Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Community Reputation

5 Clear

About SamuraiWindu

  • Rank
  1. Very well. It seems there is little interest in discussing this topic further. I will leave it alone.
  2. I am sorry if my suggestions offend you, Ketchup, or anyone else in any way. I love your work. Your Medieval mods and the others you put together are truly wonderful. I in no way meant to imply that Colonial Charter’s ideology of balance was more “correct” than any other. We agree on that point. Each mod included in MegaMod works well in its own right. These mods are truly the best of the best. That is why they are included. Right? My point is that I think the mods included in MegaMod can be integrated in such a way the makes the experience of playing Banished more fun. I believe this can be achieved while retaining the “soul” of each of these various mods. When I think of the “soul” of a mod, I think of the look, the feel, the aesthetics, and–to an extent–the functionality. I think we all agree that each of these wonderful creations should look, feel, and function the way its creator intended. That is not to say that they are perfect and any modification to their design is bad. I believe there is always room for improvement. When I refer to “obscure materials”, I simply mean any materials that are not included in vanilla Banished. In this way, Colonial Charter is much more “obscure” than any other mod included in MegaMod. It just so happens that Colonial Charter introduced the concept of ambiguous materials in the form of Building Supplies, Homewares, and Fancy Homewares. I prefer these materials as building requirements over requiring other more specific materials, such as Bricks and Roof Tiles, simply because of how well they can be used to integrate many other types of materials. In creating such a comprehensive mod as MegaMod (and I do realize what a monumental task this must be), I feel that there is an opportunity for a level of integration between mods that could not be achieved by installing multitudes of individual mod. In order to achieve such a level of integration, there must be some level of agreement among mod creators as to what constitutes a balanced building; a formula of sorts that can be used as a guide when designing and balancing a building. These guidelines could be similar in form to the guidelines that Dungeons and Dragons 5e has for creating custom monsters or class features. I outlined many concerns of balance in the original post, but there are likely flaws in those ideas or at least more things to consider. This task is not as simple as conforming to Colonial Charter; there are several suggestions in the original post that, if followed, would alter Colonial Charter as much, if not more than, other mods. My intent here is to encourage a constructive dialog that would result in an agreed-upon formula for designing a balanced building. If such a task could be accomplished, then we can discuss applying that formula to MegaMod.
  3. I really love Medieval Town. I do want it to stay. My point is that the balance of parts of it clash with Colonial Charter and other mods. As estherhb put it, stiles also makes a very good point. That is why I suggested that the solution be to make a balancing mod similar to a compatibility mod, that way not everyone has to use it. I don't think that having a fair and balanced play experience will detract from the ability to have an aesthetically pleasing town. I love the expansive options that MegaMod offers. I just want to be able to choose the buildings that I find aesthetically pleasing (and will do the job) without feeling like I am cheating when I utilize a building, or worse, feeling buyers-remorse when I find out that that magnificent castile I just exhausted my quarries and mines to build has no real purpose. I want to build what I like and have the game just work. Maybe some of the more active modders can discuss and agree upon a rule set for balancing building utility in banished? You can use the bullet points in the original post as guidelines to get started. Maybe each mod creator could be responsible for making the balancing changes to their own mods. That way the burden of work would be more manageable. This could help the entire modding community create more compatible mods. How can that be a bad thing?
  4. I have been playing Banished with the MegaMod and Colonial Charter 1.75, and it technically works great. I love the vast variety of buildings that the MegaMod offers, but I have noticed that balance between similar buildings that originate from different mods can be a bit skewed in utility and it is hard to know what structures work best. For example, a Medieval Kiln and a Brickworks can both make 3 Bricks at a time with educated workers (I’m not sure what their production is with uneducated workers), but the Medieval Kiln uses 10 Clay and 1 Firewood, while the Brickworks uses 13 Clay and 3 Furnace Fuel. Other buildings have similar discrepancies. Major considerations include: • Recipes that produce the same items, such as in the example above concerning Bricks, should have similar (if not the same) cost and output, but may differ in production rate. I think that the net trade-value of items produced by educated workers should always be greater than the trade-value of the resources consumed, where uneducated workers should produce quantities of items that are equal (or slightly less) in trade-value. • Many buildings (and in particular homes) do not have balance in utility. In general, qualities that make utility go up include: having more production options, higher production rate, larger family size, and positive effect on Happiness. Qualities that make utility go down include: having higher cost to build, larger spatial footprint (discounting walkable areas), higher fuel consumption (for homes), and negative effect on Happiness. • Some buildings require obscure materials compared to their counterparts. For example, advanced Medieval buildings require Bricks and Roof Tiles, while advanced Colonial Charter buildings require Building Supplies, Homewares, and Fancy Homewares. I would prefer all advanced buildings to require Building Supplies, Homewares, and Fancy Homewares. Roof Tiles can be incorporated into a recipe for Building Supplies or simple removed for the sake of simplicity. • I love that we can now see the positive (blue) and negative (red) radii of building effects, but it seems that not all production buildings that I would expect to have a positive or negative effect do. The Roadless Well, Fort Well, and various statues lack positive radii, and many production buildings lack negative radii. I think any production building that would create a lot of noise or smoke should have a negative effect on Happiness. This would include most mines, quarries, saw mills, kilns, etc. • Some of the Medieval production buildings employ Workers instead of Kilnmen, Potters, etc. I think the ambiguous Worker job should be eliminated and such buildings should employ a more descriptive job. • I love the idea of archeological buildings, but I think they should interact with Arrowheads and Native Artifacts in some way. Maybe studying Stone or Clay can have a chance to produce Arrowheads or Native Artifacts instead of just Archeological Artefacts? • The Tiny Quarry (and maybe other quarries or mines) should be made upgradeable in order to gain more resources. In short, I would like to see some consistency between buildings’ relative utility. I realize that this is a result of combining huge quantities of mods together that otherwise would probably work well in isolation or with the mods that they were intended to be combined with. You guys have done a wonderful job combining them in a way where they all work together without introducing redundant materials. I guess what I am saying is that I think the work isn’t quite done yet. Could someone make a balancing mod (similar to a compatibility mod) that overwrites some of the values of these buildings to make them more balanced? Or maybe (if this desire for balance is unanimous) make these changes in the next iteration of the MegaMod proper?
  5. Thank you for the feedback. Admittedly I am clueless as to the full limitations of the mod kit, but I am learning. I am relatively new to Banished and I heard that Colonial Charter was a “must have” mod that brings the game to a whole new level. That is why I came here first. As I play the game, I have ideas on how to improve (or at least change) it and I like to share these ideas. In a way, I am reluctant to learn all the current limitation of the mod kit because that might limit my creativity. Shining Rock Software seems to be willing to support new functionality in the mod kit, so who knows when some of the more outlandish ideas might become viable in the future. Until then, we can only dream. Right? I will continue to explore other mods, though, to see what is out there.
  6. If you mean about the “hostile” buildings, then yes. I think it would be interesting to be surrounded by an untamed wilderness that you must constantly contend with in order to expand your settlement and make it thrive. Part of the beauty of Banished is that there are no intrinsically hostile threats to deal with, such as barbarian raids and the like, and no combat system to get in the way of building and expanding your settlement. That is not to say that it is a perfect world; your settlement can be plagued with diseases, tornados can come out of nowhere and destroy half your settlement, and homes can spontaneously catch fire. Who’s to say that the local wildlife and natives pose no threat? In another post I suggested adding new disasters that are themed toward representing such threats, but was sadly informed that the disaster system cannot currently be changed. An alternate idea is to represent wild and native threats passive-aggressively, where such threats do not attack you directly, but instead get in the way of your expansion. There should also be a reward for seeking out these challenges. I suggested that some of those threats spawn and expire over the course of the game in order to ensure that the threat persists throughout your play experience. I would have presented it as a new post except for the fact that such a feature would make Security a much more relevant resource. Thank you. I will check them out.
  7. Hostile buildings could also include tiny animal dens. There could be specific dens for different animals. Bear, wolf, fox and rabbit dens might be found on hills and mountains. Beaver dams might be found along rivers. The landscape could be riddled with swamps of various sizes located on lowlands or along the coast. New animal dens might pop up and old ones might remove themselves throughout the game, while swamps may remain static until cleared out. Clearing out hostile buildings could yield valuable resources. Native villages and encampments could yield Logs, Leather, Feathers, Arrow Heads, Native Artifacts, etc. Animal dens could yield animal parts of their respective animals. Swamps could yield Fish, Frog Legs, Turtles, snake parts, Herbs, and wild vegetables. Different hostile buildings could be determined by your chosen setup. A jungle might have tiger, gorilla, monkey, and crocodile dens. An American desert might have eagle, coyote, bobcat, and armadillo dens, but no swamps.
  8. Is it possible to have starting buildings scattered throughout the map? If so, there could be “hostile” native villages that take up large swaths of land, and native encampments that fit into smaller areas. These non-removable structures could be “cleared out” by upgrading them with Muskets, Cannons, and Security. The “destroyed” villages and encampments could then be removed using the remove tool. Throughout the game, native encampments may spontaneously remove themselves and new encampments may pop up in unexpected areas.
  9. I saw a suggestion on the Shining Rock forums that I like and thought I would relay and expound upon here. The idea is to add new disasters that represent animal attacks or human raids. Examples might include an attack on your pasture that kills a few animals, an attack that injures citizens (who would then need healing), a raid on stockpiles (or other large storage areas) that removes food or other supplies, or an attack on homes that sets them on fire. Buildings and pastures might be more vulnerable to these disasters if they are on the outskirts of your settlement. Building and manning Watch Towers nearby might deter these attacks. Walls may have a similar effect. Is this feasible as a mod?
  10. The more I play Banished, the more I see how Culture and Security can fit into the game. Here are some more ideas on how it could work. All Cultural buildings could increase the Happiness of citizens that live nearby, similar to how Wells and Markets do. Dance Halls, Theaters, and Opera Houses could employ Entertainers, and increase the Happiness of citizens like a Chapel. These buildings might also produce Culture at varying rates with no cost to run. Libraries, Art Galleries, and Museums could be managed by a Curator, and store Culture and dispense Culture to citizens to make them happy–similar to how Taverns store and dispense Luxuries. Museums might also store Precious items–and even lock them down like a Market–if doing so doesn’t interfere with dispensing Culture. To help impart the importance of Culture, Culture could be a unique food group, which would be necessary for optimal health. Creating a statue with any materials might also require a unit of Culture. As you can see, Cultural buildings can range significantly, so it might require a new menu button. A Guardhouse could be a small civic building–made from Stone and Lumber–that represents the standard for Security production; up to two Garrisons can produce Security at a steady rate with no cost to run. A Police Station or Sherriff’s Office could be a larger structure–requiring Building Supplies and other resources to build–where up to five Garrisons can produce Security at an accelerated rate, again with no cost to run. I also saw mention of a Wild West Mod. What Wild West theme would be complete without a Sheriff’s Office? The Tower decorations from the Fort theme could be renamed Watch Towers and–for the low cost of a few logs–provide early access to Security, but it would produce Security slowly and be able to employ only one Garrison. The Star Fort could be a step up in Security production, with production comparable to a Guardhouse and the ability to employ up to two Garrisons. The Blockhouse could produce Security along with the Guilders and Pfennig it already produces at the cost of Military Supply; as long as Military Supply is provided, a Blockhouse should produce Security at the same rate as a Guardhouse or Star Fort. Jailhouses and Prisons might simply store Security with no worker. A Jailhouse might be made to adjoin a Police Station or Sherriff’s Office, while a Prison might be a larger structure. Jailhouses and Prisons could decrease the Happiness of citizens that live nearby, similar to how Mines and Quarries do. Contrary to my previous suggestion, the concept of a penitentiary might be too large for a single building. The Courthouse might convert Security into large quantities of Culture in addition to its ability to make people happy. This should be far more effective at creating Culture than other Cultural buildings generate it. The Governor’s Office might require lots of Security (and maybe even Culture) to build. It might then convert Security into Pfennig, instead of creating it out of thin air; the greater your security force, the more you can tax your people. Traders might require a unit of Security each time a ship comes to port; without paying a unit of Security, the opportunity for trade is missed. Culture and Security should not be accepted by most traders, though Traders that deal in Precious items might also deal in Culture and Traders that deal in Cannons, Muskets, and Military Supplies might also deal in Security. Culture and Security might have a trade value equivalent to the amount of Silver Pfennig the Governor’s Office can convert Security into. What of these suggestions do you like? What works? What doesn’t work?
  11. Building a Chapel, Central Church, Abby, Colonial Hall, Statue Carver, and Inn and Garden might require Culture. Upgrading a One Room Schoolhouse or a Country School to a Farmers Collage might also require Culture. Building a Courthouse, Governor’s Office, and various Traders might require Security. Culture and Security lends itself to a previous discussion. Many of the structures mentioned there could involve Culture or Security in some way.
  12. A Gallery, Library, or Museum could hold Culture. A Jailhouse, Prison, or Penitentiary could hold Security. Additionally, Star Forts and Towers from the New Frontier theme could be manned to produce Security, and the Parade Grounds could be manned to produce Culture.
  13. What do you think of adding abstract resources, such as Culture or Security? Abstract resources could be required to make advanced structures, similar to how Building Supplies are used. Culture could be associated with Theaters, Opera Houses, and the like. Security could be added to the New Frontier theme. They could even serve as a personal end-game goal; collect 1000 Culture to “win” the game.
  14. I just started playing the Colonial Charter: Journey mod and I am loving it. As I was playing I has an idea for how to improve expandable buildings. Building expansions – like the Conservatory, Lean-To buildings, and Cellars – could gain some benefit from being built on expandable sections of other buildings. House expansions would normally have an extremely high fuel consumption, but this would dramatically decrease with each section of the building that matches an expandable section of another building. Storage expansions would have little or no maximum capacity when placed on their own, but would increase maximum capacity with each section that matches an expandable section. Lounging-area expansions could be introduces – such as caryatids or similar wall-mounted statues or fountains – which would similarly increase the happiness they provide. To implement this, I imagine the placement/pathing map for buildings would need two new states: Expandable and Expansion. Expandable sections of buildings would require flat terrain and would block pathing (similar to how normal building sections behave), but while being placed would be marked with four squares; one square in each corner. The Expansion sections of buildings could be placed anywhere (even over water or extreme elevation) and would not block pathing, and while being placed would be marked with a +; the + should appear to fit between Expandable sections’ square markings. While placing a building, any Expandable sections would normally be colored cyan (instead of green) if it is a valid placement, or red if invalid. Similarly, Expansion sections would normally be yellow. These section types would only be green it they overlap with their opposite type. This idea may be beyond the capabilities of a mod at the moment, but maybe you could pass it along to Shining Rock if you like it.