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I didn't say that I bought this game and that I loved it very much. Did I said it? Not an easy game, but graphically beautiful and very well done.

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I just tried a couple of mods:  Better Fields and Flatten Terrain

 

Better Fields isn't so persnickety about large fields and does other good things in general.

 

Flatten terrain is a tool that does exactly that (it is in the resource menu).

 

Anyone interested should probably read the discussion here.


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so this game is still being played, yes?


k1v7e2y.jpg

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so this game is still being played, yes?

Well yes.  And there is an active modding community.  I play it all the time, and believe me, it is a tough game when you try to make it on Hard mode in the mountains.  The active web site is http://worldofbanished.com/index.php

 

It is now up to version 1.0.4 which includes modding.

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Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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so this game is still being played, yes?

 

Oh definitely still being played ... I've got one mod which increases the range of the forestry workers, gatherers, herbalists, hunters and woodchoppers  and have downloaded a second that adds llamas to your farmed animals.

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I like using Colonial Charter mod. As a matter of fact, I plan on creating a mod that adds Row Houses to the game as a companion mod for CC since my buildings will use bricks in their construction.

FYI, the row houses will start as a 2x4 tile, 2 story variant that holds a family of 4 and can upgrade to a 3 story building that holds a family of 6, which can then be upgraded to a 4 story building that can hold a family of 8 (the same as a normal house). With each upgrade, it will take more rare/expensive /need to be processed materials (start from stone, iron and wood, then wood, brick, and iron, then bricks, glass and joists) but get better storage, greater heating fuel efficiency, and obviously better population capacity.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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I've been giving it a shot lately. Was pretty tough at first but now I can get a thriving city (with or without mods) established every time up to 2 or 3 hundred citizens but then usually tire of it. It feels pretty redundant after that. I guess the only goal left would be to try for the greatest population possible, maybe that's the whole point anyway.

 

I feel like it would have been nice to have features like building upgrades / combination of buildings unlocking new buildings / items. Something like that to give more to strive for. Beautiful game though and it is fun and can be extremely challenging that first year trying to get a foothold especially under hard / harsh settings.

 

 

EDIT  - to add on to this post, I just went and found that I had a couple screen grabs. This one shows that I had over 400 adults but that was with all the mods in play - some of them make it a lot easier. I also noticed my happiness is only 3 and a half stars, must have been before I knew how important the cemetery is for that reason :lol:

 

mEwrq1r.jpg

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In the Colonial Charter mod many of the buildings are now upgradeable including the mines and quarry. There is also talk of introducing some scenarios and challenges in future updates. Colonial Charter mod is doing a super job in making the game new and fresh each update.

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really haven't touched this game in months for the lack of pretty much everything once the colony is self-sufficient.

maybe I beat it to another try soon now that there's a vivid modding community...


k1v7e2y.jpg

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I have started work on my mod to add rowhouses to Banished.

Here is a screenshot showing the 2 models (no textures yet) and their vertex and polygon counts.

UylWhww.png

They are half as wide as they are deep, 2 stories, and have sloped roofs (one has a gabled roof, one has a hipped roof). The only difference between the two variations at this point is that one has a square pyramid (hipped) for a roof and the other has a triangular prism (gabled) for a roof. I will either make 4 or 8 varieties for each tier with 2 or 4 models each with 2 or 4 textures (if I have 4 models, each will have 2 textures). I plan on having grey brick, red brick, brown brick, and whitewashed brick.

What do you think?

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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...They are half as wide as they are deep, 2 stories, and have sloped roofs (one has a gabled roof, one has a hipped roof). The only difference between the two variations at this point is that one has a square pyramid (hipped) for a roof and the other has a triangular prism (gabled) for a roof. I will either make 4 or 8 varieties for each tier with 2 or 4 models each with 2 or 4 textures (if I have 4 models, each will have 2 textures). I plan on having grey brick, red brick, brown brick, and whitewashed brick.

What do you think?

--Ocram

 

 

Looks good just wondering about the double chimneys on them? ... and I like the sound of the color variations it would certainly make a change from the standard wood and stone houses

 

:thumb:

 

Would like to have this if I was sure my laptop will run it.

 

Well my All-in-One desktop (1 intel celeron core, 8gb memory and 64bit OS) runs it with no problems, maybe a slight showdown when I'm moving from one side of the village to the other side, but its still a fairly small village on a medium map as you can see from the pictures in my last post

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I have since made one variation each of the third and fourth (final) tiers of the rowhouses. These have triangle counts instead of mere polygon counts and their triangle counts are not all that high.

nNhQICM.png

Do you think I should make variations with sloped roofs or variations with doors on the opposite sides, or both? I have decided to make 2 model variations per tier and 4 texture variations per model unless I get more creative.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Here are all the models I have made. The only work left to do now is texturing (each model will have 2 different color schemes and thus two different texture variations), making the models (and texturing) for the construction phases (I will make the same construction models for all of the variations of each tier, so I will only have to make 4 instead of 16) and turning it into a Banished mod. By mirroring the main building mesh, I managed to add variety easily and by making different textures (making sure to make windows and doors different styles/colors), I will have a good amount of variation.

dsLTPk3.png

Please tell me if any of you think I should change or replace any of the building models.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Well much as I like the flat roof models, I'm not sure they will work in Banished as everything else is sort of medieval in appearance which means pitched roofs, but it certainly would make for a standout difference ... I think my favorites out of all of them are the ones with the dormer windows

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 I think my favorites out of all of them are the ones with the dormer windows

I agree on the dormer windows! Flat roofs would not look right in Banished IMO.

Nice work.

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OK. I just figured out how to apply textures today. I have made two of the 3rd tier rowhouses have pitched roofs but I kept two of them with flat roofs (and did not alter the models of the t4 rowhouses). These models are part of a companion mod to Colonial Charter and the late colonial era was when flat roofs started becoming common so I decided to have the last 2 tiers have 1/2 of the variations have flat roofs.

Here is one of the T4 rowhouses with textures applied:

69X9Dte.png

Here is one of the T2 rowhouses with textures applied (t1 and t2 use stone facades, t3 and t4 use bricks).

7PtA8pW.png

I have not applied the window or door textures yet because I am still deciding which styles they should be (and I think that every variation should have a unique door). If any of you have suggestions for the style of windows, please let me know.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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very nice ... I forgotten about the Colonial Charter mod and as I didn't want to go down that path I've not installed it, but do go over to the website occasionally to have a look at how its going and yes the flat roofs should fit into their existing buildings quite nicely

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I do not want to spam this thread with every single render of every single textured model so I will just post this link to my Imgur album with all my in-progress renders (and eventually screenshots of the finished products in game).

https://imgur.com/a/GXEqI

Thank you for the feedback, I would love to see more people pipe in.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Am at work ... morning tea time ... so I can't make a copy of the link, but have been over and had a look, really like the doors especially having the different glass inserts which really shows up very well on the green door.   :thumb:

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Trying to grow enough food for winter

 

screenshot0_original.jpg

 

screenshot2_original.jpg

 

Autumn and the last of the crops are picked

 

screenshot6_original.jpg

 

Winter is here

 

screenshot8_original.jpg

 

More pictures here:  https://community.simtropolis.com/clubs/26-city-builders-website/cb-groups/item/22-banished

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The new Colonial Charter Mod for Banished has been released

http://banishedinfo.com/mods/view/679-CC-New-Frontier-BlackLiquid#description

Have just started playing around with it

ccnewfrontiers_original.jpg

My previous village had to be deleted as the CC mod is incompatible with older versions, so took some pictures of my old village before deleting it

https://community.simtropolis.com/clubs/26-city-builders-website/my-albums/item/318-beehive-v1-an-ice-age-village-cc-golden-llama/user/catty

-catty

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Now playing the new beta versions of both Banished and CC1.6

beta-cc1-6-0008_original.jpg

looking back the other way

beta-cc1-6-0009_original.jpg

Some of the new menus available

beta-cc1-6-0006_original.jpg

beta-cc1-6-0005_original.jpg

More pictures here

https://community.simtropolis.com/clubs/26-city-builders-website/cb-groups/item/22-banished

-catty

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Beautiful pics, catty!

 

I'm super busy with undergraduate university courses but I'm working on better models. I test them in CSL first.

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Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Banished 1.0.5 and a new Modkit have just been released  :)

Quote

Changes in 1.0.5:

  • – UTF8 is now used instead of USC2.
  • – Resource files can be in UTF8, USC2, UTF16, big and little endian. They’ll be converted to UTF8 on load.
  • – Memory usage allowance has been increased to 1 gigabyte, which should allow for larger mods.
  • – All materials now use custom shading language SRSL instead of HLSL.
    • – Any mods with custom materials will need to be modified to point to the new shaders and/or use SRSL.
  • – Math library can now be compiled without the need for SIMD instructions.
  • – OpenGL is now supported (but isn’t currently being released with the PC version)
  • – Data compilation is now in a separate DLL – CompileWin.dll – this can be swapped out for other platforms (consoles, mac, linux, etc)
  • – Shader compiler is now in it’s own DLL. Video DX9/DX11/GL dlls are no longer required for compiling shaders.
  • – Added safety code to check for invalid and dangling pointers – this should make catching hard to find and rare issues easier.
  • – Sped up mod details dialog for massive mods that have 10000’s of files included. This should make looking at conflicts and uploading to Steam workshop easier.
  • – Beta Mods and Mods newer than the currently released version can no longer be uploaded to Steam Workshop.
  • – Nvidia and AMD GPUs in laptops should now be auto selected for use, instead of an Intel Integrated card.
  • – Textile limit is now available for modders to use.
    • – Cropfields, Fishing, Forester, Hunters, Orchards, and Pastures now have a configurable resource limit.
    • – Livestock has a resource limit for the by product they make (eggs, wool, milk, etc) Note that if a by product isn’t created because of the resource limit, the icon won’t appear above the building.
    • – Added textile to the Status Bar, Resource Limit window, and Town Hall UI
    • – Added graphs for textiles to Town Hall UI
  • – Fixed a bug that caused fonts from 1.0.4 to not load in 1.0.5. A UCS2 – UTF8 conversion wasn’t made properly.
  • – Fixed a bug that caused dropped resources (from citizen death/task cancelation) to drop in invalid places.
  • – Fixed a bug that caused orchards to cause invalid data access and or data corruption if a citizen tried to harvest a tree, but the tree died before he got there.
  • – Fixed a bug that caused potential memory corruption when cutting down an orchards trees.
  • – Fixed a bug that caused a crash if game startup failed before memory allocation was available or was corrupt. It now properly displays an error.
  • – Added better error message if the game runs out of memory due to too many mods loaded.
  • – Fixed a bug that caused a crash when loading old mods that had custom materials. The game will no longer crash, however objects with those materials will not display. To fix this issue, mods should be updated to the newest mod kit version and update the materials.

-catty

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If you want to see what a Banished expert can do in the new version of Banished using the latest Colonial Charter Mod, just take a look over here

http://banishedpeople.freeforums.org/poteetser-part-ii-t324.html

and prepare to be  stunned  :)

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I think over the years we have all read posts on this site and others about having a mega plugin which had everything in it or at least everything someone considered to be essential.

Just released over on the Colonial Charter site is the MegaMod

http://colonialcharter.com/index.php/forum/mega-announcements/3253-banished-megamod

Modders are RedKetchup, Kid, Discrepancy, embx61, tanypredator, Wintin, Maal, Elfecutioner ... there is also a beta version of the next CC Mod 1.7 included as well, the mod list is here

http://colonialcharter.com/index.php/forum/mega-announcements/3255-list-of-mods-used-in-megamods

I would love to be trying this out, but I ditched using Windows 7 last week and became a Linux Mint 18 user and unfortunately Banished doesn't have a linux version yet ... will be using the PlayonLinux and GOG version of Banished once I get SimCity 3 and 4 working in a WinXP Pro VirtualBox.

-catty

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