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Sad I made a big mistake :(
Posted by: Necrostorm - 12-16-2016, 03:09 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (6)

Alright, so I've had every building in the game built and decided to reorganise everything and clear some of my many bots. While I was doing this I destroyed the small vehicle factory thinking nothing of it, and then I destroyed most of the bots and now I am stuck as I can't rebuild the small vehicle factory and can't rebuild my alien bots ;/ SO, I was thinking that maybe you could allow the advanced builders to build everything that the normal ones can, this also means that I don't have to have two very similar bots and only have to keep one. This would work only with the advanced and normal ones because the other ones are more specialised in my opinion.

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Rainbow Realistic World // Terrain
Posted by: Amperro - 12-16-2016, 02:05 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (2)

The terrain in his game looks very plain in my opinion because its a big flat land. Maybe when you create a colony u could choose options like cliffs and hills. They would be generated randomly as islands or split in the map and you would need some sort of a bridge to construct on them to get access up or down. Advanced builders could build these with steel. The world would look more realistic and dynamic and every colony would be different. There could also be small lakes from which u could pump water f.e. though that's not very realistic, it would make the map a lot more dynamic, prettier and maybe even more challenging.   What do u guys think?

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  Other Possible fixes for pathfinding and more.
Posted by: xcalbier - 12-16-2016, 02:04 PM - Forum: Game Ideas, Suggestions, and Feedback - No Replies

Hey Bast .
   Well maybe the ideas for path finding are not helping make it better so ill add two more ideas if you want to try ether one.
   One (which I realize you really wont want to use ) Make the buildings self build-able . With The game you know about they put a crane animation when a building was ploped or grow on its own showing what looked like it being built .
    Now I know we all love the bots and taking them out would really bite but who knows maybe this will lead to other ideas .
    Two and more likely to  work . Ok so you want each building to take time to build fine i get that . But there is no reason why you cant keep the bots and building times and NOT need 15 mega builders to build a dig site in a reasonable time . So the idea would be someone can build all the bots they want but each building would LIMIT the number of bots that could accutly Build it . After all ten bots to build a solar cell is silly even one can build it fast .
   So the Larger the building the more bots that could help build it .  Solar cell one bot (the building its self limits the bots activated a easy way to add that is to activate the bot closest to the placed building .If you place say ten 
  solar cells then each solar cell would activate a new bot or one that is not in use .
 This way you would not have 10 -15 or even 20 bots tring to build small buildings and piling then causing lag or causing lag because they are all going at once.
   Wile it is a bit of programming it would solve the path finding issues wile saving the bots .
   PS there is over laping builds as well the regular building bots and teh advanced building bots can build a few of the same buildings Such as solar tower both can build it and the hydroponics  plant can be built by both .
  these buildings can cause bots to pile up more then any other as if you have ten of each then 20 are going to build just one.
   as for larger building like the dig site a limit of 5 bots and say ten mints building time would work and reduce path finding problems less bots all running around less lag . 
  Finly the mines each mine placed should have a built in limit of 3 bots mining it .Even with the ore mine being 10,000 3 miners one square between them and refinery it mines fast. 
    Heck i only keep two clay miners going anyway hope this alest gives you new ideas .
   Ps if you post here any thing you mite like ideas to programming wise I would be happy to share with you and wile I may or may not know squat you never know ware a good idea may come from .

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  Clay
Posted by: SiLentS - 12-16-2016, 01:42 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (5)

So,, we have automatic ways to farm Ore, Steel and Gold.
My question is do we have any way to farm Clay automatic?

If not, when will we be able to  Big Grin

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  Data transfer?
Posted by: k9mancer - 12-16-2016, 10:48 AM - Forum: General My Colony Discussion - Replies (3)

Is it possible to transfer saved data from a phone to a computer?

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  Education Options?
Posted by: Pazerudael - 12-16-2016, 07:22 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (3)

I have NO idea if this has already been suggested yet.  But just in case it hasn't....

The last time I had a chance to check, I saw that jobs were broken down into categories such as blue-collar, white-collar, etc. This got me thinking - what determines who gets to be white/blue collar and access to the higher wage (unless you run it more or less in a socialism way)?  

Would various education options be possible? In other words, a college option in order to qualify workers as blue-level capable, and universities to qualify them as white-level? In my head, it looks similar to any production facility: the college/university would consume the hidden value of 1 common worker and create 1 blue/white collar worker.  The higher levels would take longer - e.g., 1 white-collar quality worker for every 5 blue-collar quality workers.  The white-collar workers would be able to work jobs lower than their qualification, but the lower level workers couldn't get a job at a higher level.  You could even add more dimensions to it by possibly requiring the workers to pay for their education (although you should be able to set the price - I like free education). 

Anyways - this is a level of depth I would particularly appreciate in my colonies.

Thanks for listening! Smile

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  Having trouble syncing Windows client to webpage
Posted by: will - 12-16-2016, 05:18 AM - Forum: Bug Reports - Replies (8)

My charter id is 123003, but https://www.my-colony.com/colonies/123003/ is empty and I can't use it as my main colony for when I start new colonies.

No idea what's causing this. Help? Sad

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  V. 0.20 Discussion thread
Posted by: Kosei (Expert) - 12-16-2016, 12:48 AM - Forum: Updates and Announcements - Replies (8)

For anyone who has any questions about the latest update, here is the place for it, and this is in order to keep everything as tidy as possible :)

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  Trouble Accessing Colony
Posted by: Patchdaddy - 12-15-2016, 10:41 PM - Forum: Bug Reports - Replies (1)

Rollmeoneknobi asks:


I'm still having trouble accessing my colony it freezes at syncing data. I'm on at galaxy s7

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  How can i obtain aluminium with 0 aluminium
Posted by: Helessar - 12-15-2016, 10:15 PM - Forum: General My Colony Discussion - Replies (23)

How can i obtain aluminium with 0 aluminium

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