ForumsGamesGeneral Colony Discussion

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)

TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

It's already rekindled me.
Go for rank 7 Sour =]

Jerryrpg
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Jerryrpg
384 posts
Nomad

Ahhh a breath of fresh air. I should start playin again. Can't wait for the next update. Special ops might seem more useful. Do you think you can put upgrades/self defence structures without rewriting the coding krin?

Jerryrpg
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Jerryrpg
384 posts
Nomad

So.... you can get to rank 7 now i see. Should be easy enough for me.

Erli
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Erli
156 posts
Jester

are we talking about new things that will go to colony?

Jerryrpg
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Jerryrpg
384 posts
Nomad

Well Krin is going to implement some new things. He's sharing his improvements to colony with us.

The minimum updates that will be added to colony that i expect would be what krin said and the double click single unit selection feature.

The maximum would be the self defence structures, upgrades, and possibly an upgrade for the hospital seemingly every tier 1 structures can be upgraded, the hospital should be able to too.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

What room are you in, Jerry?

Jerryrpg
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Jerryrpg
384 posts
Nomad

Oh i'm not playing. Lol. I can't.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Oh, what's wrong?
I was looking forward to someone to play with.

Jerryrpg
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Jerryrpg
384 posts
Nomad

Nothin, just can't lol.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Why not?

sourwhatup2
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sourwhatup2
3,660 posts
Jester

It will for me at least.. I've been waiting for an update.


Lol I haven't even played in so long..
nozo_ito
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nozo_ito
266 posts
Farmer

I've ran another test on the frame skipping impact on resource generation building. The result was inconclusive. The values only have a difference of 3 as I calculated after some minutes. That is only one tick difference of the resource buildings. I've calculated the difference of command center generated resource due to frame skip and compansate that for comparison.

The test was simple: both make an outpost, then one make a bank and another make a generator. Make the marines, and I noted both sides reach 0 manpower at exactly the same time. I scrolled the view on my laptop such that it significantly skipping frames. It was proven that the laptop skipped 12 times on resource generated by command centre by comparing the manpower value (therefore a difference of 48 24 48 of resources). If the resource generated by building is working properly according to time, the difference of the energy and money should be 60 after the adjustment. My result is 63, the lag-free computer generated only 1 tick more.

That small difference could be a testing error. It seems the resource buildings are working properly during frame skips, or at least it has no significance when compared to the error on the command centre. Fixing the cc should be alright =)

SOYMASTER
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SOYMASTER
1,098 posts
Nomad

has anyone noticed that when u read the info on the bank the upgrade to treasary says that the traesary is a tier 2 building butwhen the treasary is made the info on the side says its a tier 3. the same is with the genarrater and soler panel

SOYMASTER
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SOYMASTER
1,098 posts
Nomad

Dear Krin,
Here is a list for Colony:
LITTLE MINOR DETAILS OF COLONY THAT I FOUND THAT SHOULD BE FIXED IN THE NEXT UPDATE
1. When you select a Bank that is not doing any function, u have 3 options, but when u look at the info to Upgrade to Treasury it says "Upgrade this building into a Treasury(Tier 2).", but in the information in that is under the name of the building says "This is a Tier-3 resource structure.", so is the Treasury a Tier-2 or Tier-3 structure.
2. I noticed that to deploy the Sakata Mk II in the Manufactory cost 20 energy but where you deploy them from the Mechanics Terminal they cost 23 energy.
3. The Chronite Tank information that is under the health bar is ended in a coma ,and this is confusing because the gladiator has more information that you can see by scrolling down.
4. The Gröditz information in the Barracks says "Requires armory to deploy. Heavy bi-pedal 'Walker' unit with rapid firing weapons, effective against both ground and air targets.", but in the Arsenal the information says "Heavy bi-pedal Walker unit with rapid firing weapons, effective against both ground and air targets.". I want to no if Walker is supposed to be in side the apostrophes.
5. The Gröditz information in the Barracks says "Requires armory to deploy. Heavy bi-pedal 'Walker' unit with rapid firing weapons, effective against both ground and air targets.", but in the Arsenal the information says "Heavy bi-pedal Walker unit with rapid firing weapons, effective against both ground and air targets.". I want to no if the Walker is supposed to be capitalized.
6. When you select a Generator that is not doing any function, u have 3 options, but when u look at the info to Upgrade to Solar Grid it says "Upgrade this building into a Solar Grid(Tier 2).", but in the information in that is under the name of the building says "This is a Tier-3 resource structure.", so is the Solar Grid a Tier-2 or Tier-3 structure.
7. Sometimes when you tell the Sakata Mk II to charge they attack the base, but the they cant attack ground units, and this only works 50% of the time, so is this a glitch.
8. I noticed that the Treasury has no special unit but the Solar Grid does, however they r both the same thing except for the resource they give you.
9. The resource gathering option from the Forge, Manufactory, and Mechanics Terminal gives you 2 energy every 5 seconds while the the resource gathering option from the Outpost, Barracks, and Arsenal gives you 1 manpower every 3 seconds, but they should give you the same rate of resource.
10. When you look at the options on the Bank, the first one says "Stock Exhange" do you mean Stock Exchange.
Thanks;
YOS
PS Tell me if you are going to fixed these because I spent allot of time finding these minor details for you.

lalala12
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lalala12
2,165 posts
Nomad

The Sakata MK II on base I believe is a glitch, and yeah they only shoot the base...but I've seen that they can't shoot the base (or even MOVE when put on charge) unless they've shot something first, doesn't matter if it's overkill (100 sakata MII shooting a scout = all of them can charge)...but sometimes, I've gotten them to charge even if they haven't shot, they were on the same auto-build list and I had another sakata shoot, which might've also been on that list...

I think the resource thingy for the deployment buildings is supposed to be like that...

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