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ShockPuppet

Designing Colonial Charter 1.7

Designing Colonial Charter 1.7   118 members have voted

  1. 1. What map type would you like to see added?

    • Plains / Grassland
      33
    • Rocks / Mountain
      11
    • Jungle / Rivers
      62
    • Something Else (Please comment)
      12
  2. 2. What start condition would you like to have?

    • Shipwreck
      60
    • Abandoned Village
      32
    • Ruins
      21
    • Something Else (Please comment)
      5
  3. 3. Any new buildings preferred?

    • Expand Existing Themed Sets
      36
    • New Housing
      19
    • Artisans (Museum, Painting School etc)
      47
    • Town & Garden Decorations
      11
    • Something Else (Please comment)
      5

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73 posts in this topic

Time for some comments!

No.1 - I voted "Something Else"  because I'm quite happy with the current selection of map types. Currently my favourite maps are seed number 777 or 999 with Terrain Type - [CC] Lake Waters and Terrain Size - [CC] Very Large, because they both give large, useful lake areas for expanding the Quay and overwater village themed sets.

No.2 - I voted for "Abandoned Village" because the idea of some buildings that probably need to be repaired before they can be used (like when a house burns down in the game) seems like a very interesting way to start the game.

No.3 - I voted "Something Else" because I'd like to see all those suggestions, (yeah yeah, I'm being very greedy!). I'd also like to see expansions of some themes created by other modders, for example, the Japanese buildings.

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Love what you've got so far, but I would LOVE to see some more crazy and unique housing.  I've incorporated other mods into yours to do that, but your "rich" (can't remember the correct term) housing, while nice, all look the same.  Some "F" cycling on designs would be quite nice.

I know that's a lot of work.  Not at all hounding you for this (even though I am).  Just my two cents.

 

GREAT MODS LIVE HERE.  KEEP UP THE AMAZING WORK GUYS!

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Well, since we're going for starting conditions, how about seeing more variety of wild foods. Maybe varying depending on what kind of starting conditions you select. (Pine nuts from pine trees, coconuts from coconut palms, acorns from oaks, and maybe some varieties of wild berries.)

I would also like a boreal starting condition, mixing new and old trees that would grow somewhere cold and snowy.

Cranberries, watercrest, and foxnuts would also be cool as water crops as well.

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Please do all the things and do them right now. *wink*

A new CC is very exciting. Even though I just started using the last new version very recently.

I would like to see different wild animals (horses and buffalo) for a Plains starting condition. *big grin*

I'd also like to second the in-thread suggestions for Jewelers and new Wild Foods. I love the rice patty from the Docks theme, so perhaps that sort of thing could be done for Cranberries or other water crops?

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All of that sounds very cool but if 1.7 version will be last? Maybe seperate mod with all that stuff?

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I've already bounced this stuff off of Kralyerg before. I did vote for some of the stuff in the list, but id like to see Mars, space colony, etc also perhaps Roman theme, possibly polynesian theme.

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HI

No 1 I would like to see a mixture of valleys rivers and water lakes. I live in a area with valleys,river and lakes or dam very different to vanilla valleys

Cheers

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I think I would play anything you guys came out with for a new mod on banished - but I have 2 sets of comments 1 completely outside the box - and one more inline with what the game currently has. 

Out of the box ideas: 

1) what type of map?  a lunar crater/mountain crashed  space or post apocalyptic landscape

2) what type of starting conditions?  Crash landing or fallout/millennia after apocalypse

2) PS -  I would love to be able to customize this - e.g. easy mode - I choose my animal and seeds - probably not possible :)  ... i'd also love to be able to have it "remember" the limits I always set stuff too as soon as I log into a game.   I think everyone has their preferences they always change it to.

3) buildings?  steampunk cross with the original stone buildings for the richer types and for the lower end / modular and similar to the wooden  house currently in game look.

Inline with what is already there:

1) I like the idea of a jungle/river theme - somewhere between the complete water zones of the marsh and not enough water on the basic valleys or river maps.  I also saw someone post a Japanese theme town a while back - it was really pretty - would be cool to see like a jungle theme with a temple/Aztec or oriental /monastery flavor

2) ruins theme would probably work out well with (1)

3) buildings?  Anything modular/themed - the sets that have come out so far are amazing - Ghost objects are also amazing to match and beautify a town.  The dock and quay system for merging water + land is awesome - not sure what the next step there would be.  Maybe something bordering more on fantasy - either like the Japanese theme with the pagoda roofing style.  Also not sure how other's mods come into play - but red ketchups 3 story houses - merged with the person who did the set with all the diagonal houses - that would be amazing.

 

 

 
Edited by NettieG
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5 hours ago, SavageBeatings said:

I'm all for making "bad areas" in towns ;) 

Could be a seedy-looking harbour inn, some run-down housing, stuff like that. Too bad we can't actually change the socioeconomics of the game, having actual rich and poor people, divided into districts dependent on the housing and work quality, and people in poor living conditions who decide to do crime. Banished is programmed much too simple for that, modelled to be the perfect socialist utopia where money doesn't exist and everyone has a purpose (and where human greed also doesn't exist.)

But at least we can create this artificially, by having certain districts *look* like they are divided into rich and poor, lawful and lawless. Too bad the mechanics can't be there.

I've typically begun each new town with the idea that the starting area is going to be built up fast with lots of cheap & easy to build homes. It also means that this area looks like a slum so any seedy looking buildings, crude shacks/shanties and various other run-down sorts of buildings would be great to help create that look of the "old town" that's now full of cheap housing.

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Would love to have a few maps of real geographical places such as San Francisco Bay Area. 

A method for having multiple "towns" on one map. Meaning hamlets with independent inventory etc. Ive created something similar by placing groups of dwellings and trades far enough from each other so that citizens dont travel between the two by carefully matching a  very local "job" for every citizen, but laborers are very pesky and independently minded making gathering of resources difficult to manage separately.

 

Edited by thethirdapple
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Very happy to hear CC 1.7 is in development.

I have a suggestion for 1.7 - would it be possible to retexture the clothes of workers dependant of their profession? I'm guessing this would be a game engine limitation though.

Or another idea, I would love to see a more vibrant market place. More trade stalls, with things like chickens in cages, fresh fruit on display etc. 

Ooh and maybe a Medieval Sheriff's building which boosts happiness very slightly, and when fully staffed slowly collects tax coin. I guess the Governor's building could be converted in this fashion?

Edited by WatersMoon110
Moved from Other thread.
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I would love a Coastal start, e.g. a large body of water/shoreline with the trade river running into it. 

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11 hours ago, Cato said:

I would love a Coastal start, e.g. a large body of water/shoreline with the trade river running into it. 

The game automatically surrounds every map with mountains. But some maps do have large lakes within them.

 

On 11/26/2016 at 7:16 PM, thethirdapple said:

Would love to have a few maps of real geographical places such as San Francisco Bay Area. 

Unfortunately maps are generated randomly (from the seed number). It would have to be a randomly generated map that just happened to resemble a real place.

 

11 hours ago, Cato said:

I have a suggestion for 1.7 - would it be possible to retexture the clothes of workers dependant of their profession? I'm guessing this would be a game engine limitation though.

I'm pretty sure this isn't possible. It would be awesome, but I don't think the game will allow it (or else it would probably already be done).

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On 11/25/2016 at 6:53 PM, ShockPuppet said:

Not last :)

I absolutely LOVE this comment.  <3 <3 <3 

 

You just made me so HAPPY :)  :)  :)  :)  

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