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ShockPuppet

Designing Colonial Charter 1.7

Designing Colonial Charter 1.7   120 members have voted

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

    • Plains / Grassland
      33
    • Rocks / Mountain
      12
    • Jungle / Rivers
      62
    • Something Else (Please comment)
      13
  2. 2. What start condition would you like to have?

    • Shipwreck
      61
    • Abandoned Village
      32
    • Ruins
      22
    • Something Else (Please comment)
      5
  3. 3. Any new buildings preferred?

    • Expand Existing Themed Sets
      37
    • New Housing
      19
    • Artisans (Museum, Painting School etc)
      48
    • Town & Garden Decorations
      11
    • Something Else (Please comment)
      5

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73 posts in this topic

i did try to use north with CC,and did not get a crash. problems seem to b related to the start since the north has reindeer not regular deer.also his climate is much harsher so the growth rates for crops is different.many of the nordic buildings we have had them build so we can use them under the CC. i know many ppl like the extra challenge the north brings. i like the style of his storage,now its not piles but crated logs,iron,etc.

 KRALYREG,we get so used to your production chains with the CC. as well as its nice to have different building styles. the north is nice for a smaller towns.the north isnt just a building mod but the entire game play was redone.the reindeer give leather plus furs so u have more options for the tailor as well. tom has been b usy over at WOB designing and changing the north for most of this yr. he still is adding to it.we are grateful when he throws us CC players a new building

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I just downloaded The North 4.3 and loaded it up alongside MegaMod, and nothing crashed.  I didn't really play it, but it loads for me just fine.

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13 minutes ago, Kralyerg said:

I just downloaded The North 4.3 and loaded it up alongside MegaMod, and nothing crashed.  I didn't really play it, but it loads for me just fine.

Yeah same here, no issue.

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Well, I do like the different character of The North - the start conditions, the different balancing, chains, climate changes, monetary and trade systems and whatnot... and, last but not least, it's small size - I really enjoy an occasional game with a completely different system, different challenges, less overhead...

I don't really need or want just about everything rolled into one mod... the more if we get more variants like Inka Pyramids, Rise of the Pharao, Amazon Jungles, The Blue Lotus, Castle Ichikawa and so on... why would I load up styles and eras that are completely unrelated?  :)

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13 minutes ago, Paeng said:

why would I load up styles and eras that are completely unrelated

True. I've always been happy with cc having a mixed feel of medieval and colonial. vanilla has it too imo

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2 hours ago, Kralyerg said:

I just downloaded The North 4.3 and loaded it up alongside MegaMod, and nothing crashed.  I didn't really play it, but it loads for me just fine.

i could load the 2 mods without crashing. however when u open the toolbar to build ,the north buildings were missing. so even thou the game loaded up CC overpowered and the north mod was disregarded completely by the game. i will confess it has been months since i tried it .i also,i have not moved up to the megamod.

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Interesting. :)

I never tried The North with MegaMod because I don't use MM at all. There are some things in MM that I don't want so I never downloaded it but as to the issue of CC or MM over-riding parts of The North (or vice versa), that is the real killer for me. All those mods are good and I'd have no objection to using them together but losing aspects of one of them would make me a sad panda :(

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Out of the box ideas:

1. shrubs [ bush ] tea or seeds + tea house where they serve tea and cake.

2. fishing company from small to large building, all fish and seafood - the "Necona" - Condition that this mod was placed in the CC, as well as work for example. New ancient Egypt, etc. As well as single mod

3. add cottage cheese to the dairy or the shop where you can buy milk, various types of cheese and yogurt,butter , without breeding cows.

4.pasta factory, dumplings pancakes + shop, a bar where you can get simple dishes such as: pasta + ketchup, dumplings + meat , fruit + dumplings, potato + pancakes, pancakes + jam, etc., or other ideas

5.small butcher shop where you can get processed meat products; for example,
ham, salami, sausage, pate, black pudding, etc., or other suggestions

6. add other foods or other products from various parts of the world

7.maps in the style of an exotic lots of greenery, flowers and birds
map where he lived Hobbit, fairy-tale world
Map of jungle + waterfall 
Map of the steppe ,savanna

8. add Acacias, tree Cacao, Baobab, Cypresses, Date palms and other varieties

9. Do not add Banisked war ,bitwew enough disaster

I'm sorry that I write a lot about food, but CC is a mod of food, but it would be worthwhile to add something new. I like how my people have full bellies [Banished]

Our world is so much evil, violence, hatred and war - Banished let it be friendly world

I like beautiful design nev fortress

Sorry for my English . Thank you for your attention

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Thank you for letting us submit our votes to contribute! 

I'm very pleased with the type of maps you guys have provided, especially the water world. But land borders all that water, and the islands that pop are not big enough for development :face29: Would be awesome to get an island/ islands world. Where you could start with a shipwreck :face57:

I'm loving the new buildings that are coming! 

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My favorite part of the game is the startup up, so I'm always up for more varied starting conditions. The shipwreck idea sounds cool, also maybe a random start where you begin with 5-10 villagers, and AI randomly chooses ages? (Although in hindsight that may be a condition of the shipwreck idea)

Jungle map sounds awesome. My ultimate map would be a water world with little land around the edges other than the standard mountains, but more of an 'island chain' feel. However, the dock set would need to be expanded quite a bit for this to retain interest...although I did see a thread where some extra 'dock' buildings were being modded, so that's looking exciting.

I'm always open for new trees(both food giving and ascetic), crops, professions and food gatherers. Ants, grubs, beetles, etc., were often eaten as a delicacy back in the day, just sayin. Looking forward to 1.7!!

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My favourite games start with sandy lakes and I always use the docks buildings in any game I play. I have only just tried all the wild things, I am still out about it. Somewhere  earlier someone mentioned a wrangler for the wild game which might make farming them (domestic animals)  and so less need to just hunt them  or put them in domesticated animal pens. I don't mod the game just put any and everything I can into my game and enjoy everyone's terrific creativity and I would like to see perhaps a wild bee tree  hive  for gatherer or forester to find and collect. Anyhow thankyou all for all the pleasure your game provodes

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Welcome @colonist:)
Tany Predator from World of Banished has created a mod that is included in Mega Mod, however some of us need to add it as a separate mod, listed above both Mega Mod and Colonial Charter.

If you look past the description then down to the comment section you will see a link of her mod WITH wild bees included :)

Make sure that once you enable it you then exit the game, then restart it.  If the wild bees don't show on your map, you may need to create a new map.

Happy honey making :D

http://worldofbanished.com/index.php?action=downloads;sa=view;down=106

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