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Colonists still live/work...
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GBT Makes Buildings Float
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rum and the medium stadiu...
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[API] Sector Map
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Zolarg able to import unu...
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[Voting Closed] My colon...
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[FFF] Utoptia Planitia (S...
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In game graphics details
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10 hours ago
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  No place to post comments about form set up so posting here
Posted by: xcalbier - 05-27-2017, 05:26 PM - Forum: General My Colony Discussion - Replies (4)

I noticed this next to me name a few mints agaio Senior Member .
  ((((   IN FUN ONLY ))) Now I know I am old bit really announcing it lol .anyway seeing I am Senior what special privileges do i get a 10% discount on trades trades ?
    A plack venerating my longitude ? OOO look a old guy lol .
   ( you know I must say in all my years of being on forms ( i have a few I visit darn near every day >
  This is the only place i have ever gotten any kind of acknowledgment .
       Kinda strange after 51 one years a place i acutely fit in ? 
  Don't know what to make of that lol .
     Yes really even the city building site i have been a member of for 15 years I am just a member even with all the cool stuff i personally added and figered out ( but so was every one ). 
   In that form it was groups that got acknowledgment . After all Bast is a good programmer but man we added GIGS of programming ( probably a total of 30 gigs floating around the net with half of it on that site .
   Anyway thanks bast or patch kinda nice feeling wanted lol .

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  On the topic of allowing independent colonies to join commonwealths
Posted by: terabix - 05-26-2017, 11:05 PM - Forum: Game Ideas, Suggestions, and Feedback - No Replies

@Patchdaddy & bastecklein

I know you two don't take volunteers, but if you two aren't about to implement the aforementioned feature, can I at least help you with it?
I'd really like to get my Federation back together as one big happy family again.

You can make me sign any document forcing me to swear off ownership or responsibility. NDAs, Non-competes, whatever. I'll sign it. WITH MY BLOOD. (not that last part)

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  Zolarg able to import unused resource.
Posted by: forcedminer - 05-26-2017, 08:52 PM - Forum: Game Tips and FAQs - Replies (2)

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 - 05-26-2017, 08:18 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (6)

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
Size: 1x1
Power consumption: 250
No workers
Radius: 25 blocks
Atmosphere level: 1,000,000
Alien Shield generator.
O: 50,000
U: 2,500
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
Power consumption: 20
Civics consumption: 1 per 200 ticks
Workers: 5
Resources lost per suit taken: 1 civ and 1 ore

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  Atmosphere why bother building mid size plants
Posted by: xcalbier - 05-26-2017, 06:10 PM - Forum: Game Tips and FAQs - Replies (5)

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 - 05-26-2017, 01:15 PM - Forum: Game Tips and FAQs - Replies (8)

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 - 05-26-2017, 01:13 PM - Forum: Game Tips and FAQs - Replies (1)

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 - 05-26-2017, 01:11 PM - 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 - 05-26-2017, 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 - 05-26-2017, 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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