Search - key activation
Here are a list of keys that I think would be nice to put in the game.
1.) Confirm key. When you are selecting zones to build buildings, you should be able to press enter to confirm the selection instead of having to click confirm all the time.
2.) Bulldoze hotkey. Maybe make it so that players can press delete to enable bulldoze mode. Also, make it so that clicking on empty space while in bulldoze mode doesn't cause you to exit bulldoze mode.
3.) It would be good to see some deactivate/activate and deactivate all/activate all keys. After selecting a powered building, the player should be able to press a certain key in order to deactivate or activate it. The same key should be used to activate and deactivate a building, so it would allow you to quickly toggle a building off and on. By pressing shift+whichever key, the player would be able to toggle all buildings of that type off and on very quickly. maybe A and shift+A would do the trick.
4.) The player should be able to upgrade all structures of a certain type using shift+U. The user should be made to press enter to confirm the warning screen or backspace to cancel, or else that defeats the point of being able to press shift+U if the user has to always click ok on the warning scree. This would not be a very big risk since shift+U is nowhere near the enter key, so the user would have to move their fingers and deliberately press enter, so less chance of a catastrophic mistake.
5. Repair key. By pressing r, or another key, the user automatically activates the repair command on that building. I'm not sure if this is already a feature since I do my repairs from my command center.
1.) Confirm key. When you are selecting zones to build buildings, you should be able to press enter to confirm the selection instead of having to click confirm all the time.
2.) Bulldoze hotkey. Maybe make it so that players can press delete to enable bulldoze mode. Also, make it so that clicking on empty space while in bulldoze mode doesn't cause you to exit bulldoze mode.
3.) It would be good to see some deactivate/activate and deactivate all/activate all keys. After selecting a powered building, the player should be able to press a certain key in order to deactivate or activate it. The same key should be used to activate and deactivate a building, so it would allow you to quickly toggle a building off and on. By pressing shift+whichever key, the player would be able to toggle all buildings of that type off and on very quickly. maybe A and shift+A would do the trick.
4.) The player should be able to upgrade all structures of a certain type using shift+U. The user should be made to press enter to confirm the warning screen or backspace to cancel, or else that defeats the point of being able to press shift+U if the user has to always click ok on the warning scree. This would not be a very big risk since shift+U is nowhere near the enter key, so the user would have to move their fingers and deliberately press enter, so less chance of a catastrophic mistake.
5. Repair key. By pressing r, or another key, the user automatically activates the repair command on that building. I'm not sure if this is already a feature since I do my repairs from my command center.
Could someone please explain to me how to use the AMK key I purchased?
I sent the following to the support email:
How do I use the key?
I paid for it.
I downloaded it.
I try to upgrade.
It asks if I have a key.
I click “Yes”.
It does nothing!
P.S. When I double-click on the AMK key it opens EZ Letter Writer then tells me the key is not for EZ Letter Writer.
Come on, man! I need some guidance!
Any help y'all could give me would be appreciated.
I am seeing the same behavior on .47 in Chrome (latest version).
Opening the key bindings and selecting the binding I want to change seems to set the key, but after I open that dialog, if I try to use ANY binding (custom or default) the bindings do not work, they bring the key binding interface back up.
I noticed that when I went to exit the key binding screen after setting the binding I wanted to change, what happens instead of taking me back to the Engine Settings screen or out of Engine Settings when I click Dismiss, it instead says something about setting a key binding for null. The screen can then be dismissed, but bindings do not work at all after that.
Opening the key bindings and selecting the binding I want to change seems to set the key, but after I open that dialog, if I try to use ANY binding (custom or default) the bindings do not work, they bring the key binding interface back up.
I noticed that when I went to exit the key binding screen after setting the binding I wanted to change, what happens instead of taking me back to the Engine Settings screen or out of Engine Settings when I click Dismiss, it instead says something about setting a key binding for null. The screen can then be dismissed, but bindings do not work at all after that.
Hey guys, i purchased the game and the devs have sent me the key a few months back, sadly i deleted my emails due to a massive spam attack on my account, i can actually still play but if i want to install the game on another device i will have no key.
is there a way i find my key in the game somewhere or do they need to send the key again via email?
is there a way i find my key in the game somewhere or do they need to send the key again via email?
I bought premium via the website/PayPal. Got the key, can play on with premium the web version. Can't seem to apply the key to my iOS app, and can't get my online cloud save to load in the iOS app either.
I did have another game going before I purchased the key on the iOS app, however. I started a new file to try out regions after purchasing the premium key.
Can anyone help with applying premium key to the iOS app?
I did have another game going before I purchased the key on the iOS app, however. I started a new file to try out regions after purchasing the premium key.
Can anyone help with applying premium key to the iOS app?
If you've ever played My Colony 2 and popped open the Statistics window, you may have noticed this mysterious section:
So what is "soon" and what is "universe?" Well soon is v0.21.0, and Universe is the new, more decentralized way that different worlds can interact with each other in My Colony 2.
The original My Colony had a centralized multiplayer server, but Multiplayer was limited to chat and online trades. My Colony 2 features real time online multiplayer, but is limited to players playing on the same world. Universes allow individual worlds (aka servers) to expand by connecting to each other, extending in-game chat, resource trades, and other features across servers.
This is a decentralized approach, and not every game will be in the same Universe. Anybody can create a new Universe, and anyone can join an existing Universe, provided they have the credentials.
To create or join a Universe, all you will need to do is go to the Universe tab on the Statistics window and enter a public key and private passcode. The key and passcode can be anything you want, you can make them up out of thin air. The passcode is optional. You will then be connected to any online servers who are using the same key and passcode combination. That's it. You can share your key and passcode with anyone you want, or just keep it private between friends.
In addition to the public and private keys, there is a third key that is hidden from the player, but is built from a hash of all of the game data objects in your MC2 install (aka mods), ensuring that only games using the same game data files will be a part of the same Universe (imagine the problems if games with different data items could conduct trades).
There will be no public directory of Universe keys, so the only way to give out your Universe information is to do it yourself. Of course, if you are wanting to build a large and inclusive Universe, you can post the information publicly on the forum or elsewhere, but that is up to you.
Universe will be the headline feature for the upcoming v0.21.0 release, and there will be more information as development progresses, but if you have any questions/ideas/suggestions for this new feature, you can reply to this thread.
So what is "soon" and what is "universe?" Well soon is v0.21.0, and Universe is the new, more decentralized way that different worlds can interact with each other in My Colony 2.
The original My Colony had a centralized multiplayer server, but Multiplayer was limited to chat and online trades. My Colony 2 features real time online multiplayer, but is limited to players playing on the same world. Universes allow individual worlds (aka servers) to expand by connecting to each other, extending in-game chat, resource trades, and other features across servers.
This is a decentralized approach, and not every game will be in the same Universe. Anybody can create a new Universe, and anyone can join an existing Universe, provided they have the credentials.
To create or join a Universe, all you will need to do is go to the Universe tab on the Statistics window and enter a public key and private passcode. The key and passcode can be anything you want, you can make them up out of thin air. The passcode is optional. You will then be connected to any online servers who are using the same key and passcode combination. That's it. You can share your key and passcode with anyone you want, or just keep it private between friends.
In addition to the public and private keys, there is a third key that is hidden from the player, but is built from a hash of all of the game data objects in your MC2 install (aka mods), ensuring that only games using the same game data files will be a part of the same Universe (imagine the problems if games with different data items could conduct trades).
There will be no public directory of Universe keys, so the only way to give out your Universe information is to do it yourself. Of course, if you are wanting to build a large and inclusive Universe, you can post the information publicly on the forum or elsewhere, but that is up to you.
Universe will be the headline feature for the upcoming v0.21.0 release, and there will be more information as development progresses, but if you have any questions/ideas/suggestions for this new feature, you can reply to this thread.
Colony Wars Key Bindings
For desktop players, new key bindings have been added to the game to make play easier. Here is a documentation of what is available so far:
t: open in-game chat and focus on chat input
tab: open in-game chat for 5 seconds, do not focus on chat input
esc: acts in this order, depending on what is going on: close in-game chat, deselect all units, open menu
d: deploy lander or unload transport
h: center camera on base
b: switch sidebar to building list
u: switch sidebar to unit list
1-0 (top number keys): select fire team. if holding crtl key, assign fire team. So if you have some units selected, press ctrl+1 to assign them to fire team #1. Then later press 1 to select those units.
crtl: hold on the control key and click/drag over units to instantly enter multi-selection mode without having to press/hold first
I will keep this post updated as more controls are added.
For desktop players, new key bindings have been added to the game to make play easier. Here is a documentation of what is available so far:
t: open in-game chat and focus on chat input
tab: open in-game chat for 5 seconds, do not focus on chat input
esc: acts in this order, depending on what is going on: close in-game chat, deselect all units, open menu
d: deploy lander or unload transport
h: center camera on base
b: switch sidebar to building list
u: switch sidebar to unit list
1-0 (top number keys): select fire team. if holding crtl key, assign fire team. So if you have some units selected, press ctrl+1 to assign them to fire team #1. Then later press 1 to select those units.
crtl: hold on the control key and click/drag over units to instantly enter multi-selection mode without having to press/hold first
I will keep this post updated as more controls are added.
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
Starting with MC2 v0.23.0, all new colonies will default to the following Universe. This change will not impact existing colonies, so if you want to join the new "global" default Universe, you simply need to put in this setting:
Public Key: mc2global
Private Key:
(Private key is blank, there is no private key)
Public Key: mc2global
Private Key:
(Private key is blank, there is no private key)
I just purchased an EZ register premium upgrade license key, uploaded the key, and nothing has happened. My profile still shows as not upgraded. I tried to re upload my key, and I get a response back that I cannot upload the same key more than once. Please provide some assistance.
Thanks!
Thanks!
I just purchased an EZ register premium upgrade license key, uploaded the key, and nothing has happened. My profile still shows as not upgraded. I tried to re upload my key, and I get a response back that I cannot upload the same key more than once. Please provide some assistance.
Thanks!
Thanks!
With the recently released v1.2.0 update for Voxel Paint, there are now some new keyboard shortcuts you should know of to help you with your voxel art. This thread will be updated as new shortcuts are added.
Alt
When using the select voxel tool, holding down on the Alt key will also select all voxels of the same color of the voxel you selected.
Shift
Ctrl + M: Make all selected voxels metallic
Ctrl + E: Make all selected voxels emissive
Ctrl + O: Make all selected voxels windows (50% opacity)
d: While in select mode, pressing the "d" key will duplicate the current selection, creating a copy.
g: While in select mode, pressing "g" will group the selected voxels. After this, you can click on one of the voxels in the group to select that group again.
u: Ungroups the selected voxels.
r: When you are using the Move Tool or pasting duplicated voxels, pressing "r" will rotate the voxels you are moving by 90 degrees.
f: When you are using the Move Tool or pasting duplicated voxels, pressing "f" will flip the selected voxels. Hold down on the shift key to flip in the other way.
Escape: The escape key will deselect all voxels and also cancel a pending voxel duplication operation.
Numpad
When voxels are selected, you can move them in any direction using the keyboard numpad. The numpad + and - buttons will change their elevation, and the numpad Enter will apply all changes.
Alt
When using the select voxel tool, holding down on the Alt key will also select all voxels of the same color of the voxel you selected.
Shift
- Pen and Eraser Tool: Holding shift while using the pen or eraser will activate free draw/erase mode.
- Select Tool: When using the Select Tool, holding down on Shift before you click on a voxel will do a "Flood Select" operation and select all connecting voxels.
Ctrl + M: Make all selected voxels metallic
Ctrl + E: Make all selected voxels emissive
Ctrl + O: Make all selected voxels windows (50% opacity)
d: While in select mode, pressing the "d" key will duplicate the current selection, creating a copy.
g: While in select mode, pressing "g" will group the selected voxels. After this, you can click on one of the voxels in the group to select that group again.
u: Ungroups the selected voxels.
r: When you are using the Move Tool or pasting duplicated voxels, pressing "r" will rotate the voxels you are moving by 90 degrees.
f: When you are using the Move Tool or pasting duplicated voxels, pressing "f" will flip the selected voxels. Hold down on the shift key to flip in the other way.
Escape: The escape key will deselect all voxels and also cancel a pending voxel duplication operation.
Numpad
When voxels are selected, you can move them in any direction using the keyboard numpad. The numpad + and - buttons will change their elevation, and the numpad Enter will apply all changes.
Edit 1/19/2019: For users having issues due to the dropping of SMB 1.0 support, see the following link: https://www.ape-apps.com/viewpage.php?p=28537
Edit 1/3/2019: Just published bug fix patch v2.5.1, let me know if you run into issues!
I have just finished work on Network Browser v2.5.0. This update brings quite a few under-the-hood changes, including a migration from the old jCIFS library to the more up to date jcifs-ng library. Since this is a somewhat large change, please let me know if network shares that were working before are suddenly broken, so that I can get the issues addressed.
In addition, a new text filter has been added when opening network folders containing a large amount of files.
Usage is fairly self explanatory. If you navigate to a folder that has more than 20 files inside of it, a new filter input box shows up at the top of the screen, allowing you to quickly narrow down the file list and find what you are looking for.
Finally, several bugs have been addressed, including one where license key activation was not working properly.
So that's it for today's update. Stay tuned, a lot more exciting stuff to come for Network Browser!
Edit 1/3/2019: Just published bug fix patch v2.5.1, let me know if you run into issues!
I have just finished work on Network Browser v2.5.0. This update brings quite a few under-the-hood changes, including a migration from the old jCIFS library to the more up to date jcifs-ng library. Since this is a somewhat large change, please let me know if network shares that were working before are suddenly broken, so that I can get the issues addressed.
In addition, a new text filter has been added when opening network folders containing a large amount of files.
Usage is fairly self explanatory. If you navigate to a folder that has more than 20 files inside of it, a new filter input box shows up at the top of the screen, allowing you to quickly narrow down the file list and find what you are looking for.
Finally, several bugs have been addressed, including one where license key activation was not working properly.
So that's it for today's update. Stay tuned, a lot more exciting stuff to come for Network Browser!
Buzzy said:Hi,
I just bought the premium version of the game and created this forum account. I see that you can link your account to your profile to show you're a premium member by uploading your product key which is a file with a .amk file format.
I'm on android, where can I find that file?
Send an email to support@ape-apps.com from the email address you use for your Google Play account and explain that you purchased the game on Android and would like the multi-platform key. Be patient. It can take some time for the key to be emailed to you.
Version 2.17 has been in effect for a while, but I still don't see how to access the vendor's inventory, or how to buy items from him using the Fire Stick. The vendor seems to be represented by a "Y" and some gold coins next to it in the bottom right of my screen, but no key on my Fire Stick corresponds to "Y". (As opposed to "A" being next to a play symbol, which obviously means the play button is for the main attack.)
Could you tell me what key(s) I need to press to access the traders? It would also be a good idea to include that info in the control instructions as well, which provides no guidance for this situation. Sorry if I'm missing something obvious here....
Update: I finally figured out that from the Inventory page, the "up" key eventually gives access to the vendor's inventory (and then back to the regular inventory). So that issue is resolved.
Could you tell me what key(s) I need to press to access the traders? It would also be a good idea to include that info in the control instructions as well, which provides no guidance for this situation. Sorry if I'm missing something obvious here....
Update: I finally figured out that from the Inventory page, the "up" key eventually gives access to the vendor's inventory (and then back to the regular inventory). So that issue is resolved.
if you have the actual key file, can you just log into the account portal at https://accounts.ape-apps.com and upload the key file to your account?
High atmosphere effects on colony:
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
Bast has already developed penalties for high atmospheric levels but hasn’t turned them on yet. Hopefully my ideas are mendable with the penalty system that he has already put in place. Here are my ideas for high atmosphere penalties:
-Buildings damaged twice as fast once atmosphere is over 15 million. There is also the chance that once the structure is under 25% health, it has the chance to implode instantly for each 1% health lost after that point, regardless of whether the structure had remaining health. This is to simulate the fact that a structure under immense atmospheric pressure could just suddenly implode if part of it’s structure was weakened, even if that was the only part that was weakened.
-rovers have health and are damaged by the intense atmosphere and must be parked in shelter in order to be safe from the atmosphere and to repair damages. Rovers lose their health 5 times faster than structures. I would suggest that small, medium, and large rover/worker shelters be implemented for all races to replace the parking command on the rovers/workers. On other worlds, rovers/works could also have health that can be damaged, but only half as much as on a high atmosphere planet.
When a planet’s atmosphere is too high, a new resource, tallorium, will be the first step in massive atmosphere reduction. Tallorium is a (fictional) specific blend of superheated and super compressed metals that fuse over long periods of time and become stronger and harder than diamond. Tallorium will be naturally occurring on superheated, super atmosphere planets such as my planet idea below. In planets that don’t have naturally occurring Tallorium, the resource would appear as a higher tech resource that can be fabricated by blending other resources together, such as antanium and gold, or triantanium and uranium. Tallorium could also be used to make next gen buildings that are more advanced than alien buildings.
The second step would be to consume atmosphere to produce a new resource, Gas Canisters. One canister = 1 atmospheric unit. A high tech gas canister factory on a world where Tallorium needs to be fabricated would consume large amounts of atmosphere and small amounts of Tallorium to produce the canisters. These canisters could be used to produce h3 and water and can be used as a power source. These canisters could also be tradable and could be released in low atmosphere planets to raise the atmosphere at a fast rate. The canisters should be a very pricy product on GBT and should not be readily accessible to beginner colonies unless they are given gas canisters by their commonwealth. This aspect would allow those who have super advanced independent colonies to develop sub-colonies without the long hassle of terraforming each sub-colony. The gas canisters could also provide a way for a red planet colony to produce h3 without having to buy it. If you don’t like the idea of a red planet producing h3 on it’s own, or the idea of using gas canisters to raise a beginner planet’s atmo level rapidly, the Tallorium and gas canister system will still work without these two aspects.
- Since colonists could not survive walking around outside in a very high pressure atmosphere(since they would be crushed), even with their space suits on, I would create new avatars for them for going outside in a high pressure atmosphere. Perhaps they walk around in metal environmental suits and require a very small but constant supply of tallorium in addition to the water and food that they already require.
The Tallorium and gas canister system may be implementable before the penalties are turned on and before any high atmo planet types are created, and this would allow for players to get ready for the penalty activation since this system would lower atmosphere at a very high rate.
The heat terraforming aspect:
Adding a heat aspect to terraforming will make terraforming a more in-depth part of the game and the user will now have to handle controlling planetary heat as well as atmosphere. This will also open the door for new planet types and structures that take advantage of the planetary heat levels. However, it would prove to be a big change to the way each planet looks as it is terraformed, since now you would have to worry about what the soil looks like when heat is high and atmosphere is low, or vice versa. However, it would be well worth it in my opinion. Here are my ideas of the effects that high and low heat would have on a given colony.
-The optimal heat range would be between 5 mil and 15 mil, just like atmosphere. 0 heat means that the planet is at absolute zero, so I wouldn’t start any planets off at zero, maybe 500k or something.
-High heat would cause colonists to consume twice as much water. Any structures that require near-earth conditions will be destroyed and colonists will be less tolerant of long commute distances when the heat level is outside of the optimal heat range(too low or too high). Structures would also consume 1 water unit per 30 seconds in high heat. Structures and rovers/workers are damaged twice as fast and will need to be repaired more often.
-Low to earth-like heat is required for the growing of crystalline, while high to earth-like heat is required for the fabricating of Tallorium. So an earthlike planet could potentially produce crystalline and Tallorium simultaneously given the right resources.
-Low heat would cause colonists to consume twice as much food. Rover/worker and colonist speed is reduced by 1 and rover and structure build speed times are doubled. Resource production times could also be reduced by a reasonable amount.
A thermal energy plant could be used as a mid-level power supply and would consume a moderate amount of heat from the planet, whereas an absolute zero generator would absorb massive amounts of heat and power and would provide mid level research. A charcoal combuster would use charcoal to release heat into the atmosphere, while a nuclear agitation center would use the power of nuclear fission to produce massive amounts of heat.
The addition of the heat terraforming aspect is not required to implement the Tallorium and gas canister system.
Planet type suggestion: Hell
Atmosphere: 25 million
Temperature: 25 million
This planet will be for LIS and UE for now, but as bast adds races the planet might apply to them as well.
Difficulty: Medium for both human factions. Might be easier or harder for other factions to come.
-Structures and rovers/workers are damaged four times as fast as normal due to the stacked effects from high heat and high atmosphere.
-Instead of regolith, crystalline, or ore, Tallorium can be mined. Tallorium will be used to dig into the super compressed ground in search of ore, build basic structures at the start of the game, and is instrumental in gas canister production.
The player will need to use Tallorium to build a gas collector, which employs 1 person and produces gas canisters by sucking in atmosphere and consuming 1 tallorium for every canister made. The gas canisters can be turned into drinkable water via a structure called a water condensator. Then, a talloric greenhouse can be built with 150 Tallorium and an ore drill must be set up to mine ore through the thick and hard crust. The drill will cost 5,000 Tallorium and will indefinitely produce a small amount of ore at each interval, so many more drills will need to be built in order to jumpstart the colony. Once the planet’s atmosphere is reduced enough, ore fracking facilities can be built to supply a more efficient source of ore. Of course, in order to do all of that you need power, so a pressure turbine made with 500 tallorium would generate power, but would put air back into the atmosphere for each canister it opens.
After all of that is in place, the player can continue to follow the human path since they now have an ore supply as gold, aluminium, and uranium will still be present on the map.
So these are my ideas. Let me know if they are interesting are whether or not you want me to keep developing these ideas. I can't draw worth a crap but feel free to draw the structures, ground tiles, planet type symbols, and resource symbols that I mentioned on here if you think that at least some of these ideas should be added.
i'm new at playing my colony but i'm a fun of war game things... I like the suggestion of xRude, right? But it's a good thing that My colony stays as My colony, but, well I think adding another category in the game except for creative mode like that is adding a new category which maybe named War Mode or whatever, then you might start another colony but is always defense ready... by means of adding defense structures like canons, laser beams, barracks... but onthe other hand, you can only attack others but not defend your colony/base during enemy attacks.. like I don't think I can say it here but sorry for comparing or anything but I Imagine it like the "clash of clans, boombeach" like that thing...
well, I think I can ellaborate further...
---resources might be stolen during attack but only as high as 15% to 20% of the opponents available resources for balance
---able to build structures for defense like...
1. cannon
2. laser beams - because it is a colony in the space so ofcourse it has laser beams
3. barracks or headquarters - where soldiers could be available at defense, soldiers could be acquired by recruiting from the population/colonists. trained for certain amount of time and has a limit of how many could only be produce and what types.
4. defense towers/dispatch units around the colony base where you can put guards in each.
5. war ready activation button or else - ofcourse who wanted to be attacked when you have no defenses yet or your defenses were not ready either.. you'll lost only 15 - 20 % of your wealth by the way
well, I think I can ellaborate further...
---resources might be stolen during attack but only as high as 15% to 20% of the opponents available resources for balance
---able to build structures for defense like...
1. cannon
2. laser beams - because it is a colony in the space so ofcourse it has laser beams
3. barracks or headquarters - where soldiers could be available at defense, soldiers could be acquired by recruiting from the population/colonists. trained for certain amount of time and has a limit of how many could only be produce and what types.
4. defense towers/dispatch units around the colony base where you can put guards in each.
5. war ready activation button or else - ofcourse who wanted to be attacked when you have no defenses yet or your defenses were not ready either.. you'll lost only 15 - 20 % of your wealth by the way
xa16x said:i'm new at playing my colony but i'm a fun of war game things... I like the suggestion of xRude, right? But it's a good thing that My colony stays as My colony, but, well I think adding another category in the game except for creative mode like that is adding a new category which maybe named War Mode or whatever, then you might start another colony but is always defense ready... by means of adding defense structures like canons, laser beams, barracks... but onthe other hand, you can only attack others but not defend your colony/base during enemy attacks.. like I don't think I can say it here but sorry for comparing or anything but I Imagine it like the "clash of clans, boombeach" like that thing...
well, I think I can ellaborate further...
---resources might be stolen during attack but only as high as 15% to 20% of the opponents available resources for balance
---able to build structures for defense like...
1. cannon
2. laser beams - because it is a colony in the space so ofcourse it has laser beams
3. barracks or headquarters - where soldiers could be available at defense, soldiers could be acquired by recruiting from the population/colonists. trained for certain amount of time and has a limit of how many could only be produce and what types.
4. defense towers/dispatch units around the colony base where you can put guards in each.
5. war ready activation button or else - ofcourse who wanted to be attacked when you have no defenses yet or your defenses were not ready either.. you'll lost only 15 - 20 % of your wealth by the way
Yeah, most of us who play my colony are a fan of war games too. I love games like starcraft, command and conquer, age of empires, endless space, Star Wars Consortium, and a few other games that allow you to build a base or empire and attack others. That is why bast is making colony wars, so that those who would like war in my colony can go over to the colony wars game and get their war fix. Why would bast add war to my colony if he is creating a game devoted to war, that's just too redundant and illogical.
You have to realize that even if bast makes a separate mode in my colony for wars, it's still in the same game, so bast will have to take my colony(in every mode) and add pay to play IPA's. The really good thing about colony wars is that not only is it going to use a lot of the same graphics and things as my colony, but it's a different game, and that way people who've played my colony for ages won't have to start paying for in-app purchases in order to continue to grow their colony. You want war, go to colony wars, you want to build and manage an empire in peace, go to my colony. It's that simple. My colony will never have war elements, no matter how many times people ask for it.
it sound good for not tradeble and auto activation
so battery:
-cost more than they can product
-need a building to be use and an other to product them
-they can't be tradeble with other colony
-the hight tec of battery (3 tec,smal,medium,large) can't product more than they cost
-the building wich use battery active himself when energy runing out and use a battery to do it
so battery:
-cost more than they can product
-need a building to be use and an other to product them
-they can't be tradeble with other colony
-the hight tec of battery (3 tec,smal,medium,large) can't product more than they cost
-the building wich use battery active himself when energy runing out and use a battery to do it
MaroutoutMars1 said:it sound good for not tradeble and auto activation
so battery:
-cost more than they can product
-need a building to be use and an other to product them
-they can't be tradeble with other colony
-the hight tec of battery (3 tec,smal,medium,large) can't product more than they cost
-the building wich use battery active himself when energy runing out and use a battery to do it
sounds good to me.
Another update to the Ape Apps Launcher today. This release fixes several app-related issues, adds support for volume license activation, and makes some significant changes to the toolbar interface (on apps that use a toolbar).
Since the Launcher is starting to gain in users, I plan on adding more features to it going forward. Soon I will be adding the ability to handle your Ape Apps Conversations from right within the launcher, as well as access the Ape Apps Chatroom. Also, you will be able to read and post to the Ape Apps Launcher support forum from right within the app. These API's all need to be made for the upcoming rewrite of the RP Forums app, so I figured I would use the Launcher to test out their implementation 🙂
That's all for this update, enjoy! If you don't have the launcher yet, you can find it here:
https://market.ape-apps.com/ape-apps-launcher.html
Since the Launcher is starting to gain in users, I plan on adding more features to it going forward. Soon I will be adding the ability to handle your Ape Apps Conversations from right within the launcher, as well as access the Ape Apps Chatroom. Also, you will be able to read and post to the Ape Apps Launcher support forum from right within the app. These API's all need to be made for the upcoming rewrite of the RP Forums app, so I figured I would use the Launcher to test out their implementation 🙂
That's all for this update, enjoy! If you don't have the launcher yet, you can find it here:
https://market.ape-apps.com/ape-apps-launcher.html
Hi Guys
I have been playing a while now (Polltopia). In the last couple of days, whenever I click a building, it is bulldozed even when I DONT have the bulldoze activated. I have loaded prevous saves, logged out/in, turned off/on. Nothing seems to help. The game is pretty much unplayable since I can't click on a building. I can still build and can click on roads (they are not destroyed) but other than that, its over for me. :(
Everything except builders and roads are destroyed if i click on them. Buidings are not destroyed if they are in construction, as they would be if I were to have bulldoze activation.
HELP PLEASE
I have been playing a while now (Polltopia). In the last couple of days, whenever I click a building, it is bulldozed even when I DONT have the bulldoze activated. I have loaded prevous saves, logged out/in, turned off/on. Nothing seems to help. The game is pretty much unplayable since I can't click on a building. I can still build and can click on roads (they are not destroyed) but other than that, its over for me. :(
Everything except builders and roads are destroyed if i click on them. Buidings are not destroyed if they are in construction, as they would be if I were to have bulldoze activation.
HELP PLEASE
wile it would be nice it would also bring chaos to the building minus .
Just how many tiles is that ?
Would definitely case clutter how about this bast if you add tiles that go into a group such as these program the game so ONLY one tile shows on the build minu and then using the tab key would rotate through all available tiles of that type then click confirm .
Like so choise the displayed tile from teh building bar - minu
the builder window pops up like normal then use tab key rotates through said tiles until you see the desired tile and click confirm .
One other thing if these tiles were a prim only thing just make corner tiles be able to rotate this would reduce the number of tiles needed . From his concept .
Just how many tiles is that ?
Would definitely case clutter how about this bast if you add tiles that go into a group such as these program the game so ONLY one tile shows on the build minu and then using the tab key would rotate through all available tiles of that type then click confirm .
Like so choise the displayed tile from teh building bar - minu
the builder window pops up like normal then use tab key rotates through said tiles until you see the desired tile and click confirm .
One other thing if these tiles were a prim only thing just make corner tiles be able to rotate this would reduce the number of tiles needed . From his concept .
Here are the current update plans for My Colony.
v0.49.0 has begun on web and will be a bug fix update. So far there are strange rendering issues on MS Edge browser that need worked out, plus other existing bugs. Don't ask me what day it will be done, I don't know yet.
After v0.49.0, most of the remainder of the month will be spent finishing Antiquitas, which I hope to have released before US Thanksgiving holiday (11/23).
Once Antiquitas is done, work will begin on My Colony v0.50.0, and I have significant updates planned while I start getting the engine ready to support my next game, Colony Wars.
First up I will be doing quite a bit of work on the interface. I am thinking of replacing the bottom left corner menu that you get when you click on a building (with the build, sell, cancel, etc buttons) with a small row of icons that appears under the buildings when you click on them. Then there will be a new building stats screen with improved data, such as production per minute and some fun graphs and whatnot. Will also give info related to how many of each type of building you have and so forth.
For vehicles, I will be adding the ability to group them together with keyboard shortcuts, and then calling them up with a keypress. For instance, you will be able to highlight a bunch of vehicles, press ctrl+4 to assign them to group #4, then when you press the '4' key, it will call up all of those units.
I am also going to be totally redoing the way GDP is calculated. Having a horde of cash or resources will no longer boost your GDP. It will instead be based on your production output for a specific time period.
There is also going to be a new map editor coming to the game with different terrain features. You will be able to build your own maps and then start a new colony using custom maps (offline mode only), or export your maps and let other people play them.
The engine will be getting support for flying-type units which can move over buildings, walls, and other obstacles. The current construction drones will be made to fly.
Some buildings will become movable, in that they will be able to "pack up" into a vehicle, drive to a different location, and then "unpack".
On top of these changes, I want to have several big Zolarg content updates before Christmas. Once 2018 starts, I am going to begin implementing the 3rd race in the game, Reptilians. Also in 2018, My Colony premium license will increase from $2.99 to $3.99. I think it's still a good deal, especially given the amount of content now in the game, and will go towards maintaining the server. If you are on the fence about upgrading though, there is your heads up.
Another note, sometime in 2018 (first quarter probably) I will be removing all Facebook integration and switching over to the Ape Apps account system (the login you use for this forum). It's not quite ready to go yet, still needs key features like password reset/recovery. Once I make the switch, playing My Colony online will require an Ape Apps account, and your game saves will be tied to your account. I will probably also remove most of the auto-banning and open up applications for server moderators who will have tools to be able to take a more human approach to anti-cheating. Having moderators and tying online play to an account should help cut down cheating quite a bit.
Anyway, that's all I got for right now. As always, tons more to come! I don't know what % done My Colony is now. 20% maybe?
v0.49.0 has begun on web and will be a bug fix update. So far there are strange rendering issues on MS Edge browser that need worked out, plus other existing bugs. Don't ask me what day it will be done, I don't know yet.
After v0.49.0, most of the remainder of the month will be spent finishing Antiquitas, which I hope to have released before US Thanksgiving holiday (11/23).
Once Antiquitas is done, work will begin on My Colony v0.50.0, and I have significant updates planned while I start getting the engine ready to support my next game, Colony Wars.
First up I will be doing quite a bit of work on the interface. I am thinking of replacing the bottom left corner menu that you get when you click on a building (with the build, sell, cancel, etc buttons) with a small row of icons that appears under the buildings when you click on them. Then there will be a new building stats screen with improved data, such as production per minute and some fun graphs and whatnot. Will also give info related to how many of each type of building you have and so forth.
For vehicles, I will be adding the ability to group them together with keyboard shortcuts, and then calling them up with a keypress. For instance, you will be able to highlight a bunch of vehicles, press ctrl+4 to assign them to group #4, then when you press the '4' key, it will call up all of those units.
I am also going to be totally redoing the way GDP is calculated. Having a horde of cash or resources will no longer boost your GDP. It will instead be based on your production output for a specific time period.
There is also going to be a new map editor coming to the game with different terrain features. You will be able to build your own maps and then start a new colony using custom maps (offline mode only), or export your maps and let other people play them.
The engine will be getting support for flying-type units which can move over buildings, walls, and other obstacles. The current construction drones will be made to fly.
Some buildings will become movable, in that they will be able to "pack up" into a vehicle, drive to a different location, and then "unpack".
On top of these changes, I want to have several big Zolarg content updates before Christmas. Once 2018 starts, I am going to begin implementing the 3rd race in the game, Reptilians. Also in 2018, My Colony premium license will increase from $2.99 to $3.99. I think it's still a good deal, especially given the amount of content now in the game, and will go towards maintaining the server. If you are on the fence about upgrading though, there is your heads up.
Another note, sometime in 2018 (first quarter probably) I will be removing all Facebook integration and switching over to the Ape Apps account system (the login you use for this forum). It's not quite ready to go yet, still needs key features like password reset/recovery. Once I make the switch, playing My Colony online will require an Ape Apps account, and your game saves will be tied to your account. I will probably also remove most of the auto-banning and open up applications for server moderators who will have tools to be able to take a more human approach to anti-cheating. Having moderators and tying online play to an account should help cut down cheating quite a bit.
Anyway, that's all I got for right now. As always, tons more to come! I don't know what % done My Colony is now. 20% maybe?
A Unified My Colony Community
NOZ, Nations of OZ, is in a word, COMMUNITY. This is the where you can to share, talk, voice chat on the common interests and games we have on our server. The largest being My Colony, followed closely by Cafe Bot.
NeotheOne started this project with a a few mates and it has grown to a place where acceptance is key, and no one is alike. A culmination of amazing cultures coming together to create new experiences for all.
NOZ is let by Veterans, NeotheOne, Vyryn and Wubs, together with amazing players like Cry8Wolf, Wubs, Vince some of whom have made it to the TOP 5 GDP. You can also meet our other fast rising leaders in NOZ by joining us at Discord.
Not only that, NOZ runs an active trade channel for MyColony, making it much easier for members to trade or buy resources. NOZ Discord today has over 600 members.
The Nations of OZ works closely with all players to help and nurture individuals who are either newbies or leaders with much time in the game.
We also boast an international Discord server, with people from Singapore, Malaysia, Canada, USA, Indonesia, Chile, India, UK, Romania, Netherlands, Belgium, Philippines, Spain, Slovakia, Germany, Russia, Turkey, Australia and so much more!
In July 2018, NOZ started opening new channels for other games to evolve the NOZ community. The Games are :
Full Fledged Communities
My Colony
MineCraft - InvasionMC
Nationstates
Pokemon - PokeCord
Cafe
Other Bots
Tatsumaki
Dyno
Unbelievaboat
B**bbot (Access to channel - ID required)
Third Prince of NOZ (Our very own NOZ Bot)
All said and done, NOZ will continue to have My Colony as our mainstay and community.
Nations of OZ Federation DISCORD link - https://discord.gg/staJagb
------------------------------------------------------------
The Nations of OZ has 5 ranking tiers, namely
ArchMage
Archmages are the community leaders and server admins. Between us, we do all of the following: server administration, posting announcements, keeping new things going on, communication with other federations, banning members, leadership discussions, leadership direction, and public presence. Also all responsibilities of Wizards.
Wizards
Wizards are junior admins, responsible for settling disputes that get out of hand, assigning roles, fixing server issues and other duties assigned by GWs, in addition to the duties of Conjurers.
Conjurers
Conjurers help with running the community, welcoming new members, assigning roles, keeping chat active, monitoring chat, keeping an eye on trouble makers, and are involved with all leadership discussions. This is a moderator type role. Conjurers also have all the responsibilities of Sorcerers.
Each month, 2 Conjurers are elected for a 1 month term to begin the month after.
Magus
This unique role is a recognition of the hard work our largest members have put into the game. Anyone with a colony of at least 500,000 people can get the Magus role. It is added on top of other existing roles (Sorcerer/Mage).
Sorcerer
Sorcerers are key members of the community. They are experienced in the game, and have earned their independence and decided to create a commonwealth. Sorcerers are involved in most leadership discussions, and take on extra responsibilities such as advertising their commonwealth and helping newer members, helping to expand the community.
Mage
Mage is the general membership role in NOZ. Anyone who has joined NOZ receives this role. They have access to the full resources of NOZ and are expected to grow their colony and learn the game, helping other members as able
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What is DISCORD?
Discord is a free voice and text chat app for gamers and works on both your desktop and phone.We all meet on Discord to share, and enjoy each others company while we wait for our storehouses to be full. Come on by, and meet the people of My Colony face to face. Join us as we step into a world of fantasy.
Wiki : Discord is a proprietary freeware VoIP application designed for gaming communities. Discord runs on Windows, macOS, Android, iOS, Linux, and in a web browser. As of May 2017, Discord has over 45 million users
Check your key bindings in the engine settings. I've noticed that both "Show unemployed colonists" and "upgrade" option both have the same key binding, which is "u".
Thanks very much for including your game version and platform in the bug report.
Thanks very much for including your game version and platform in the bug report.
I chose a new key the first time it works and then when I want to set a new key it does not work anymore
Recently purchased premium key. Activated on Win7 native client and Samsung S7 android v 7.0. Have recently not been able to play at all on phone ( eternal load screen ). Whilst on Pc client will load and i can play offline but cannot start an online game. Nor do online features of the game work in my one online colony. It seems to me that i may have triggered autobanner while trying to fix the mobile version ( i didnt know the premium key had a limited number of " charges " thus may have activated twice on phone ) Wondering if there is any way to confirm? Also if i can appeal said ban. I really love this game and i recommend it as often as i can. Any assistance would be awesome If error logs or screenshots will help pls lmk.
I dont know all i know is i still cannot use online features of mycolony on any platform. It will let me start a online colony on my mobile, however shortly after game crashes and i can no longer connect to said colony. When i was trying to fix my mobile version i may have reactivated the key by accident, thats why i mentioned it. Im more than willing to just purchase another key however id like to know WHY this one is preventing me from online play. Any updates or suggestions would be immensely appreciated. Id like to be able to play with my friends again.
UPDATE Just loaded antiquitas on 64 bit Chrome Regular save does not finish just like 32 bit chrome
two different laptops one is 64 bit windows 7 the other 32 bit windows 7 now downloading windows 7 64 bit desktop version
desktop version 64 bit saves correctly but again BOTH 64 bit chrome and 32 bit chrome fail to compleat a regular NON compressed save .
advert chrome crash probly just a glitch in my 32 bit chrome its self no crash in ether 64 bit or 32 now
But agin oringial Chrome 64 bit and 32 bit regular save fail to finish .
PS 64 bit pc just redid windows 7 browser clean first time every running Antiq . .
key board key short cut hard reload ctrl - f5 does not do reload on ether pc browser .
two different laptops one is 64 bit windows 7 the other 32 bit windows 7 now downloading windows 7 64 bit desktop version
desktop version 64 bit saves correctly but again BOTH 64 bit chrome and 32 bit chrome fail to compleat a regular NON compressed save .
advert chrome crash probly just a glitch in my 32 bit chrome its self no crash in ether 64 bit or 32 now
But agin oringial Chrome 64 bit and 32 bit regular save fail to finish .
PS 64 bit pc just redid windows 7 browser clean first time every running Antiq . .
key board key short cut hard reload ctrl - f5 does not do reload on ether pc browser .
No change . I deleted all browser files then reloaded game .
But tring to do a hard reload using the key board short cut has no effect ctrl and f5 key .
if there is another way of doing a hard reload please let me know .
But tring to do a hard reload using the key board short cut has no effect ctrl and f5 key .
if there is another way of doing a hard reload please let me know .
If you open the key file using a file manager app, or even email it to yourself and click on the attachment that way, it should allow you to open the key using the app
So I paid out for the key that lets you unlock special items in Antiquitas, and my question is how would I go about finding it for when I need to switch computers?
I'm trying to find my key, could I get it reissued or some advice for where I should look?