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  [C] Commonwealth of Quiet Nomadic Cajuns member of [F] First Future Federation
Posted by: Mr. Quiet - 03-22-2017, 08:05 PM - Forum: Commonwealth Area - Replies (1)

Welcome to the Commonwealth of Quiet Nomadic Cajuns A Commonwealth member of the First Future Federation

Historical context for the Commonwealth of Quiet Nomadic Cajuns
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During ancient Earth times before it became “United Earth” transportation was much slower and there existed quite a few languages and grouping of different ethnic groups. The extremely slow transportation resulted in not all of the Earth being known by the different groups or Countries.

In the very late 15th century (ancient Earth time) those in “Europe” discovered (for them) a new set of continents which was called the Americas (North and South) or (for them) the New World which they began to “colonize”. At the time, most of the countries or nations sought to dominate their neighbors usually by wars and land grabbing.

One such nation sent settlers to an area of Eastern North America, and called the settlement Acadia and referred to the settlers as Acadians during the 17th and 18th centuries. During the mid-18th century due to fighting between the different speaking countries and the land possession changes the Acadians had to migrate to the area of the Mississippi River Delta that was to become known as within the Southern “United States of America”.

Due to language differences and pronunciation variances, this ethnic group became known as Cajuns making up a significant portion of the area’s population and have exerted an enormous impact on the area's culture. The Cajuns have developed their own dialect and developed a vibrant culture including folkways, music, and cuisine.

With the advent of space exploration, some Cajuns including friends of theirs have ventured into becoming “nomads” in the exploration of various star systems. Eventually this group decided to settle down.

During this time the group stumbled onto the "First Future Federation" and after a few false starts, settled down as the dependent colony of “Quiet Village” under the leadership of the FFF’s independent colony of the "Commonwealth of Catarse".

The colonist settled in an open star cluster in the southern constellation Centaurus referred to in Ancient Earth terms as NGC 3766. It is located in the vast star-forming region known as the Carina molecular cloud and was discovered by Nicolas-Louis de Lacaille during his astrometric survey in 1751-1752. At a distance of about 1745 parsecs the cluster subtends a diameter of about 12 minutes of arc. There are 137 listed stars, but many are likely non-members, with only 36 having accurate photometric data. Total apparent magnitude of 5.3 and integrated spectral type of B1.7. NGC 3766 is relatively young that is estimated as log (7.160) or 14.4 million years, and approaching Earth at -14.8 km·’-1. This cluster contains eleven Be stars, two red giants and four Ap stars.

The initial colonization was on a Red Planet in the NGC 3766 open star cluster, the colonists referred to the settlement as “Quiet Village” and the settlement commenced to thrive. Soon afterwards the Cajun settlement felt that they had gained enough experience and with the OK from the “Commonwealth of Catarse” declared independence from the Commonwealth. In turn requested to become an independent colony within the “First Future Federation” and was accepted as an independent colony.

With becoming independent the colony was renamed the
“Commonwealth of Quiet Nomadic Cajuns” 

Game rules when using the Commonwealth of Quiet Nomadic Cajuns charter code CRcMM37P
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1) Using the default colony name of "My Colony" is not allowed and when discovered the "charter" will automatically be rescinded - no exceptions.

2) You initially start off with 2 colonists, you are to construct at least 1 Small Shelter and 1 Landing Pad to be able to increase the population.
IF after 48 hours there is no indication of an increase in the population the "charter" will automatically be rescinded - no exceptions.

3) Inactivity at any time lasting more than 1 month will result in the "charter" being rescinded however exceptions will be made if the reason is known before the inactivity.

4) The game has very limited communications capability with respect to the parent colony,  Commonwealth of Quiet Nomadic Cajuns and any dependent sub-colonies (those using the charter code CRcMM37), the sooner you install the Discord Communications Channel that has been set up by FFF and the sooner it is used by you the sooner I can possibly help/assist you. (see the General Information section if necessary)
The game has  a "taxing" procedure that I can NOT control.

Current dependent colonies of the Commonwealth of Quiet Nomadic Cajuns
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Former dependent colonies of the Commonwealth of Quiet Nomadic Cajuns now independent colonies
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General Information
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Commonwealth of Quiet Nomadic Cajuns
Former dependent colony of the Commonwealth of Catarse 
Independent as of 12 March 2017
Charter Code CRcMM37P
Member of the [F] First Future Federation (FFF)
Discord Communications Channel for communications between the [F] First Future Federation members and within the [C] Commonwealth of Quiet Nomadic Cajuns members.

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  My Colony 0.30.0 Release Notes
Posted by: bastecklein - 03-22-2017, 06:22 PM - Forum: Updates and Announcements - Replies (7)

There have been a whole bunch of changes in this update, and judging my the responses on the forums, some people will like them and others will hate them.  Regardless, work presses ahead on My Colony, which I now consider to be... 15% complete!  Here is what's new.

My Colony v0.30.0 Changelog

New Stuff

  • Additional anti-cheat countermeasures have been implemented to prevent save-file tampering
  • Added Reply and Send Gift options to private messages
  • Select buildings can now be flipped (mirrored), requires ad-free version
  • Added historic line-graph to the resource statistics 
  • Colonies can now purchase more land via Policy
  • New Structures: Capitol Level 2, Capitol Level 3, Capitol Level 4, Capitol Level 5, Consulate Level 2, Consulate Level 3, Red Flag, Healing Pods, Sugar Farm, Brew Pit, Gentelbugs Club
  • New Techs: Solar Governance, Galactic Governance, Nationalism, Imperialism, Insectoid Regeneration, Insectoid Brewing
  • New ad-free Structures: Sand, Green Flag, Blue Flag, Purple Flag
  • New Policies: Food Rationing, Annex Land
  • Cost and stat tweaks to most Zolarg buildings
  • There is now a civics cost to posting trades on the GBT (only for posting, not for buying)
  • Sending gifts to colonies now has a quantity cap based on the level of your Capitol/Consulate building.  Even higher level Capitols and Consulates will be coming in the next few releases
  • The Podcast link was moved into the side menu on the title screen, replaced by a Native Client link for users playing on Ape Web Apps.
In addition to the above, there were quite a few bug fixes in this release.  Several bugs were fixed which should prevent false positives in the anti-cheat system, and also reduce the occurrence of lost resources when playing a colony on multiple devices.  There have also been bug fixes related to pathfinding issues lagging down a map when resources or refineries and blocked off by walls or by other means.  Additional bugs have been fixed with regards to achievements not being reported properly on Android.

The new Annex Land policy brings in a much-requested feature, allowing players to purchase land and expand the size of their colonies.  There is no limit to how many times you can expand, other than the limit imposed on you by the performance of the device you are playing on.  Each purchase expands the size of your colony by 20 tiles to the east and south sides.  The cost of expansion is $450 and 200 civics for each tile that your colony grows by.

The next update should introduce the Zolarg's equivalent of the Mass Driver and Bank, with Zolarg independence and Capitol/Consulate type buildings coming in the following release.  After that, Zolarg will be granted access to the GBT, which in turn will see the introduction of all new Human tech and building trees based on resources like Ant Paste and Antanium that can only be obtained from GBT trades.

Finally, one of my goals is to build My Colony as a reusable engine rather than just a game, so I can use all of the work I've done to create other projects in the future.  It is mostly done in that manner, but there is still some hard coding here and there.  In order to help my progress in removing the hard coding and further the design of the game's code to be reusable in other projects, I am going to be launching another game side-by-side with My Colony called Antiquitas.  The two projects will share all of the exact same code, so development on one will be applied to both.  Antiquitas will only be available on apewebapps.com for now, and will not have any of the online stuff that My Colony does.  It will be based in ancient Rome, and is basically going to be a Roman city builder.  The game will be a lot smaller in scale than My Colony, but should help prove out the games viability as an engine for future projects.  Eventually I want to use it to make a Command and Conquer style RTS, but that is quite a ways into the future.

Anyway, that's all I've got for now.  Enjoy the update and stay tuned for a lot more to come!

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  advanced hydroponics center bug?
Posted by: forcedminer - 03-22-2017, 05:58 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (2)

check out the screenshot below for my fear.
might just be nothing but look in the background i have a ton of those centers fully staffed with water and power.
but they seem to be producing.

had them from the start. 

[Image: 1KE9bra.png]

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Exclamation got banned for nothing (???)
Posted by: MesserLaTorre - 03-22-2017, 04:03 PM - Forum: Bug Reports and Technical Support - Replies (11)

ok then, i found the game a couple of weeks ago and i started playing it everyday. then today happened that i got banned for cheating... but i didn't do anything.
today i opened my pc and started playing on apewebapps, but i found it was not saving progress, so i moved to facebook and started playing there. unluckily there it started lagging waaay too much. so i decided to turn on my mac and start playing there, but it also got slower and slower and with saving issues. then i found a button in the menu: "download client". i downloaded it on my laptop and i started playing there for a couple of hours as i'm used to do. then i noticed it was only version 0.29 and i needed to make 0.30 upgrades, so i saved the game in the client and opened facebook; here the bad news:

right after loading the game, a message appeared, saying that cheating is not allowed on multiplayer (i didn't cheat, i don't even know how would it be possible) and that i got banned from multiplayer. so now i cannot trade and i cannot make a commonwealth. THAT'S CRAZY! i'm playing only to reach indipendence and to make a commonwealth with my friends... and now i cannot 'cause a bug banned me....

could anyone help me?

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Lightbulb Resource Management
Posted by: hunttttre - 03-22-2017, 02:02 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (1)

I know we have the net value for our resources, but its not very accurate, could we get a chart or tab that shows us the output of structures?  

For example, if you selected the deep excavation site, we could see that it produces 2 artifacts, 3 clay, and consumes 5 water.  

Or for the advanced factory, we see it produces 5 metal at the cost of 10 ore.

The reason I think this would be helpful is because this is a management game and how can we fully utilize or structures if we can't see what they need and produce.  You either need to memorize all 80+ structures production rates by waiting to see what they make, but they don't make everything at the same time.  Plus some production rates take 5 minutes to cycle through.

Tank you for tango the time to read suggestion, I'll gladly answer any questions.

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  Ability to relocate buildings suggestion.
Posted by: Chf.BurninGlass - 03-22-2017, 03:59 AM - Forum: Game Ideas, Suggestions, and Feedback - Replies (10)

We all know early in the game, atleast some of us, try to organize and plop our colony the best we can. But as you play and you grow you start to realize it's become a little chaotic, or you want this building over there now or you want to move your housing units to a secluded area or make and industrial or tourist park. Well at the moment there's no water to relocate buildings unless you completely rebuild them. If your wanting to move around your entire city that can be pretty costly. What I suggest is to add the ability to mmove stuff around. I suggest the following:

- Once you unlock large scale construction, the bots should be able to move buildings.

- Based on tile size, that's how much it should cost in gold to move the structure.
   - 1 tile = 100 gold
   - 2 tile = 200 gold
   - 3 tile = 300 gold
   - 4 tile = 400 gold

   And so on....

I would love to be able to move my colony around to organize it a bit better. What does everyone else think?

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  Vehicle upgrades?
Posted by: s.iker - 03-21-2017, 06:09 PM - Forum: Game Ideas, Suggestions, and Feedback - Replies (8)

So there are plenty of upgrades for the buildings to produce more items... 

but how about Vehicle upgrades... For example, the alien builders are really slow.. (prolly cause the alien buildings take soo much resources) But could be another tech to get to upgrade them to be able to produce faster? Not saying to get it to instant but something that takes 10 mins could take 9 with one research upgrade.. and so on.....

Note: i do know that more bots working on one building speeds it up a bit..

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Exclamation Build v0.30.0
Posted by: g4mef0rc4l - 03-21-2017, 06:08 PM - Forum: Updates and Announcements - Replies (8)

What does this update do Exclamation

I've just seen the patch notes love the more land upgrade!
I thought patch notes came out instantly sorry ahah

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  Another browser to play help almost free 10 k arts to who ever
Posted by: xcalbier - 03-21-2017, 05:39 PM - Forum: General My Colony Discussion - Replies (5)

I use chrome and out of every browser i tried it works best but would like a second browser to play on as chrome has gotton picky about saving two windows runs different colonys at once it will save one but mite fail to save the other and so on .
 so as i really want to be able to run alest two colonys and not louse resources over a failed save I need a second .
  Opera no go firefox just as bad and man that browser has gottong almost unusable .
       a few off brands even tried a simple small programming browser it ran fine but overlaped stats 
   so a list of otehrs taht mite work would be helpfull And ill even through in 10 k arts on trades for 1 per 100 for a browser that works

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  Upgrading roads
Posted by: banginis - 03-21-2017, 05:34 PM - Forum: Game Tips and FAQs - Replies (7)

Any tip on upgrading square miles of roads? And how do I know, to which type road will upgrade?

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