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ShockPuppet

Colonial Charter 1.7 Dev Blog #1

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I just saw this on reddit - had to stop and drop in and say how amazing it's looking - can't wait!

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Thanks!

I'm adding to my to-do list some more shoreline variety. Specifically, occasional beach rocks that break into stone and salt, and the occasional group of shells (mostly decorative).

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Rock bridge, tree bridge, covered bridge...  and the culvert bridge thingy too... You're trying to get us all to break that like button, aren't you. :)

While you're over the water, can I interest you in a lake/pond gazebo? Pic isn't the best example but you get the idea.

miltonpondgazeboflag.jpg

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First, I'd like to thank all the members and contributors of Colonial Charter and Black Liquid for the amazing work and dedication.

I potentially have a rather difficult request. Is there a way to implement bridges that allows custom lengths but also custom widths? 2x15 or 5x10 etc.

 

https://imgur.com/a/5eEQv

The bridge resembles somewhat of what I'm thinking. The bridge in the picture is modern but it does somewhat have the width and underbelly/curvature I'd love to see in Banished. Although obviously in a more medieval kind of theme. Basically I'd love to see is no structural pillars as I typically create towns in large bodies of water. It would essentially serve as a main path into a large city. This request is based a lot on selfish reasons but if one were to succeed in making custom lengths and widths for bridges. I believe that it'd serve as a large benefit for everyone and would allow for a lot of creativity.

 

If this is not possible. I guess one way of implementing this would be to have three different sections of the same bridge. The left section with a fence on the left side. The middle section with no fences. The right section with a fence on the right side. Obviously, these "bridge sections" needs to be the ful tile in order for them to lap together properly. It would technically allow for a infinite width of any bridge. But would add a lot of UI buttons.

Edited by Adam

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Discrepancy has made some modular bridges, so what you are asking for is certainly possible. At the moment they aren't entirely compatible with CC but that will probably be fixed at some point.

http://worldofbanished.com/index.php?topic=1293.0

Page 2 has the pics you want. There is a beta download link in there too.

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There is a bridge with your second idea already in CC 1.7.  (The one with 3 different types, left middle right).

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12 minutes ago, Kralyerg said:

There is a bridge with your second idea already in CC 1.7.  (The one with 3 different types, left middle right).

I knew that ;) 

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So we back in time to medieval stuff? :D

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Those buildings are beautiful. However, I am wanting to get away from the medieval style and focus on more colonial stuff. I'm from the UK, we have plenty of medieval buildings, and while a few years ago I would have loved to make Banished towns in this style, since moving to Canada I have gained a new appreciation of the colonial architecture and history of NE America (Maritime provinces and New England states), I think living in an old small house with only wood heat in the middle of the forest helps get the feel especially in the winter ;). I would love to see CC but truly colonial, from top to bottom, and have started learning to create buildings so I can start to achieve this.

So I have this to ask, is it possible to have the next iteration of CC as a modular mod? Now I don't know how the modding side works, yet to get there, but I am thinking of a core mod of 'dependencies' or the CC skeleton if you will then the medieval style buildings as an addon set and any colonial style mods in the future, as another addon set. Otherwise I foresee extremely full menus with all of the different options, which will not be used in one game (at least for me). That way you can have CC but in either a medieval state for a colonial state (or more...) that can be used alone or in combination.

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have you checked out WOB?? there is a colonial mod plus the nordic mod and pilgrim house. there is designing started for alarge colonial set. it sounds like a group effort on a major project. will take time and be  a slow process. with many ppl involved there should be a variety of styles and building functions. cc started on this with the new frontier and others hav added to it.

    i have about 60 different mods in my game. each brings something different. some are to help the game function like the rain and mine safety mods. several mods are for storage and markets.i like the variety and different play options. you can build villages,each with its own building set.  if you dont have the materials to build a CC building ,you can build a NMT or one of the others .the colonial mod gives you houses to use more at the start before you have the production chains established to expand and build the CC colonial mansions.

   i like the modular idea and think it will be expanded on and change how future buildings are designed. i have a couple: the mission,RED"s 2 and 3 story buildings as well as his housse and pantry,plus the red barn that was added to the colonial set. the cellars work like that now-just add them to an existing building.there have been ideas thrown out here and there for others.

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Thank for all the responses about the bridges. Appreciate it a lot.

 

Most buildings stands tall for a long time after their era and I love the fact that Colonial Charter integrates both Medieval and Colonial buildings as it allows for individual decision as to what to build. 

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12 hours ago, ShockPuppet said:

range.jpg

Context:

pBM53a.jpg?nocache=1481268799906

 

OH MY GOD! You're awesome dude!! Those buildings are looking great! :shape13:

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Was just looking at the quay buildings I have built in game and thought that the culverts would look really neat coming out under the quay structure too. Can make it a ghost piece probably.

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21 hours ago, DesoPL said:

So we back in time to medieval stuff? :D

Actually I see them as more in Tudor style or a bit of the French colonial like those still standing in old Montreal. I feel they fit very nicely with the existing houses, a mix of 16th to 18th century styles. ;)

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I just had to redo all the new AO bakes because i flamingo'd up (its like a cock up only much bigger - red dwarf anyone?)

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