Search - Charter codes
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.
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
Well, I think it would be cool to, in addition to having a commonwealth surrounded by it's subcolonies, bast could make a map view with a star for each username, and then orbiting that star is all of the colonies that the user has built and played, regardless of what commonwealth or faction they belong to. This could be the "accounts view," and then the original map that bast has now with a commonwealth planet surrounded by it's sub-colonies could be known as the "commonwealths view."
Then, in the accounts view, a user should be able to search for a particular account and see which colonies are registered to them, what the names and charter codes of the colonies are, and basic info like population and gdp of that planet, the faction used to colonize, happiness level, and such. They should also be able to search colony names or charter codes and see which account a name or charter code belongs to. Since there can be multiple colonies with the same name, I would just show all of the accounts that have colonies with a certain name, and it's up to the user to figure out which one is the one they were looking for.
The orbital rings around the star would mean nothing, a person could have a thousand colonies registered to them and thus a thousand planets would appear to be orbiting one star, the purpose of this view is just to provide aesthetics and show the user which colony belongs to which account. It may even make it easier for bast to see which charter belongs to which person so he can ban a perpetrator if he needs to, haha.
I would also give the player a measure of control over what that star looks like, like changing the color, texture, and glow of the star. This would be a premium feature.
Later I'm going to put this in a new thread for people to see.
By the way colbya, I like the idea of a telescope because it could show who is online by showing the stars in the sky. And then the user could zoom in on any one star and see the planetary information and which planet is online.
Then, in the accounts view, a user should be able to search for a particular account and see which colonies are registered to them, what the names and charter codes of the colonies are, and basic info like population and gdp of that planet, the faction used to colonize, happiness level, and such. They should also be able to search colony names or charter codes and see which account a name or charter code belongs to. Since there can be multiple colonies with the same name, I would just show all of the accounts that have colonies with a certain name, and it's up to the user to figure out which one is the one they were looking for.
The orbital rings around the star would mean nothing, a person could have a thousand colonies registered to them and thus a thousand planets would appear to be orbiting one star, the purpose of this view is just to provide aesthetics and show the user which colony belongs to which account. It may even make it easier for bast to see which charter belongs to which person so he can ban a perpetrator if he needs to, haha.
I would also give the player a measure of control over what that star looks like, like changing the color, texture, and glow of the star. This would be a premium feature.
Later I'm going to put this in a new thread for people to see.
By the way colbya, I like the idea of a telescope because it could show who is online by showing the stars in the sky. And then the user could zoom in on any one star and see the planetary information and which planet is online.
Please Leave Charter Codes Here To Form Embassy With Each Other, Mine Is
Play My Colony with charter id: foyaauwC
Play My Colony with charter id: foyaauwC
Today I am finishing up and releasing the v1.22.0 update to the original My Colony, which includes a whole bunch of under-the-hood changes and a bit of new content. So what are we looking at in this release? Let's find out!
In the previous release notes for MC1, I mentioned that I was thinking about offering limited time release "collectors" edition buildings that you could get with Ape Coins for those who were interested. In this update I am testing the system out to see how it works, with the trial of a Dev Solar Panel structure (which you can see in the image above, modeled after the MC2 solar panel somewhat).
Here is how the system is (supposed) to work, which will probably need ironed out over the coming updates, but is in active testing right now. From time to time, new limited edition buildings will be made available that you can get with Ape Coins. When there is a new building available, you will see a notice on the construction sidebar like this:
Clicking on the notification will bring up a window that shows all of the current limited edition structures that are available (currently, only the testing structure is there).
This structures are purchased with Ape Coins and are tied to your Ape Apps Account, meaning that you can use them on any city on your account, and you can build as many of them as you wish. You will notice that you are able to buy multiple "copies" of them as well. The reasoning is to facilitate either trade, or to allow you to gift them to your friends who may not be able to afford them.
To trade structures with other players, you can bring up their profile card by either clicking on one of their chat messages as usual, or selecting them from your Friends list in the statistics window. Once opened, you will see two new buttons in the corner.
The Coin button allows you to just gift Ape Coins to another player. This is generally so that you can help a friend/family member buy Premium or extra content themselves using Ape Coins. You could already donate Ape Coins to another player using the Ape Apps website, but this just makes it easier, and since people have asked for the feature, they obviously did not know that the option existed on the website anyway.
The Trade looking button allows you to offer one of your purchased buildings to another player. You first select one of your owned buildings, and you then select a price. You are able to select anything between Free and 500 Ape Coins. If you want to work out a deal for more than 500 Ape Coins or for something other than Ape Coins, you will have to facilitate it outside of the app, and that is up to you. Once the offer is made, it is sent to the other player who then has one week to either accept or reject it. If they accept, the ownership of the structure is transferred over to their account.
If you look at the image above, the little golden wrench in the corner of the solar panel icon is the Set/Series icon for the structure. Collectable structures will be grouped into different sets. I am going to be working on adding a Collectables section to the Encyclopedia that will show all of the sets, all of the buildings in them, and their rarity, or how many "copies" of each building are in existence, this way in the future, people who are collecting or trading them will have an idea of their relative value.
So that is what I have so far on the collectables system. This update is for testing and refining the system, and in mid-October I plan to start releasing the first "real" buildings and sets, starting with a Halloween themed set.
I want to note that the whole collectable buildings system is meant for people who are interested in collecting things and also just want to add some extra "flare" to their colonies, and also to help support the further development of the game. There will not be any OP type structures, or structures that give a big leg up in the game. This system is going to be more for fun.
Ok so moving past the collectables stuff, this update makes a change to Poverty and Wages. Before now, it really didn't matter if you paid your colonists or not, but now it does. Colonists living under the poverty line will contribute to your disapproval rating, as will colonists earning a wage that is far below your GDP per capita. To help work your numbers out, I have added a breakdown of the monthly income and poverty levels, since the colonist salary settings are set on a monthly basis.
Right now excessive poverty will cause the crime rate in your city to rise, further damaging work efficiency and approval rating. I was planning on also making the workers go on strike, but upon testing it ended up bring pretty brutal, so I will hold off on implementing that part of it, until people can get their workers wages normalized.
This update also brings a change to Charter Codes. Since there have been a lot of charter code collisions with new colonies, all new charter codes are now 10 characters long instead of 8. @Sobeirannovaocc I hope that does not cause problems for Coloniae or any of your other tools!
Moving on. I have also basically rewritten the entire layout for Desktop, Mobile and TV of the game. I have done testing on each platform, so I hope it's not messed up, but please let me know in this thread if the layout is jacked up anywhere so I can get it fixed. For those who do not know, My Colony is written in HTML/Javascript, and I have moved the HUD UI from using absolute positioned elements to using CSS grid, like My Colony 2 does. Again, I pretty much changed everything in the stylesheets, and I think it basically looks the same as it did before, but please let me know if I borked something!
Next up, buildings in the Construction sidebar are now sorted, instead of just being thrown in there in the order that they were added to the game. The sorting uses pretty much the same scheme that My Colony 2 does, putting roads at the top, and then sorting everything else by price. Whether or not you think this is better or worse I suppose will depend on the player.
Finally, let's get to the new content in this update! I have added a new tech called the Military Industrial Complex, which in turn unlocks a new Weapons Factory which produces a new resource of Weapons of Mass Destruction! Once you have some WMD's, you can create the new Octagon structure, a military HQ that sends Starships and WMD's out into space and brings back plunder. It should be noted that the Octagon was originally going to be the Hexagon which I think sounds cooler, but I tell you that I spent a whole afternoon trying to draw a decent looking Hexagon shaped building and I just couldn't make it look right, so here we are with an Octagon instead. Deal with it!
So anyway, that about covers it for this release. The new Starship and Military content I think will fit hand-in-hand with the content coming next update, a new Dark Matter tech tree with accompanying structures that is being created by @Electrogamer1943 that you can all expect in the next update. On top of that, you can look for the new Halloween content pack coming later next month!
As always, thanks for playing the game, let me know what issues you find, and stay tuned for more!
#mycolony
In the previous release notes for MC1, I mentioned that I was thinking about offering limited time release "collectors" edition buildings that you could get with Ape Coins for those who were interested. In this update I am testing the system out to see how it works, with the trial of a Dev Solar Panel structure (which you can see in the image above, modeled after the MC2 solar panel somewhat).
Here is how the system is (supposed) to work, which will probably need ironed out over the coming updates, but is in active testing right now. From time to time, new limited edition buildings will be made available that you can get with Ape Coins. When there is a new building available, you will see a notice on the construction sidebar like this:
Clicking on the notification will bring up a window that shows all of the current limited edition structures that are available (currently, only the testing structure is there).
This structures are purchased with Ape Coins and are tied to your Ape Apps Account, meaning that you can use them on any city on your account, and you can build as many of them as you wish. You will notice that you are able to buy multiple "copies" of them as well. The reasoning is to facilitate either trade, or to allow you to gift them to your friends who may not be able to afford them.
To trade structures with other players, you can bring up their profile card by either clicking on one of their chat messages as usual, or selecting them from your Friends list in the statistics window. Once opened, you will see two new buttons in the corner.
The Coin button allows you to just gift Ape Coins to another player. This is generally so that you can help a friend/family member buy Premium or extra content themselves using Ape Coins. You could already donate Ape Coins to another player using the Ape Apps website, but this just makes it easier, and since people have asked for the feature, they obviously did not know that the option existed on the website anyway.
The Trade looking button allows you to offer one of your purchased buildings to another player. You first select one of your owned buildings, and you then select a price. You are able to select anything between Free and 500 Ape Coins. If you want to work out a deal for more than 500 Ape Coins or for something other than Ape Coins, you will have to facilitate it outside of the app, and that is up to you. Once the offer is made, it is sent to the other player who then has one week to either accept or reject it. If they accept, the ownership of the structure is transferred over to their account.
If you look at the image above, the little golden wrench in the corner of the solar panel icon is the Set/Series icon for the structure. Collectable structures will be grouped into different sets. I am going to be working on adding a Collectables section to the Encyclopedia that will show all of the sets, all of the buildings in them, and their rarity, or how many "copies" of each building are in existence, this way in the future, people who are collecting or trading them will have an idea of their relative value.
So that is what I have so far on the collectables system. This update is for testing and refining the system, and in mid-October I plan to start releasing the first "real" buildings and sets, starting with a Halloween themed set.
I want to note that the whole collectable buildings system is meant for people who are interested in collecting things and also just want to add some extra "flare" to their colonies, and also to help support the further development of the game. There will not be any OP type structures, or structures that give a big leg up in the game. This system is going to be more for fun.
Ok so moving past the collectables stuff, this update makes a change to Poverty and Wages. Before now, it really didn't matter if you paid your colonists or not, but now it does. Colonists living under the poverty line will contribute to your disapproval rating, as will colonists earning a wage that is far below your GDP per capita. To help work your numbers out, I have added a breakdown of the monthly income and poverty levels, since the colonist salary settings are set on a monthly basis.
Right now excessive poverty will cause the crime rate in your city to rise, further damaging work efficiency and approval rating. I was planning on also making the workers go on strike, but upon testing it ended up bring pretty brutal, so I will hold off on implementing that part of it, until people can get their workers wages normalized.
This update also brings a change to Charter Codes. Since there have been a lot of charter code collisions with new colonies, all new charter codes are now 10 characters long instead of 8. @Sobeirannovaocc I hope that does not cause problems for Coloniae or any of your other tools!
Moving on. I have also basically rewritten the entire layout for Desktop, Mobile and TV of the game. I have done testing on each platform, so I hope it's not messed up, but please let me know in this thread if the layout is jacked up anywhere so I can get it fixed. For those who do not know, My Colony is written in HTML/Javascript, and I have moved the HUD UI from using absolute positioned elements to using CSS grid, like My Colony 2 does. Again, I pretty much changed everything in the stylesheets, and I think it basically looks the same as it did before, but please let me know if I borked something!
Next up, buildings in the Construction sidebar are now sorted, instead of just being thrown in there in the order that they were added to the game. The sorting uses pretty much the same scheme that My Colony 2 does, putting roads at the top, and then sorting everything else by price. Whether or not you think this is better or worse I suppose will depend on the player.
Finally, let's get to the new content in this update! I have added a new tech called the Military Industrial Complex, which in turn unlocks a new Weapons Factory which produces a new resource of Weapons of Mass Destruction! Once you have some WMD's, you can create the new Octagon structure, a military HQ that sends Starships and WMD's out into space and brings back plunder. It should be noted that the Octagon was originally going to be the Hexagon which I think sounds cooler, but I tell you that I spent a whole afternoon trying to draw a decent looking Hexagon shaped building and I just couldn't make it look right, so here we are with an Octagon instead. Deal with it!
So anyway, that about covers it for this release. The new Starship and Military content I think will fit hand-in-hand with the content coming next update, a new Dark Matter tech tree with accompanying structures that is being created by @Electrogamer1943 that you can all expect in the next update. On top of that, you can look for the new Halloween content pack coming later next month!
As always, thanks for playing the game, let me know what issues you find, and stay tuned for more!
#mycolony
I just think that it would complicate the menu more than it has to be. Sometimes simple is better than complex. Too much going on can confuse new players.
Nunez, he is just talking about the main menu for my colony. The game will know which colonies are yours because they are saved on your local drive. The game only knows which game you played last and put's that up top, it has nothing to do with any servers or charter codes because this happens even when there is no internet access and any dependent colonies don't have charter codes.
Nunez, he is just talking about the main menu for my colony. The game will know which colonies are yours because they are saved on your local drive. The game only knows which game you played last and put's that up top, it has nothing to do with any servers or charter codes because this happens even when there is no internet access and any dependent colonies don't have charter codes.
I agree with colbya. When you are offline, you should be able to gift and trade other offline colonies on the same pc, you dont need a server to do that. In fact, im sure that we could have whole offline commonwealths that can manage all of their offline sub-colonies. This would all happen without any connection at all.
You would have to give each colony an offline charter code through which they can be identfied by other colonies on the same pc. Best would have to create a text document that resolves colony names to their charter codes. This would allow the engine to know what name to display to the player when referencing a certain colony by its charter code.
The My colony engine can be rigged to edit another save file when a gift is sent, but when two colonies are open at the same time, The engine would have to do something different. What I would do is have all running colonies look at a certain folder. When they see a text file in the folder that references them by their offline charter code, they would notify you and give your recieving colony the resources based on the data inside the file. I would encrypt the storage language so people cant open the gift text file and change resource amounts and gift their colonies more than the sending colony actually sent. I would have each running colony check the folder about once every minute. That way, you can get resources from one colony to the other within a minute with both colonies running. Once the gift is accepted, i would have the engine erase that file to prevent multiple instances of one gift.
All in all a totally possible feature to implement
You would have to give each colony an offline charter code through which they can be identfied by other colonies on the same pc. Best would have to create a text document that resolves colony names to their charter codes. This would allow the engine to know what name to display to the player when referencing a certain colony by its charter code.
The My colony engine can be rigged to edit another save file when a gift is sent, but when two colonies are open at the same time, The engine would have to do something different. What I would do is have all running colonies look at a certain folder. When they see a text file in the folder that references them by their offline charter code, they would notify you and give your recieving colony the resources based on the data inside the file. I would encrypt the storage language so people cant open the gift text file and change resource amounts and gift their colonies more than the sending colony actually sent. I would have each running colony check the folder about once every minute. That way, you can get resources from one colony to the other within a minute with both colonies running. Once the gift is accepted, i would have the engine erase that file to prevent multiple instances of one gift.
All in all a totally possible feature to implement
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.
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.
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;
I tried starting colony's with charters posted here and in discord but when I click yes to the last thing no opption for a map pops up my own charter codes work so just wondering beyond making a colony privet ( wile still being able to use the charter code is it now possible to block a new colony from using a charter code ?
My idea is that you get multiple independent charters on one mega map, and have them compete to get the all the land. This is not a complete idea, but I think that it has good ground.
Overview: You go to the menu, click on Competition Map. A popmenu will ask for the charter codes of those competing. A conformation will be sent to the owners of the charter code, verifing their enterance in this map. Once confirmed, you will enter a mega, Red Planet Map. All civilizations can play, so landers and mounds will appear. Each charter will have a predetermined piece of land, their "lander," a builder and ore miner, and an exploration rover/bug. The exploration thing will allow you to gain territory and more resources. It can build walls, fences, gates, and flags. The rest of the game play is the same. The competition ends once all landers are under one person's control.
Tell me what you think!
Overview: You go to the menu, click on Competition Map. A popmenu will ask for the charter codes of those competing. A conformation will be sent to the owners of the charter code, verifing their enterance in this map. Once confirmed, you will enter a mega, Red Planet Map. All civilizations can play, so landers and mounds will appear. Each charter will have a predetermined piece of land, their "lander," a builder and ore miner, and an exploration rover/bug. The exploration thing will allow you to gain territory and more resources. It can build walls, fences, gates, and flags. The rest of the game play is the same. The competition ends once all landers are under one person's control.
Tell me what you think!
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.
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
In order to have a functional (meaning you can create sub-colonies under that code) charter code, your game must be in online mode and you must have declared independence from your mother colony. If you meet these requirements your charter code will be listed on the "Overview" screen under "Statistics". Your charter code is also the combination of numbers and letters at the end of your "Colonial Website" URL.
Example:
https://www.my-colony.com/colonies/c1bj8QRw/
The charter code for this colony would be "c1bj8QRw".
Example:
https://www.my-colony.com/colonies/c1bj8QRw/
The charter code for this colony would be "c1bj8QRw".
A nice federation, a great community!
@colbya I'm not sure which charter you use, but if you join us on discord here: discord.gg/tsBg6Ec you can check out a whole channel dedicated to our commonwealth's charter codes to find one that works for you :)
@colbya I'm not sure which charter you use, but if you join us on discord here: discord.gg/tsBg6Ec you can check out a whole channel dedicated to our commonwealth's charter codes to find one that works for you :)
Hello, My Charter code : dYw6HzZF.
Ramoutch ;-)
Ramoutch ;-)
dfv123 said:I was wondering about the Feds, is there a way to actually invite people into it or is it just that somebody sees it? Also will there be like a charter or a list that shows available Feds?
There is a list in-game. There are also charter codes, but they are quite a bit longer than the Colony charters. I will probably add a way to join from the website too
I haven't logged in in a while, but never received any email saying my colony would be removed. I logged back in the other day, and my Colony is up and running fine, I can trade online fine but when I try access my colony website it says invalid charter? This has happened with my second colony too? Is there any way to fix this? I can't request an embassy between the two to trade goods, yet can buy on the GTN and am marked as an online game in my saves?
Charter codes: fZKsCNMp , OlZtBTYS
Colony websites:
https://www.my-colony.com/colonies/fZKsCNMp/
https://www.my-colony.com/colonies/OlZtBTYS/
Charter codes: fZKsCNMp , OlZtBTYS
Colony websites:
https://www.my-colony.com/colonies/fZKsCNMp/
https://www.my-colony.com/colonies/OlZtBTYS/
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 '.
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 '.
How do I make a Charter Code
I dont know charter code and i cant play online or multiplayer. Can someone help?
My charter code Is XOGFCUT2
I've been playing My Colony for nearly a year, and my colony has grown quite big. I do have one problem though. Over the summer I didn't play the game on account of having other things to do, but I've been getting back into it this fall. I formed 2 sub-colonies under my independent colonies before I took a break from the game, and when I came back, I pulled up one of my sub-colonies and saw it was out of water, so I went to send it water from my mother colony (Called Bilbo's Bag End). When clicking the 'commonwealth' button on my capitol, a blank white box appears. I thought it just needed time to load at first, but it wouldn't go away. I just thought that I'd deal with it later. But then a friend saw me playing the game and said he'd like to play as well. I was like "Hey, if you start under my charter, I can give you stuff!" But when he typed the code, it just said "Invalid Character!" I've tried it multiple times since then with the same result each time. I've typed it so many times I've got it memorized (mtKHKk4y). I also went to visit the my colony website and look at my coony's stats, but upon pulling up the webpage, it is blank and says all the totals for population and such are zero, and just states that it was founded under united earth. Brushing it aside for the time being, I went on my merry way, advancing my mother colony. I unlocked all the technologies exept for the next gen power production, and I needed crystaline for that. I thought "Ok, it'll be spendy but ill just put up a offer in the galatic board of trade." My money for the transaction dissapeared, but I got no crystaline. Im not that worried about the money, I can earn that back, but I think my colony is somehow broken, as in my charter wont work and I cant properly trade with other players. I cant obtain some recources at anything resembling a decent price now, becasue as we all know, the products from united earth are mighty expensive and I dont have that kind of money and saving time, as well as I cant have a charter for my friends to make their colonies under. Is there anything I can do to fix this?? If so I'd like to know becasue I can't properly advance my colony till it's fixed.
I do not think the private charter function has been removed from the game, as I had one of my colonies charter's set to private before all of the menu changes and from what I can tell it is still private( since nobody has joined it). That makes me think that the option to change the privacy of a charter code has not been removed, but has simply been left out of the menu for now.
So my first colony elysium doesn't have a charter code, I started offline, but it's online now. I have no charter code that I can see or find. I started a second colony that was online only and I couldn't find a charter code either, is my game missing that file or is it a bug? Both started on google play store in 0.47.0
Do you have a new charter code for the colony? When you go offline and then back on it should get a new charter. The current charter ( NamKALo7 ) is no longer in the database. I was going to search for New Earth but there are several hundred colonies in the database called New Earth, so idk which is which.
There is also a New Earth II on your account with charter: Hq4dcHUB but I am guessing that is a different colony.
There is also a New Earth II on your account with charter: Hq4dcHUB but I am guessing that is a different colony.
https://mc1.my-colony.com/api.php?pf=5&g=1
This is a simple API that displays which colonies are currently live-streaming.
https://www.my-colony.com/colonies/charter code goes here/
This is a simple API that displays which colonies are currently live-streaming.
[{"colony":"Eminer","charter":"ZGigpea7","user":"QQ"}]Returns a simple array containing colony name, charter code, and account name. From there, you can access the live stream by visiting the colony website based on the charter code.
https://www.my-colony.com/colonies/charter code goes here/
Once you get independent you can start having colonies under your charter. You have to have 250000 civics to declare independence, then go on the statistics menu and you will find your colonial website. Your charter code is the 8 characters long random string at the end of the URL. Then, your friends will be able to enter your charter when creating an online colony.
I hope that's what you wanted.
I hope that's what you wanted.
So, I have a well established online human colony that's independent.
I start a new online colony.
I click custom charter.
I enter the charter code from my other colony.
I only get humans.
I want Draconians.
How do I get something other than humans when starting a new colony under custom charter?
If the only option I get for a new colony is human it might cause me to delete my games and quit playing altogether.
Before anybody says anything about placing any buildings and joining my other colony, go up and re-read the beginning of this post and pay attention to the "New Colony" part in line 2.
I start a new online colony.
I click custom charter.
I enter the charter code from my other colony.
I only get humans.
I want Draconians.
How do I get something other than humans when starting a new colony under custom charter?
If the only option I get for a new colony is human it might cause me to delete my games and quit playing altogether.
Before anybody says anything about placing any buildings and joining my other colony, go up and re-read the beginning of this post and pay attention to the "New Colony" part in line 2.
Hello!
UmYgfqt7
That's my charter code
Hmm
Kinda boring huh?
What if it spelled WAFFILIA
My Colony's name is New Waffilia
Huh
Maybe it should be changeable
That would be nice
That would be really nice!
What if two people wanted the same charter?
Well if it is taken then it is taken.
How would this work?
Like a license plate
Oh I know!
To stop players from changing charters too much it should cost say, 10 million civics
It would be free the first time
BUT, only if your independent
If new colonies could change it there would be too many taken names
You would start with a random charter at first tho
Welp
I think this is a great idea
Think about it Bast, it truly is a good idea right?
Your friend,
-KingPenguin5005
UmYgfqt7
That's my charter code
Hmm
Kinda boring huh?
What if it spelled WAFFILIA
My Colony's name is New Waffilia
Huh
Maybe it should be changeable
That would be nice
That would be really nice!
What if two people wanted the same charter?
Well if it is taken then it is taken.
How would this work?
Like a license plate
Oh I know!
To stop players from changing charters too much it should cost say, 10 million civics
It would be free the first time
BUT, only if your independent
If new colonies could change it there would be too many taken names
You would start with a random charter at first tho
Welp
I think this is a great idea
Think about it Bast, it truly is a good idea right?
Your friend,
-KingPenguin5005
LOL cant get the charter code then HOW are yuo gifting even you need to send or receive alest one message from a player NOT under your charter to gift and you sure would not need to be finding the charter code if the player was under your charter .
Now sounds funny to me but you will find out your self .
Now sounds funny to me but you will find out your self .
Hello everyone! Today I will be publishing My Colony v1.7.0 to all platforms. This is a somewhat minor(ish) update, but includes some bug fixes that needed to go out sooner rather than later as they were impacting one of my servers somewhat substantially and causing issues not only for My Colony, but other games as well. There are some changes here and there that you will notice though, so let's take a peek at what's new in this release!
Firstly, I have completely removed the option for synchronous path finding, and now all path finding operations take place in the off-thread asynchronous routine. For whatever reason, the synchronous pathfinding was causing rovers and colonists to jump around the map and walk in strange directions, and I didn't want to waste a bunch of time figuring out. I decided that since most of the problems with the off-thread pathfinder have already been solved long ago and it has been the default setting for months, I would just make it official and remove the synchronous pathfinder from the game completely. I don't expect and negative issues from this, but if you find something then let me know!
Colonists will start protesting again in this update if your approval gets low enough. The mechanics and levels are similar to what they were before, except now the protests start more gradually and a little earlier on. You will notice the protestors outside of your capitol building if you have colonist rendering enabled.
Similar to the transit bus that was added in v1.5, there are now two new decorative units that you will see driving around your colony, the Ambulance and the Squad Car. These come from the hospitals and security stations, respectively. As of now their movements are random like the bus, but I thought it would be neat eventually to have at least the squad cars primarily drive around high-crime areas, as sort of a quick way to see where problems are without digging into stats. I also thought it would be neat to have the squad cars arrive at protests, and maybe have some building damage and fires caused by the protests, but I need to make a fire department before I can do any of that...
Insectoids now get to join their human and reptilian "friends" in the cross-regional mass transit game with their new Subterranean Transit Node. It works just like the bus station for Humans and it allows Insectoids to live and work in different regional cities.
Multiplayer regions have been completely dead in the game, and they should now be working again to a level that they were before. I think I might work on a complete upgrade and overhaul of the Multiplayer Region feature over the coming updates, so if you have big ideas and suggestions for this feature, then now is probably the time, because they are probably going to be next on the agenda.
Finally, I introduced two new share URI formats that the My Colony client can read and launch from. You can now easily share your charter code by creating a link like this: web+mycolony://join_sjlK2GZ9 (where sjlK2GZ9 is your charter), or a multiplayer region like this: web+mycolony://joinmp_u9rRFvyR (again, where u9rRFvyR is the charter). When someone clicks the link, the My Colony app should start and launch right into the join charter flow. Haven't tested it completely yet, but I'm pretty sure it works...
Anyway, that's all for today. Updates will be going out within the next few days here so be on the lookout, thanks for playing, and stay tuned for more!
Firstly, I have completely removed the option for synchronous path finding, and now all path finding operations take place in the off-thread asynchronous routine. For whatever reason, the synchronous pathfinding was causing rovers and colonists to jump around the map and walk in strange directions, and I didn't want to waste a bunch of time figuring out. I decided that since most of the problems with the off-thread pathfinder have already been solved long ago and it has been the default setting for months, I would just make it official and remove the synchronous pathfinder from the game completely. I don't expect and negative issues from this, but if you find something then let me know!
Colonists will start protesting again in this update if your approval gets low enough. The mechanics and levels are similar to what they were before, except now the protests start more gradually and a little earlier on. You will notice the protestors outside of your capitol building if you have colonist rendering enabled.
Similar to the transit bus that was added in v1.5, there are now two new decorative units that you will see driving around your colony, the Ambulance and the Squad Car. These come from the hospitals and security stations, respectively. As of now their movements are random like the bus, but I thought it would be neat eventually to have at least the squad cars primarily drive around high-crime areas, as sort of a quick way to see where problems are without digging into stats. I also thought it would be neat to have the squad cars arrive at protests, and maybe have some building damage and fires caused by the protests, but I need to make a fire department before I can do any of that...
Insectoids now get to join their human and reptilian "friends" in the cross-regional mass transit game with their new Subterranean Transit Node. It works just like the bus station for Humans and it allows Insectoids to live and work in different regional cities.
Multiplayer regions have been completely dead in the game, and they should now be working again to a level that they were before. I think I might work on a complete upgrade and overhaul of the Multiplayer Region feature over the coming updates, so if you have big ideas and suggestions for this feature, then now is probably the time, because they are probably going to be next on the agenda.
Finally, I introduced two new share URI formats that the My Colony client can read and launch from. You can now easily share your charter code by creating a link like this: web+mycolony://join_sjlK2GZ9 (where sjlK2GZ9 is your charter), or a multiplayer region like this: web+mycolony://joinmp_u9rRFvyR (again, where u9rRFvyR is the charter). When someone clicks the link, the My Colony app should start and launch right into the join charter flow. Haven't tested it completely yet, but I'm pretty sure it works...
Anyway, that's all for today. Updates will be going out within the next few days here so be on the lookout, thanks for playing, and stay tuned for more!
bastecklein said: I am guessing that charter was used by a prior colony which was deleted for inactivity, but is still listed in the coloniae database.that's right.
I talked with DGUE and the best option is probably to delete the record in the Coloniae DB, bc with the other way he will loose his ADU data (or rather, it won't be tied to the new charter). Also, the guy we are (I am) deleting only played for 1 day so it's not a big deal.
I want to ask though how is it possible in the first place that a charter was re-assigned ? Did we reach the 1 of 218 thousand billion chance of a collision ? or is there a obscure way for the client to get the charter it wants ?