurant. At the moment we have taverns that serve alcohol and luxury food and we also have a coffee house that also serves alcohol and luxury food. Can this be fixed? I don't know how flags work exactly so I can't say for sure. Another possibility is a homewares store that generates happiness. Houses can't consume anything except firewood so perhaps that can be fixed by having the villagers buy candles and furniture and pots & pans at a homewares store. Can that be done? Whatever these new limits get used for, 10 limits would be much more useful if we had 20 or even 30 new flags.
  2. 2 likes
    Well now - let's go slow about this It's not like we have suddenly unlimited limits <sic> - we have all suffered long from the confusion of many things lumped together without really belonging together... I feel the first order of the day is to decongest our current limits and regroup them in a sensible manner. Once that is done, let's see (and hope) that there are some limits left to fill with "new life"...
  3. 2 likes
    According to what I know, any mod can use any of the new custom limits to make it do whatever they wish, but the mod on top will override the others. Luke is leaving them saying "Custom 1" or whatever, and it's up to us to go in and make it do what we want.
  4. 2 likes
    Radical Image Optimization Tool (RIOT for short) http://luci.criosweb.ro/riot/
  5. 2 likes
    you should wait in a day or 2 ... you will get another megamod with 1.7 included inside
  6. 2 likes
    Firstly, let me say, I'm genuinely keen to see how this unfolds I have possibly a time consuming request ... That the clothes become dynamic? Gatherer - red & purple, yellow staining around cuffs & front, and, if possible, a pinafore or apron (apron for men), because they get stained etc when harvesting all the berries Miners (all) - leather apron, large gloves, dirtied with coal & stone stain, iron flecks etc Farmers - similar to gatherers, etc; women with hats or hankerchief head coverings etc Doctors - white coats Teachers & Officials - the base setup (as your pic). That sort of thing, so when their profession changes, that triggers a texture change to their outfit. You could create a production line based around for each item, or just have the clothes as a 'texture change', design rather than function.
  7. 2 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  8. 1 like
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  9. 1 like
    What have we stumbled upon here? Did you make a little something something for each map?
  10. 1 like
    I have a save game where lots of empty tiles have domesticated animals on them too, I was setting down decorations on land that had previously been clear cut and almost every square I was seeing the crates being collected. I had something like 931 domestic animals stored in barns etc and at 250 a pop in the trading centers it's very economy breaking. The save is using CC 1.7 and various other mods from Redketchup, Kid etc.
  11. 1 like
    Well, send a gatherer an check what he carries away... Hint -
  12. 1 like
    You're expecting WAY too much to think Luke has been "cornered" and there's an opportunity to have "a nice sit down discussion with Luke." Just be thankful Luke responded to requests to add more flags. Items that have been assigned one of the current flags will continue to use that flag until the modder changes that. So, if you use the old mod with CC which now has 10 more flags, the item will still have the old flag even though there could be a better flag available. Confusion especially arises when different mods use the new flags differently. For example, I could create a mod that creates MoonPies and Twinkies and use new flag #2 as "goodies". This would let me create Ye Olde Sweets Shoppe as a market that only sells items with the #2 flag - Goodies. Then if I use CC who is using flag #2 as Weapons (Muskets, Cannons, etc.), Ye Olde Sweets Shoppe will be selling everything using the #2 flag - both guns and goodies
  13. 1 like
    1st question would be how much of an affect to old mods will this have,or will they continue to function as they do now?? a nice sit down discussion with luke to see how much else can be changed for modders to have more controls.he tends to vanish in his own world for too long. yes ,i understand he has other things going on. that's why i suggest the discussion when you have him cornered so to speak.after that i suggest a discussion between WOB and CC on what to use the 10 for.
  14. 1 like
    hahaha i did too,but i did find it.took a while. i can't remember if it was that 1 or the shipwreck no. pines. there are strange looking rocks,almost gem looking. i think KRALYERG is trying to keep us in suspence and confuse us. 1st he says there are 3 ,implying in a map. and then he says they are scattered in different maps. lol i thought he was goina give us clues.
  15. 1 like
    Yeah, generic is the point... I don't mind to have FruitYogurt, maybe even a variety (from a small seletion, e.g. berry, cherry, orange, apple etc.), let's say at most 8 different fruit or so... What I don't like is when we get bloated food-menus with a "choice" of 100 different fruit, 200 vegetables, 50 nuts, 95 meats, 45 grains and whatever else may grow on this planet... at least not in the basic mod - such things should be kept in add-ons or companion mods, imo
  16. 1 like
    good idea ELEMENRAL,then we can have a spokesperson who can compile ideas and go email and discuss with luke.he might be more open to that too.where does he live? if its close by i'll go with a 6pack and brainstorm with him. lol
  17. 1 like
    So start a new topic for what you would like to see and then all the other modders can join in. Or just do it right here in this thread. Mods needs to stay compatible with one another. There has to be some group discussion and consensus. I'm not a modder so I don't know how it all works, but it occurred to me that flags and limits are not the same thing. Protein, fruit, grain, and vegetable are all flags, but food is the limit they are associated with. And food is also a flag, yes? So how many new flags will Banished be getting? And can we possible have more??!! Because I'm sure we'll want them.
  18. 1 like
    and we need the tool bar reformatted to. it has gotten long and cluttered. a way to give modders there own box/icon and then all their mods go under that. reset buildings to list by materials needed would help,like list houses from wood,wood+stone,wood+stone+iron,etc. i see he has plans for different graphics and maps too
  19. 1 like
    we only have + 10 limits for everything that has been made.... i dont think we can take one forever for the number of sausages... and take one forever for meat cut .... and a 3rd one for steaks.... we only have +10 for everything... once it will be set for something... it will be locked for all the mods we do. if we start to make them dynamic and change them a day or another (for a mod or another mod..) everything will be messed up from a mod to another. (ex: instead to limit and store "bricks" or "glassware", we can end up to store and limit "bison steak" because the other moddler decided that custom@7 = for bison steak ^^) i dont even think i ll get 1 or 2 limits for i decide myself what ME i wish to do with ! CC crew will decide for everyone for all 10 limits, and us, we will live with it. and it will be permanent for the eternity.
  20. 1 like
    There are, let me show some if the email conversation: The status bar, resource limit window, and the town hall production and graphs will be able to show these user defined limits, as well as raw materials being assigned to them and buildings being able to use them as limits. Currently in the resource files these are simple types called Custom0, Custom1 ... Custom9 (in addition to Iron, Wood, etc). You'll use these names in the .rsc files, and it will be up your team to change the string tables to define what each custom resource is displayed as.I'm also looking at removing the memory cap on the game so that you don't have to worry about making things small enough to fit in the currently allocated memory size.
  21. 1 like
    We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
  22. 1 like
    So, what is the new game going to be? I can't remember what was said about it on the old forums.
  23. 1 like
    *happiness That is all
  24. 1 like
    I do hope you'll keep the same diversity of food resources that you see here in Banished. I also hope you have the means of implementing things like basic and luxury goods. Other than that I look forward to see how this develops.