xRude's Recent Posts
Did you people actually read my post? With this implementation, it absolutely doesn't affect the people who don't want to participate in war. It's just meant to add endgame content for those with billions and millions of resources and nothing to do with them other than reinvesting them in alts. And the thing is, if you want to do this, YOU STILL CAN. What I'm suggesting is a small addition to the game to keep people who love the game but have nothing to do, interested in the game. It absolutely doesn't affect the people who disapprove of the feature.
Additionally, I remember Bast saying : "I'm not planning on adding multiplayer anytime in the future"
well, go ahead and discredit me further you savages, I'm just a guy who sat here for a good 3 hours thinking out a good way to add end game content that doesn't affect people who don't want to participate in it, do you know how much times I edited the file? But damn, trash me further without reading the whole post
Additionally, I remember Bast saying : "I'm not planning on adding multiplayer anytime in the future"
well, go ahead and discredit me further you savages, I'm just a guy who sat here for a good 3 hours thinking out a good way to add end game content that doesn't affect people who don't want to participate in it, do you know how much times I edited the file? But damn, trash me further without reading the whole post
Was the My Colony updated on the Microsoft Store?
I got an update on my mobile but no update on PC, still on v0.47.0
and I download the raw version of the game because Bitdefender flags it as some kind of malware? But when Install it through Microsoft Store Bitdefender doesn't flag it.
There is no Update in MS so i was just wondering if you sent the update to MS?
I got an update on my mobile but no update on PC, still on v0.47.0
and I download the raw version of the game because Bitdefender flags it as some kind of malware? But when Install it through Microsoft Store Bitdefender doesn't flag it.
There is no Update in MS so i was just wondering if you sent the update to MS?
If you don't want colonies to be attacked and don't want space battle to be a thing either, simply add "resource nodes ( planets ) " which give all commonwealth in the federation a boost to a specific resource production when captured. These nodes can be defended and attacked.
Military units ( biological and mechanical ) should however be created on colonies and launched on a ship to attack a node or to help defend it. We would have buildings that converts population or robots to military units.
Ships would be created like rovers but use military units to create and move around just like rovers. To launch a ship we need to send them through a building called a Ship Warp Gate.
To get rid of the space battle rendering part, simply add a "star chart" building to list all nodes as simple text details and text details of the progress of the war ( ship ETA, enemy unit type etc ) .
Units need to be balanced though, with relative weaknesses and strengths.
To balance the "1 Fed ruling the entire galaxy", and Feds dedicating 1 colony to military production, simply limit the ships that can be sent per hour per every member and use that feature you already have to create distances between colonies and nodes, the closer the node, the faster reinforcements can reach it and the less oil needed to ship units. Maybe add different ship types and only smaller ships can travel further distance?
If you actually manage to balance units and they fight like real wars, they should last a few real time days to maintain intensity ( ie. server sided like GTB ) based on army size with only a few hundred units dying a minute ( about 1 million a day ). When a node is captured it will become an eternal struggle to defend it, continuously trying to counter your enemy units, making far away nodes difficult to hold.
Tbh, war efforts is a good way to balance endgame resource accumulation, and if you look at it this way, the fighting is so that we can generate more resources :D.
Just remember Dev, competition causes the player base to grow and helps sustain the game with an active player base.
When it comes to end game content, this is the best suggestion I can give that doesn't affect new players at all and allows those base builder people to feel happy and safe because it doesn't affect them.
Military units ( biological and mechanical ) should however be created on colonies and launched on a ship to attack a node or to help defend it. We would have buildings that converts population or robots to military units.
Ships would be created like rovers but use military units to create and move around just like rovers. To launch a ship we need to send them through a building called a Ship Warp Gate.
To get rid of the space battle rendering part, simply add a "star chart" building to list all nodes as simple text details and text details of the progress of the war ( ship ETA, enemy unit type etc ) .
Units need to be balanced though, with relative weaknesses and strengths.
To balance the "1 Fed ruling the entire galaxy", and Feds dedicating 1 colony to military production, simply limit the ships that can be sent per hour per every member and use that feature you already have to create distances between colonies and nodes, the closer the node, the faster reinforcements can reach it and the less oil needed to ship units. Maybe add different ship types and only smaller ships can travel further distance?
If you actually manage to balance units and they fight like real wars, they should last a few real time days to maintain intensity ( ie. server sided like GTB ) based on army size with only a few hundred units dying a minute ( about 1 million a day ). When a node is captured it will become an eternal struggle to defend it, continuously trying to counter your enemy units, making far away nodes difficult to hold.
Tbh, war efforts is a good way to balance endgame resource accumulation, and if you look at it this way, the fighting is so that we can generate more resources :D.
Just remember Dev, competition causes the player base to grow and helps sustain the game with an active player base.
When it comes to end game content, this is the best suggestion I can give that doesn't affect new players at all and allows those base builder people to feel happy and safe because it doesn't affect them.
Koko said:
Those mines are at full capacity ,plus the housings for workers are just next to the mines loaded with all entertainment, shopping and hospitals. I have ard 125mines. 60 workers each but making 2 artifacts. Slow
Click on the structure then workers to see a list of all workers that are currently working at that structure, you'll see how many of them have the sleeping status or unemployed status, this is what is slowing down your production, I mean, some people retire and everyone needs to sleep. If your wages are too high, having a good 10% - 15% overpopulation / unemployment solves this issue, in my personal experience.
I'm guessing it's hard to code because of different building sizes and types
https://www.my-colony.com/colonies/nPLEXr6k/
What if you join a human commonwealth and have a Zorlag commonwealth annex you, won't you be getting immigration from the Zorlag?
joined him for the help on discord, realized the payroll after :)
I see thank you
Thank you for the vivid explication. I have another question though, I recently joined the IKEA commonwealth and it's supposed to give x1000 payroll, it directly says so, but I don't receive it in the gift mail, is this a bug or do I have to wait for the leader of the commonwealth to be online to receive those payments?
Can anyone explain this very gently to me?
xRude
Member
Member Since
October 3rd, 2017