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.

ShockPuppet

Black Liquid Dev
  • Content count

    763
  • Joined

  • Last visited

  • Days Won

    51

Everything posted by ShockPuppet

  1. Version 1.75

    4,728 downloads

    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. 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 for version 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. 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, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. Hello there! New members please take a moment to introduce yourself. If you're an existing member perhaps you can spare a moment to give us an update I live in Australia with my pet doggo Stevie. I enjoy city building and base building games. I also enjoy turn based strategy of all kinds.
  3. 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. Version 1.62

    1,501 downloads

    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!)
  5. I made a video on AO and Banished. Some important information: AO needs to use UVW channel 2 Make sure your textures are not applied to your mesh, and that you are using just a basic light grey material. The default material in 3d studio max is fine. I am using 3D studio Max, but the principle is the same for all 3d editing software Because im using Nvidia Mental Ray renderer, I choose "Ambient Occlusion (MR)" in the video for the "Output". You will choose "Diffuse" or "Lighting Map" if you dont have an AO selection in your software. It works just the same as long as you put a white (255) light in your scene.
  6. Hi! I'll be back soon. About a week or more ago ive been in hospitals for a number of days with some problem. Ive another operation next week, I hope to be back shortly after.
  7. We are looking for some feedback and ideas for CC 1.7
  8. Large Log Cabin is an upgrade to the Log Cabin. It adds a second story, increasing the number of family members and storage and reducing fuel consumed. Building Size: 4 by 5 Needed to Upgrade from Log Cabin: 42 Log, 12 Stone, and 1 Homewares, plus 50 Work Storage Capacity: 2,000 Fuel Rating: 75
  9. Large Log Cabin is an upgrade to the Log Cabin. It adds a second story, increasing the number of family members and storage and reducing fuel consumed. Building Size: 4 by 5 Needed to Upgrade from Log Cabin: 42 Log, 12 Stone, and 1 Homewares, plus 50 Work Storage Capacity: 2,000 Fuel Rating: 75 View full article
  10. Im working on CC in 3d and listening to an Australian band from about 20 years ago called Powderfinger. i'm also watching a great ship building series called SV Seeker: What about you?
  11. https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  12. I just ordered myself a pro art tablet specifically to draw for games. This should really help with hand drawn components and visuals.
  13. So what you're saying is we should limit pens to 1 of each.
  14. 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.
  15. @Necora I can tell you, that according to cc and making it not a huge mess, we will need 6 or 7 of the limits. They're not cc centric, and would be logical for all mods. @Kralyerg will have more details soon. We need to fix our absolute mess of materials and dry goods, then we can find the best path.
  16. Luke mentioned he's been pretty busy testing some stuff for a new game he's making.
  17. imagine the poops!
  18. 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.
  19. 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).
  20. it doesnt matter actually, for foliage materials any is fine as few as possible, 100? 200? youll find thats your billboard code being crazy must be foliage Google image search (for real!). Otherwise, the pngandtubes deviant art i linked to in the texture resources thread has a lot of cool stuff
  21. Whoops must've overlooked that lol, I'll fix it
  22. Thanks This will come in handy for the new game we are working on.
  23. Version 1.0.0

    56 downloads

    Changes the yellow radius circle to an easy to see Blue colour. Requires a new game start. This was made as a request.
  24. 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