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Showing most liked content since 11/23/2016 in all areas

  1. 25 likes

    Version 1.71

    2,079 downloads

    A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, 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, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 22 likes
    View File Journey A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, 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, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!) Submitter ShockPuppet Submitted 01/23/2017 Category Current Version  
  3. 20 likes
    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
  4. 18 likes
    View File MegaMod Brought to you by the creators of Colonial Charter. 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. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 95 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads. Submitter Kralyerg Submitted 11/26/2016 Category MegaMod  
  5. 17 likes
    Banished is no triple A title, we know, but we don't mind. It's a wonderful game. So I was asked why we make Colonial Charter and the answer is, because of you. We've sunk thousands of hours into creating CC. Even we make time to fit it into our lives as best we can, which can be difficult as we have many commitments. The combination of being in a team with great people, having a great community around, and enjoying research and mod development is what keeps us motivated. Producing the New Frontier mod felt like the next level for me personally. I could see that our original vision was coming to fruition. With The Forge Awakens we refined what we had and continued to build on the mod. As I mentioned, it's a huge amount of work. I don't know how to describe it exactly, other than saying 1.6 has some 40,000 files inside it. To manage it all we had to learn how to use Github, it's a team code development system. It's helped us out a great deal. I want to personally thank those of you who donated. It really really helps. I also want to wish everyone a wonderful Christmas. I know that's politically incorrect, so if you don't celebrate Christmas, I just generally wish you all the very best. I hope you have some nice people nearby and you get to eat nice things - whether you celebrate or not. So, to answer the question of why we make CC, in closing I'd like to say it's because of you and people like you. If you weren't here, we wouldn't be either. So thank you and take care
  6. 17 likes
    Changelog Some of the things listed here are available in MegaMod 0.06 (mostly the decorations toward the end), but here is the list of changes between CC 1.62 and 1.7. New Buildings Artisan House Gable House Captain House Captain Tower Journeyman House Journeyman Tower Old Church Seamstress Guild The Local Milking Barn Cow Parlour City Windmill Lumber Yard Large Water Tank Wild Shepherd New England Colonial Housing set Driftwood Scavenger Old Barn Barn Lean To Memorial Statue Seafarers Chapel Pine Forester Small Chapel Iron Finder Stone Finder Rustic Abode Old Boarding House City Blacksmith Stable Old Market Old Town Trading Post City Hospital Tailoring Company New Versions of Old Buildings Bakery Weavers Dairy Carver Edibles Market Updates to Food Trading Post Updates to Dry Goods Trading Post One Room Schoolhouse F variant with no fence New Roads/Bridges Gravel Road Soil Road Dock Road Covered Bridge Old Creek Bridge Rock Bridge Stone Bridge Split New Terrains/Starting Conditions Cold Valley Terrain Swamp Lakes Terrain Shipwreck Start Condition Northern Pines Starting Condition Abandoned Village Starting Condition New Decorations White Picket Fence set Tall Wood Fence set City Wall set Ground Cover Plants Cleaning Items decorations set 3 Ruin Monuments City Wall Doorway Decoration City Gallows Garden Beds set Jungle Plants Shore Rocks Dock Fence Dock Rail Deco/Ghost Windmill Deco/Ghost Playground Deco/Ghost Trough Verdant Plains Ground Square Deco Bamboo Tree Ghost Picket Fences Ghost Tall Wood Fences Ghost Flowerbeds Ghost Flowers Ghost Statues <- on corners Ghost Sign Posts Ghost Crops <- on corners Ghost Resource Piles <- on corners Ghost Hedges Ghost Fruit Trees <- Vanilla trees on corners Ghost Wild Trees <- Vanilla trees on corners Ghost New Trees Other Ghost Decorations Ghost Wood Fence set Ghost Edge Wood Fence set Sturdy Stone Wall Edge set Colonial Wall Diagonals Ghost Water Wheels Ghost Sturdy Stone Wall set Ghost Sturdy Stone Wall Edge set Ghost Wire Fence set Wire Fence Edge set Ghost Wire Fence Edge set Colonial Wall Edge set Ghost Colonial Wall set Ghost Colonial Wall Edge set Ghost Stone Wall set Ghost Stone Wall Edge set Palisade Towers Tall Ghost Garden Beds set Ghost Cleaning set 2 Wide Hedge Arch Colored Tulip decorations Ghost vanilla Stone and Iron 2 additional Decorative Crosses Other New Ambient Sounds Ghost Animals centered on squares (except vanilla) All Walls/Fences don't flatten terrain Most decorations don't flatten terrain Marble Statue F variant Old Oil Press added to the Old Buildings 2 New Loading Screens Increase livestock lifespan for reproductive purposes Separated Quay Wall Trim straight and diagonal pieces Crop Field/Pasture/Orchard/Plantation default to 1 Added Beans/Squash/Orange/Tulip to Tinneries Fixed Privy bug that would stop builders from buildings
  7. 17 likes
    Hello Friends. It has come to my attention that @Kralyerg has received more likes than me so far and achieved Illuminated status before I have. Please remember to tell your family and friends to like my posts more often. And remember, a like for Shockpuppet is a like for us all. That is all.
  8. 14 likes
    Just A Little Appetizer... Sweet dreams...
  9. 14 likes
    the quest of mine for a better bakery has ended, ive just finished this in 3d: Had a bit of fun with the big chimney
  10. 14 likes
    Like my posts and Make CC Great Again! A Like for me is a Like against the imperial authority.
  11. 13 likes

    Version 0.07

    3,381 downloads

    Brought to you by the creators of Colonial Charter. 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. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  12. 13 likes
    something cool and unintended, 2 creek bridges beside each other
  13. 13 likes
    These are from some testing. Thanks to @Discrepancy for helping out with these @elemental The tall wooden fence is a great set, thanks for suggesting it
  14. 12 likes
    https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  15. 12 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  16. 12 likes
    Silvery Moonlight... Do You Dare To Enter the Realm of the Dead...
  17. 12 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).
  18. 12 likes
    I lost the edit i made to the weavers. So I made a new weavers instead.
  19. 12 likes
    row houses and their tower houses, much like a conservatory to snap on the sides/back. you can make interesting clusters of tower homes just using those 2 towers. This is my favourite version of CC yet.
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    Ive been working on greatly expanding the white picket fences today. Heres a look at them: The tricky part is baking the ambient occlusion for each object, it is rather tedious. As I have just upgraded to 3d studio max 2017 (from 2015), these simple fences were a good way of getting used to the new program version.
  22. 11 likes
    The new market looks big but its really small, about 33% (1/3) the tile requirement of the vanilla market
  23. 11 likes
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    Very rarely youll find these new rocks sitting along your waterline. Gather them up for stone and occasional salt.
  25. 11 likes
    so what we have here that im working on at the moment is a Cow Milking Parlour And then with a modular addon for the side, it takes over the function of the Dairy building making cheese and butter etc: Ill also make the main milking building upgradeable, for those that need the ultimate in moo juice extraction. Theres a bit of fantasy about this design, i know. I like to do that from time to time. Edit: So i just realised that you can put 2 of the smaller dairy side buildings next to each other to make a double dairy building barn ... thing...
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  28. 10 likes
    create dairy products in the updated old dairy or the new one
  29. 10 likes
    What's the overall theme of 1.7? There isn't one. ...well maybe "cool stuff" This may seem a bit strange considering we have often updated with a strong theme. The journey up until Forge Awakens has been a long one. After 1.5 New Frontier, 1.6 was made on 2 strengths: Mining and metal refinement, and simplification of construction chains. We had a very long beta test cycle and I think we were all worn out by the end. For a long time we debated about metals, iron in particular. It took a lot of courage to change iron. It always came down to "well yeah but if you had a pickaxe you could never go for a walk and just grab ready smelted iron bars off the ground". And the need to use iron bars to construct buildings, ugh. So what do they do "here's my nice new stone house, excuse me while I just go and push these 5 iron bars into the walls". We couldn't allow that to go on, it felt stupid. "But maybe the iron is used for nails?" yeah, when? glad those times are over. So, the entire journey leading up to 1.7 has been a long one. I feel we are at our limits as to how far from vanilla we want to push the main cc download. It's for this reason that we plan on going modular with future additions after 1.7 So, where does that leave 1.7? Well, there are many things we've wanted in cc for a long time. Much of the content being worked on now are modular town improvements, as opposed to giant chains of new products. I have a feeling of making places feel "lived in", be they hamlet or city. Think about it. There's no prams for the young or rocking chairs for the old. No kids playgrounds. Where's the life? You know, that feeling that people are more than cogs in a wheel of some production chain. Some things I'm going to simplify, for example the production of salt. Right now there's a saltworks and a mine, but what about simple rock pools that use natural evaporation? Sure it'll be slow, but it's a method as old as the hills. Should be ideal for low production requirements. That's on a to-do list. So what I'm saying is that 1.7 will seem fairly plain compared to previous versions. It won't alter your game significantly, but it will give more options for the look and feel of your towns.
  30. 10 likes
    Theres a new fountain in town
  31. 10 likes
    Well, since you're into torture... Okay... one more...
  32. 10 likes
  33. 10 likes

    Version 104.4

    281 downloads

    PEI Shore Fisheries and Dock Set Based on small fishing huts in Prince Edward Island, Canada. Dock Set. 1x1, 1x2, 1x3 dock pieces with corners, T-s, and stairs. Some with covered and roped F-variants. Small shore fishing hut that produces your choice of mussels, clams, scallops, oysters, or seaweed. Has 5 F-variants. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). A small lighthouse that provides happiness. All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants. Shipbuilding Industry Dock based rope maker and boat building to start a maritime ship building production chain. Rope maker - makes rope from flax. Dory shed - makes small boats (dory) from lumber and rope. New materials (to the vanilla game) including lumber, dory, rope, flax+. Crystal Cliffs Farm A farm set based on Crystal Cliffs Farm, Antigonish, Nova Scotia, Canada. Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above... Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk! Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat. New food items including Barley+, Corn+, Milk and Oats+. New materials Building Supplies+. New dry good Domesticated Animal. Port Royal Habitation A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada. Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school. Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20). Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread. Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate. Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles. Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform. Peggy's Cove Inshore Fisheries A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada. New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna. New dock general storage building. New food items (to the vanilla game) including lobster, shrimp, herring, mackerel, and tuna. This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building). This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC. Usage Notes - Important! + This mod will work stand alone. However, while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game! Compatibility. > CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer! > Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set. > Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up... See the development thread here... and give me feed back! Enjoy! Alternate Download Link for V104.4 --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kS1hlUjVROG5kejQ
  34. 10 likes
    I redid the chandlery texture. Anyways heres some new stuff youll notice the 2 houses in the middle have "tower" attachments, much like the conservatory. Should be able to use in interesting ways. Behind the new Old Church you can see a small stone seafarers shrine (chapel). That thing is really handy. The lean to, which is highlighted, is also extremely useful. Oh yeah, i made all the houses stick to the grid system so they do the rowhouse connection thing (they touch) if desired.
  35. 10 likes

    Version 1.0.1

    164 downloads

    Welcome to 17th century New England. In the decades after the arrival of the Pilgrims at Plimouth Plantation, tens of thousands of settlers arrived from England. Struggling through bitterly cold winters, war with the indigenous Algonquian population and internal conflict, the colonists forged a new world. Encompassing what we today know as Massachusetts, New Hampshire, Maine, Rhode Island, Connecticut and Vermont, New Englanders created a distinct culture and architecture. This first set of homes are base houses and several lean-to additions meant to be build directly abutting the houses. Further updates will include more options for additions as well as cottage industries, more homes and several freestanding buildings. Special thanks to (in no particular order..) @AzemOcram for turning my 2d designs into 3d models, @ShockPuppet for his exquisite texturing, and @Kralyerg for coding and packaging. Enjoy!
  36. 10 likes
    as ive been working on @The Pilgrim colonial houses ive been inspired to update the textures for our existing saltbox houses
  37. 10 likes
    just messing about with the new bridge for the walls Thanks @Discrepancy for the neat storage wall piece
  38. 10 likes
    So, theres been calls about a better animal pen for milking cows and such. More volume. More things. I listened. Take a look at what im working on PUMP ALL THE COWS As to how it will work.... its best we don't mention it. Next building, cow counselling.
  39. 10 likes
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    Hello to all I am a 76 yr old woman who came to gaming rather later in life than most of you. I fell in love with Might and Magic 2 back in '84, and played all the MM's and then all the Heroes up until Ubisoft got their hands on the franchise.... In '97 I was introduced to GemStone 3/4, an online text based MMORPG, and played that for 15 years. Steam came into my life in 2008 and I haven't looked back since. I've only been playing Banished for about 200 hours and haven't dared try CC yet as the one time I looked at it I knew it was way over my head until I got the base game down. I'm feeling like in another 50 hours or so I might try CC. LOL I've lurked a bit on the other forums, but decided it was time to join up. I'm English by birth, have lived all over the world, been in the US far too long and since my son lives in Australia and has an Aussie wife, I am considering going to live there. (Especially after the recent election!) Virginia is my present base.
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    I've noticed two new series are out using Colonial Charter 1.7 - Journey. Biffa is using both CC 1.7 and Megamod. Go HERE. Vaypah is featuring the new CC 1.7 Shipwrecked Start. Go HERE. Both are very experienced Banished/Colonial Charter players. Enjoy!
  44. 9 likes
    Worked fairly slow with this city so quite a bit of decoration. Tried to stay with the jungle theme. There are more images in the gallery.
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    Here's a little teaser, im not going to show any pictures lets discover it in a fun way: Matacapan Jungle Maps, Antilles Palms maps and the new Northern Pines maps each have a different unique hidden ruin of ancient civilisations. Don't worry, they aren't some huge monstrosity and are extremely rare. You'll get maybe 1 per medium map, might get 2 on large, maybe 1 or none on small. They look lovely, and are designed to blend seamlessly without being crap. Hope you all enjoy them. Theyre not part of regular vanilla maps because we like to keep some things vanilla, banished is a great game on its own afterall Ive also just spruced up the matacapan jungle map with our new pines on the mountains, as well as existing vanilla mountain pines. Really adds to the mixed vegetation feeling. I know jungle isnt everyones thing, i personally adore the new pines maps, but sometimes its nice to have a change.
  47. 9 likes
    *waves wildly* Hi everyone! I'm still Vrayna, I'm still very French, still rather crazy (in a goof goofy way of course) and still addicted to chocolate. I finally made my way over here from the old forum. I took a bit of a detour on the way for health reasons, but now I'm back! Let's have cake to celebrate!
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    A Big THANKS to @estherhb who has been on regularly quietly restoring our community wiki. Ive only had time to add a few entries myself. The new wiki allows anyone to add entries and edit existing ones (new entries are subject to review).
  50. 9 likes
    Kralyerg and I were talking about CC lastnight. We are thinking about making 1.7 the last big update to the mod itself, while releasing new updates as addons. The addons will probably need CC, but youll be able to install them as modular parts. Heres a little update, im nearly done the new city walls, you can see them in modular pieces together: Lets take a closer look at the gate and the drain pieces: Notice how theres bricks under the gate? The gate itself starts at ground level, the bricks below it are built underground. This means its ok for placing anywhere next to a river or lake or any area that slopes downwards on the map.