Search - \"spamdude\"
https://mc1.my-colony.com/api.php?pf=8&g=1&u=bastecklein
(replace bastecklein with desired username)
This is an updated version of the now depreciated Player Info API. New version now returns an object detailing whether or not the account exists, what colonies are available, and the time that the user was last online.
(replace bastecklein with desired username)
This is an updated version of the now depreciated Player Info API. New version now returns an object detailing whether or not the account exists, what colonies are available, and the time that the user was last online.
{"exists":true,"colonies":[{"name":"Domination","charter":"0hZgBkjn","independent":"April 19, 2017","population":"288521","founded":"April 8, 2017","screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-949442.jpg","lastactive":"2022-03-29 23:21:02","account":"bastecklein"},{"name":"Imperial Munson","charter":"8Ksj9SAy","independent":"December 5, 2019","population":"34943","founded":"September 2, 2018","screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-900950.jpg","lastactive":"2021-12-21 14:31:40","account":"bastecklein"},{"name":"Zolargia","charter":"7qkXSuCr","independent":"June 12, 2017","population":"33733","founded":"March 10, 2017","screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-616107.jpg","lastactive":"2021-12-21 14:33:26","account":"bastecklein"},{"name":"Pixelville","charter":"sjlK2GZ9","independent":"December 7, 2019","population":"8779","founded":"November 25, 2016","screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-44837.jpg","lastactive":"2022-03-22 18:21:01","account":"bastecklein"},{"name":"Cap Test","charter":"Ik4MEoNu","independent":"0","population":"2193","founded":"December 3, 2021","screenshot":"https:\/\/www.my-colony.com\/screenshots\/0","lastactive":"2022-02-13 19:45:28","account":"bastecklein"},{"name":"Wetland","charter":"kfnejuF4","independent":"December 14, 2019","population":"350","founded":"December 16, 2018","screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-975471.jpg","lastactive":"2022-02-07 22:01:15","account":"bastecklein"},{"name":"Booshland","charter":"82RdbsyZ","independent":"0","population":"18","founded":"March 6, 2022","screenshot":"https:\/\/www.my-colony.com\/screenshots\/0","lastactive":"2022-03-07 02:18:56","account":"bastecklein"}],"laston":"2022-03-29 23:21:02"}From there, you can drill down even further using the Colony Info API on one of the charter codes.
Apologies to @Reyn at RPF for stealing this post code for code, but I plan on using it to expand and improve the BB Code rendering of the general Ape Apps forum software. Some rendering will appear off, since sections here using RPF's spoiler tag would, on this software, be better suited for the collapse tag. -b
Bold Text:Bold Text
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[b]Bold Text[/b]
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Italic Text:Italic Text
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[i]Italic Text[/i]
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Strikethrough Text:Strikethrough Text
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[s]Strikethrough Text[/s]
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Highlighted Text:Highlighted Text
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[highlight=#FFFF00]Highlighted Text[/highlight]
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Tag:Tagged text (tags are invisible in the actual post, but visible in the editor)
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[tag="TagExample"]Tagged text (tags are invisible in the actual post, but visible in the editor)[/tag]
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Size Huge:Big Text
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[size=200]Big Text[/size]
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Size Tiny:Baby Text
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[size=50]Baby Text[/size]
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[color=#FF0000]Coloured Text[/color]
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[align=left]Left Align Text[/align]
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[align=right]Right Align Text[/align]
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Center Align:
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[align=center]Center Align Text[/align]
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Font:Text in a different font (this one is perfect for serious posts)
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[font=Comic Sans MS]Text in a different font.[/font]
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Opacity:Text with different opacity
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[opacity=50]Text with different opacity[/opacity]
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Glow:Text that GLOWS!
You can also combine this with coloured text!
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[glow=#ff0080]Text that GLOWS!
[color=#000000]You can also combine this with coloured text![/color][/glow]
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Dropshadow:Text with a dropshadow
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[dropshadow=#ff0080]Text with a dropshadow[/dropshadow]
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Blur:You need an eye test.
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[blur=black]Blurred text[/blur]
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Subscript:Subscript
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[sub]Sub[/sub]script
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Superscript:Superscript
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[super]Super[/super]script
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Transparent Text:Secret invisible text
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[color=transparent]Secret invisible text[/color]
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Indent:Indent for your text
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[tab=50]Indent for your text[/tab]
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Marquee:
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[marquee]Marquee text.[/marquee]
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Link:Link Text
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[url=https://www.youtube.com/watch?v=h01ONDD-QB0]Link Text[/url]
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Link To Tag:You can use the URL code to link people to tagged points.
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[url=#TagExample]You can use the URL code to link people to tagged points.[/url]
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Quote:
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[quote=Reyn]Text Someone Else Said[/quote]
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Code Block:
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[code]Hackerman Text[/code]
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Code Line:Also doesn't parse [s]BBCode[/s]
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[c]Code[/c]
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List (Bullet):
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[list]Text In A List
[*]More Text In A List[/list]
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List (Numbered):[list=1]Text In A Numbered List
[*]More Text In A Numbered List[/list]
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[list=1]Text In A Numbered List
[*]More Text In A Numbered List[/list]
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External Image:
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[img]http://i67.tinypic.com/ipnwut.jpg[/img]
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Attached Image:[attachment=0]att.PNG[/attachment]
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[attachment=0]att.PNG[/attachment]
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MP3 Embed:
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[mp3]https://d1490khl9dq1ow.cloudfront.net/sfx/mp3preview/laugh-track-3_fyWRzaNd.mp3[/mp3]
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YouTube:[YouTube=XUV863a1Lok][/YouTube]
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[YouTube=XUV863a1Lok][/YouTube]
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[box=#FF0080]Box[/box]
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Box2:
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[box2= color=#00FF88 border=transparent]Box 2[/box2]
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[gradbox d=to right b=transparent c=rgba(255,223,223,0.8), rgba(160,49,86,0.8)]Gradient Box RGBA[/gradbox]
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Gradient Box (Colour Names):
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[gradbox d=to top b=black c=orange, yellow, green]Gradient Box Words[/gradbox]
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Image Box:
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[imgbox=http://i68.tinypic.com/205sj77.jpg]This is an imgbox. There is an image as the background of this.[/imgbox]
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Spoiler:Spoiler:Spoiler text
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[spoiler="Spoiler"][spoiler="Spoiler"]Spoiler text[/spoiler][/spoiler]
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Spoiler2:[spoiler2=blue,yellow,castellar,"SPOILER 2"]You can edit the colours and font etc.[/spoiler2]
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[spoiler2=blue,yellow,castellar,"SPOILER 2"]You can edit the colours and font etc.[/spoiler2]
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Columns:
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[column][col]Columns of text[box=yellow]Boxes work in these[/box][/col][col]Specifically, 2 columns of text.[spoiler="And guess what"]Spoilers also work in these[/spoiler][/col][/column]
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Float:
Lorem ipsum dolor sit amet consectetur adipiscing, elit porttitor ut sodales mauris aenean, primis nec dis per natoque. Primis laoreet pulvinar tempus senectus sociis pretium vehicula inceptos leo, malesuada eros nibh augue fringilla hendrerit et mattis pharetra, cum egestas in penatibus parturient imperdiet erat commodo. Placerat risus nam eros imperdiet faucibus vitae aptent accumsan, quisque massa laoreet ac est sem tellus, mattis curae vulputate egestas leo sociosqu eleifend.
Justo semper nulla enim eleifend tempor aenean integer pretium ultrices, mollis dis aliquet mi ornare pellentesque himenaeos diam potenti, neque vestibulum cursus dapibus commodo vivamus sociosqu in. Odio magnis nec non auctor dis magna eget vulputate, consequat faucibus tempus sed sem litora quam aliquam placerat, natoque eleifend ac metus per purus enim. Netus penatibus suscipit sem bibendum facilisi sed vulputate, montes inceptos curabitur cum nibh euismod, curae nunc rhoncus potenti parturient tellus.
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[float=right]Float Text
[IMG]http://i64.tinypic.com/19phf8.png[/IMG][/float]
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Width:
Adjusts the amount of space text and images take up.
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[width=40][img]http://i67.tinypic.com/ipnwut.jpg[/img]
Adjusts the amount of space text and images take up.[/width]
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Comment:
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[comment]Only visible in the post editor.[/comment]
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Line Break:Line
Broken
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[hr][/hr]
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Div:
Use THIS guide if you want more detail on div things.
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[div="color:black;border:3px black dashed;font-family:arial;background-color:#FF6696;display:inline-block;float:left;width:70%;"]Text here.[/div][div="color:yellow;border:2px black solid;font-family:courier;background-image:url(https://upload.wikimedia.org/wikipedia/commons/thumb/6/6e/SOUND_VOLTEX_Controls.JPG/220px-SOUND_VOLTEX_Controls.JPG);display:inline-block;float:right;width:28%;"]Wow![/div]
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[table]
[tr][td]Row 1 Column [/td]
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[td]Row 1 Column 3[/td][/tr]
[tr][td]Row 2 Column 1[/td]
[td]Row 2 Column 2[/td]
[td]Row 2 Column 3 (etc.)[/td][/tr][/table]
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[s]Strikethrough Text[/s]
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[highlight=#FFFF00]Highlighted Text[/highlight]
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Tag:Tagged text (tags are invisible in the actual post, but visible in the editor)
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[tag="TagExample"]Tagged text (tags are invisible in the actual post, but visible in the editor)[/tag]
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Size Tiny:Baby Text
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[size=50]Baby Text[/size]
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[color=#FF0000]Coloured Text[/color]
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[align=left]Left Align Text[/align]
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Right Align Text
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[align=right]Right Align Text[/align]
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Center Align:
Center Align Text
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[align=center]Center Align Text[/align]
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Font:Text in a different font (this one is perfect for serious posts)
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[font=Comic Sans MS]Text in a different font.[/font]
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Opacity:Text with different opacity
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[opacity=50]Text with different opacity[/opacity]
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Glow:Text that GLOWS!
You can also combine this with coloured text!
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[glow=#ff0080]Text that GLOWS!
[color=#000000]You can also combine this with coloured text![/color][/glow]
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Dropshadow:Text with a dropshadow
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[dropshadow=#ff0080]Text with a dropshadow[/dropshadow]
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Blur:You need an eye test.
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[blur=black]Blurred text[/blur]
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Subscript:Subscript
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[sub]Sub[/sub]script
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Superscript:Superscript
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[super]Super[/super]script
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Transparent Text:Secret invisible text
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[color=transparent]Secret invisible text[/color]
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Indent:Indent for your text
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[tab=50]Indent for your text[/tab]
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Marquee:
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[marquee]Marquee text.[/marquee]
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Link:Link Text
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[url=https://www.youtube.com/watch?v=h01ONDD-QB0]Link Text[/url]
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Link To Tag:You can use the URL code to link people to tagged points.
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[url=#TagExample]You can use the URL code to link people to tagged points.[/url]
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Quote:
Reyn said:Text Someone Else Said
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[quote=Reyn]Text Someone Else Said[/quote]
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Code Block:
Hackerman Text (doesn't parse BBCode like [b]this[/b])
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[code]Hackerman Text[/code]
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Code Line:Also doesn't parse [s]BBCode[/s]
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[c]Code[/c]
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List (Bullet):
- More Text In A List
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[list]Text In A List
[*]More Text In A List[/list]
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List (Numbered):[list=1]Text In A Numbered List
[*]More Text In A Numbered List[/list]
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[list=1]Text In A Numbered List
[*]More Text In A Numbered List[/list]
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External Image:
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[img]http://i67.tinypic.com/ipnwut.jpg[/img]
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Attached Image:[attachment=0]att.PNG[/attachment]
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[attachment=0]att.PNG[/attachment]
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MP3 Embed:
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[mp3]https://d1490khl9dq1ow.cloudfront.net/sfx/mp3preview/laugh-track-3_fyWRzaNd.mp3[/mp3]
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YouTube:[YouTube=XUV863a1Lok][/YouTube]
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[YouTube=XUV863a1Lok][/YouTube]
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Box:
Box
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[box=#FF0080]Box[/box]
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Box2:
Box 2 (You can change the border with this one)
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[box2= color=#00FF88 border=transparent]Box 2[/box2]
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Gradient Box (RGBA Values):
Gradient Box RGBA (Basic directions are "to top" for a vertical gradient and "to right" for a horizontal one)
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[gradbox d=to right b=transparent c=rgba(255,223,223,0.8), rgba(160,49,86,0.8)]Gradient Box RGBA[/gradbox]
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Gradient Box (Colour Names):
Gradient Box Words (It only works with RGBA or colour names. Hex values are incompatible. You can put as many colours in as you want.)
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[gradbox d=to top b=black c=orange, yellow, green]Gradient Box Words[/gradbox]
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Image Box:
This is an imgbox. There is an image as the background of this.
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[imgbox=http://i68.tinypic.com/205sj77.jpg]This is an imgbox. There is an image as the background of this.[/imgbox]
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Spoiler:Spoiler:Spoiler text
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[spoiler="Spoiler"][spoiler="Spoiler"]Spoiler text[/spoiler][/spoiler]
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Spoiler2:[spoiler2=blue,yellow,castellar,"SPOILER 2"]You can edit the colours and font etc.[/spoiler2]
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[spoiler2=blue,yellow,castellar,"SPOILER 2"]You can edit the colours and font etc.[/spoiler2]
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Columns:
Columns of text Boxes work in these | Specifically, 2 columns of text.And guess what:Spoilers also work in these |
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[column][col]Columns of text[box=yellow]Boxes work in these[/box][/col][col]Specifically, 2 columns of text.[spoiler="And guess what"]Spoilers also work in these[/spoiler][/col][/column]
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Float:
Float Text
(Doesn't play nice with boxes or spoilers, but wraps normal text around it nicely. Use with caution. Lorem ipsum not included in code, for the sake of space and convenience.) Lorem ipsum dolor sit amet consectetur adipiscing, elit porttitor ut sodales mauris aenean, primis nec dis per natoque. Primis laoreet pulvinar tempus senectus sociis pretium vehicula inceptos leo, malesuada eros nibh augue fringilla hendrerit et mattis pharetra, cum egestas in penatibus parturient imperdiet erat commodo. Placerat risus nam eros imperdiet faucibus vitae aptent accumsan, quisque massa laoreet ac est sem tellus, mattis curae vulputate egestas leo sociosqu eleifend.
Justo semper nulla enim eleifend tempor aenean integer pretium ultrices, mollis dis aliquet mi ornare pellentesque himenaeos diam potenti, neque vestibulum cursus dapibus commodo vivamus sociosqu in. Odio magnis nec non auctor dis magna eget vulputate, consequat faucibus tempus sed sem litora quam aliquam placerat, natoque eleifend ac metus per purus enim. Netus penatibus suscipit sem bibendum facilisi sed vulputate, montes inceptos curabitur cum nibh euismod, curae nunc rhoncus potenti parturient tellus.
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[float=right]Float Text
[IMG]http://i64.tinypic.com/19phf8.png[/IMG][/float]
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Width:
Adjusts the amount of space text and images take up.
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[width=40][img]http://i67.tinypic.com/ipnwut.jpg[/img]
Adjusts the amount of space text and images take up.[/width]
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Comment:
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[comment]Only visible in the post editor.[/comment]
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Line Break:Line
Broken
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[hr][/hr]
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Div:
Div blocks allow you to change all of the formatting in pretty much every way possible (text colour, border colour/type/weight, font, background colour, width, float, display type etc.).
It also works with other things such:spoilers and boxes | Guess what? It works with columns too. It works with pretty much everything, so go experiment with this! |
You can also set the background to an image and have several div blocks next to each other. Neat!
Use THIS guide if you want more detail on div things.
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[div="color:black;border:3px black dashed;font-family:arial;background-color:#FF6696;display:inline-block;float:left;width:70%;"]Text here.[/div][div="color:yellow;border:2px black solid;font-family:courier;background-image:url(https://upload.wikimedia.org/wikipedia/commons/thumb/6/6e/SOUND_VOLTEX_Controls.JPG/220px-SOUND_VOLTEX_Controls.JPG);display:inline-block;float:right;width:28%;"]Wow![/div]
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Table:
This is a TABLE | You can put text here | And it makes it into a table |
The width of each column is determined by how much you type in it | so don't be surprised | if it doesn't work |
with shorter entries | [td]text here[/td] makes a new column | [tr]text here[/tr] makes a new row |
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[table]
[tr][td]Row 1 Column [/td]
[td]Row 1 Column 2[/td]
[td]Row 1 Column 3[/td][/tr]
[tr][td]Row 2 Column 1[/td]
[td]Row 2 Column 2[/td]
[td]Row 2 Column 3 (etc.)[/td][/tr][/table]
November is here and with it comes My Colony 2 v0.43.0, the Community Content Dump UpdateTM! What does that entail? Let's find out!
Before looking at the new content, there are a couple of minor engine and other miscellaneous changes here as well. I have fixed a bug where the sell object button was not working. I also fixed a bug where the infantry units were super tiny.
Four existing structures received new artwork in this update. The Spice Den ( @therealchromedino ), the Ancient Alien Gold Synthesis ( @therealchromedino ), the regular Gold Synthesis Lab ( @GeneralWadaling ) and the Ore Refinery ( @GeneralWadaling ).
The Forest World now has 15 new tree models provided by @rahtdrgn . In addition, the Sports Stadium is now also buildable on the Forest World map.
Also thanks to @therealchromedino , we have a new military unit in this update, the Battle Droid! This is a more expensive version of the existing infantry unit, with the same firepower but a higher armor rating and it does not cost any population to build. It also builds from the War Factory instead of the Barracks.
Settlements can now be upgraded to levels 6 and 7 in this update. I am thinking that Level 7 will be one of the requirements for declaring independence and founding a Nation.
The Political Theater research tech is now available to unlock as well.
In addition to the above, this update contains 26 new structures. I will list them out below, along with the user who provided the artwork for each.
New Structures
That is all for this update. With all of the new structures added, it may well be that some things need rebalancing, so play around with the new stuff and let me know what you think. There is still a ton of work to do on My Colony 2 and there is no way I am going to get it onto Steam before the end of the year as I had hoped, but that is ok! We will just keep plugging away at it and it will just keep getting better as the months go on!
Thanks for playing everyone, and stay tuned for more.
https://mycolony2.com/
#mycolony2
Before looking at the new content, there are a couple of minor engine and other miscellaneous changes here as well. I have fixed a bug where the sell object button was not working. I also fixed a bug where the infantry units were super tiny.
Four existing structures received new artwork in this update. The Spice Den ( @therealchromedino ), the Ancient Alien Gold Synthesis ( @therealchromedino ), the regular Gold Synthesis Lab ( @GeneralWadaling ) and the Ore Refinery ( @GeneralWadaling ).
The Forest World now has 15 new tree models provided by @rahtdrgn . In addition, the Sports Stadium is now also buildable on the Forest World map.
Also thanks to @therealchromedino , we have a new military unit in this update, the Battle Droid! This is a more expensive version of the existing infantry unit, with the same firepower but a higher armor rating and it does not cost any population to build. It also builds from the War Factory instead of the Barracks.
Settlements can now be upgraded to levels 6 and 7 in this update. I am thinking that Level 7 will be one of the requirements for declaring independence and founding a Nation.
The Political Theater research tech is now available to unlock as well.
In addition to the above, this update contains 26 new structures. I will list them out below, along with the user who provided the artwork for each.
New Structures
- Column of Dominion ( @spamdude )
- Column of Leadership ( @spamdude )
- Column of Protection ( @spamdude )
- Column of Artistry ( @spamdude )
- Column of Welcome ( @spamdude )
- Column of Power ( @spamdude )
- Column of Perfection ( @spamdude )
- Column of Truth ( @spamdude )
- Burning Individual Statue ( @spamdude )
- Blue Brick Road ( @therealchromedino )
- Jewelry Store ( @RekEm1999 )
- Basic Family Shelter ( @Architecture1134 )
- Hall of Congress ( @GeneralWadaling )
- Restaurant ( @RekEm1999 )
- Uranium Synthesis Lab ( @therealchromedino )
- Mart ( @spamdude )
- Convenience Store ( @spamdude )
- Dealership ( @spamdude )
- Mixed-Use Office Block ( @spamdude )
- Spice Store ( @therealchromedino )
- Spice Spa ( @therealchromedino )
- Retro Arcade ( @SPARKY0303 )
- Dark Solar Road ( @OilChan )
- Diamond Solar Road ( @OilChan )
- Oil Burner Station ( @OilChan )
- Oil Fracking Operation ( @OilChan )
That is all for this update. With all of the new structures added, it may well be that some things need rebalancing, so play around with the new stuff and let me know what you think. There is still a ton of work to do on My Colony 2 and there is no way I am going to get it onto Steam before the end of the year as I had hoped, but that is ok! We will just keep plugging away at it and it will just keep getting better as the months go on!
Thanks for playing everyone, and stay tuned for more.
https://mycolony2.com/
#mycolony2
https://mc1.my-colony.com/api.php?pf=2&g=1&c=0hZgBkjn
(replace 0hZgBkjn with desired charter code)
Returns JSON formatted data on specified colony, as well as mother colony and list of child colonies.
(replace 0hZgBkjn with desired charter code)
Returns JSON formatted data on specified colony, as well as mother colony and list of child colonies.
{
"charter":"EfbgdYs6",
"name":"EMERALD CITY",
"civilization":"United Earth",
"race":"Human",
"maptype":"Red Planet",
"founded":"December 16, 2016",
"independence":"December 18, 2016",
"population":24718,
"gdp":1484542777812088300,
"unemployment":0,
"mapstage":4,
"playson":"web",
"lastactive":"2017-04-28 09:42:03",
"theme":"#2867ed",
"screenshot":"https://www.my-colony.com/screenshots/ss-146399.jpg",
"website":"https://www.my-colony.com/colonies/EfbgdYs6/",
"sector":"0,1",
"location":"-90,-442",
"rrr":72,
"mothercolony": {
"name":"United Earth",
"charter":"earth",
"website":"https://www.my-colony.com/colonies/earth/",
"relations":100,
"sector":"0,0",
"location":"0,0"
},
"childcolonies": [
{
"name":"TouristsDieHere",
"charter":"GE7RmoX0",
"population":76189,
"website":"https://www.my-colony.com/colonies/GE7RmoX0/",
"relations":92,
"sector":"0,0",
"location":"0,0"
}
]
}
- charter: charter code
- name: colony name
- civilization: what civ they are playing as, like United Earth or Zolarg Empire (so far)
- race: what species they are. so far there are human and zolarg. eventually there may be more than one civilization per race
- maptype: what map they are playing, like Red Planet, Lunar, etc
- founded: when the colony was founded
- independence: when they gained independence, or "0" if they are not independent
- population: their population
- gdp: their total gdp
- unemployment: unemployment rate, times 100, ie 5% would be 5 and not .05
- mapstage: what their atmosphere level based stage is
- playson: what platform they last used, like web, android, ios, windows, desktop
- lastactive: timestamp of when they last played
- theme: the theme color they chose in their colony website options
- screenshot: if they uploaded a screenshot, the url will be here
- website: the url to their colony website
- sector: the x,y coordinate of what sector their colony is located in
- location: the x,y coordinate of where they are located within the above sector
- rrr: the RRR index of the colony ( http://forum.ape-apps.com/showthread.php?tid=1994 )
- mothercolony.name: name of their mothercolony
- mothercolony.charter: charter for their mothercolony
- mothercolony.population: the population of their mothercolony
- mothercolony.website: mothercolony website
- mothercolony.relations: the relation percentage the colony has with their motherland, times 100, ie 95% = 95, not .95
- mothercolony.sector: the x,y coordinate of the sector their mother colony is in
- mothercolony.location: the x,y coordinate the mother colony is in within their sector
- mothercolony.rrr: the RRR index of the colony ( http://forum.ape-apps.com/showthread.php?tid=1994 )
- childcolonies (array, from largest to smallest):
- childcolonies[x].name: name of child colony
- childcolonies[x].charter: child colony charter code
- childcolonies[x].population: child colony population
- childcolonies[x].website: website for the child colony
- childcolonies[x].relations: percent relation that the child colony has with parent, times 100, ie 95% = 95, not .95
- childcolonies[x].sector: x,y coordinate of the sector child colony is in
- childcolonies[x].location: x,y coordinate of the child colony location within their sector
Today I am putting the final touches on v1.6.0 of Voxel Paint, which should be hitting all available platforms in the coming days. This update adds support for new "emissive" voxels, which will be needed for setting up structure lighting on the upcoming My Colony 2.
To use the new feature, you can now right-click on an individual voxel to access a new popup menu. When you turn on emissive for a voxel, you get new options for Glow Radius and Glow Intensity. These properties will determine how My Colony 2 (and other products) will ultimately render the lighting. There is currently no way to set this up on a touch screen device though.
In the View dropdown menu, there is a new Scene Light Color setting which you can use to adjust the lighting in your scene, which is handy for testing out your emissive voxels. The scene lighting data is not saved to the actual .vpp model, but it is used when taking a render of your model. For example, I added a couple of lights to one of @GeneralWadaling 's MC2 models and turned down the lighting in order to test the feature:
Keep in mind that when creating models for My Colony 2, the voxel Glow Radius property is specified in voxels, whereas 16 voxels = 1 tile in the MC2 engine. Also, when you are setting scene brightness in the game, the light intensity level is roughly based on the color itself. For instance, a scene color of white (#ffffff) is like a room with the light turned on, where as a scene color of black (#000000) is basically the same as a white light with the intensity turned down to zero (hope that makes sense).
Some time ago, I believe @Sobeirannovaocc or perhaps someone else requested the ability to be able to pass raw .vpp data into Voxel Paint as an external parameter, and have the app render the file (as opposed to passing in a stored .vpp file url). This functionality is now present in Voxel Paint v1.6.0, and is used like this:
Parameter = emd={(json data here)}
You then base64 encode the above and pass it in as the parameter.
For example, suppose your VPP data looked like this:
The -AABLKTB- part of the URL above is optional, but it does remove the app toolbar, which you will want to do if you are hosting this in an iFrame and are trying to render a sample of the vpp data.
I do not know if browsers will place a limit on how large of a parameter one can pass in as an iFrame URL, but the few vpp files I have tried haven't had an issue, so your mileage may vary.
Finally, I have removed the camera rotation limit that stopped you from looking at the bottom side of a model, so you can now rotate the camera completely to the undersize of the scene.
The next step is to get the lights to actually show up in-game, so that is what I will be working on next. I need to make updates to the VPP Loader script to handle the new lights and emissive voxels, after which I will first implement the changes into the Voxel Playground application for testing.
In terms of My Colony 2, I think that buildings should be limited to between 0 and 1 lights. Above I posted a picture of one of Wadaling's structures with 8 active lights on it, and it does look cool, but that scenario would actually be a complete disaster for this type of game. Since My Colony 2 maps are all designed by the player, it is not possible to pre-compute light maps like would be done in a traditional 3d game. For this reason, I think that MC2 lighting should be limited to specific lighting structures, like the street lamp in MC1.
That said, a structure that has an emissive tile with a Glow Radius of 0 will not actually create a light in the MC2 engine. It will instead make that individual voxel unaffected by environment lighting. meaning the scene could be night time, but that voxel would still shine bright as day:
That said, I think it should still be used sparingly, as juts letting objects react to the general environment will probably generally work out alright.
So that is all for this Voxel Paint update. My next steps are to update the .vpp loader and to get the lighting engine working in the Voxel Playground app. I will post updates on the forum when those tasks are done. Beyond that, we will be ready to have a fully functional night time mode in My Colony 2. Exciting!
To use the new feature, you can now right-click on an individual voxel to access a new popup menu. When you turn on emissive for a voxel, you get new options for Glow Radius and Glow Intensity. These properties will determine how My Colony 2 (and other products) will ultimately render the lighting. There is currently no way to set this up on a touch screen device though.
In the View dropdown menu, there is a new Scene Light Color setting which you can use to adjust the lighting in your scene, which is handy for testing out your emissive voxels. The scene lighting data is not saved to the actual .vpp model, but it is used when taking a render of your model. For example, I added a couple of lights to one of @GeneralWadaling 's MC2 models and turned down the lighting in order to test the feature:
Keep in mind that when creating models for My Colony 2, the voxel Glow Radius property is specified in voxels, whereas 16 voxels = 1 tile in the MC2 engine. Also, when you are setting scene brightness in the game, the light intensity level is roughly based on the color itself. For instance, a scene color of white (#ffffff) is like a room with the light turned on, where as a scene color of black (#000000) is basically the same as a white light with the intensity turned down to zero (hope that makes sense).
Some time ago, I believe @Sobeirannovaocc or perhaps someone else requested the ability to be able to pass raw .vpp data into Voxel Paint as an external parameter, and have the app render the file (as opposed to passing in a stored .vpp file url). This functionality is now present in Voxel Paint v1.6.0, and is used like this:
Parameter = emd={(json data here)}
You then base64 encode the above and pass it in as the parameter.
For example, suppose your VPP data looked like this:
{"author":"bastecklein","size":6,"id":"bd8e637f-b5b4-6b59-b663-5363fdd820a0","voxels":[{"x":0,"y":0,"z":0,"c":"#f44336"},{"x":-1,"y":0,"z":0,"c":"#f44336"},{"x":0,"y":-1,"z":0,"c":"#2196F3"},{"x":-1,"y":-1,"z":0,"c":"#2196F3"}],"precompile":{}}You would convert that object into a string and put emd= in front of it:
emd={"author":"bastecklein","size":6,"id":"bd8e637f-b5b4-6b59-b663-5363fdd820a0","voxels":[{"x":0,"y":0,"z":0,"c":"#f44336"},{"x":-1,"y":0,"z":0,"c":"#f44336"},{"x":0,"y":-1,"z":0,"c":"#2196F3"},{"x":-1,"y":-1,"z":0,"c":"#2196F3"}],"precompile":{}}You then base64 encode that entire string:
ZW1kPXsiYXV0aG9yIjoiYmFzdGVja2xlaW4iLCJzaXplIjo2LCJpZCI6ImJkOGU2MzdmLWI1YjQtNmI1OS1iNjYzLTUzNjNmZGQ4MjBhMCIsInZveGVscyI6W3sieCI6MCwieSI6MCwieiI6MCwiYyI6IiNmNDQzMzYifSx7IngiOi0xLCJ5IjowLCJ6IjowLCJjIjoiI2Y0NDMzNiJ9LHsieCI6MCwieSI6LTEsInoiOjAsImMiOiIjMjE5NkYzIn0seyJ4IjotMSwieSI6LTEsInoiOjAsImMiOiIjMjE5NkYzIn1dLCJwcmVjb21waWxlIjp7fX0=And you can finally build your iFrame URL like this:
https://www.apewebapps.com/voxel-paint/launch/-AABLKTB-ZW1kPXsiYXV0aG9yIjoiYmFzdGVja2xlaW4iLCJzaXplIjo2LCJpZCI6ImJkOGU2MzdmLWI1YjQtNmI1OS1iNjYzLTUzNjNmZGQ4MjBhMCIsInZveGVscyI6W3sieCI6MCwieSI6MCwieiI6MCwiYyI6IiNmNDQzMzYifSx7IngiOi0xLCJ5IjowLCJ6IjowLCJjIjoiI2Y0NDMzNiJ9LHsieCI6MCwieSI6LTEsInoiOjAsImMiOiIjMjE5NkYzIn0seyJ4IjotMSwieSI6LTEsInoiOjAsImMiOiIjMjE5NkYzIn1dLCJwcmVjb21waWxlIjp7fX0=/embedded.htmlClick here to test it out, you should get something like this:
The -AABLKTB- part of the URL above is optional, but it does remove the app toolbar, which you will want to do if you are hosting this in an iFrame and are trying to render a sample of the vpp data.
I do not know if browsers will place a limit on how large of a parameter one can pass in as an iFrame URL, but the few vpp files I have tried haven't had an issue, so your mileage may vary.
Finally, I have removed the camera rotation limit that stopped you from looking at the bottom side of a model, so you can now rotate the camera completely to the undersize of the scene.
The next step is to get the lights to actually show up in-game, so that is what I will be working on next. I need to make updates to the VPP Loader script to handle the new lights and emissive voxels, after which I will first implement the changes into the Voxel Playground application for testing.
In terms of My Colony 2, I think that buildings should be limited to between 0 and 1 lights. Above I posted a picture of one of Wadaling's structures with 8 active lights on it, and it does look cool, but that scenario would actually be a complete disaster for this type of game. Since My Colony 2 maps are all designed by the player, it is not possible to pre-compute light maps like would be done in a traditional 3d game. For this reason, I think that MC2 lighting should be limited to specific lighting structures, like the street lamp in MC1.
That said, a structure that has an emissive tile with a Glow Radius of 0 will not actually create a light in the MC2 engine. It will instead make that individual voxel unaffected by environment lighting. meaning the scene could be night time, but that voxel would still shine bright as day:
That said, I think it should still be used sparingly, as juts letting objects react to the general environment will probably generally work out alright.
So that is all for this Voxel Paint update. My next steps are to update the .vpp loader and to get the lighting engine working in the Voxel Playground app. I will post updates on the forum when those tasks are done. Beyond that, we will be ready to have a fully functional night time mode in My Colony 2. Exciting!
Site owners are able to customize how their forum or website looks and behaves when accessed under Forum Fiend. This is an overview on the customization options available to site owners and developers.
Firstly, if absolutely no site owner action is taken at all, Forum Fiend will still attempt to derive your site's name, icon, and theme color from the meta data of your website. These items are taken from your site's title tag, it's favicon, and the theme-color meta tag.
High-Level Configuration
The easiest way to customize a site under Forum Fiend, one which requires no development experience whatsoever, is to upload a forumfiend.json file to the root directory of your site. Any site that is accessed by a fair number of users through Forum Fiend should take the time to include this simple file. The forumfiend.json file allows you to set high level parameters for your site, as well as branding logos and theme customizations. Creating the file should take no more than a couple of minutes, and you can see a complete guide in the following thread:
Complete forumfiend.json Reference
Access Methods
Forum Fiend can display a forum using either the Tapatalk API or through a custom WebView interface. Tapatalk access is based on the outdated open source version of the Tapatalk API and is no longer maintained. If your forum already uses Tapatalk, it may work just fine under Forum Fiend, and you are encouraged to test it out to be sure. Note that the Tapatalk interface has not been updated since 2014 and will not be receiving support or updates in the future, as newer versions of the API are no longer open source.
The Forum Fiend WebView
Forum developers or site owners with JavaScript experience can further customize their site under Forum Fiend using the custom WebView API interface methods. Site owners who have Tapatalk installed on their system but prefer to use the custom WebView under Forum Fiend can do so by setting the disable_api to "1" in their forumfiend.json file.
The Forum Fiend WebView has a user agent string of ForumViewerCore. Developers can check the user agent to determine if their site is being accessed under Forum Fiend. Some implementations may want to alter UI or Stylesheets based on the presence of Forum Fiend.
Forum Fiend will also add a global ForumViewerCoreInterface JavaScript object to your site for accessing WebView API methods. Thus, the presence of Forum Fiend can also be detected in JavaScript by checking for the existence of the window.ForumViewerCoreInterface object.
setProperty Interface
Forum Fiend will add a window.ForumViewerCoreInterface.setProperty(key,value) function to your website that will allow you to customize several aspects of the Forum Fiend interface. Below is a reference to things you can do with the setProperty function, as well as some code examples. All keys and values must be text strings.
User Account
To personalize your forum or site for your Forum Fiend users, you can display their logged account username and avatar on the main forum listing screen. Use the following two properties to set the user's details.
Pagination Bar
Forum Fiend can provide a pagination bar at the bottom of the screen with controls for first/last/next/previous page. The following table lists the pagination related properties, followed by a code example.
Colors and Theme
There are several properties related to the appearance of the site under Forum Fiend.
Slide-Out Menu
The left-hand slide-out menu can be customized using the window.ForumViewerCoreInterface.addMenuItem(name,icon,url,color) function. The following lists the parameter values expected for the function.
Application Toolbar
The top actionbar/toolbar of the Forum Fiend app can also be customized using the window.ForumViewerCoreInterface.addToolbarItem(name,url,icon,secondary) function.
Named Icons
Here is a list of available named icons you can try out. These can be used for both Toolbar and Menu items, but toolbar items require a named icon (menu icons can be a URL).
Firstly, if absolutely no site owner action is taken at all, Forum Fiend will still attempt to derive your site's name, icon, and theme color from the meta data of your website. These items are taken from your site's title tag, it's favicon, and the theme-color meta tag.
High-Level Configuration
The easiest way to customize a site under Forum Fiend, one which requires no development experience whatsoever, is to upload a forumfiend.json file to the root directory of your site. Any site that is accessed by a fair number of users through Forum Fiend should take the time to include this simple file. The forumfiend.json file allows you to set high level parameters for your site, as well as branding logos and theme customizations. Creating the file should take no more than a couple of minutes, and you can see a complete guide in the following thread:
Complete forumfiend.json Reference
Access Methods
Forum Fiend can display a forum using either the Tapatalk API or through a custom WebView interface. Tapatalk access is based on the outdated open source version of the Tapatalk API and is no longer maintained. If your forum already uses Tapatalk, it may work just fine under Forum Fiend, and you are encouraged to test it out to be sure. Note that the Tapatalk interface has not been updated since 2014 and will not be receiving support or updates in the future, as newer versions of the API are no longer open source.
The Forum Fiend WebView
Forum developers or site owners with JavaScript experience can further customize their site under Forum Fiend using the custom WebView API interface methods. Site owners who have Tapatalk installed on their system but prefer to use the custom WebView under Forum Fiend can do so by setting the disable_api to "1" in their forumfiend.json file.
The Forum Fiend WebView has a user agent string of ForumViewerCore. Developers can check the user agent to determine if their site is being accessed under Forum Fiend. Some implementations may want to alter UI or Stylesheets based on the presence of Forum Fiend.
Forum Fiend will also add a global ForumViewerCoreInterface JavaScript object to your site for accessing WebView API methods. Thus, the presence of Forum Fiend can also be detected in JavaScript by checking for the existence of the window.ForumViewerCoreInterface object.
setProperty Interface
Forum Fiend will add a window.ForumViewerCoreInterface.setProperty(key,value) function to your website that will allow you to customize several aspects of the Forum Fiend interface. Below is a reference to things you can do with the setProperty function, as well as some code examples. All keys and values must be text strings.
User Account
To personalize your forum or site for your Forum Fiend users, you can display their logged account username and avatar on the main forum listing screen. Use the following two properties to set the user's details.
key | values |
---|---|
fvc-logged-username | username or "0" for not logged in |
fvc-logged-avatar | full URL to avatar image file (png,jpg,gif supported) or "0" for no avatar |
window.ForumViewerCoreInterface.setProperty("fvc-logged-username","little bobby");
window.ForumViewerCoreInterface.setProperty("fvc-logged-avatar","https://mysite.com/avatar-bobby.png");
Pagination Bar
Forum Fiend can provide a pagination bar at the bottom of the screen with controls for first/last/next/previous page. The following table lists the pagination related properties, followed by a code example.
key | values |
---|---|
fvc-show-pagination | "true" or "false" |
fvc-pagination-pagedisp | ex: "5 of 10" |
fvc-pagination-first | url: "https://mysite.com/viewpage?p=1&pg=1" |
fvc-pagination-last | url: "https://mysite.com/viewpage?p=1&pg=10" |
fvc-pagination-next | url: "https://mysite.com/viewpage?p=1&pg=6" |
fvc-pagination-previous | url: "https://mysite.com/viewpage?p=1&pg=4" |
window.ForumViewerCoreInterface.setProperty("fvc-show-pagination","true");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-pagedisp","5 of 10");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-first","https://mysite.com/viewpage?p=1&pg=1");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-last","https://mysite.com/viewpage?p=1&pg=10");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-next","https://mysite.com/viewpage?p=1&pg=6");
window.ForumViewerCoreInterface.setProperty("fvc-pagination-previous","https://mysite.com/viewpage?p=1&pg=4");
Colors and Theme
There are several properties related to the appearance of the site under Forum Fiend.
key | values |
---|---|
fvc-theme | Title/Status Bar Colors, hex string |
fvc-page-foreground | general foreground (text) color, hex string |
fvc-page-background | general background color, hex string |
window.ForumViewerCoreInterface.setProperty("fvc-theme","#2196F3");
window.ForumViewerCoreInterface.setProperty("fvc-foreground","#212121");
window.ForumViewerCoreInterface.setProperty("fvc-background","#CFD8DC");
Slide-Out Menu
The left-hand slide-out menu can be customized using the window.ForumViewerCoreInterface.addMenuItem(name,icon,url,color) function. The following lists the parameter values expected for the function.
parameter | description |
---|---|
name | The name of the menu item. If set to "CLEARMENU" will reset all custom menu items. |
icon | absolute url to a png icon for the menu item |
url | absolute url to navigate to when the menu item is selected |
color | optional hex color mask for the icon, or null |
window.ForumViewerCoreInterface.addMenuItem("CLEARMENU",null,null,null);
window.ForumViewerCoreInterface.addMenuItem("Latest Posts","https://mysite.com/latest-icon.png","https://mysite.com/latest.php",null);
window.ForumViewerCoreInterface.addMenuItem("Exciting Section","https://mysite.com/exciting-icon.png","https://mysite.com/viewpage.php?p=50",null);
Application Toolbar
The top actionbar/toolbar of the Forum Fiend app can also be customized using the window.ForumViewerCoreInterface.addToolbarItem(name,url,icon,secondary) function.
parameter | description |
---|---|
name | The name of the menu item. If set to "CLEARTOOLBAR" will reset all custom menu items. |
url | absolute url to navigate to when the menu item is selected |
icon | a named icon, reference below, ex "back" or "chat" |
secondary | boolean value, if true will force the toolbar item into the drop down menu |
window.ForumViewerCoreInterface.addToolbarItem("CLEARTOOLBAR",null,null,null);
window.ForumViewerCoreInterface.addToolbarItem("New Post","https://mysite.com/newpost.php","add",false);
window.ForumViewerCoreInterface.addToolbarItem("Sign Out","https://mysite.com/signout.php",null,true);
Named Icons
Here is a list of available named icons you can try out. These can be used for both Toolbar and Menu items, but toolbar items require a named icon (menu icons can be a URL).
selectall,stopwatch,sort,relationship,ruler,pdf,chat,build,search,feedback,merge,envelope,allapps,viewall,filter,threedotshoriz,calendar,system,yescheck,nocheck,font,record,location,nolocation,movie,notes,description,bookmark,notifications,gavel,home,person,unlock,directions,print,undo,rss,showresults,personalize,share,sponsor,fanmail,premium,achievements,scores,import,movetofolder,page,back,add,delete,export,new,save,open,send,clear,emoji2,play,rename,volume,info,contactinfo,important,library,zerobars,help,people,emoji,shop,money,audio,fourbars,sync,switch,like,refresh,list,calculator,map,savelocal,copy,camera,fullscreen,flag,highlight,color,preview,previewlink,settings,rotatecamera,crop,backtowindow,lock,skull,microphone,video
https://mc1.my-colony.com/api.php?pf=3&g=1&sx=0&sy=0&limit=100&ind=1
(limit and ind parameters optional)
Parameters:
sx: Sector X coord
sy: Sector Y coord
limit: Return top X colonies (by population) (optional)
ind: When ind=1, return only independent (Commonwealth Capitol) colonies (optional)
Without optional parameters (return whole sector): https://www.my-colony.com/api.php?pf=3&g=1&sx=0&sy=0
Note: Each sector is an x,y grid 2000x2000 in size, ranging from -1000:-1000 to
Returns JSON formatted sector data array:
(limit and ind parameters optional)
Parameters:
sx: Sector X coord
sy: Sector Y coord
limit: Return top X colonies (by population) (optional)
ind: When ind=1, return only independent (Commonwealth Capitol) colonies (optional)
Without optional parameters (return whole sector): https://www.my-colony.com/api.php?pf=3&g=1&sx=0&sy=0
Note: Each sector is an x,y grid 2000x2000 in size, ranging from -1000:-1000 to
Returns JSON formatted sector data array:
[{"name":"United Earth","charter":"earth","capitol":"1","population":"124689321","maptype":"n\/a","theme":"#4B92DB","x":"0","y":"0"},
{"name":"dusty","charter":"8Dgg0e6H","capitol":"1","population":"149162","maptype":"Red Planet","theme":"#b35900","x":"544","y":"-232"},
{"name":"Prosperity","charter":"hMXn8PVe","capitol":"1","population":"148616","maptype":"Red Planet","theme":"#1976D2","x":"453","y":"-24"}]
- data array, ordered by population:
- name: colony name
- charter: charter code
- capitol: 1 or 0, is this colony a commonwealth capitol
- population: the population of the colony
- maptype: what kind of planet it is (Red Planet, Lunar, etc)
- theme: theme color for the colony, hex code
- x: x location within the sector
- y: y location within the sector
Update 20220330: This API has been depreciated in favor of the New Player Info API which gives additional information.
https://mc1.my-colony.com/api.php?pf=6&g=1&u=bastecklein
(replace bastecklein with desired username)
Returns JSON formatted array data containing a list of all user's colonies on the server.
From there, you can drill down even further using the Colony Info API on one of the charter codes.
https://mc1.my-colony.com/api.php?pf=6&g=1&u=bastecklein
(replace bastecklein with desired username)
Returns JSON formatted array data containing a list of all user's colonies on the server.
[{
"name":"Domination",
"charter":"jGTKNfWT",
"independent":"April 19, 2017",
"population":"189595",
"founded":"April 8, 2017",
"screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-606928.jpg",
"lastactive":"2019-10-10 21:06:08",
"account":"bastecklein"
},
{
"name":"New Munson",
"charter":"4stQvrHA",
"independent":"October 14, 2018",
"population":"12343",
"founded":"April 12, 2018",
"screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-882625.jpg",
"lastactive":"2019-09-09 20:12:27",
"account":"bastecklein"
},
{
"name":"Imperial Munson",
"charter":"8Ksj9SAy",
"independent":"0",
"population":"8507",
"founded":"September 2, 2018",
"screenshot":"https:\/\/www.my-colony.com\/screenshots\/ss-900950.jpg",
"lastactive":"2019-10-15 02:00:22",
"account":"bastecklein"},
... ]
From there, you can drill down even further using the Colony Info API on one of the charter codes.
When a ship is adrift, it means they have run out of fuel. Right now the AI ships are kind of stupid and do not manage their fuel the best. At some point they will be turning on a distress call which will make the fuel tanker ships move towards their position.
Here are the current factories in the game and what their stats are. This is in raw game data format, but you should be able to tell what is what.
Here are the current factories in the game and what their stats are. This is in raw game data format, but you should be able to tell what is what.
factories: [
{
name: "Ore Refinery",
icon: "refinery.png",
cost: [
{
resource: "Ore",
quantity: 20
},
{
resource: "Steel",
quantity: 20
},
{
resource: "Microchip",
quantity: 20
}
],
production: {
output: "Steel",
outputQuantity: 1,
inputs: [
{
resource: "Ore",
quantity: 2
}
],
productionTime: 25
}
},
{
name: "Microchip Factory",
icon: "chipfactory.png",
cost: [
{
resource: "Ore",
quantity: 20
},
{
resource: "Gold",
quantity: 20
},
{
resource: "Steel",
quantity: 25
},
{
resource: "Microchip",
quantity: 25
}
],
production: {
output: "Microchip",
outputQuantity: 1,
inputs: [
{
resource: "Gold",
quantity: 2
},
{
resource: "Steel",
quantity: 1
}
],
productionTime: 35
}
},
{
name: "Rum Distillery",
icon: "distillery.png",
cost: [
{
resource: "Ore",
quantity: 10
},
{
resource: "Steel",
quantity: 5
},
{
resource: "Microchip",
quantity: 5
}
],
production: {
output: "Rum",
outputQuantity: 1,
inputs: [
{
resource: "Water",
quantity: 1
},
{
resource: "Food",
quantity: 1
}
],
productionTime: 15
}
},
{
name: "Starship Parts Factory",
icon: "partsfactory.png",
cost: [
{
resource: "Ore",
quantity: 20
},
{
resource: "Gold",
quantity: 20
},
{
resource: "Steel",
quantity: 25
},
{
resource: "Microchip",
quantity: 25
}
],
production: {
output: "Starship Parts",
outputQuantity: 1,
inputs: [
{
resource: "Gold",
quantity: 1
},
{
resource: "Steel",
quantity: 2
},
{
resource: "Microchip",
quantity: 1
}
],
productionTime: 35
}
}
],
Beginning the My Colony 2 v0.29.0, the game adds a new news ticker to the bottom of the screen, similar to the one found in My Colony 1.
The difference from this news ticker though is that it supports custom news feeds from third party news servers, and the server owner can set up multiple news feed sources that it's players can utilize by setting them up in the Statistics window. This can be a fun way for an MC2 server to differentiate itself from the rest,add some fun for it's players, or even just offer news items in different languages.
Setting up a custom news server is not necessarily a beginner task, but it is not overly difficult either.
You can setup your news server however you like, it just needs to be able to accept a JSON object from the My Colony 2 client as post input, and to print out a JSON object as a result. You should also set the access-control-allow-origin: * header, so that the client can access your script no matter which platform it is running on, and probably the access-control-allow-headers: Content-Type header.
This post will be updated as the spec evolves and more features are added, and can also be used for questions, and feature requests.
Primary Call
When a My Colony 2 server first boots up, it will query it's news servers with the following post data:
Update 20231103: Added the un field to the extras object (example above updated). This is the username of the individual player who is requesting the news feed, not of the server owner.
Update 20230302: As of MC2 v0.33.0, the game client now also transmits the host operating system, world id (sid) and game identifier (gid) when requesting news feed data. The above code has been updated to reflect the change.
This request for network information expects a JSON formatted response, containing the following items:
taglines is a string array which can contain one or more "taglines," or random headlines that the news ticker will play when there is not much going on. An example could be something like: You are watching MNN - The most trusted name in news.
healthcrisis is a string array containing responses that will play when a settlement is having a low health crisis. It includes two properties that will be auto-populated by the engine. ex: There is an ongoing health crisis in #settlementname! Will #ownername do anything about it?
techunlock is a string array containing news items for when a player unlocks a new technology. ex: #name has unlocked #tech
highunemp is a string array containing items for when a settlement is experiencing high unemployment. ex: #settlementname workers struggle to make ends meet as unemployment soars, #ownername's failed leadership to blame?
ollargestsettlement is a string array for when the global MC2 server announces what the current largest settlement in the entire My Colony 2 online galaxy is. ex: With a population of #population, #settlementname on #worldname is the largest city in the galaxy!
starvation is a string array containing announcements that a settlement on the world is facing starvation, ex: #ownername goes into hiding as #settlementname residents resort to cannibalism!
lowapproval is a string array containing news articles about a settlement owner's low approval ratings, ex: Time for #ownername to go? #settlementname residents are fed up with current leadership.
lowsecurity is a string array containing news items about the low security rating in a settlement, ex: #ownername plays the fiddle while crime wave spreads through #settlementname!
lowentertainment is a string array containing items related to a low entertainment/morale rating in a settlement, ex: #settlementname residents blame #ownername as local colonist literally dies of boredom.
loweducation is a string array of news items related to a low education rating in a colony, ex: Brain dead in #settlementname? Residents demand education but #ownername fails to deliver.
contractsales is a string array for announcements that are made when a player on the server sells a contract through the Galactic Board of Trade, ex: #name sells #count contracts on the Galactic Board of Trade worth $#total.
The News Ticker is an exciting new feature for MC2, and the current feature set in this initial rollout is only the beginning. In the coming updates, the news ticker will also support positive news stories (most of the current ones are negative), as well as an option to query for stories that are unrelated to anything particular in the game, even stories that present a full news article when clicked on.
So let me know what questions/suggestions you have, and feel free to try to roll out your own news server, it really souldn't be too difficult!
The difference from this news ticker though is that it supports custom news feeds from third party news servers, and the server owner can set up multiple news feed sources that it's players can utilize by setting them up in the Statistics window. This can be a fun way for an MC2 server to differentiate itself from the rest,add some fun for it's players, or even just offer news items in different languages.
Setting up a custom news server is not necessarily a beginner task, but it is not overly difficult either.
You can setup your news server however you like, it just needs to be able to accept a JSON object from the My Colony 2 client as post input, and to print out a JSON object as a result. You should also set the access-control-allow-origin: * header, so that the client can access your script no matter which platform it is running on, and probably the access-control-allow-headers: Content-Type header.
This post will be updated as the spec evolves and more features are added, and can also be used for questions, and feature requests.
Primary Call
When a My Colony 2 server first boots up, it will query it's news servers with the following post data:
{
"req": "networkinfo",
"extras": {
"hostOS": "os string",
"sid": "guid string for server",
"gid": "guid string for game/mod",
"un": "ape apps account username for player (string)"
}
}
Update 20231103: Added the un field to the extras object (example above updated). This is the username of the individual player who is requesting the news feed, not of the server owner.
Update 20230302: As of MC2 v0.33.0, the game client now also transmits the host operating system, world id (sid) and game identifier (gid) when requesting news feed data. The above code has been updated to reflect the change.
This request for network information expects a JSON formatted response, containing the following items:
{
"networkName": "My News Network",
"networkNameShort": "MNN",
"logoBackground": "#00ff00",
"logoText": "#000000",
"logoStroke": "#0000ff",
"taglines": [],
"responses": {
"healthcrisis": [],
"techunlock": [],
"highunemp": [],
"ollargestsettlement": [],
"starvation": [],
"lowapproval": [],
"lowsecurity": [],
"lowentertainment": [],
"loweducation": [],
"contractsales": []
}
}
taglines is a string array which can contain one or more "taglines," or random headlines that the news ticker will play when there is not much going on. An example could be something like: You are watching MNN - The most trusted name in news.
healthcrisis is a string array containing responses that will play when a settlement is having a low health crisis. It includes two properties that will be auto-populated by the engine. ex: There is an ongoing health crisis in #settlementname! Will #ownername do anything about it?
techunlock is a string array containing news items for when a player unlocks a new technology. ex: #name has unlocked #tech
highunemp is a string array containing items for when a settlement is experiencing high unemployment. ex: #settlementname workers struggle to make ends meet as unemployment soars, #ownername's failed leadership to blame?
ollargestsettlement is a string array for when the global MC2 server announces what the current largest settlement in the entire My Colony 2 online galaxy is. ex: With a population of #population, #settlementname on #worldname is the largest city in the galaxy!
starvation is a string array containing announcements that a settlement on the world is facing starvation, ex: #ownername goes into hiding as #settlementname residents resort to cannibalism!
lowapproval is a string array containing news articles about a settlement owner's low approval ratings, ex: Time for #ownername to go? #settlementname residents are fed up with current leadership.
lowsecurity is a string array containing news items about the low security rating in a settlement, ex: #ownername plays the fiddle while crime wave spreads through #settlementname!
lowentertainment is a string array containing items related to a low entertainment/morale rating in a settlement, ex: #settlementname residents blame #ownername as local colonist literally dies of boredom.
loweducation is a string array of news items related to a low education rating in a colony, ex: Brain dead in #settlementname? Residents demand education but #ownername fails to deliver.
contractsales is a string array for announcements that are made when a player on the server sells a contract through the Galactic Board of Trade, ex: #name sells #count contracts on the Galactic Board of Trade worth $#total.
The News Ticker is an exciting new feature for MC2, and the current feature set in this initial rollout is only the beginning. In the coming updates, the news ticker will also support positive news stories (most of the current ones are negative), as well as an option to query for stories that are unrelated to anything particular in the game, even stories that present a full news article when clicked on.
So let me know what questions/suggestions you have, and feel free to try to roll out your own news server, it really souldn't be too difficult!
I had a request from an EZ Register user to be able to import data from a now defunct Android app called simply Checkbook, created by Digital Life Solutions, LLC. I looked into the Checkbook app, and saw that when you exported the account data as a spreadsheet, you were actually given a standard .csv file. EZ Register v1.14.0 and above now has the ability to import this .csv data directly into an account. Although this feature was designed specifically to import data from the Checkbook app, it can be used to import any data that is saved in .csv format, so long as the data is arranged in the same way.
The only real requirement is that your .csv columns (fields) be arranged in the following order: "category","description","value","date","check number","memo". The export on the old Checkbook app does this automatically, but you can also create data in a standard spreadsheet application like Excel or Libreoffice Calc and save it as a .csv file, and EZ Register will be able to import it, so long as the columns are arranged in the same order. Below is some sample .csv data:
Either way, once you have your *.csv file, importing it into EZ Register is fairly straight forward. Create a new account in your ledger for the data, and then once in the account, select Import .csv from the menu, and choose your data. Your account will be populated with your exported transactions.
That's all there is to it! If you have issues or questions with this feature, feel free to reply to this thread.
The only real requirement is that your .csv columns (fields) be arranged in the following order: "category","description","value","date","check number","memo". The export on the old Checkbook app does this automatically, but you can also create data in a standard spreadsheet application like Excel or Libreoffice Calc and save it as a .csv file, and EZ Register will be able to import it, so long as the columns are arranged in the same order. Below is some sample .csv data:
"category","description","value","date","check number","memo"In a spreadsheet application, the same data may look like this:
"Starting Balance","Starting Balance","20.23","Mon May 31 09:09:41 CDT 2021","","null"
"Allowance","a cool deposit","52.0","Mon May 31 09:39:41 CDT 2021","",""
"Food","mcdonalds","-16.25","Mon May 31 09:40:41 CDT 2021","13",""
category | description | value | date | check number | memo |
---|---|---|---|---|---|
Starting Balance | Starting Balance | 20.23 | Mon May 31 09:09:41 CDT 2021 | ||
Allowance | a cool deposit | 52.00 | Mon May 31 09:39:41 CDT 2021 | ||
Food | mcdonalds | -16.25 | Mon May 31 09:40:41 CDT 2021 | 13 |
Either way, once you have your *.csv file, importing it into EZ Register is fairly straight forward. Create a new account in your ledger for the data, and then once in the account, select Import .csv from the menu, and choose your data. Your account will be populated with your exported transactions.
That's all there is to it! If you have issues or questions with this feature, feel free to reply to this thread.
To answer questions that came up in-game about creating an MC2 news server, here is a complete .php script that you can use as a news server endpoint. Should be enough to get you started and you can customize it from there as you see fit.
This should be enough information to get a PHP script up and running. You need an https endpoint, you can get a free ssl cert using certbot. For a list of all of the variables that the news headline responses accept, see this thread.
Note that I did not run this code first to see if it works, so there might be typos or syntax errors, so just use your brain while implementing!
Hope that helps!
<?php
header("access-control-allow-origin: *");
header("access-control-allow-headers: Content-Type");
$json = file_get_contents('php://input');
$data = json_decode($json);
if($data == null || $data == false || !property_exists($data, "req")) {
exit();
}
$requestId = $data->req;
if($requestId == "networkinfo") {
$resData = new stdClass();
$resData->networkName = "My News Network";
$resData->networkNameShort = "MNN";
$resData->logoBackground = "#ff0000";
$resData->logoText = "#00ff00";
$resData->logoStroke = "#000000";
$resData->taglines = array();
$resData->taglines[] = "My News Network - It's Good Stuff!";
$resData->taglines[] = "You are watching My News Network!";
$cannedResponses = new stdClass();
$cannedResponses->healthcrisis = array();
$cannedResponses->healthcrisis[] = "put your news headline here 1";
$cannedResponses->techunlock = array();
$cannedResponses->techunlock[] = "put your news headline here 1";
$cannedResponses->highunemp = array();
$cannedResponses->highunemp[] = "put your news headline here 1";
$cannedResponses->highunemp[] = "put your news headline here 2";
$cannedResponses->ollargestsettlement = array();
$cannedResponses->ollargestsettlement[] = "put your news headline here";
$cannedResponses->ollargestsettlement[] = "put your news headline here 2";
$cannedResponses->starvation = array();
$cannedResponses->starvation[] = "put your news headline here";
$cannedResponses->starvation[] = "put your news headline here 2";
$cannedResponses->lowapproval = array();
$cannedResponses->lowapproval[] = "put your news headline here";
$cannedResponses->lowsecurity = array();
$cannedResponses->lowsecurity[] = "put your news headline here";
$cannedResponses->lowsecurity[] = "put your news headline here 2";
$cannedResponses->lowentertainment = array();
$cannedResponses->lowentertainment[] = "put your news headline here";
$cannedResponses->lowentertainment[] = "put your news headline here 2";
$cannedResponses->loweducation = array();
$cannedResponses->loweducation[] = "put your news headline here";
$cannedResponses->loweducation[] = "put your news headline here 2";
$resData->responses = $cannedResponses;
echo json_encode($resData);
}
?>
This should be enough information to get a PHP script up and running. You need an https endpoint, you can get a free ssl cert using certbot. For a list of all of the variables that the news headline responses accept, see this thread.
Note that I did not run this code first to see if it works, so there might be typos or syntax errors, so just use your brain while implementing!
Hope that helps!
https://mc1.my-colony.com/api.php?pf=7&g=1
Returns a JSON formatted array of all populated sectors on the server, including total number of planets and total population.
Field names and values are self explanatory.
Returns a JSON formatted array of all populated sectors on the server, including total number of planets and total population.
[
{"sectorx":"-2","sectory":"-47","totalpop":"14","planets":"2"},
{"sectorx":"-2","sectory":"-43","totalpop":"0","planets":"1"},{"sectorx":"-2","sectory":"-2","totalpop":"155","planets":"2"}
...
]
Field names and values are self explanatory.
Today the v0.46.0 update to My Colony 2 has gone live, and it adds some exciting new content, featuring the first new playable civilization in the game (thanks to the world of @therealchromedino ), the Alpha Draconians! Let's take a look.
To begin, the bug where none of the drop down menus were working has been corrected. This issue was introduced in-between updates, due to a change in the ADL UI Library used on most Ape Apps. It's fixed now though, so all is good!
@therealchromedino submitted a massive data file with the Alpha Draconian civilization from MC1 ported to and improved for MC2, including over 70 new data objects and accompanying changes to over 30 existing data objects. This is an amazing undertaking on behalf of the community, so please show your appreciation for what @therealchromedino has given to all of us!
Along with the Alpha Draconians, two new resources are introduced in this update, which are Ant Paste and Antanium. These should now be available to trade on the GBT, although to store them as the United Earth civilization, you will need to have the Quantum Warehouse, which has been updated with storage for the new resources.
Moving along, I often times have gotten the request to re-introduce the drop-down sidebar filter that was present in My Colony 1, so in this update, I have brought it back to My Colony 2. It only appears in the larger sized expanded sidebar, and is hidden when the sidebar is in "compact" mode.
The Investment Bank has gotten an updated model thanks to @spamdude and the Lander and Outpost structures have been updated with slightly increased Spare Parts storage. The speed rating on the Dark Solar Road has also been increased.
Both sized blood bank structures received premium "gold" editions provided by @therealchromedino and there is a new expanded Water Extraction Plant, also from @therealchromedino. @spamdude provides a new super-fast road, the Alien Hexpath and @RekEm1999 provides a Quantum Ether Tank upgrade.
There were a lot more structures available that I could have added, but the feature I am about to mention next took up so much time to get working that I just didn't get to anything else.
There is now engine support in My Colony 2 for Player Mode Public Transit, but it was super hard to get working and it is still a bit glitchy. I don't need to get too much into the technical details, but the way the engine itself and the player mode stuff in particular were designed did not lend themselves very well to this, but a ton of changes were made in this update, after much trial and error, to get it to the "working" state that it's in now.
The system works with the new Regional Bus Station structure (from @spamdude ) which is unlocked by the new Public Transportation tech and requires a Megabot to build. Once you build a Regional Bus Station, you can give it a name (like you can do for a sign) and a custom color. Then in Player Mode, a character can walk up to the Bus Station and press the "E" key (or A on a gamepad) to bring up a list of all other Bus Stations on the planet. He will then be picked up by the new SkyBus unit (from @spamdude ) and flown to the other bus station.
This is where there are some visual glitches, I don't know why the SkyBus is so jumpy while it's flying. Also, your character is supposed to go invisible at that point but instead is shown hanging (for dear life) to the bottom of the SkyBus. I will fix those things eventually, but it got to the point where I was sinking so many hours into getting this stupid SkyBus working that I started falling behind on everything else, so for now it is what it is.
Anyway, for future player mode stuff, I think the Sky Bus system is going to be essential, since it would otherwise take a character forever to walk between maps. That said, I have also laid the groundwork in this update for units (such as the player character, but other units too) to be able to go inside other units, which can lead to things like APC units for example, or player controlled units, such as a personal car.
Eventually I will have the star gates working for travel between different servers. I think for settlement design then, it would make sense for people with a Star Gate in their settlement to also have a Bus Station near by.
Anyway, that is all for today. Thanks for playing the game, thank you so much to all of the contributors, and stay tuned for more!
#mycolony2
To begin, the bug where none of the drop down menus were working has been corrected. This issue was introduced in-between updates, due to a change in the ADL UI Library used on most Ape Apps. It's fixed now though, so all is good!
@therealchromedino submitted a massive data file with the Alpha Draconian civilization from MC1 ported to and improved for MC2, including over 70 new data objects and accompanying changes to over 30 existing data objects. This is an amazing undertaking on behalf of the community, so please show your appreciation for what @therealchromedino has given to all of us!
Along with the Alpha Draconians, two new resources are introduced in this update, which are Ant Paste and Antanium. These should now be available to trade on the GBT, although to store them as the United Earth civilization, you will need to have the Quantum Warehouse, which has been updated with storage for the new resources.
Moving along, I often times have gotten the request to re-introduce the drop-down sidebar filter that was present in My Colony 1, so in this update, I have brought it back to My Colony 2. It only appears in the larger sized expanded sidebar, and is hidden when the sidebar is in "compact" mode.
The Investment Bank has gotten an updated model thanks to @spamdude and the Lander and Outpost structures have been updated with slightly increased Spare Parts storage. The speed rating on the Dark Solar Road has also been increased.
Both sized blood bank structures received premium "gold" editions provided by @therealchromedino and there is a new expanded Water Extraction Plant, also from @therealchromedino. @spamdude provides a new super-fast road, the Alien Hexpath and @RekEm1999 provides a Quantum Ether Tank upgrade.
There were a lot more structures available that I could have added, but the feature I am about to mention next took up so much time to get working that I just didn't get to anything else.
There is now engine support in My Colony 2 for Player Mode Public Transit, but it was super hard to get working and it is still a bit glitchy. I don't need to get too much into the technical details, but the way the engine itself and the player mode stuff in particular were designed did not lend themselves very well to this, but a ton of changes were made in this update, after much trial and error, to get it to the "working" state that it's in now.
The system works with the new Regional Bus Station structure (from @spamdude ) which is unlocked by the new Public Transportation tech and requires a Megabot to build. Once you build a Regional Bus Station, you can give it a name (like you can do for a sign) and a custom color. Then in Player Mode, a character can walk up to the Bus Station and press the "E" key (or A on a gamepad) to bring up a list of all other Bus Stations on the planet. He will then be picked up by the new SkyBus unit (from @spamdude ) and flown to the other bus station.
This is where there are some visual glitches, I don't know why the SkyBus is so jumpy while it's flying. Also, your character is supposed to go invisible at that point but instead is shown hanging (for dear life) to the bottom of the SkyBus. I will fix those things eventually, but it got to the point where I was sinking so many hours into getting this stupid SkyBus working that I started falling behind on everything else, so for now it is what it is.
Anyway, for future player mode stuff, I think the Sky Bus system is going to be essential, since it would otherwise take a character forever to walk between maps. That said, I have also laid the groundwork in this update for units (such as the player character, but other units too) to be able to go inside other units, which can lead to things like APC units for example, or player controlled units, such as a personal car.
Eventually I will have the star gates working for travel between different servers. I think for settlement design then, it would make sense for people with a Star Gate in their settlement to also have a Bus Station near by.
Anyway, that is all for today. Thanks for playing the game, thank you so much to all of the contributors, and stay tuned for more!
#mycolony2
Greetings!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
Rise of Reptilians
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
The Revival of Insectoid Civilization
The Old Earth Era
(Year -2051)
The Old Earth Era
The United Earth Era
(2051-Present)
The United Earth Era
Human Civil War
(2087-2089)
Human Civil War
New Galactic Era
(2089-Present)
New Galactic Era
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.
Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.
The Revival of Insectoid Civilization
Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
The Old Earth Era
(Year -2051)
The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.
The Old Earth Era
Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
The United Earth Era
(2051-Present)
Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.
The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
Human Civil War
(2087-2089)
Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.
Human Civil War
Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
New Galactic Era
(2089-Present)
Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.
New Galactic Era
Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
Just in time for Christmas is the v0.44.0 patch for My Colony 2! I did not have a ton of time for My Colony development this month, but I wanted to get something published before spending time with the family, so let's see what is new!
Aside from minor bug fixes, the following user submissions have been added to the game, with content from @spamdude @RekEm1999 and @therealchromedino
Anyway, keep the suggestions and content coming, I know the players really appreciate the efforts! I probably will not be doing much work for the rest of the year, but I will be back at it again in January with more MC2 goodness, so stay tuned!
#mycolony2
https://mycolony2.com/
Aside from minor bug fixes, the following user submissions have been added to the game, with content from @spamdude @RekEm1999 and @therealchromedino
- Diamond Drill (RekEm1999)
- Vehicle Foundry (spamdude)
- Cybercoin Mine (RekEm1999)
- Bakery (spamdude)
- Tenement (spamdude)
- Small Server Farm Operation (RekEm1999)
- Statue of Achievement (therealchromedino)
- Spice Clinic (therealchromedino)
Anyway, keep the suggestions and content coming, I know the players really appreciate the efforts! I probably will not be doing much work for the rest of the year, but I will be back at it again in January with more MC2 goodness, so stay tuned!
#mycolony2
https://mycolony2.com/
Even with no API installed on their server at all, forum and website owners can utilize a forumfiend.json file to easily set up automatic configuration and customization parameters to control how their forum or website looks and behaves by default when run under Forum Fiend. Simply place file in the root of your website called forumfiend.json containing a valid formatted .json data object with any of the following parameters. All parameters are optional, and a complete example file is displayed at the bottom.
Sample forumfiend.json file:
Forum Fiend was originally built around the open source Tapatalk API and was thus able to interface with any site that had the Tapatalk API installed. Sometime around 2014/2015, Tapatalk got some of that sweet, sweet venture capital money and stopped publishing public information related to their API, and even had their lawyers send Ape Apps a cease and desist request over Forum Fiend.
Because of this, no further development has been made on the Tapatalk API interface for Forum Fiend, and the system is based around the last published open source edition of the API from around 2014. Therefore, the Tapatalk interface is no longer maintained or supported in Forum Fiend, and can not be guaranteed to work correctly on any install that is more recent than 2014.
Forum developers are encouraged to use the WebView interface (by setting disable_api to "1") and calling Forum Fiend's native features using the Javascript interface instead, which is documented elsewhere in this forum. If you still want your forum to use the Tapatalk interface, you can omit the disable_api field or set it to "0", but know that it has not been updated in a long time, is no longer receiving support or updates, and some features may not work properly. Please test your site in the app to verify.
Feel free to leave feedback/comments/suggestions on any features you would like to see added/improved/changed with the forumfiend.json interface.
Field | Description |
---|---|
name | Overall name of the site or forum as it appears on the main Forum Fiend listing. |
icon | An absolute URL to either a .png or .ico file that represents for forum or site. |
banner | An absolute URL to a .png file that represents a sidebar banner image for the site, suggested resolution of 300x150. |
color | A valid hex color (ex. #ff0000) representing the overall theme color of the forum or site. |
ff_chat_id | Name of a chat channel on Ape Chat to be used by this forum or site. If specified, a chat slide-out will appear with the specified chat channel. Using chat requires an Ape Apps account. |
g_analytics | A Google Analytics id for tracking views and impressions when your site is accessed using Forum Fiend. |
start_url | An absolute URL that points to where Forum Fiend should open, could be the Forums section of your site. |
disable_api | Either 1 or 0 (for yes/no). Default is 0. See details below. |
Sample forumfiend.json file:
{disable_api Field Info
"name": "Epic Forums",
"icon": "https://epicforums.com/icon.ico",
"banner": "https://epicforums.com/banner.png",
"color": "#f44336",
"ff_chat_id": "epicforums",
"g_analytics": "UA-XXXXXXXX",
"start_url": "https://epicforums.com/forum/",
"disable_api": "0"
}
Forum Fiend was originally built around the open source Tapatalk API and was thus able to interface with any site that had the Tapatalk API installed. Sometime around 2014/2015, Tapatalk got some of that sweet, sweet venture capital money and stopped publishing public information related to their API, and even had their lawyers send Ape Apps a cease and desist request over Forum Fiend.
Because of this, no further development has been made on the Tapatalk API interface for Forum Fiend, and the system is based around the last published open source edition of the API from around 2014. Therefore, the Tapatalk interface is no longer maintained or supported in Forum Fiend, and can not be guaranteed to work correctly on any install that is more recent than 2014.
Forum developers are encouraged to use the WebView interface (by setting disable_api to "1") and calling Forum Fiend's native features using the Javascript interface instead, which is documented elsewhere in this forum. If you still want your forum to use the Tapatalk interface, you can omit the disable_api field or set it to "0", but know that it has not been updated in a long time, is no longer receiving support or updates, and some features may not work properly. Please test your site in the app to verify.
Feel free to leave feedback/comments/suggestions on any features you would like to see added/improved/changed with the forumfiend.json interface.
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
- Advanced Robotics Factory
- Ether Reactor (art by rahtdrgn)
- Ancient Alien Gold Synthesis Lab (art by therealchromedino)
- Star Gate
- Advanced Microchip Factory (art by GeneralWadaling)
- Advanced Plastic Factory
- Underground Drop Room (art by spamdude)
- Spice Drilling Operation (art by therealchromedino)
- Advanced Spice Silo (art by therealchromedino)
- Quantum Spice Silo (art by therealchromedino)
- Quantum Oil Tank (art by therealchromedino)
- Advanced Regolith Synthesis Lab (art by spamdude)
- Quantum Offshore Drill
- Advanced Vocational Training Center
- Spice Den
- Galactic Trade Authority Office
- Ether Crystal Reactor
- Plaza Mosaic Tile
- Investment Bank
- Advanced Helium 3 Extractor
- Black and White Checkered Pavement
- Street Sign
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
https://mc1.my-colony.com/api.php?pf=1&g=1
Returns JSON formatted pricing for all GBT prices. The format for each record looks like this:
Returns JSON formatted pricing for all GBT prices. The format for each record looks like this:
{"id":"7","name":"Aluminum","price":"750000","detailed":{"last":"75000","rolling":"12861869","min":"1","max":"200000000","emergency":"750000"}}
- id: server id of the resource
- name: resource name
- price: legacy price. used only for old My Colony clients. Not reliable.
- detailed.last: sell price of the last trade
- detailed.rolling: rolling average price over last 3 days
- detailed.min: lowest purchase price from the last 3 days
- detailed.max: highest purchase price from the last 3 days
- detailed.emergency: rarely used. sometimes the client will fall back to the emergency price if the market gets too crazy
Hi all...
the reference page that some of you already knows has been updated.
https://www.my-colony.com/reference/index.html
Update 0.4.1 (201711113)
-Responsive design for mobiles.
-New top menu instead of side one for large widths.
-Items names on tables are clickable now to open descriptions.
-Tech trees are zoomable now.
Update 0.4.0 (20171031)
-sort the lists of links in alphabetical order.
-new table for storages
-reordered the resources in tables in same order than in game.
-add can import / export informations for buildings
-new lists collected in/imported by/exported by for resources
-retractable sidemenu to allow bigger table/item description area
-sidebar menu hightlights the current page
-added informations about IQ requests/ IQ provide and educate
-new homepage with a little presentation...thanks to Núñez for that text...
Update 0.3.9 (20171020)
-new values per minutes added.
-added ratios beside the link lists "Produced by" and "Consumed by" for resources.
-added storage amounts beside the link list "Stored by" for resources.
-New table with production and consumption values per tick.
-New table with production and consumption values per minute.
Update 0.3.8 (20171017)
-Mainly bug fixes...
Update 0.3.7 (20171016)
-reordered almost all code in seperate modules, to easily implement new features later.
-added in-game description strings.
-added for maps: which civ can play this map & what deposits are present.
-added for races: which civs are available for this race.
-added informations for special buildings (consulate/capitol/embassy/trade depot/comms hub/healing).
-reorganized the different links in item description.
Update 0.3.6 (20171013)
-Modified the calling of game.js thru a new "Easy to update" file. (for Bast Only)
-added provided resource on deposit characteristics.
-fixed the scaling of item icons
-fixed indentifying items function on links
-added planet types (infos: difficulty /starting techs / starting buildings)
-added races (infos: starting techs / narcotics)
-added factions (infos: race / starting colonists / available maps / starting techs / starting building / starting vehicles)
Update 0.3.5 (20171010)
-Fixed a display bug on "Produced by" links for resources.(ex: Antanium)
-Fixed a display bug on "Consumed by" links for resources.(ex: Antanium)
-Fixed glitch when smeltObj exist without Output (appeared in 0.46 with atmosphere scrubber)
-Use now the tiles objects in the game.js to find the good icon for all buildings. (ex: Flower Gardens)
-Added "Deposit" Type with capacity and Spread Rate informations.
Update 0.3.4 (20171006)
-Home is now showing a new "General Table" with all game items.
-Old table kept as "Cost to Build / Unlock Table".
-Added missing resources on the "Cost to Build / Unlock Table".
-Fixed a bug that was preventing Aluminum Cost to be displayed on the "Cost to Build / Unlock Table".
-Added resources in the "General Table".
-Added resource description details (infos: limited storage or not / Base Price / Toxic Rate).
-Added Unskilled occupation information on "Item descriptions".
-Modified enumeration of smelt inputs in case of several items (see Advanced Synthetic Oil Lab)
-Modified enumeration of smelt outputs in case of several items (see Black Bazaar Market)
-Modified enumeration of Utilities to operate in case of several items (see: Alien Enrichment Facility)
-List of buildings that stores the resource on the resource Description.
-List of the vehicles that harvests the resource on the resource Description.
-Links everywhere in all "Items Descriptions" for resources (smelt/store/refine/generate/harvest areas)
-New pages with Tech Trees (clickable pictures that point to the technologies descriptions).
-Fixed a Bug that was preventing to open the " Green House" Description.
-Divided the Vehicle Type into 2 new ones: "Human Vehicle" & "Zolarg Worker".
Please give your feedback and/or ideas for the next updates.
the reference page that some of you already knows has been updated.
https://www.my-colony.com/reference/index.html
Update 0.4.1 (201711113)
-Responsive design for mobiles.
-New top menu instead of side one for large widths.
-Items names on tables are clickable now to open descriptions.
-Tech trees are zoomable now.
Update 0.4.0 (20171031)
-sort the lists of links in alphabetical order.
-new table for storages
-reordered the resources in tables in same order than in game.
-add can import / export informations for buildings
-new lists collected in/imported by/exported by for resources
-retractable sidemenu to allow bigger table/item description area
-sidebar menu hightlights the current page
-added informations about IQ requests/ IQ provide and educate
-new homepage with a little presentation...thanks to Núñez for that text...
Update 0.3.9 (20171020)
-new values per minutes added.
-added ratios beside the link lists "Produced by" and "Consumed by" for resources.
-added storage amounts beside the link list "Stored by" for resources.
-New table with production and consumption values per tick.
-New table with production and consumption values per minute.
Update 0.3.8 (20171017)
-Mainly bug fixes...
Update 0.3.7 (20171016)
-reordered almost all code in seperate modules, to easily implement new features later.
-added in-game description strings.
-added for maps: which civ can play this map & what deposits are present.
-added for races: which civs are available for this race.
-added informations for special buildings (consulate/capitol/embassy/trade depot/comms hub/healing).
-reorganized the different links in item description.
Update 0.3.6 (20171013)
-Modified the calling of game.js thru a new "Easy to update" file. (for Bast Only)
-added provided resource on deposit characteristics.
-fixed the scaling of item icons
-fixed indentifying items function on links
-added planet types (infos: difficulty /starting techs / starting buildings)
-added races (infos: starting techs / narcotics)
-added factions (infos: race / starting colonists / available maps / starting techs / starting building / starting vehicles)
Update 0.3.5 (20171010)
-Fixed a display bug on "Produced by" links for resources.(ex: Antanium)
-Fixed a display bug on "Consumed by" links for resources.(ex: Antanium)
-Fixed glitch when smeltObj exist without Output (appeared in 0.46 with atmosphere scrubber)
-Use now the tiles objects in the game.js to find the good icon for all buildings. (ex: Flower Gardens)
-Added "Deposit" Type with capacity and Spread Rate informations.
Update 0.3.4 (20171006)
-Home is now showing a new "General Table" with all game items.
-Old table kept as "Cost to Build / Unlock Table".
-Added missing resources on the "Cost to Build / Unlock Table".
-Fixed a bug that was preventing Aluminum Cost to be displayed on the "Cost to Build / Unlock Table".
-Added resources in the "General Table".
-Added resource description details (infos: limited storage or not / Base Price / Toxic Rate).
-Added Unskilled occupation information on "Item descriptions".
-Modified enumeration of smelt inputs in case of several items (see Advanced Synthetic Oil Lab)
-Modified enumeration of smelt outputs in case of several items (see Black Bazaar Market)
-Modified enumeration of Utilities to operate in case of several items (see: Alien Enrichment Facility)
-List of buildings that stores the resource on the resource Description.
-List of the vehicles that harvests the resource on the resource Description.
-Links everywhere in all "Items Descriptions" for resources (smelt/store/refine/generate/harvest areas)
-New pages with Tech Trees (clickable pictures that point to the technologies descriptions).
-Fixed a Bug that was preventing to open the " Green House" Description.
-Divided the Vehicle Type into 2 new ones: "Human Vehicle" & "Zolarg Worker".
Please give your feedback and/or ideas for the next updates.
I hope everyone is having a good week! Today I am releasing My Colony 2 v0.36.0 and the update should be hitting all platforms within the coming days. This update cleans up a couple of things, adds a couple of things, and fixed some things. So let's take a look at all of the things...
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
The My Colony 2 engine now supports a second level of user color customization on buildings, besides the random splashes of settlement color found in some places. Voxel models can now specify a second replace color, allowing the user to fully customize the color of their structures. This is currently enabled on the Bunkbed Shelter, Large Living Quarters and Extra Large Living Quarters, and also the brand new Decorative Tile. The "paint job" can be done by clicking on a structure, and you will see a new color wheel option if the structure supports user defined coloring.
Custom colored structures could be a great way to give your settlement character, define districts, or just liven things up a bit. This release is sort of a test of the feature, and it will be certainly expanded to more buildings in the future. If you are a voxel model creator, you can specify areas of a building that can be custom-colored by using the cyan hex code #00ffff.
More statistics have been added to the building mini-stats popup window, which now shows capacity and utilization graphs for medical, education, entertainment and security, similar to what was available in MC1.
Moving along, the My Colony 2 Online stats window has been updated with a new listing for Settlement rankings, now showing the top 30 online settlements listed by population. I plan on adding more to this soon. You will also (at some point) be able to click on both worlds and settlements to get a detailed breakdown screen of each, and I may end up using this screen for future diplomacy related options.
Ok, now for the potentially controversial update, I have added the ability to instant-purchase any structure using Ape Coins instead of paying with resources. I realize that this is somewhat of a pay-to-win, but the truth is that since MC2 lacks the advertising found in most games, I need a way to generate more revenue for the game, that is just the sad truth of it. Let me explain more about it though.
I think I have set the Ape Coin prices high enough that it should deter just rushing through the game, unless someone really wants to pay a lot. I suspect it only to be used in one-off scenarios when someone really does not want to wait to build something, or at the very beginning of the game when prices are low anyway.
The way it works is that the Ape Coin price is calculated at run time based on the GBT value of all of the resources needed to construct the building, with a minimum price of 10 Ape Coins. Since resource prices scale up a lot on the higher end, a player would have to pay serious money in order to build the later game structures, which is why I do not think this system will be abused much later game, which I believe cuts down on the "pay-to-win" aspect of it.
The reality is that nobody is going to pay $15 to purchase an investment bank, or if they do, they sure aren't going to be using this function to spam a bunch of investment banks. So this price calculation being what it is, I think it will safely protect online stats from pay to win abuse. It also cannot be used to purchase buildings that are above your settlement level.
To build a structure using Ape Coins, you just click on the Ape Coin button instead of the green checkmark button on the new construction bottom bar. There is a confirmation dialog, so you are not going to accidentally spend coins.
One more thing to note, if you purchase a building with Ape Coins and then accidentally place it somewhere where it cannot built, like a blocked space, the building goes into a queue on the server, and you can then build it again without clicking on the Ape Coins option. There is no UI to tell you this yet, but the game will actually let you place the building, even though it says you do not have enough resources.
Finally before moving on to new content, I added structure defensive stats to the Encyclopedia window, which now shows Attack Power, Range and Rate of Fire.
I have not forgotten about the poor encyclopedia, it just has not been on the top of the priorities list.
Ok, let's go to new content now. There are three new techs added this time, Mass Data Management, Colonial Bureaucracy and Extremely Deep Excavation!
Mass Data Management is used for the new Alien Uplink Station upgrade (model by @SPARKY0303 ), while Colonial Bureaucracy gives us the new Department of Advanced Fish Mating Studies (model by @spamdude ), which is basically just a big worthless (but pretty) government jobs farm. The new Museum ( @spamdude ) is a nice entertainment/education combo structure, and the new Decorative Tile is basically a blank slate that you can choose your own color for. Could be used to do pixel art on the grounds of your settlement.
Next up, @therealchromedino provides us with the new Bunker of Last Resort. This is a good structure to place somewhere in the center of your settlement, as it can be used to rebuild in the event that you are on a sever and your settlement gets raided by an enemy army.
The Bunker provides storage for basic building materials, minor housing, utility generation, can construct Builder Bots, has an attack rating slightly better than a pillbox, and an extreme amount of hit points. It is not indestructible, and a tank army would still be able to take it down, but it is a good insurance policy, and every major settlement should have at least one or two of these in the event of an emergency.
The big new structure in this update is the Ultra Deep Drilling Facility by @spamdude and to be honest, I could not afford to build it on the colony I was doing my game testing with, so it is possible that it will need to be tweaked a bit in the next update, just let me know in the comments what you all thing. It is an across the board stat improvement over the current Advanced Drilling Platform, and also provides Crystalline which the original one did not.
Ok so I think that is all of the major stuff in this update. For the next update (v0.37.0) I plan on adding Diamonds as a Lunar World exclusive resource, that will be obtained by excavating. There will also be new units/structures associated with the diamond trade. I think I am also going to have the "Online" version of the Player Mode at least somewhat functional for next update, possibly including the star gate travel between worlds (right now there are only 9 active Star Gates in the MC2 universe). So let me know what issues you find or suggestions you have, thank you to all who contributed artwork for this update, and stay tuned for more to come!
https://www.apewebapps.com/my-colony-2/
#mycolony2
I think it is client side bug:
With Fiddler: POST https://www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST https://www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
With Fiddler: POST https://www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST https://www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
I think it is client side bug:
With Fiddler: POST www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
With Fiddler: POST www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
Issue as the title stated.
For any commonwealthes, creating a new colony using a charter code will cause the new colony relocated to their home civilization's AI commonwealth, after being indicated as ' colony of Undefined '.
I think it is client side bug:
With Fiddler: POST www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
For any commonwealthes, creating a new colony using a charter code will cause the new colony relocated to their home civilization's AI commonwealth, after being indicated as ' colony of Undefined '.
I think it is client side bug:
With Fiddler: POST www.my-colony.com/api.php HTTP/1.1 f=3&g=1&c=XXXXXXX&relcd=91
{"colonyid":"935XXX","colonyname":"Mars","civilization":"United Earth","race":"Human","maptype":"Red Planet"}
So at first it resolves the parent(XXX is a masking done here) Thereafter when registers:
POST www.my-colony.com/api.php HTTP/1.1
f=32&g=1&n=Newname&p=undefined&relcd=91
{"id":0,"charter":"VZKOACbR","guid":"10E8A8BE-4E45-75C8-8E42-951366CEE0F5"}
So probably there is a workaround if I ask fiddler to substitute undefined with my charter code.
What worries me a bit is that there is absolutely no authentication on the corresponding API calls.
Added a new public API for checking GBT contracts:
For All Resources
https://mc1.my-colony.com/api.php?pf=4&g=1
For Specific Resource
https://mc1.my-colony.com/api.php?pf=4&g=1&r=25
Returns active GBT contracts in JSON format. Example output:
Output Fields
For All Resources
https://mc1.my-colony.com/api.php?pf=4&g=1
For Specific Resource
https://mc1.my-colony.com/api.php?pf=4&g=1&r=25
Returns active GBT contracts in JSON format. Example output:
[{"resource":"Antanium","seller":"Cyberkayu","sellercharter":"T0gtaz50","quantity":"150000","price":"87742500","expires":"2017-11-28 02:09:07","offerflag":"0"}]Note: When you specify a resource in the API call, you do so using &r=x, where x is the id number of the resource. You can get the resource ID numbers from the previously documented GBT Prices API call which you can read about here: https://www.ape-apps.com/viewpage.php?p=584
Output Fields
- resource: the name of the resource
- seller: the colony selling the resource
- sellercharter: the sellers' charter code
- quantity: the size of the trade
- price: total asking price of the trade. divide by 100 to get the lot price.
- expires: server time that the contract will expire and be returned to the seller
- offerflag: if this is 0, it is a resource sell. if it is 1, it is an offer-to-buy contract
There shuold be a support button in the game and you could write whatever you want added in there.
The idea behind this is so more people can give suggestions.
You might be saying "what about the forum, you dumbhead" and I would say "some kids' parents don't allow them to go on a forum."
You might now be saying "what if they spam all over the place" and I would say "put a spam detector in there! There are spam detectors all over games like M*n*cr*ft S*rv*rs and R*bl*x and..."
This is a really good idea becuase more suggestions would make the game better for everyone.
I know the feeling when you have a bug to report and your parents don't let you sign up for the forum...
You now might be saying "It's not like the only people playing the game are 7-year olds!" But then I would say "But its not like the only people playing the game are teenagers!"
Now, you might be saying "It's not like 7-year olds know how to make suggestions," but trust me, most of them...do know. You don't know that becuase no other game has ingame suggestions.
And now you might be worrying "what if bastecklein doesn't have enough time to look through the suggestions" and I would say "its not like the suggestions expire in one day; bast has all the time he needs to look at all of time."
And now you would say "but bastecklein only wants suggestions with artwork" and there could be an in game uploading artwork system.
And now you would say "Why would suggestions help the game" and I would say "Why is there a suggestions section in the forum, then?"
Now you might be saying "Why do you keep repeating this format of me saying something and you responding" and I would say "vote yes on the poll!"
The idea behind this is so more people can give suggestions.
You might be saying "what about the forum, you dumbhead" and I would say "some kids' parents don't allow them to go on a forum."
You might now be saying "what if they spam all over the place" and I would say "put a spam detector in there! There are spam detectors all over games like M*n*cr*ft S*rv*rs and R*bl*x and..."
This is a really good idea becuase more suggestions would make the game better for everyone.
I know the feeling when you have a bug to report and your parents don't let you sign up for the forum...
You now might be saying "It's not like the only people playing the game are 7-year olds!" But then I would say "But its not like the only people playing the game are teenagers!"
Now, you might be saying "It's not like 7-year olds know how to make suggestions," but trust me, most of them...do know. You don't know that becuase no other game has ingame suggestions.
And now you might be worrying "what if bastecklein doesn't have enough time to look through the suggestions" and I would say "its not like the suggestions expire in one day; bast has all the time he needs to look at all of time."
And now you would say "but bastecklein only wants suggestions with artwork" and there could be an in game uploading artwork system.
And now you would say "Why would suggestions help the game" and I would say "Why is there a suggestions section in the forum, then?"
Now you might be saying "Why do you keep repeating this format of me saying something and you responding" and I would say "vote yes on the poll!"
I have just put the finishing touches on the v0.75.0 update to My Colony, and will begin pushing it out to all platforms tomorrow (Thursday) morning, possibly even tonight if I get time. This is a huge update in terms of "under the hood" changes, and so there is a lot to cover here. It also marks the beginning of a series of "online" focused updates which will be taking place between now and the end of the year.
Now that My Colony has arrived on Steam (which you can find here), I have decided to shift focus a bit more away from the mobile side of things, towards the Desktop and online side of things. My Colony has always played better on the Desktop, but since the majority of users were on mobile, a lot of the design of the game had to be made with that reality in mind. As some of you already know, a few months ago, Google Play blacklisted My Colony from their store search results, cratering the mobile downloads of the game by over 90%. As a result, the My Colony user base has transformed from over 90% mobile users, to now almost 50/50 with Desktop users, spread out between my website, the Ape Apps Launcher, Windows 10, Chrome OS, Facebook Games, and now Steam. And even though the crash ratings on Google Play are back down under 2% and the downloads have picked back up slightly, it is still nowhere near where it once was. On top of that, the experience did open my eyes as to how Google Play operates, and demonstrated the risk involved with being tied so heavily to one platform. On Desktop, things are spread fairly evenly between the distribution networks (too early to tell on Steam yet), so there is a little bit of safety that comes with that situation. Plus, as I said, the game is just 10 times better on Desktop anyway.
So, just to be clear, I am not abandoning Android and iOS, and those platforms will continue to receive all of the latest updates. I am just not going to be focused on mobile first, and some features may not work on mobile platforms, as you will soon see below.
But enough of the intro, you are here to see what is new in this version, and there is quite a bit. So let's take a look!
First I want to go through some of the bugs that were addressed in this release, as one of them has a pretty large impact on later-stage Human colonies. So during this update, I discovered a mistake in the code that was majorly"nerfing" building consumption and production when the building had a very low "tick" phase. The two prime examples where the Ancient Alien Condenser and the Atmosphere Scrubber, but it would also impact buildings with tons of employees, like the Investment Bank.
Essentially, if the production/consumption tick phase was lower than that of the overall simulation's building tick phase, a bunch of update cycles for that building would get skipped, causing it to produce or consume resources at a far slower rate than it was supposed to. As far as I can tell, this issue has been baked into the game for ages, and when adding new content, I have just set the stats in a way to compensate for it, not even realizing it was there. As soon as I fixed the glitch though, the impact on Atmosphere was immediately apparent.
Ancient Alien Condensers and the Atmosphere Scrubber immediately went into "beast mode", chewing through millions of atmosphere in a matter of minutes. This brought my Atmosphere down to zero, causing all of the condensers in the colony to shut down, since they were out of "fuel". This led to an immediate water shortage which was difficult to get on top of, since I could not generate new atmosphere fast enough to keep up with the consumption of the condensers. I eventually just had to import a ton of water from the Star Gate.
Anyway, to address this, I slightly nerfed the stats on the Condenser, and introduced a new upgraded Large Atmosphere Generator to assist in rebuilding Atmosphere. I kept the Scrubbers running in beast mode though, I figured at their new consumption level, one Atmosphere Scrubber can take care of a pretty good sized colony.
So be aware of this new change, and modify your colony accordingly. I already know the bug reports section will be full of "I updated and now all of my Water is gone" reports, so just be aware of what is happening. It is not exactly a bug, but the result of the fix of a bug.
The next fix is related to Creative Mode in Region games. Basically, it didn't work before, and now it should.
Speaking of Regions, there was a glitch where Resource decay would be greatly amplified on Region maps. This has been corrected. I have also implemented several changes which I hope address the issue people have on Regions where tech/resources are lost. I cannot reproduce this issue on my own, so I hope the fix works. I know you will make me aware if it doesn't though!
Next, a lot of changes were made to the server this update. I am getting ready to add in-game moderators to My Colony, which I had hoped to have ready by now, but the server needed so many changes to accommodate for it, that I just didn't get to it. Just know that it is coming soon though.
The first big change comes with authenticated API calls. Aside from the public API's, you basically need to be logged in to your Ape Apps account to do anything on the server now. This requirement seems like a no brainer, but you have to realize that the My Colony server predates the Ape Apps Account server, and there were originally no account requirements at all.
Due to this change, the tie between your Ape Apps Account, your online colony, and the website is now pretty solid. If you happen to get banned from Ape Apps for some unrelated reason, your colony is pretty much inaccessible too, and you will need to send me an email convincing me why you should be able to get back in.
All colony resources are now stored on the server as well. They have actually been stored on the server for some time, but the server would never override the resources saved to your game file. Now it will. The server now keeps a timestamp and checksum synchronized to your online game saves, so that it can detect if you have decided to go back and restore a backup game file. This is to help detect different forms of cheating that are out there, and while restoring a backup does not flag you as a cheater, it is logged and will be available for review by the soon-to-be-announced in-game moderators.
Next up, in-game private messaging has been moved from the my-colony.com servers to the main ape-apps.com servers. As a result, you can now view and reply to your in-game private messages from right here on ape-apps.com. They will also soon be available on my-colony.com. Currently, they don't render very well on the website, but I will be making it all look pretty shortly. In-game it doesn't look much different from before, but in theory the message size limit is gone, although the game still doesn't let you write more characters. The website does though. In the coming updates though, the entire in-game messaging interface will be rewritten to take advantage of the new features available by using ape-apps.com messaging.
The next big change in the game, which I have mentioned already in another thread and some may not be pleased with, is the complete rewrite of how colonial GDP is calculated. In short, it is now an actual GDP calculation, instead of just the sum of all of your resources. So now instead of measuring just how rich you are, which anybody can attain by simply getting a big gift from another colony or from the Galactic Emperor, it is now a measure of the current productive output of all of your buildings, tax collections, and resource collections. In this way, your GDP only grows if your industrial output is growing. If you are maxed out with full storage, then your GDP will be stagnant. I might adjust it next update to have GBT profits figured into the calculation as well, since it is technically a sale of goods. I haven't decided yet.
The game tracks your GDP over time, and will give you both quarterly and annual prints. It takes about two hours of game time to collect enough data to get a full GDP reading, so be aware of that. In your stats, the large GDP number is your current quarterly rate, and the smaller number is the annual rate. One game "year" is roughly equivalent to one real life hour. The quarterly and annual growth percentages also factor GBT price inflation into their calculations, so that large fluctuations in GBT prices do not throw the GDP growth values way off. In addition, the game ai now has "economic analysts" who will try to guess what your GDP growth rate should be every quarter, based on the trends of the last year, and will let you know each quarter if you were on target or below estimates. It's sort of like watching CNBC.
I might start adding other fun little news items to the GBT price ticker on the bottom of the screen too.
Next, there is a new feature that I hope people are able to have some fun with. I have added the ability in-game to stream a live feed of your game play onto your colony website at my-colony.com. On supported platforms, there will now be a "Streaming" button in the bottom right corner of the screen. When you click on it, it will start up your live feed and turn Red, letting you know that it is on.
It also uses your microphone (if available and you give it permission) so that people watching your stream can hear your amazing voice-over commentary. Also when you turn on streaming, the in-game chat channel and the chat channel on your my-colony.com colony site are synchronized, so that you can text-chat directly with those viewing your feed. You will also get a notification in-game when somebody starts watching your live feed.
The in-game streaming works if you are playing on Chrome, Android, Native Client/Steam. It does not currently work on iOS or Windows 10 (Store) edition of the game. I am not sure about Facebook Game Center, as I did not test it.
Moving on, I have decided to merge the in-game popup Commonwealth and Diplomacy windows into the main Statistics window, so that everything is in one place. In-game private messaging will also be moving to this window soon, and eventually, a revamped in-game encyclopedia will be in there as well. I just think it's better to have all of the options in one tidy place.
You may have also noticed a new "Federation" option at the bottom. Federations are headed in-game to My Colony. I have been promising them for a year and a half now, and since I decided to focus on online play for the next couple of months, Federations went ahead and made the cut.
Creating or joining a Federation requires "government level 7", which is game-engine speak for "you need to build the Hall of Congress." This is pretty much the most expensive building in the game, and before now it hasn't really done anything for you. Now it unlocks Federations. Because of this requirement, only United Earth and LIS can make or join Federations, but Reptilians and Zolarg will be getting their own equivalent buildings in 0.76.0.
The only thing you can do with Federations right now is either make one, or join one. Making one is expensive, and joining one is free. However, when you choose to join a Federation, current federation members receive a ballot in their Federation screen and must vote to approve your membership.
Balloting works like this. When a new measure is put up, it will expire in three days. At the end of three days, the yays and nays are counted, and the winner is determined. However, if a measure receives yays (or nays) from over 50% of current Federation members before the three days are up, the vote is also ended.
The balloting system only works for admitting members right now, but it is going to be greatly expanded. Unlike Commonwealths, Federations are an "alliance of equals", with each independent member state getting 1 vote. One colony will be the president, voted on by the other members. The President will be able to put new initiatives up to a vote, and only the president can put a new initiative up, unless that initiative is a vote of no-confidence in the President, which could be needed if the current president goes inactive.
Federations are going to be able to do things that regular colonies cannot do and, for those who wish to enable it, there is going to be an optional PVP element coming for Federations making use of Star Ships. I am not talking about attacking peoples bases or anything, but you might be able to send your fleet to blockade a planet, disrupt communications, etc. I am welcome to ideas on it, but this element will be 100% optional, and you can only do the PVP mode with Federation members who have enabled it. I want people to still be able to play a 100% peaceful mode if they wish.
The Federations are in the early stages, but there will be new Federation stuff with each update, so feel free to start one up and start accepting members, so you are ready for when the fun stuff goes live.
So those are the primary new things in this update, I am sure there are others, but I don't remember off the top of my head. Now I just want to give a quick update on what is coming next.
As I mentioned, Federations are going to be fleshed out over the next few updates. In addition, both Federations and non-federation planets will be able to establish Trade Routes using their Star Ships, and the Colonial Map from the my-colony.com website is going to be accessible in-game soon to aid in this. There are also new interactions coming for Embassies, some of which will only be available to PVP Federations. To support this, both Zolarg and Reptilians are getting new giant 'Hall of Congress' type building soon, as well as Star Ship production.
There are also going to be further changes made to the My Colony website to accommodate all of the new stuff. Federations will each have their own page, and unlike Commonwealths, there will be a few customization options for a Federation page. If you haven't looked at the My Colony website recently, check it out, I've been adding things here and there over the last few weeks: https://www.my-colony.com/
Finally, in-game moderators are on the way. I have several applications, and will be contacting people with offers as soon as the server is ready for them. There is still a bit of server work I need to do to accommodate what I want to do with moderation, but I think when it's all implemented, it will make the online experience a lot better for everybody.
So that is all for this update. This one took me longer than normal to put together, and I have to spend the next few days catching up on other projects, but I should start v0.76.0 mid next-week. Until then, enjoy the update, and it should be hitting all platforms within the coming days!
Now that My Colony has arrived on Steam (which you can find here), I have decided to shift focus a bit more away from the mobile side of things, towards the Desktop and online side of things. My Colony has always played better on the Desktop, but since the majority of users were on mobile, a lot of the design of the game had to be made with that reality in mind. As some of you already know, a few months ago, Google Play blacklisted My Colony from their store search results, cratering the mobile downloads of the game by over 90%. As a result, the My Colony user base has transformed from over 90% mobile users, to now almost 50/50 with Desktop users, spread out between my website, the Ape Apps Launcher, Windows 10, Chrome OS, Facebook Games, and now Steam. And even though the crash ratings on Google Play are back down under 2% and the downloads have picked back up slightly, it is still nowhere near where it once was. On top of that, the experience did open my eyes as to how Google Play operates, and demonstrated the risk involved with being tied so heavily to one platform. On Desktop, things are spread fairly evenly between the distribution networks (too early to tell on Steam yet), so there is a little bit of safety that comes with that situation. Plus, as I said, the game is just 10 times better on Desktop anyway.
So, just to be clear, I am not abandoning Android and iOS, and those platforms will continue to receive all of the latest updates. I am just not going to be focused on mobile first, and some features may not work on mobile platforms, as you will soon see below.
But enough of the intro, you are here to see what is new in this version, and there is quite a bit. So let's take a look!
First I want to go through some of the bugs that were addressed in this release, as one of them has a pretty large impact on later-stage Human colonies. So during this update, I discovered a mistake in the code that was majorly"nerfing" building consumption and production when the building had a very low "tick" phase. The two prime examples where the Ancient Alien Condenser and the Atmosphere Scrubber, but it would also impact buildings with tons of employees, like the Investment Bank.
Essentially, if the production/consumption tick phase was lower than that of the overall simulation's building tick phase, a bunch of update cycles for that building would get skipped, causing it to produce or consume resources at a far slower rate than it was supposed to. As far as I can tell, this issue has been baked into the game for ages, and when adding new content, I have just set the stats in a way to compensate for it, not even realizing it was there. As soon as I fixed the glitch though, the impact on Atmosphere was immediately apparent.
Ancient Alien Condensers and the Atmosphere Scrubber immediately went into "beast mode", chewing through millions of atmosphere in a matter of minutes. This brought my Atmosphere down to zero, causing all of the condensers in the colony to shut down, since they were out of "fuel". This led to an immediate water shortage which was difficult to get on top of, since I could not generate new atmosphere fast enough to keep up with the consumption of the condensers. I eventually just had to import a ton of water from the Star Gate.
Anyway, to address this, I slightly nerfed the stats on the Condenser, and introduced a new upgraded Large Atmosphere Generator to assist in rebuilding Atmosphere. I kept the Scrubbers running in beast mode though, I figured at their new consumption level, one Atmosphere Scrubber can take care of a pretty good sized colony.
So be aware of this new change, and modify your colony accordingly. I already know the bug reports section will be full of "I updated and now all of my Water is gone" reports, so just be aware of what is happening. It is not exactly a bug, but the result of the fix of a bug.
The next fix is related to Creative Mode in Region games. Basically, it didn't work before, and now it should.
Speaking of Regions, there was a glitch where Resource decay would be greatly amplified on Region maps. This has been corrected. I have also implemented several changes which I hope address the issue people have on Regions where tech/resources are lost. I cannot reproduce this issue on my own, so I hope the fix works. I know you will make me aware if it doesn't though!
Next, a lot of changes were made to the server this update. I am getting ready to add in-game moderators to My Colony, which I had hoped to have ready by now, but the server needed so many changes to accommodate for it, that I just didn't get to it. Just know that it is coming soon though.
The first big change comes with authenticated API calls. Aside from the public API's, you basically need to be logged in to your Ape Apps account to do anything on the server now. This requirement seems like a no brainer, but you have to realize that the My Colony server predates the Ape Apps Account server, and there were originally no account requirements at all.
Due to this change, the tie between your Ape Apps Account, your online colony, and the website is now pretty solid. If you happen to get banned from Ape Apps for some unrelated reason, your colony is pretty much inaccessible too, and you will need to send me an email convincing me why you should be able to get back in.
All colony resources are now stored on the server as well. They have actually been stored on the server for some time, but the server would never override the resources saved to your game file. Now it will. The server now keeps a timestamp and checksum synchronized to your online game saves, so that it can detect if you have decided to go back and restore a backup game file. This is to help detect different forms of cheating that are out there, and while restoring a backup does not flag you as a cheater, it is logged and will be available for review by the soon-to-be-announced in-game moderators.
Next up, in-game private messaging has been moved from the my-colony.com servers to the main ape-apps.com servers. As a result, you can now view and reply to your in-game private messages from right here on ape-apps.com. They will also soon be available on my-colony.com. Currently, they don't render very well on the website, but I will be making it all look pretty shortly. In-game it doesn't look much different from before, but in theory the message size limit is gone, although the game still doesn't let you write more characters. The website does though. In the coming updates though, the entire in-game messaging interface will be rewritten to take advantage of the new features available by using ape-apps.com messaging.
The next big change in the game, which I have mentioned already in another thread and some may not be pleased with, is the complete rewrite of how colonial GDP is calculated. In short, it is now an actual GDP calculation, instead of just the sum of all of your resources. So now instead of measuring just how rich you are, which anybody can attain by simply getting a big gift from another colony or from the Galactic Emperor, it is now a measure of the current productive output of all of your buildings, tax collections, and resource collections. In this way, your GDP only grows if your industrial output is growing. If you are maxed out with full storage, then your GDP will be stagnant. I might adjust it next update to have GBT profits figured into the calculation as well, since it is technically a sale of goods. I haven't decided yet.
The game tracks your GDP over time, and will give you both quarterly and annual prints. It takes about two hours of game time to collect enough data to get a full GDP reading, so be aware of that. In your stats, the large GDP number is your current quarterly rate, and the smaller number is the annual rate. One game "year" is roughly equivalent to one real life hour. The quarterly and annual growth percentages also factor GBT price inflation into their calculations, so that large fluctuations in GBT prices do not throw the GDP growth values way off. In addition, the game ai now has "economic analysts" who will try to guess what your GDP growth rate should be every quarter, based on the trends of the last year, and will let you know each quarter if you were on target or below estimates. It's sort of like watching CNBC.
I might start adding other fun little news items to the GBT price ticker on the bottom of the screen too.
Next, there is a new feature that I hope people are able to have some fun with. I have added the ability in-game to stream a live feed of your game play onto your colony website at my-colony.com. On supported platforms, there will now be a "Streaming" button in the bottom right corner of the screen. When you click on it, it will start up your live feed and turn Red, letting you know that it is on.
It also uses your microphone (if available and you give it permission) so that people watching your stream can hear your amazing voice-over commentary. Also when you turn on streaming, the in-game chat channel and the chat channel on your my-colony.com colony site are synchronized, so that you can text-chat directly with those viewing your feed. You will also get a notification in-game when somebody starts watching your live feed.
The in-game streaming works if you are playing on Chrome, Android, Native Client/Steam. It does not currently work on iOS or Windows 10 (Store) edition of the game. I am not sure about Facebook Game Center, as I did not test it.
Moving on, I have decided to merge the in-game popup Commonwealth and Diplomacy windows into the main Statistics window, so that everything is in one place. In-game private messaging will also be moving to this window soon, and eventually, a revamped in-game encyclopedia will be in there as well. I just think it's better to have all of the options in one tidy place.
You may have also noticed a new "Federation" option at the bottom. Federations are headed in-game to My Colony. I have been promising them for a year and a half now, and since I decided to focus on online play for the next couple of months, Federations went ahead and made the cut.
Creating or joining a Federation requires "government level 7", which is game-engine speak for "you need to build the Hall of Congress." This is pretty much the most expensive building in the game, and before now it hasn't really done anything for you. Now it unlocks Federations. Because of this requirement, only United Earth and LIS can make or join Federations, but Reptilians and Zolarg will be getting their own equivalent buildings in 0.76.0.
The only thing you can do with Federations right now is either make one, or join one. Making one is expensive, and joining one is free. However, when you choose to join a Federation, current federation members receive a ballot in their Federation screen and must vote to approve your membership.
Balloting works like this. When a new measure is put up, it will expire in three days. At the end of three days, the yays and nays are counted, and the winner is determined. However, if a measure receives yays (or nays) from over 50% of current Federation members before the three days are up, the vote is also ended.
The balloting system only works for admitting members right now, but it is going to be greatly expanded. Unlike Commonwealths, Federations are an "alliance of equals", with each independent member state getting 1 vote. One colony will be the president, voted on by the other members. The President will be able to put new initiatives up to a vote, and only the president can put a new initiative up, unless that initiative is a vote of no-confidence in the President, which could be needed if the current president goes inactive.
Federations are going to be able to do things that regular colonies cannot do and, for those who wish to enable it, there is going to be an optional PVP element coming for Federations making use of Star Ships. I am not talking about attacking peoples bases or anything, but you might be able to send your fleet to blockade a planet, disrupt communications, etc. I am welcome to ideas on it, but this element will be 100% optional, and you can only do the PVP mode with Federation members who have enabled it. I want people to still be able to play a 100% peaceful mode if they wish.
The Federations are in the early stages, but there will be new Federation stuff with each update, so feel free to start one up and start accepting members, so you are ready for when the fun stuff goes live.
So those are the primary new things in this update, I am sure there are others, but I don't remember off the top of my head. Now I just want to give a quick update on what is coming next.
As I mentioned, Federations are going to be fleshed out over the next few updates. In addition, both Federations and non-federation planets will be able to establish Trade Routes using their Star Ships, and the Colonial Map from the my-colony.com website is going to be accessible in-game soon to aid in this. There are also new interactions coming for Embassies, some of which will only be available to PVP Federations. To support this, both Zolarg and Reptilians are getting new giant 'Hall of Congress' type building soon, as well as Star Ship production.
There are also going to be further changes made to the My Colony website to accommodate all of the new stuff. Federations will each have their own page, and unlike Commonwealths, there will be a few customization options for a Federation page. If you haven't looked at the My Colony website recently, check it out, I've been adding things here and there over the last few weeks: https://www.my-colony.com/
Finally, in-game moderators are on the way. I have several applications, and will be contacting people with offers as soon as the server is ready for them. There is still a bit of server work I need to do to accommodate what I want to do with moderation, but I think when it's all implemented, it will make the online experience a lot better for everybody.
So that is all for this update. This one took me longer than normal to put together, and I have to spend the next few days catching up on other projects, but I should start v0.76.0 mid next-week. Until then, enjoy the update, and it should be hitting all platforms within the coming days!
The online map at https://mc1.my-colony.com/map/ doesn't work anymore.
Apparently when the website changed subdomain, some js links weren't changed. (Is it really 2 years and nobody noticed or was the js changed recently after the migration?)
The error is in galmap.js at lines 198, 240, 289 and 364:
Apparently when the website changed subdomain, some js links weren't changed. (Is it really 2 years and nobody noticed or was the js changed recently after the migration?)
The error is in galmap.js at lines 198, 240, 289 and 364:
198c198Tested with https://mc1.my-colony.com/map/mbHpVVuDyx.html
< var apiURL = "https://www.my-colony.com/api.php?pf=2&g=1&c=" + charter;
---
> var apiURL = "https://mc1.my-colony.com/api.php?pf=2&g=1&c=" + charter;
240c240
< window.open("https://www.my-colony.com/colonies/" + selectedColony.charter + "/","_blank");
---
> window.open("https://mc1.my-colony.com/colonies/" + selectedColony.charter + "/","_blank");
289c289
< var apiURL = "https://www.my-colony.com/api.php?pf=3&g=1&sx=" + x + "&sy=" + y;
---
> var apiURL = "https://mc1.my-colony.com/api.php?pf=3&g=1&sx=" + x + "&sy=" + y;
364c364
< var apiURL = "https://www.my-colony.com/api.php?pf=2&g=1&c=" + charter;
---
> var apiURL = "https://mc1.my-colony.com/api.php?pf=2&g=1&c=" + charter;
aDOS Player is a new front end games launcher for playing retro DOS games on any device that supports Progressive Web App (PWA) technologies. Built on top of the js-dos library, aDOS Player utilizes *.jsdos bundles to make launching and playing retro DOS games a breeze. And on top of the standard .jsdos bundle file supported by the default js-dos implementation, aDOS Player supports a few custom enhanced bundle features that allow the player to show things like game box art, information, genre and more. This post will detail how you can create your own .jsdos bundle files so that you can play any of your old DOS games in the aDOS Player application.
The first thing you are going to need to do is install the aDOS Player PWA on your system. This can be done using a Chromium based browser (Chrome, Edge, etc). To show the install prompt, navigate to the PWA using the link below, click on the Settings gear icon, and the top option should be Get the App. Clicking on that will begin the quick install process. Installing will allow local folder read access so that aDOS Player can read and manage your game library, and also file association to *.jsdos files, so you can launch into a DOS game by simply clicking on it's bundle from your computer.
https://adosplayer.com/
Next you will need some *.jsdos bundle files to get started. aDOS Player will work fine with any existing *.jsdos file you may have or find online, but you can also create your own fairly easily. A .jsdos file is simply a .zip file with a different file extension and some extra information. I am going to go over the basics here, or you can read the technical document from the js-dos developers here.
First, if you just want to quickly put together a playable bundle and do not care about the extended aDOS Player features such as box art, you can simply go to the dos.zone Game Studio tool and it will create a bundle for you automatically. I plan to eventually have similar functionality built right into aDOS Player, but have not gotten around to it yet as of this writing.
To roll your own, you need to create a .zip file that contains your DOS game as well as a folder named .jsdos with a dosbox.conf file, and a jsdos.json file. Additionally, you can put the boxart.png file in this folder, as well as three screenshot files (screen1.png, screen2.png, screen3.png).
For a demonstration of how this looks, download the following .jsdos file of the game Sim Ant. Change the file extension to .zip and look at it's contents on your computer.
You can actually use the above file as a template for packaging your own games. You can also package your game using the before mentioned dos.zone Game Studio game studio tool, download it, change the extension to .zip, add your box art, change it back to .jsdos, and you are good to go.
As mentioned before, you can also add meta data to your .jsdos bundle that can be read by the aDOS launcher. Open up the .jsdos/jsdos.json file. On top of it's standard entries, you can add a new property to the root JSON object called "adosplayer" with the following options:
All fields are optional. The "id" field is just a random GUID that you can generate anywhere, but should be unique to any other .jsdos bundle. It is not required and the player will create one automatically internally if it is not there, but it is going to be used for future cloud save syncing, so it is good to have a unique one for each bundle.
Anyway, over time I will be packing some of the most popular DOS games into aDOS Player enhanced bundles, and will be adding a function in-app to be able to browse and download the bundles automatically. In the mean time, feel free to attempt packaging your own and let me know what issues you find or requests you have. To get you started, here are the jsdos bundles for both SimAnt and Wolfenstein 3D that you can so ahead and play using aDOS Player right now.
Enjoy!
#adosplayer
The first thing you are going to need to do is install the aDOS Player PWA on your system. This can be done using a Chromium based browser (Chrome, Edge, etc). To show the install prompt, navigate to the PWA using the link below, click on the Settings gear icon, and the top option should be Get the App. Clicking on that will begin the quick install process. Installing will allow local folder read access so that aDOS Player can read and manage your game library, and also file association to *.jsdos files, so you can launch into a DOS game by simply clicking on it's bundle from your computer.
https://adosplayer.com/
Next you will need some *.jsdos bundle files to get started. aDOS Player will work fine with any existing *.jsdos file you may have or find online, but you can also create your own fairly easily. A .jsdos file is simply a .zip file with a different file extension and some extra information. I am going to go over the basics here, or you can read the technical document from the js-dos developers here.
First, if you just want to quickly put together a playable bundle and do not care about the extended aDOS Player features such as box art, you can simply go to the dos.zone Game Studio tool and it will create a bundle for you automatically. I plan to eventually have similar functionality built right into aDOS Player, but have not gotten around to it yet as of this writing.
To roll your own, you need to create a .zip file that contains your DOS game as well as a folder named .jsdos with a dosbox.conf file, and a jsdos.json file. Additionally, you can put the boxart.png file in this folder, as well as three screenshot files (screen1.png, screen2.png, screen3.png).
For a demonstration of how this looks, download the following .jsdos file of the game Sim Ant. Change the file extension to .zip and look at it's contents on your computer.
You can actually use the above file as a template for packaging your own games. You can also package your game using the before mentioned dos.zone Game Studio game studio tool, download it, change the extension to .zip, add your box art, change it back to .jsdos, and you are good to go.
As mentioned before, you can also add meta data to your .jsdos bundle that can be read by the aDOS launcher. Open up the .jsdos/jsdos.json file. On top of it's standard entries, you can add a new property to the root JSON object called "adosplayer" with the following options:
"adosplayer": {
"title": "game name",
"desc": "game description",
"year": 1992,
"publisher": "software company",
"genre": "arcade",
"id": "282fc6b0-3f7b-4fc2-8522-253c2ad6f071"
}
All fields are optional. The "id" field is just a random GUID that you can generate anywhere, but should be unique to any other .jsdos bundle. It is not required and the player will create one automatically internally if it is not there, but it is going to be used for future cloud save syncing, so it is good to have a unique one for each bundle.
Anyway, over time I will be packing some of the most popular DOS games into aDOS Player enhanced bundles, and will be adding a function in-app to be able to browse and download the bundles automatically. In the mean time, feel free to attempt packaging your own and let me know what issues you find or requests you have. To get you started, here are the jsdos bundles for both SimAnt and Wolfenstein 3D that you can so ahead and play using aDOS Player right now.
Enjoy!
#adosplayer
I know that many players have been patiently waiting for the next My Colony 2 update, but now the way is finally over as MC2 has just been updated to v0.31.0, and along with the usual bug fixes, this update brings with it a massive new content dump! So what all is inside? Let's take a look!
If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.
To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.
Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.
New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.
In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.
The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.
From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.
The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.
There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.
On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.
There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.
All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
If you look at the screenshot above and think that something seems a bit fishy, then you would be correct. This update adds fish as a new resource, and you will now see them swimming around in the oceans on the Water World map! Fish are technically a Terrain type object in the game engine much like Ore and Gold deposits, except this is the first terrain class that can be generated in the water. The object also rotates in a circle, to give the appearance that the fish are swimming. They will spread too, similar to synthetic crystalline (although at a slower rate). The oceans on Water World are so overflowing with fish, that I doubt anybody will ever run out.
To go along with the new fish resource are the also-new Fish Dropoff structure and the Trawler unit, which are available pretty early on in the game and made with models provided by @spamdude . The Fish Dropoff can store 2500 Fish and also converts some of it into food, but once you unlock Salt Water production, you can also build the shore based Refrigerated Fish Bins for additional Fish storage. In addition to the new content, the existing Fish Hatchery gains fish storage and slight generation.
Moving on, there was a massive dump of community submitted MC2 models on the Official Discord Server recently, with contributions coming in from @spamdude , @SPARKY0303 and @DoYouHaveAnyOats , so please take a moment to thank these three users for their contributions to the game! In the screenshot below, you can see many of the new structures.
New buildings provided by @SPARKY0303 are the Hospital, the Virtual Music Experience and the Integrated Nuclear Reactor. The Hospital was a much needed upgrade to the two infirmary structures which were increasingly unable to keep up with the medical demands of larger colonies. The Virtual Music Experience adds a new semi-early game entertainment structure for your colonists (which also generates some money) and the Integrated Nuclear Reactor is another much needed structure, providing a power boosting upgrade to the existing Small Nuclear Reactor.
In addition to the new Fish related content already mentioned, further contributions from @spamdude include the new Medium Software Studio, Advanced Drilling Platform, Integrated Warehouse, and Medium Security Station. The Medium Software Studio, Integrated Warehouse and Medium Security Station each represent new mid-game upgrades to some of the existing structures that badly needed upgrade options, with the new Integrated Warehouse in particular adding storage for many resources that the regular Warehouse did not cover.
The new Advanced Drilling Platform might just be everyone's new favorite structure. Currently the most expensive building in the game and requiring the new Ultra Deep Excavation tech, the Advanced Drilling Platform consumes Helium 3 (as well as a fair amount of Power, Water and Bandwidth) while producing Ore, Regolith, Gold, Aluminum, Oil, Salt Water, the new Clay resource, and even a few Alien Artifacts! Clearly you are going to need to get your hands on some Helium 3 in order to operate this thing, but you can either find it in the Galactic Board of Trade, or the new Integrated Nuclear Reactor also produces enough Helium 3 to operate one Advanced Drilling Platform. I have also added a new Helium 3 Tank to the game, since it is clear that more He3 storage will be needed going forward.
From @DoYouHaveAnyOats we have three new structures, the Elementary School, High School and the nonsense Fish 'R Us building.
The two school models to me looked like they required an Atmospheric environment, so they are only available on worlds which would have an atmosphere. They both sit below the current Vocational Training Center in terms of education output, but are good early game education structures. The Fish R Us is similar in mechanics to the existing Canteen, except it utilizes Fish instead of Rum. I'm not going to post a picture of it here, you just have to see it in-game.
There are a few other new structures to arrive in this update as well. The new Ancient Alien Quantum Physics tech unlocks two new Alien structures, the Alien Solar Tower and the Quantum Food Silo, which both represent much needed Alien upgrades to existing structures. Climate Science Theory tech has also been added to the game, and unlocking it will allow you to build the new Nuclear Water Synthesis Plant, which I felt was needed particularly on the Lunar and Abandoned Worlds.
On top of all of the new content, some tweaks have been made to some of the existing items in the game. I have increased the charcoal output of the Charcoal Factory, slightly reduced the rum consumption of the Canteen, increased the spice and ether storage on the Lander, added a small amount of Helium 3 and Salt Water storage to the Lander, and added several new upgrade paths for existing structures to take advantage of the new content.
There are also some technical changes and fixes. Firstly, I corrected an issue where players who were not logged in to an Ape Apps Account were unable to play the game. I fixed a bug where MC2 was unable to load using the new Ape Apps Launcher. Structures can now be placed directly over Terrain objects, doing so will automatically bulldoze the terrains underneath. I corrected several technical issues with the Galactic Board of Trade. Fixed a bug where you could no longer properly build Palm Trees or Synthetic Crystalline deposits. There were also several minor fixes and UI tweaks made to the game.
All in all, this update includes 1 new Terrain object, 3 new Techs, 2 new Resources, 1 new Unit, and 16 new Structures. I want to thank everyone who contributed content to this release (as well as bug reports and suggestions), and I hope that you all take a moment to show them some gratitude as well! This update took a bit longer than normal, but I think you will find that it was worth the wait. It should be available to play right now on the Launcher and on the Web, and should be hitting Android and iPhone over the coming days, so let me know what you think, let me know what issues you find, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
My Colony 2 is in the middle of a major overhaul to both it's logic and rendering engines. This update brings many changes that have been suggested by the community, so let's take a look at what is here and what is soon to come.
From a technical standpoint, My Colony 2 v0.40.0 (the previous release) and v0.41.0 (this release) are not even the same game. What started as a suggestion from @spamdude to process foreground settlement logic the same way background settlements are processed basically transformed into a complete rewrite of the game's server code. There is now almost no similarity in the way the game is processed compared to previous releases.
Everything in My Colony 2 is now simulated based on structure statistics, the only exception being unit/resource harvesting. This was actually going to be the original design for My Colony 2, but when I was soliciting community feedback at the beginning, there was a strong preference to have 100% accurate production stats with visible structure output bars, so the idea was scrapped (I was also going to simulate resource harvesting but that was also not a popular idea). With settlements and worlds now getting larger and larger though, I think it became apparent to many that the simulated model was best, and the game engine has now been rewritten accordingly.
This update is all about game performance, and the logic thread of the game should now be able to handle games that are several orders of magnitude larger than the largest colonies currently in existence. It is possible that some things might currently be broken or might not be working the way they were. Honestly I changed so many things this update that it would be quite easy for something to have slipped through the cracks, so please let me know in this thread or elsewhere in the forum what I may have missed. In general though, expect game performance to be much improved in this update.
Since I was already working on performance, I have been wanting to make a change to the Scroll3D engine for some time related to 3d model instancing. Basically, instead of creating a new 3d model for each structure in the game, you create one "instance" of the model which is reused/redrawn by the GPU multiple times. If you would like to see an example on how this can impact performance, please see the following WebGL example that the new code was inspired by: https://threejs.org/examples/?q=instan#webgl_instancing_performance
The reason I could not easily do this, is because 3d models using regular materials could not have both the regular face colors and the glowing "emissive" face colors without using two separate 3d models. Ultimately what I had to do was write my own custom 3d model shader material for Voxel Paint files, which now allows for regular, emissive, and metallic faces in one single model.
Lightmaps and Metallic maps are now baked right into the 3d model geometries when they are compiled in Voxel Paint. If models do not have this infomation baked in, they will need to be recompiled by the engine at run time. I already went through and recompiled most of the models in the game (especially the larger ones) so I don't think it will be much of a problem for MC2, and Voxel Paint will now automatically do this for all .vpp files going forward. This data actually makes precompiled .vpp files slightly larger, but it's not by much and I think it is worth it.
Using the new model light and metallic maps does incur a slight performance cost, as there is more shader processing that needs to be done on the models. For this reason, I have introduced two new engine settings for turning on/off voxel emissive and metallic properties. If you are on a mobile or do not have much of a GPU on your system, you can try turning them both off and seeing if it helps.
This update also removes the Depth of Field effect (Bokeh effect) from the game, the effect that would blur out the background. I might bring this back in the future, but it just wasn't focusing correctly and I did not have time to properly debug it.
So those are the main engine changes in this update. It might not seem like a ton, but it's basically all I have been working on for the past several weeks. TBH there is probably more that needs done too (please let me know), but I can't keep grinding on this update for MC2 while all of my other projects slip behind schedule, so further changes will need to wait.
There are some minor content related changes as well. Firstly, the Tree Farm and the Palm Sapling are now buildable on the Forest World, which was an accidental oversight on my part. In addition, the Spice Den can now be built on the Spice World again.
3D model art has been updated for the following structures: Barracks, Construction Yard, City Hall, Golden Shelter and Spice Drilling Operation.
Finally, two new structures from @spamdude have been added to the game, the Crystalline Trap and the Crystallizer Array, both Ice World exclusives.
I know there are now quite a few Voxel Art submissions waiting to be added to the game in the backlog. I hope to be able to get to all of these in the next update, and if I don't have to end up rewriting the whole game again then my plan is to work on those for 0.42.0. There are also changes that need to be made to the GBT to address spamming and other issues, and those are also on the list.
Hopefully the next update will not be so technically intensive and I can go back to adding fun stuff, but that will depend on how many bugs these changes introduced, so please let me know what issues you find in this release, thanks for playing mc2 and stay tuned for more!
#mycolony2
From a technical standpoint, My Colony 2 v0.40.0 (the previous release) and v0.41.0 (this release) are not even the same game. What started as a suggestion from @spamdude to process foreground settlement logic the same way background settlements are processed basically transformed into a complete rewrite of the game's server code. There is now almost no similarity in the way the game is processed compared to previous releases.
Everything in My Colony 2 is now simulated based on structure statistics, the only exception being unit/resource harvesting. This was actually going to be the original design for My Colony 2, but when I was soliciting community feedback at the beginning, there was a strong preference to have 100% accurate production stats with visible structure output bars, so the idea was scrapped (I was also going to simulate resource harvesting but that was also not a popular idea). With settlements and worlds now getting larger and larger though, I think it became apparent to many that the simulated model was best, and the game engine has now been rewritten accordingly.
This update is all about game performance, and the logic thread of the game should now be able to handle games that are several orders of magnitude larger than the largest colonies currently in existence. It is possible that some things might currently be broken or might not be working the way they were. Honestly I changed so many things this update that it would be quite easy for something to have slipped through the cracks, so please let me know in this thread or elsewhere in the forum what I may have missed. In general though, expect game performance to be much improved in this update.
Since I was already working on performance, I have been wanting to make a change to the Scroll3D engine for some time related to 3d model instancing. Basically, instead of creating a new 3d model for each structure in the game, you create one "instance" of the model which is reused/redrawn by the GPU multiple times. If you would like to see an example on how this can impact performance, please see the following WebGL example that the new code was inspired by: https://threejs.org/examples/?q=instan#webgl_instancing_performance
The reason I could not easily do this, is because 3d models using regular materials could not have both the regular face colors and the glowing "emissive" face colors without using two separate 3d models. Ultimately what I had to do was write my own custom 3d model shader material for Voxel Paint files, which now allows for regular, emissive, and metallic faces in one single model.
Lightmaps and Metallic maps are now baked right into the 3d model geometries when they are compiled in Voxel Paint. If models do not have this infomation baked in, they will need to be recompiled by the engine at run time. I already went through and recompiled most of the models in the game (especially the larger ones) so I don't think it will be much of a problem for MC2, and Voxel Paint will now automatically do this for all .vpp files going forward. This data actually makes precompiled .vpp files slightly larger, but it's not by much and I think it is worth it.
Using the new model light and metallic maps does incur a slight performance cost, as there is more shader processing that needs to be done on the models. For this reason, I have introduced two new engine settings for turning on/off voxel emissive and metallic properties. If you are on a mobile or do not have much of a GPU on your system, you can try turning them both off and seeing if it helps.
This update also removes the Depth of Field effect (Bokeh effect) from the game, the effect that would blur out the background. I might bring this back in the future, but it just wasn't focusing correctly and I did not have time to properly debug it.
So those are the main engine changes in this update. It might not seem like a ton, but it's basically all I have been working on for the past several weeks. TBH there is probably more that needs done too (please let me know), but I can't keep grinding on this update for MC2 while all of my other projects slip behind schedule, so further changes will need to wait.
There are some minor content related changes as well. Firstly, the Tree Farm and the Palm Sapling are now buildable on the Forest World, which was an accidental oversight on my part. In addition, the Spice Den can now be built on the Spice World again.
3D model art has been updated for the following structures: Barracks, Construction Yard, City Hall, Golden Shelter and Spice Drilling Operation.
Finally, two new structures from @spamdude have been added to the game, the Crystalline Trap and the Crystallizer Array, both Ice World exclusives.
I know there are now quite a few Voxel Art submissions waiting to be added to the game in the backlog. I hope to be able to get to all of these in the next update, and if I don't have to end up rewriting the whole game again then my plan is to work on those for 0.42.0. There are also changes that need to be made to the GBT to address spamming and other issues, and those are also on the list.
Hopefully the next update will not be so technically intensive and I can go back to adding fun stuff, but that will depend on how many bugs these changes introduced, so please let me know what issues you find in this release, thanks for playing mc2 and stay tuned for more!
#mycolony2
Reposted from @spamdude:
spamdude said:Low-level ore farming (if your device can handle it)
Once you unlock gold from spice pads, save up enough to build approximately 10 vehicle factories, which require Adv. Small Scale Construction. Not only do vehicle factories employ no workers (likely an oversight), but they produce 43.2 Spare Parts per minute, with no additional input. Start building up patches of wind traps and basic drillers, with approximately 2 wind traps for every 3 drillers. The cycle becomes indefinitely self-sustaining, with the wind traps powering the drills as well as the vehicle factories, and the drills and factories providing all the materials for new wind traps and drills. Using this "strategy", I was generating over 600 ore per second on my old Spice World before my FPS dropped below one.
it can be add in a option "more difficulty" like:
"normal" "more difficult" "imposible" "nightmare" "are you crazy?" "instant dead"
and add a succes if you build a particularity building in "nightmare" "are you crazy?" "instant dead"
and if you succes to build star gate/have a population to 1 000 000 you have the premium free or something like a small badge in the game
"normal" "more difficult" "imposible" "nightmare" "are you crazy?" "instant dead"
and add a succes if you build a particularity building in "nightmare" "are you crazy?" "instant dead"
and if you succes to build star gate/have a population to 1 000 000 you have the premium free or something like a small badge in the game
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So the bullies are always right? You ever seen in school the good guys having the higher numbers? Or was it always "4v1" in schools when kids were getting beat up by bullies?
4v1 doesn't automatically make the 1 wrong. But, you're 15, what could you understand anyway.
And yea, if the community is injected into the game as a permanent part of it that must be "hidden" but not "disabled" in the settings, and the community is hostile or talking about people who view a situation a certain way as "retards", then yes I will probably stay away from such a game.
Define Liberal:
adjective: liberal
open to new behavior or opinions and willing to discard traditional values.
"they have more liberal views toward marriage and divorce than some people"
You're definition: "Libtards" "A liberal is a retard."
You see where that might push people away? What if I happen to be a liberal? I'm not, I could be but, I don't go for those labels. However, it would be the same as you saying "blacks are retards" (I'm not saying that, just an example), but that would suddenly be wrong, because thats a race and racism is wrong~ So why's it ok for you to group an entire group of people you know nothing about into the category "retard"? You aren't even old enough to vote, and see the situation as a whole and you're braisingly calling people retard for being under a specific political stance?
So yes. I took offense to the fact that, you guys were in there calling entire groups of people you don't agree with because mommy and daddy told you so, retards, and when asking about the game features you literally told me to shut up so you could continue ranting about "liberal retards". So if you'll excuse me, I feel justified in the fact that, I stood up to a bunch of bullies who were trolling about things they know nothing about and then attacking someone who wanted them to stop and take it somewhere else.
4v1 doesn't automatically make the 1 wrong. But, you're 15, what could you understand anyway.
And yea, if the community is injected into the game as a permanent part of it that must be "hidden" but not "disabled" in the settings, and the community is hostile or talking about people who view a situation a certain way as "retards", then yes I will probably stay away from such a game.
Define Liberal:
adjective: liberal
open to new behavior or opinions and willing to discard traditional values.
"they have more liberal views toward marriage and divorce than some people"
You're definition: "Libtards" "A liberal is a retard."
You see where that might push people away? What if I happen to be a liberal? I'm not, I could be but, I don't go for those labels. However, it would be the same as you saying "blacks are retards" (I'm not saying that, just an example), but that would suddenly be wrong, because thats a race and racism is wrong~ So why's it ok for you to group an entire group of people you know nothing about into the category "retard"? You aren't even old enough to vote, and see the situation as a whole and you're braisingly calling people retard for being under a specific political stance?
So yes. I took offense to the fact that, you guys were in there calling entire groups of people you don't agree with because mommy and daddy told you so, retards, and when asking about the game features you literally told me to shut up so you could continue ranting about "liberal retards". So if you'll excuse me, I feel justified in the fact that, I stood up to a bunch of bullies who were trolling about things they know nothing about and then attacking someone who wanted them to stop and take it somewhere else.