ForumsGamesColony Version 2.0

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Krin
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Krin
129 posts
Nomad

Hi all!

We've updating Colony to version 2.0 right now. Here will be the changes in the update:

New Buildings and Units

With the war in Athenia still raging on, all the governments have been pushed to develop new technologies. As casualties pile up, the Hospitals have been forced to upgrade into War Sanctums to cope with the number of bodies being rushed into Emergency Care every hour.

The Saint watches over the sky and proves a fearsome guardian over the city. New Far-Range sniper rifles have been developed to siege enemy forces from a great distance. The prototype android, A27-Pride is now in mass production to provide support fire.

New Game Mechanics

The game should run a little bit smoother now, and allow you to reach up to Rank 10 on multiplayer. A lot of rebalancing has been done on existing units, especially the Sakata and the Groditz. You can also now double click a unit to select all units of that type.

More Coming Soon!

I'm still working on an anti hack system, and the Fox server has been programmed into the game (we just don't have the server yet). Expect there to be a string of smaller updates throughout this week as we put in additional features little by little

Krin

  • 318 Replies
Jikek
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Jikek
1,186 posts
Nomad

but you wouldnt know if the sniper was there unless you got your own. but wait for the noobs to be completly butt raped by a band of snipers not able to be seen

necodeus
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necodeus
24 posts
Peasant

you would see the shots hit your base....

And if you rushed with A-27s, they would have had to build a very early scout or something to counter. Right now, the early rush is near useless. There is no such thing as surprising your opponent. Adding fog-of-war would make the game much more exciting.

Jikek
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Jikek
1,186 posts
Nomad

in the beginning before tech rushing was perfected i was the awesome at rushing. i would like it to make a comeback.

necodeus
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necodeus
24 posts
Peasant

Yeah, think about it this way:

If there was fog-of-war, tech-rushers couldn't just go all out tech, because if they did, they wouldn't even see the 20 romans bearing down on their base until it was too late.

Right now, all they have to do is build they own forge right after you build yours, and they enjoy a resource advantage from building their resource buildings before you did.

I dunno how hard it would be to have it on a flash game though...

But it is something to consider.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Far snipes are great when you have a decent wall to protect them, too bad you don't have that much space to run now =\\

invisifly
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invisifly
20 posts
Nomad

for a fog of war make it so that the fog occasionally clears up a little and u can see the field or have little spots of clarity that randomly blow across.

and the modified units i mentioned before (pg 14) wouldn't be unfair becasue the otherteam could get the units to if they wanted. And if you were to inclued them make the modifeid units powerful enough to demolish the regular ones but have the same balance against other modifed ones as the units do now

for example
20 marines tie 20 other
20 romans tie 20 other
20 romans beat 20 marines

if the modiefied units where added it would be like this
20 super romans tie 20 other
20 super marines tie 20 other
20 super marines beat 20 regular romans or marines
20 super romans beat 20 regular romans or marines
20 super romans beat 20 super marines

That way the scales would still be balanced if both teams have takin the time to acquire them.

invisifly
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invisifly
20 posts
Nomad

^sorry for the typos^ and for this double post.
i'd fix the typos but that would be another really long post.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Well, the influence units are a bit weaker, if not tied, because it takes so long to get 'em out.

sprinter101
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sprinter101
365 posts
Nomad

why would you have modded romans and modded marines

invisifly
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invisifly
20 posts
Nomad

idk those where just examples, all the units would be modded if it was done but i just used to week units to show how they would be equally balanced when fighting eachother

Like one idea for a mod would be a hover tanks with anti air guns, but anit air guns weekenough (or strong but slow witout splash) that a group of modified scouts would be able to kill it easy, just like a group of regular scouts could easly kill an unsupported hover tank

and if it is done it should be in a tier 4 building

and 2 firetail: the new influence units r good, for instance 1 pride vs 1 glad = a tie (0.0)

sprinter101
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sprinter101
365 posts
Nomad

glads r way better than prides

lalala12
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lalala12
2,165 posts
Nomad

In large numbers and with equal proportions...

Prides win due to splash...I think.

Has anyone tested romans vs prides again? Last time the romans just ate them all...and carried on to 1hit the base...

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Glads + Pride + Roman's rifles suck against special armor.

sprinter101
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sprinter101
365 posts
Nomad

do prides have splash

man i had no idea

but romans still have best attack against base

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Prides have rather small splash, but yes they do.
That's why they own in groups.
Prides have biggest range out of all 3.

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