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Atmosphere why bother bui...
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[NOZ] [F] - Nations of Oz...
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Game CPU capping
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(In)Complete Beginner's G...
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Building/Selling UI impro...
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Zolarg able to import unu...
Forum: Game Tips and FAQs
Last Post: forcedminer
1 hour ago
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Atmospheric sheilds.
Forum: Game Ideas, Suggestions, and Feedback
Last Post: Amorphus
2 hours ago
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Pro/cons of selected reso...
Forum: Game Tips and FAQs
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2 hours ago
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My Colony 0.36.0 Release ...
Forum: Updates and Announcements
Last Post: forcedminer
4 hours ago
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galactic emperor ??
Forum: General My Colony Discussion
Last Post: xcalbier
5 hours ago
» Replies: 3
» Views: 101

 
  Zolarg able to import unused resource.
Posted by: forcedminer - 1 hour ago - Forum: Game Tips and FAQs - No Replies

Hey there I was messing around with the Good ol Zolarg "whom'st" i've come to quite enjoy these past few weeks
but recently learned i was able to import resources i most likely shouldn't.
doesn't add any new buildings nor research but i'm wondering if its intended
examples include

  1. bricks
  2. plastic
  3. robots
  4. regolith 
  5. pottery 
  6. uranium
  7. clay 
see the image below for some proof.
and to clear things up before you even think them
the ant past business is very....very...very lucrative at the moment
if you see ant paste for sale by ANT PASTE EXPORTS INC....thats me. 


[Image: S54Mb05.png]

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  Atmospheric sheilds.
Posted by: Amorphus - 2 hours ago - Forum: Game Ideas, Suggestions, and Feedback - No Replies

Ok, so for the LIS asteroid world, or any other future worlds that cannot be terraformed(asteroid is terraformable now but I assume that you will change that,) I propose the implementation of two new structures, the atmospheric shield generator and the alien shield generator. 
 
These would allow a player to build structures within a certain radius of the shield that they would normally not be able to build because of not having enough atmosphere.  These shields suck up large amounts of power when activated. 
 
Both shields have a certain radius that they cover and change that terrain within that radius to show the player where they can place their high atmospheric structures.
 
If the shield is shut off or you run out of power, the buildings in the radius will just deactivate instead of disappearing(that would be bad.), regardless if there is power available. Any colonists that enter or exit the shield will change into and out of their space suits instantly, which would be a good effect to show the difference in atmosphere. Any colonists out walking around when the shield shuts off will just put on their space suits, or you could have them run to another shield or building and lose health rapidly along the way. 
 
I will also include a structure called an environmental protection depot, which would allow colonists to run over and pick up a space suit when exposed to low atmosphere. Each suit taken would charge you 1 civic and 1 ore, but would keep your colonists alive. This facility would also consume a small amount of civics, just for the logistics and getting the suits ready for deployment.
 
When you start to build and rely on alien shield generators, one generator going down can cause an apocalypse if you choose to have colonists take damage when the shield is cut off, since the alien generator would have a vast range of coverage. To prevent this, if the power were to go down, the alien shield would consume  helium 3 to stay in operation, but at a fast pace. This would make h3 ever more valuable on worlds that can’t be terraformed.
 
Atmospheric shield generator
 
O: 10,000
S:5,000
G:5,000
M:750
A:500
 
Size: 1x1
Power consumption: 250
No workers
Radius: 25 blocks
Atmosphere level: 1,000,000
 
Alien Shield generator.
 
O: 50,000
S:15,000
G:25,000
M:20,000
A:4,500
U: 2,500
Ar:1,500
Ro: 2,000
Plastic: 5,000
 
Size: 2x2
Power consumption: 10,000
2 workers
Radius: 100 blocks
Atmosphere Level: 5,000,000
H3 consumption rate when  power grid is overloaded: 100 every 10 seconds (200 ticks)
 
Environmental Protection Depot:
 
O: 3,500
S: 1,000
G:750
M:200
Civ:1,000
 
Power consumption: 20
Civics consumption: 1 per 200 ticks
Workers: 5
Resources lost per suit taken: 1 civ and 1 ore
2x2

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  Atmosphere why bother building mid size plants
Posted by: xcalbier - 4 hours ago - Forum: Game Tips and FAQs - Replies (1)

I started a new colony today and it had no air up there lol .
 anyway Being in a hurry as always I went and built 32 chip plants .
 Funny thing is not even one atsom plant built and now have 40 condensers and atsomphere is at 61000 
  id say one chip plant is as good as 20 atmosphere plants in producing it .
   so youl need tons of chips and its going to be a wile till you can build alien chip plant .
 Build 30 of them and save the time of building atmosphere plants

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  Pro/cons of selected resource abundance/map size?
Posted by: wankman - 9 hours ago - Forum: Game Tips and FAQs - Replies (4)

Is there any late game advantage to choosing a map that starts with few resources?

Similarly, any advantage to small maps?

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  Shipping fees
Posted by: wankman - 9 hours ago - Forum: Game Tips and FAQs - No Replies

Looking at galactic shipping and trade I noticed two things:

Galactic shipping: Transaction fees are steep! Is there anything I can do to lower them? (I see 50% on buy side, 75% on sell side)


Galactic trade: I see a ton of deals posted that don't even compete with the prices offered by galactic freight. Why do people post these? Is there something to the market I'm missing?

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  Aluminum Management
Posted by: wankman - 9 hours ago - Forum: Game Tips and FAQs - Replies (1)

I just got all the way to the early alien tech stage of my first serious playhrough, only to discover just how scarce and precious aluminum is.

I've decided to playthrough again, without wasting any of the precious stuff. Any tips for a conserving/getting more aluminum?

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  Off Duty and Relaxing
Posted by: Shaken87 - Today, 10:07 AM - Forum: Game Tips and FAQs - Replies (5)

Looks like a few people have run into the same issue I'm having.  I've got a lot of off-duty colonists who aren't going to any of my plentiful entertainment locations to relax. They have plenty of money (> $800 at 30 yrs, retirement is $16k) their wages are quite high (> $20 including living wage $11). They all have homes, they're all in good health they just won't go relax. Any thoughts on this? I have PLENTY of well- scattered entertainment options including multiple large parks, casinos, bars, pubs, small parks, stadiums...I could handle well over 3,000 people relaxing at the same time and yet I only have 65 and tons of off-duty people. I even tried surrounding one central high rise with every entertainment option available and they're still not going. Work load is light (not that it's relevant- they're off duty). I'm running v.36.0 on mobile.

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  Microchips disappear
Posted by: Walkingbio - Today, 01:06 AM - Forum: Game Tips and FAQs - Replies (4)

I have three microchip factories and I can't get anymore then 30-60 microchips then the number dropouts to 12 or 17. I don't understand I didn't build anything that used microchips and haven't Benn able to for some time as they disappear when I have between 30-60 I wasn't catching it happen until just now I saw it drop. I haven't built anything that should use microchips at that rate? What should I do? Delete the game and reinstall?

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  In game graphics details
Posted by: xcalbier - Yesterday, 11:07 PM - Forum: Game Ideas, Suggestions, and Feedback - No Replies

I posted a photo of the pyramid with orange sand as a fill in . If you notice the lines between each square ( lot are very pronounced whats more at the next higher zoom lv the lines become even more pronounced .
   Now Now I dont know if this could be implamated into a 2d  envierment or not Its a 3d trick we used to solve this problem .
   See when we made a model and wanted it to cover MORE space then the Tile or lot size it was designed for by using the move model and bringing it to UNDER the tile lv the game was no longer limited to LOT size .
 so you could in cress the size of the building BEYOND the lot so in game it covered a area OUT SIDE the lot its self those ( making it possible ( to build working roads through or bridges or just hide something 
     anyway this game being just 2d drawings should be much simpler to use this idea .
  Draw the building Or sand as the case is Larger then LOT ( square size ) then when plopped ( placed in game there is OVERLAP hiding the square lines 
 Its just astetics but we were picky about how our stuff looked as much as how well the programming worked no matter how skilled a programmer you may be if your stuff should also look its best 
  I see no reason why you couldn't fool the game about the size of the drawing .
 Over lap is the trick for sand grass and what not roads are not a problemmind you even a slight overlap would do the trick say 1% over the lot size so small it will not interfear with buildings and yet have over lap hiding teh lines


(Yesterday, 11:07 PM)xcalbier Wrote: I posted a photo of the pyramid with orange sand as a fill in . If you notice the lines between each square ( lot are very pronounced whats more at the next higher zoom lv the lines become even more pronounced .
   Now Now I dont know if this could be implamated into a 2d  envierment or not Its a 3d trick we used to solve this problem .
   See when we made a model and wanted it to cover MORE space then the Tile or lot size it was designed for by using the move model and bringing it to UNDER the tile lv the game was no longer limited to LOT size .
 so you could in cress the size of the building BEYOND the lot so in game it covered a area OUT SIDE the lot its self those ( making it possible ( to build working roads through or bridges or just hide something 
     anyway this game being just 2d drawings should be much simpler to use this idea .
  Draw the building Or sand as the case is Larger then LOT ( square size ) then when plopped ( placed in game there is OVERLAP hiding the square lines 
 Its just astetics but we were picky about how our stuff looked as much as how well the programming worked no matter how skilled a programmer you may be if your stuff should also look its best 
  I see no reason why you couldn't fool the game about the size of the drawing .
 Over lap is the trick for sand grass and what not roads are not a problemmind you even a slight overlap would do the trick say 1% over the lot size so small it will not interfear with buildings and yet have over lap hiding teh lines

On second thought its already in the game Accidentally but its there with a few buildings that overlap each other ( so make it happen but just with sand and grass



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  Building effectivity
Posted by: Ersjen - Yesterday, 07:28 PM - Forum: Game Tips and FAQs - Replies (2)

Just shows up the effectivity of a few Buildings. Second page is for power 


https://docs.google.com/spreadsheets/d/1...p=drivesdk

Having Fun with it, hope you enjoy

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