Search - boats with guns

Hello commanders.

This post will integrate all of my previous ideas with refinement, plus some new ideas.
The ideas will be updated or added in the comments.



WARNING : EXTREMELY LONG POST



For the objects, the colour of the text represents the following factions.
  • United Earth (UE)
  • League of Independent States (LIS)
  • Alpha Draconians (AD)
  • Zolarg Empire (ZE)
  • Neutral

Gameplay Suggestions
  • Demolishing Buildings
    In case you don't need some of your own buildings.
  • Cancel queued productions
    In the game there's not yet any ways to cancel queue, which means inflexible financial management when you're running out of credits.
  • Area of effect damage
    You know currently we don't have a way to counter the swarming troopers besides producing lots of troopers. We need something explosive...
  • Garrisoning
    One of the classic features of C&C style RTS that will make urban warfare better!
  • Able to control buildings
    If some building is able to make research or has special actions, this is needed.
  • Make training queues building specific like in My Colony
    It is a bit difficult to manage units and unit productions if trained unit just pop up in a random barracks/factory. So I think this will make troop training process better.
  • Visible construction range
    This will help placing buildings without tapping somewhere else you cannot place building.
  • Power meter
    As the game's power mechanism is not yet complete, this is an necessary suggestion.
  • Researches
    Some research elements can change the tide of the war. This will make more amazing battles.
  • Superweapons
    Why not?

Units
  • United Earth
    • Commonwealth Infantry (T1)
      United Earth's proud protectors of prosperity and order. These troopers are put under 3 years of various training before they come into services. With their full loyalty and strict discipline, they are one of your reliable soldiers on the battlefields.

      It is just renaming the in-game infantry.
    • Commonwealth Rocket Infantry (T1)
      Rocket Infantry Camp is one of the divisions of United Earth's military, where newbie troopers are being trained into anti-tank specialists at the battlefronts. Carrying BOAR launchers, they take out enemy vehicles and aircrafts. Best companions of infantries.

      It is just renaming the in-game rocket infantry.
    • Engineer (T2)
      Not all soldiers fight at the battlefronts. These nerdy engineers who complete their school at military universities are one of the examples. Anything about machines and computers are not a problem for these engineers, they are even able to modify alien machines.

      This thing is already in the game, but why not give them some descriptions as well.
      Can repair civilian building when garrisoned into.
    • Jetpack Infantry (T2)
      Jetpack infantries are adopted by United Earth military, due to their high mobility and aerial advantage over most units on the ground. Besides as an effective scout on battlefields with rough terrain, they can also make effective assaults on infantries.

      This thing is already in the game, but why not give them some descriptions as well.
      In addition, I want to give it a stealth detection ability.
    • Space Marines (T3)
      Elite of the elites. Space Marines Corps represents the United Earth's iron fist power, established since 2061. Entering the Space Marines Corps is definitely one of the dreams of United Earth soldiers - given the best training, able to use the high tech gadgets, paid with highest wages, and of course, chance to become hero like Sarge! Most of them are cladded with power armours, though some commandos do not to wear them.

      Tier-3 shock troopers that uses plasma guns.
    • Marines Commando (T3)
      Experienced, outstanding marines will be promoted to commandos, which they will be put into military labs to receive another 3 years of training to master various difficult skills and have some bioengineering modifications on their body. Once they have completed the course, they are SUPERSOLDIERS.

      UE commando can terminate infantries quickly with their heavy machine gun, tough as a tank, and can instantly blow up enemy buildings and vehicles using dynamites upon close contact.
    • UE Harvester (T1)
      Supply lines that are too far away from the home world are hard to maintain. In this case, local resource extraction is the mean to make supplies cheaply. That's why these mining machines get some use on the battlefields.

      (•ω•)
    • ‘Hound URV-25’ Recon Rover (T1)
      These unmanmed vehicles are not a very new stuff to military even in the year of 2051. They can be remotely controlled, which they have greatly decreased unnecessary casualties during scouting tasks. Low cost and small size is also the reason it becomes popular. Now we can even install a machine gun on it, allowing it participating in combat tasks.

      I just simply give the rover a code name. BTW @bastecklein do you plan to give it stealth detectors? :)
    • ‘Ocelot’ Light Tank (T1)
      The ‘Ocelot’ series light tank has been inside UE arsenal for more than 10 years, as one of the standardized light tank due to their balanced combat ability and a reasonable manufacturing cost.

      Code name given.
    • ‘Tigerclaw’ battle Tank (T2)
      ‘Tigerclaw’ battle tank is the bigger cousin of ‘Ocelot’ light tanks. While shares the similar chassis design, this tank is mounted with a dual 83mm gun turret, which provided the tank with better firing efficiency and firepower. There are rumours about in the first deployment of these tanks, one tank can destroy 5 enemy tanks of similar classes by average before being destroyed.

      Rename the medium tank in the game and give it a code name.
    • ‘Jaguar’ Heavy Assault Tank (T3)
      Like its code name tells, ‘Jaguar’ heavy assault tank can quickly destroy enemies with its devastating firepower. Its 134mm plasma gun can penetrate any armour, while it has a portable regenerative shield for extra protection. They are one of the backbones in most tank formations.

      Heavy tank of the
    • ‘Thunderstorm’ Missile Tank (T2)
      ‘Thunderstorm’ is the new generation of self-propelled missile launchers in UE arsenal. This mobile missile battery has two modes. Artillery mode allows it to destroy enemy from a long range. Defender mode allows it to respond to threats from the air by launching volleys of missiles.

      Depends on your needs, you can switch between two modes quickly.
    • Striker UAV (T2)
      A full development of UAV (military drones) in recent years has successfully replaced manned aircrafts, which UAV comes in with a smaller size, lighter weight, and more capabilities in ground support missions. Striker UAVs are one of the variants developed, which carries a explosive missile for hit-and-run attacks.

      Light attack aircraft. Can target both land and air.
    • Attacker UAV (T2)
      Attacker UAV specialises heavy bombardment tasks, extra plated with sturdy armour for protection. Every liberty delivery includes 3 bombs for your foes!

      Bomber craft.
    • Gunner UAV (T3)
      Gunner UAV is a hovering heavy gunship. This heavy aircraft releases pulses of plasma shots that blasts enemies into ashes, while its heavily plated armour hull can withstand lots of punishments from anti-air weapons.

      Heavy aircraft that flies and fires slowly, but with a large ammunition capacity that allows continuously bombarding the enemies using the plasma gun. The plasma gun is also anti-air.
    • ‘Angler’ Patrol Boat
      Even though not much improvements has made on these old-fashioned speedboats, they are still effective defensive recon boats in UE arsenal. It is cheap, it is nimble, and its machine gun can respond light ship attacks.

      Here also gives a code name to the in-game patrol boats.
    • ‘Grizzly’ Amphibious Transport (T1)
      Amphibious transports has its most significant importance in beachhead landings during operations in oceanic planets.

      As well, give the in-game amphibious transport a code name.
    • ‘Aegis’ Escort Ship (T2)
      The seas can be as dangerous as on the land, ships may get attacked by aircrafts and submarines. ‘Aegis’ Escort Ships are hence built to protect the shores and the seas with flak guns and torpedo launchers.

      In addition, detects submarines. The big drawback of Aegis Escort Ship is it cannot attack land units.
    • ‘Tidebreaker’ Missile Cruiser (T3)
      Traditional battleships with large caliber guns are becoming obsolete in UE arsenal and are replaced by these more lightweight but stronger missile cruisers - the new generation backbone of the navy. Besides wielding higher accuracy than cannon artilleries, it can change firing modes for different situations, either the long range mode for hitting the enemies from a safe distance, or medium range mode for heavy firepower but at a reduced distance.

      Backbone warship.
  • League of Independent States
    • Militia (T1)
      These militias composes the majority of LIS infantry divisions, comes from various colonies of LIS. Though they lack professional training like soldiers of , their devotion to free the colonies from United Earth (and other autocratic sovereigns) is irreplaceable. Their motto: ‘The blood of the martyrs will water the seedlings of freedom’.

      LIS basic infantry that uses old-fashioned rifles to fight. Cheap to train, but relatively weak on battlefields.
    • Grenadier (T1)
      Grenadiers are basically militias who utilises explosives, which their grenades are effective destroying combat vehicles and buildings.

      Anti-vehicle infantry.
    • Hacker (T2)
      Not all systems can be hacked and taken over remotely, in this situation you'll need field operations. That's what these hackers are hired for, they infiltrate a building, hack into its systems, and put it under LIS's control.

      LIS equivalent of engineer, but it cannot repair buildings.
    • Saboteur (T2)
      Disruption warfare is one of the tactics of LIS, aimed to bring down normal operations of the enemy. The saboteurs do the dirty job, they sneak into the enemy's base under the help of optical stealth generators, they can steal credits from enemy silos and refineries, they can turn down generators, facilities and even weapon systems.

      Infiltrator. Stealthed all the time. Consumed when entering enemy building.
    • Laser Trooper (T2)
      Laser is one of the affordable yet powerful choice of weapons. Under years of development, LIS is capable creating devices that launches a hypercharged beam of laser capable to cut through thick alloy composite armour, even in a long range. Leading to the birth of Laser Trooper Division, it further proven LIS has independent military capability to protect themselves, and set more colonies free from United Earth.

      Shock troopers. Has a decent reload speed. Excels taking down aircrafts and tanks.
    • Blue Cross (T3)
      Blue Cross are the elite marksman of LIS military. They hide in shadows where bare eyes cannot see. They can take down armoured Space Marines effortlessly. Even drivers inside the vehicles can be killed only using one shot.

      LIS commando unit. Stealthed if stationary. Also detects stealth. If the target is a vehicle, it may turn the vehicle into a neutral, captureable status, which a UE engineer, a LIS hacker, a Zolarg missionary or a Draconian hyjacker can capture the husk to convert it to own faction.
    • ‘Marauder’ Attack Jeep (T1)
      Attack jeeps are modified from old jeep designs, they have missile pods installed on the top. The high horsepower engines remains their high mobility. When they encounter the enemy, they'll unleash a volley of rockets, devastating enemy light vehicles and aircrafts. LIS usually utilizing it for a guerilla warfare.

      Anti-vehicle anti-air light vehicle.
    • LIS Harvester (T1)
      Though they are assembled using second handed components and husks from black markets and chop shops, they still work in the same way as it should be, which its standard can compete that of United Earth's version.

      Equivalent of UE harvesters.
    • Scorch Tank (T2)
      Even though in this era, flamethrowers are still very effective destroying fortified defenses. With the improved composition of fuel used by these Scorch Tanks, almost anything can be reduced to ashes. Burn baby burn!

      Anti-infantry anti-building tank. Clears out enemy garrisons in buildings.
    • ‘Hunter’ Cruiser Tank (T2)
      Like the code name tells, it hunts for preys. These tanks utilizes strong firepower and high mobility in most terrains to destroy enemy tanks quickly at their weak spots. Though its armour is not very reliable at all.

      Battle tank of LIS.
    • ‘Lancer’ Beam Tank (T3)
      Beam cannons on these experimental beam tanks are not ordinary as you expects, its beam can vaporise anything within seconds. The beam tank not only having a strong firepower, it can switch between modes - At mobile mode it is a strong battle tank. At deployed mode, it has doubled firepower and increased firing range.

      Heavy assault vehicle of LIS.
    • ‘Rat’ Light Self-propelled Howitzer (T2)
      Cheap-to-go artillery vehicle used by LIS for siege and fire support tasks. Though it is an artillery, it can mobilize quickly for quick response.

      LIS artillery.
    • ‘Sparrow’ Patrol Copter (T1)
      These patrol aircrafts are the eyes of LIS military in the air, they effectively searching for enemies, even those hidden in somewhere not noticed by others will not be able to escape from their sensors.

      Recon aircraft. It is armed with an anti-infantry machine gun. Detects stealth. (This aircraft does not occupy aircraft landing pads.)
    • ‘Red Hawk’ Fighter Jet (T2)
      Conventional aircraft for surface support operations and enemy aircraft interception. The coaxial machine gun and the missile pods would help them manage most enemies in the battlefields.

      All-purpose fighter jet.
    • ‘Piranha' Waterbike (T1)
      ‘Piranha’ waterbikes swifts like wind, specialised raiding enemy ships using rockets. A squad of these waterbikes can be unstoppable.

      Hit-and-run light ambush vessel.
    • ‘Salmon’ Transport Submarine (T1)
      These small submarines are specialized for crossing the seas secretly, carrying an assault team inside.

      Troops may embark on or evacuate from the submarine when the submarine is surfaced. When submerged, only anti-stealth units and torpedo weapons can detect them. Detects submarines.
    • ‘Swordfish’ Corvette (T2)
      These simple corvettes composes most of the naval forces of LIS. A pair of powerful ship gun will blast enemies into the skies.

      LIS warship.
    • ‘Stingray’ Nuclear Submarine (T3)
      As the backbone of LIS navy, these submarines has high combat capabilities. While sneaking in the seas, they sink the enemies without being noticed. When they surface, they launch volleys of missiles that bombards the enemies miles away.

      Backbone warship of LIS. Stealthed when submerged. When surfaced, the missiles can also attack air units. Detects submarines.
  • Alpha Draconians
    • Extractor Drone (T1)
      Whenever you are seeing mineral fields are disappearing in an weird way, there might be stealthed Alpha Draconian mining drones digging them. Stealth device protects extractor drone in most cases.

      Alpha Draconian harvester unit. It is rather an ‘infantry’ more than a vehicle. Detects stealth.
    • Sentry Drone (T1)
      Besides on battlefields, sentry drones can be also seen in prison camps and slave camps, or in riots. The minigun equipped on them shreds the flesh of any living things.

      Basic ‘infantry’ of Alpha Draconians.
    • Ambusher Drone (T1)
      Harnessing the powerful ion beams and being stealthed when standing by, no vehicle can stand for more than few seconds when swarmed by them.

      Anti-vehicle 'infantry’ of Alpha Draconians. Stealthed when idle.
    • Hijacker Drone (T2)
      Hijacking devices on this drone are able to take over a facility within seconds, especially useful in battlefields. It also has minimal armaments for self protection against patrols.

      Equivalent of engineers and hackers.
    • Executioner Droid (T3)
      Executioner Droids are superior combat droids that their combat capabilities can be compared to a commando, only one can be assigned to one Alpha Draconian warlord. They are also the only droids given with a personnel teleporting device, which helps them bypass the defense line safely and launch sudden attack on the enemy's weakest spot, or evade from most dangerous situations.

      The droid can teleport itself at any explored location of the map. Armed with a beam gun that continuously damages enemy.
    • Modular Combat Hovercraft (T1)
      A hovering small bunker that obtains armaments from drones that it consumes. Uses anti-infantry minigun when no drones inside.

      Each MCH can only receive one drones for armament upgrade. Recieving a Sentry will obtain a double minigun turret. Recieving an Ambusher will change the main weapon into a stronger beam gun. Recieving a Extractor will give it a stationary stealth generator. Recieving a Hijacker will obtain an EMP emitter that unmobilizes the target enemy. Drones who have entered will not return, due to components being assimilated. Amphibious.
    • Piercer Hovertank (T2)
      Piercer hovertank uses a fully flexible autocannon as a weapon with two firing modes. Tank cannon mode attacks land units, while flak mode attacks air units.

      Anti-vehicle or anti-air battle tank. Amphibious.
    • Monitor Hovertank (T3)
      A new class of artillery researched by Alpha Draconian engineers, which it is installed onto a modified, stable hovertank chassis.
    • Devastator Hovertank (T2)
      Alpha Draconians has make use of their advantage of owning major ether reservoirs, leads to this infantry devastating weapon under use, at the cost of breaking 133 galactic military regulations.

      Anti-infantry vehicle. Clears out garrisons in buildings.
    • Dominator Hovermech (T3)
      Dominator Hovermech, the steel behemoth of the battlefield. Its beam-emitting eyes can stare anything to death.

      Heavy warmech.
    • Judge Gunship (T1)
      A nimble, light jet propelled gunship carrying proton launchers.

      Gunship aircraft.
    • Eliminator Saucer (T3)
      One of the ultimate destruction weapon of Alpha Draconians. The saucer unleashes a super powerful destruction beam when flies above enemies. Nothing will survive under its strong fire.

      Bomber aircraft with extremely low mobility.
  • Zolarg Empire
    • Swarmers (T1)
      Unity is the power - that's the motto of the entire Insectoid race. That is especially reflected on these swarmers, make up of various insectoid workers.

      Melee squad. Quick and cheap to train, extremely dangerous in a group, though they generally has a weak toughness
    • Rangerbug (T1)
      Insectoid militias that uses a primitive hand cannon to fight against enemies, which they are common local defense forces in Zolarg Empire.

      Ranged anti-vehicle infantry of Zolarg Empire. Can be switched to stationary mode (flak mode) that changes their attacking target from land to air.
    • Martyr (T2)
      These martyrs are suicide bombers, faithed and determined fighters of the Zolarg Empire. Fires of explosion will purify everything!

      Suicide bomber infantry. A large group can breach heavy fortifications if given appropriate support.
    • Missionary (T1)
      These religious missionaries will make way for Zolarg Empire - Influence buildings through devine powers... Somehow works.

      Equivalent of engineer, hacker and hijacker. Can heal infantries inside the same garrisoned buildings.
    • Apostle (T2)
      Apostles are usually the leaders of Zolarg militias, who ‘delivers the divine message from the Emperor’, fortifying the morale of the fellow brothers. Besides boosting morale, it also provides adequate firepower, from their heavy machine gun.

      Heavy infantry. It rides a beetle.
    • Awakened (T3)
      The insectoid warriors that have awakened their power controlling energy flow surrounding their body. They can release energy blasts from their hands, or unleash deadly melee attacks.

      Shock troopers of Zolarg Empire. Detects stealth.
    • Redeemer (T3)
      The redeemers are insectoid warriors with mastered supernatural powers. Besides able to attack like awakened, it also has a ability to brainwash a small group of enemy, permanently turning them to own side.

      Zolarg commando. Detects stealth.
    • Attack Rollercraft
      (Notes: Insectoids call wheeled vehicles ‘rollercrafts’.)
      These highly mobile attack rollers are manned with a driver and a grenadier, which explosives mixed with sticky ant paste are tossed to enemies at close range for most destructive effect.

      Anti-infantry vehicle. Can temporarily unmobilizes enemies blasted by explosives.
    • Landship (T1)
      Zolarg Landships are primitive tanks, wielding high toughness from thick armour (and a decently strong main cannon). It is also a effective infantry transport on land.

      Anti-vehicle tank. Can carry up to 8 infantries.
    • Siege Landship (T2)
      A heavier version of landship. It is not just tougher, its cannon can fire more than one type of ammunition - Cannonballs focuses on countering tanks and destroying fortifications from a long distance, while napalm will set fire that scorches the infantries.

      Note that it does not do anything carrying infantries. Napalm can clear out garrisons in buildings.
    • Boarding Party (T1)
      Boarding parties of Zolarg Empire are not just terrible in the space but also equally terrible on the seas. Their ship will quickly ram onto yours and the boarding party will soon tear your ship into useless scraps.

      Navy melee ship. It is also a troop transport, can carry up to 8 infantries.
    • Ironclad (T2)
      A rather modernized warship of Zolarg Empire. Slow, but has devastating ship cannons.

      Ranged melee ship.
    • Bumblebee Squad (T2)
      A flying group of winged Insectoids, with a duty to throw bombs onto enemy army, or sometimes aircrafts.

      The only Insectoid airforce unit.

Buildings
  • UAV Control Tower (UE aircraft factory) (4 aircraft capacity)
  • Experimental Tech Centre (Tier-3 tech building)
  • Flak Pillbox (UE anti-air defense)
  • Torpedo Platform (UE heavy naval defense)
  • Plasma Cannon (UE heavy defense)
  • Propaganda Centre (UE combat support/research building)
  • Space Uplink (UE superweapon)
  • LIS Command Lander (LIS command centre)
  • Encampment (LIS barracks)
  • LIS Ore Refinery
  • Burner Generator (LIS power generator)
  • Garage (LIS vehicle factory)
  • Seaport (LIS naval yard)
  • Black Market (LIS Tier-2 tech)
  • Data Bank (LIS Tier-3 tech)
  • Bunker (LIS basic land defense, garrisonable)
  • Gunner turret (LIS basic anti-infantry anti-air defense)
  • Hacker Camp (LIS combat support/research building)
  • Airfield (LIS aircraft factory) (4 aircraft slots)
  • Laser Tower (LIS heavy defense)
  • Sea Sentry (LIS naval defense gun platform)
  • Missile Silo (LIS superweapon)
  • Depot (LIS silo)
  • Microreactor (AD power generator)
  • Central Command Hub (AD command centre)
  • Drone Pad (AD barracks)
  • Raw Material Teleporter (Refinery)
  • Launcher Node (AD basic defense)
  • Offshore Launcher Node (AD naval defense)
  • Stargate (AD vehicle & aircraft factory)
  • High Frequency Node (AD Tier-2 tech)
  • Conquest Center (AD Tier-3 tech)
  • Secret Operation Centre (AD combat support/research building)
  • Stealth Field Generator (AD special defense)
  • Ether Storm Generator (AD superweapon)
  • Home Mound (ZE command centre)
  • Forge (ZE refinery)
  • Outpost Mound (ZE barracks & basic anti-infantry defense)
  • Rangerbug Burrow (ZE anti-air defense)
  • Stockpile (ZE silo)
  • Landship Workshop (ZE vehicle factory)
  • Drydocks (ZE naval yard)
  • Command Post (ZE Tier-2 tech)
  • Shrine of Destiny (ZE Tier-3 tech)
  • War Academy (ZE combat support/research building)
  • Temple of Doom (ZE superweapon)
They probably should also have certain bare minimum requirements scaled up with the more important colony needing more resources. For example they need for a colony worth 10000 at least 10000 ore and 1000 steel every second for arms and weapons. They need at least 100 soldier. The more attractive the colony is the more resources and soldiers needed because the empire is willing to fight more for it.
Maybe also there could be some sort of clock that keeps track of how much trouble the empire has at any given time. The more trouble it has, the less it will spend on one small colony.
Actually this could be the basis of a new resource guns, used solely in revolutions, exclusively a good you can export, and in crimes. Could even bleed into government. Insisting everyone join a militia for a year and providing all ex militia with guns means that crime doesn't happen hardly at all, but means that high levels of discontent make periodic revolts happen with high damage to the colony. Make guns illegal but have high production of guns and you end up with high levels of crime unless you have a ridiculous number of police and so on.
Thanks, I'm planning on going up to aircraft carrier and then various other boats
2y ago
Corvette

A reliable warship for budding colonies to build up their naval power.
Gunboat

A cutting edge boat with guns.
Patrol Boat

Spy on your citizens— wait, no, enemies, and shoot them with torpedoes.

What could possibly go wrong?

2y ago
Amorphus said:Hey bast, just wondering if you were planning adding"ocean floor" or "lake bed" terrain tiles that turn into water after atmosphere goes beyond a certain point. This way a player can see where water will form and can build on these tiles under a certain atmosphere, but they risk their buildings getting destroyed when water forms there as atmosphere increases. I can imagine the map becoming a bit difficult to build around after atmosphere reaches 5 mil since the map would then be full of rivers/seas/islands instead of being the lifeless dry plane it once was.

Also, are you thinking of making structures that can be placed on the water or straddled between land and water like bridges, marinas, peers, aquariums, ferries, and boat bots that can build water structures? These would allow for more income, tourism, and resource production opportunities and bridges would allow for colonist and vehicle/worker movement over water.

Just a few aquatic ideas inspired by your water world.

Keep up the good work!


I am working on bridges right now. I do want water based buildings and vehicles, such as marinas and boats, it will just take a bit more work.



I do not have anything yet where water levels change based on atmosphere. It is doable, but would just take a lot more engine changes than I wanted to do in this update, since I want to get it out within a reasonable timeframe. I may make another water based map at some point that does have those features, and a higher difficulty level. I wanted this particular map to be accessible to most players.

Boats will 100% be coming at some point, as I want to be able to use My Colony engine to make a 'new world' type game next year, where you arrive on a ship, unload, destroy the natives, etc.
5y ago
A terrible model of a barge (loaded and unloaded)
A terrible model of a scout boat (rover equivalent?)
I'll make terrible models of ferries, trawlers, treasure boats, drydocks, and possibly gunboats soon.
3y ago
These look great
2y ago
I’ve already got a few of your models added to the v0.19.0 beta
2y ago
Wow, that's quite an honor! However, I still think I need to work on giving my models a unified style.
2y ago
Frigate

A seaworthy warship with powerful cannons.
This one might have been somewhat rushed.
2y ago
Destroyer

A formidable sight on the open sea, the Destroyer's VPP model was remade because the first one looked crappy.
1y ago
Cruiser


A massive, powerful warship fitted with vertical missile launchers for bombarding targets anywhere. Still no lifeboats, though.
1y ago
Remodeled the whole lot besides the cruiser. That one will take a little more time.
Patrol Boat

Now with a visible gun!

Gunboat

A nimble craft suited for small scale maritime operations.

At this point, uploading broke
More to come!
1y ago
Corvette

A reliable craft used by budding colonies to establish hegemony over the seas.

Frigate

A versatile warship which constitutes the bulk of many navies.

Destroyer


A state-of-the-art vessel which shines in anti-warship combat, though its advanced weapon systems can also dispatch aerial threats or lay waste to onshore infrastructure.
1y ago
Cruiser


A seaborne logistical platform from which mass destruction may be rained upon your foes.
1y ago
note to self: units are aligned across x axis
1y ago
Boats with Guns


Left to right: Patrol Boat, Gunboat, Corvette, Frigate, Destroyer, and Cruiser.
Each ship increases by 1 tile in length.
Files
5mo ago
Back already said in case you are not aware that the game will be a building simulator, and will not include guns and such. It is to focus on building a city to be the best and there won't be guns or raiding just to let you know!
6y ago
H3110 GUYS!

Generals on the call!

Okay, here I wish to introduce some new ideas here :p

Defenses
  • LANDMINES
    Landmines are designed for defending against vehicles. When they run over, you know what happens...
    They are also triggered by other infantries except engineers.
  • BARBWIRE
    Barbwire is the cheap barricade to stop infantries marching. It's quite effective against Zolarg troops which uses mostly infantries at earlier stages. Infantries cannot destroy them.
    However these barbwire barricades can be passed through and destroyed by vehicles.
  • LAND FORT
    Land Forts are heavy-duty defensive buildings that fires explosive shells. Has long attack range and heavy damage, but fires slowly.
  • WATER MINE
    It’s the same concept as landmines, but it works best on naval chokepoints.
  • A.A. GUNS
    Anti-Air guns are very basic anti-air defenses. Can only attack air units.
  • SENTRY TURRET
    Sentry turrets can attack both land and air. An ideal defensive building.
  • SENSOR ARRAY
    Sensor arrays are expensive multi-radar stations. They give extra sight for friendly troops to see enemies far away from them and also reveals stealth units.

Troops
  • ARTILLERY
    Not the self propelled one, it is considered as infantry. Though slow, but the howitzer has impressive range and damage, with cheaper cost.
  • SELF-PROPELLED ARTILLERY
    Self propelled artillery are combat vehicles with heavy launchers to fire explosive shells and destroy enemies from longer range.
  • STEALTH ENGINEER
    Special tier 3 engineers for LIS, expensive, however, they are not noticable unless they are in sensor array’s or anti-stealth radar truck’s range.
  • SCOUT DRONE
    Very basic, cheap, and weak airbornes. (Not the Zolarg infantry Rifle Drones.)
  • RAIDERS
    LIS special unit that replaces marines. They are not visable to enemies until their first attack or detected by sensor array or anti-stealth radar trucks. Only little stronger than ordinary infantries.
  • ANTI-STEALTH RADAR TRUCK
    Stealth attacks are more common when others reached tier 3 technology. This tier-3 unit is mobile counter-measures against those stealth units, revealing them to friendly units. It also has better visability.
  • RADAR SHIP
    It’s a sea varient of AS rader trucks. Important for detecting submarines.
  • STEALTH TANK
    Stealth tanks are ‘invisable’ tanks that can launch suprise attacks! Because it is ‘invisable’, it won’t be funny when we lost ours... Visable to enemies when it is in range of sensor arrays and AS radar trucks.

Super Units
Super units are expensive special units. These super units requires a secondary resource, crystalline, to build one.
Human fractions builds them in Experimental Factories.
  • BEHEMOTH TANK
    Behemoth class tanks has land-dominating firepower which it has 5 big turrets mounted on it!
  • MOBILE FORT
    Mobile fortress meches are truely the toughest enemy to take down. They are heavily armoured with crystalline-based triantanium plates.
  • SUPERSOLDIER
    Supersoldiers are quite expensive as the armoured marines but they are not easily get killed even get shot by an explosive shell, and capable to bring more heavy weapons for raze the base of your foes!
  • DREADNOUGHT
    You may have heard this world when you study history of World Wars, but these massive warships are BACK into battlefields as they are awesome ship sinkers.
  • FLYING FORTRESS
    Blimps? They are still not large as these flying fortresses - the untimate flying hazard of the war!
Hello, everyone. Today, I want to address another event in school. This is not personal, but schoolwide. In fne past few weeks, I have seen people carrying water guns in school more often than the 1st semester. As aerlawgroup.com states,
Carrying weapons on school grounds in California is a wobbler offense.


No, really, it is. I have seen conselors and teachers at my school taking away squirt guns. Today at lunch, somebody was pretending to squirt me. I tried to ask my teacher, but then he claimed it was my issue. Staff are trying to prevent the so-called "Assasin" horseplay game played. I do not have a squirt gun anyehere at home.

Alright, that is it for now! Leave a thought or question down below in the comments if you want to! I will be seeing you later, fellas!
11mo ago
It will take a minim of 10 ship yards to run one star port .
That is unreal . Maybe two ship yards ( after all we are not building row boats here .
Just how many Star ship yards do you think earth would have once we get the teck ?
even importing wont work well as resources degrade and max storage with 10 ship yards and one star port would be under 300 ships Unless you added ships to galactic freight it would be silly importing 100 k ships to end up with 300 ..
Ps Nice building Just wonder did you do the art on this one as there is a glaring art mistake .
Not that you should take my criticism to heart as I cant do 2d art at all lol .

But hey the biggest critics are thous who cant do it . Imange that
O its so Deco and out of vogue says the critic to the artist .
artist ( can you paint ) Critic ( NO ) but i can put your painting down . LOL Oxymoron .
5y ago
Today I am putting the finishing touches on the v0.95.0 patch for My Colony, and it should be hitting all platforms within the coming days. I've actually got a fairly big update in store for you guys today, so I hope you enjoy it. Let's take a look at what's new!

First let's start with the small stuff. In this release I have added 40 new flag logos that you can add to your colony flags, including all letters of the alphabet. I have also fixed issues on a couple of the logos that did not let you adjust their color properly.

Next up, I have made stat adjustments/tweaks to a few of the maps and buildings in the game. The Star Gate, Star Port, and Medium Range Star Gate can now all import and export Software. The Antaura production has been increased on the Interstellar Pad of Thought. Newly created Water World maps will no longer contain the Fresh Water deposits on the map, as they making getting Water way too easy. The Crudebot can now be constructed on Water World and Desert World maps, and the Diamond Miner can now be build on the Water World. Finally, the Center for Artificial Learning has been slightly nerfed, and the Research Converter now requires a little more research to operate.

A number of UI tweaks have been made in this update. Now when you are in building mode (as in, you have a new building for construction selected), the Chat Notification area will disappear. Before the chat log was in the way when you were trying to build things, so now it should no longer be a problem.

I have also added a new, faster way to reply to chat messages without having to open up the actual chat window, although you do need to be using a keyboard in order to use it. But now if you are connected to a chat server, you can simply press the Tab key (customizable in Engine Settings) to open up the new chat reply input box.

This makes it a lot faster and easier to reply to chats in-game.

There are also a couple of chat text color changes. When a Developer posts in chat (I'm the only one), they will have Gold text color. When a Moderator posts in chat ( @cry8wolf9 is the only one), their text will appear Blue. When somebody playing an offline colony posts, they will have a Teal text color. This is helpful because a lot of times new players ask for resources in chat, and they do not even know they are playing offline.

I believe that these interface changes make the in-game chat a whole lot better.

Next, the Desktop Build Confirm costs area now shows Power and Bandwidth requirements when queuing up multiple buildings.

Obviously this is good information to have, and probably should have been there to begin with!

Next, you will probably notice that the resource amount numbers in the Resources display are now colored.

The colors gradiate from red to orange to green, and allow you to see at a glance how full your storage is. Green means you have full storage, orange is half way, red is empty. This should be especially helpful on mobile, since you can't hover over the readout to see the little bar graphs.

In addition, the Resource view that only shows down-trending resources will now only show resources that are both down-trending and under 95% storage capacity.

Also, a new feature has been added for Federations. The Federation president can now kick member colonies out of the Federation for whatever reason.

Now on to the new content. In this update I have added one new resource (Salt Water) and 11 new structures. Mixing things up a bit, a lot of the new content in this update relates to the Water World map. Here is a list of the new stuff, and then I will discuss some of the structures afterwards.

New Structures
  • Fine Arts Warehouse
  • Counterfeit Market
  • Integrated Aluminum Generator
  • Advanced Ship Yard
  • Department of Advanced Fish Mating Studies
  • Mesh Platform
  • Salt Water Pump
  • Salt Water Tank
  • Desalination Factility
  • Fishery
  • Fish Cannery
The Fine Arts Warehouse and Counterfeit Market provide additional storage for Paintings, Pottery, and Cloth, and are for United Earth and L.I.S., respectively. The L.I.S. version has less storage and also exchanges some of the goods for money.

The Integrated Aluminum Generator brings a long awaited upgrade to the old Aluminum Generator, costing more and utilizing Software and Bandwidth.

I have also added the new upgraded double decker Advanced Ship Yard for faster Human Star Ship production, also requiring Software and Bandwidth.

Next, United Earth players get a new wasteful government building in the form of the Department of Advanced Fish Mating Studies. This building creates research but, more importantly, offers over 5000 useless jobs, for larger colonies with a lot of unemployment.

The remainder of the new content is for the Water World map.

The Mesh Platform is a new bridge structure with no particular orientation, so you can connect them together without issue. You can now also harvest ocean Salt Water with the new Salt Water Pump, which is built directly onto Salt Water tiles. The water is stored using the Salt Water Tank, and can be converted into massive amounts of fresh Water using the new Desalination Factility.

For island Food production, I have added the Fishery, which is built directly onto water and harvests large amounts of Fish, and the Fish Cannery, which turns said fish into large amounts of Food. Fish will soon be making it's way to the GBT and, like Ether on the Ether map, will only be harvestable on the Water World map, since I said that I would be adding more unique map-specific resources to the game.

There is still more I.T. stuff to add, but I was playing my Water World map the other day and wanted to add some content to it, and I saw a post about Water World in the suggestions forum, and decided to go for it. I also want to add additional structures that can be built over water tiles, like tourist stuff, some unique housing, and an offshore drilling platform. I want to add boats or a water based bot, but I don't know if I will, since I will have to create a whole additional collision map for water tiles, which will take up a lot of runtime memory. We will see.

So that about sums it up for today's update. Like I said, it will be making it's way to all platforms in the coming days, so be on the lookout for the update. And as always, keep those suggestions coming, and thanks for playing My Colony!
4y ago
I figured that out a day after I posted this. I forgot to take this down though. Originally I thought maybe they repaired tanks and boats. Just took me a little longer to figure it out! Thanks for the reply though GeneralWalding
4y ago
Hello Bast.

I like the game already has early game land units and city development contents.

Here are some suggestions :P


Naval units
How are players supposed to expand into other continents? Not even settlers can step onto the new distant lands.
Naval units are indeed, needed.
We can just begin with simply galley ships.
Will units need naval vessels to travel across the seas? Or the units can embark boats on their own?


City : Sprites varies with larger population?
Just something to make the game look better.
Whenever the city reached certain amount of population, the city will have a different sprite for representing such condition.


Mines for boosting production
Currently besides mountains can provide some handy industrial production, nothing can help things build up much faster. If we can have some mines for hills, that would be better.


Assigning population for various purposes
Currently we cannot assign population in the city for a different purpose, such as working in the mountains for production boost, or having them working on food production.
I want to ask whether such customized assignments are possible.


Ideology/Political Structure
I can see the game has a couple of researches related to them. They might have purposes, right?


That's my suggestions so far at this stage, but generally the game goes well and I like it :D
more terrible stuff
A terrible trawling ship (I do not know how to draw)
A terrible diving/exploration ship
3y ago
I would like to see other decorative items such as rock formations, mesas, boats, and what not. Especially for the planet that contains water, ships and docks would be cool and decorative.
1y ago
I was just drinking some coke a few hours ago, and once the cola hit, I got this idea: Hey, since MC2 has fish and boats to harvest the fish now, I think the game needs pirates! (Just for the lols). I have designed a pirate ship, a pirate dock, and a new resource: Plunder. I will hook up a mod link and some models that I made.
Over the past couple of weeks, I have begun rewriting the Epic Adventure game from scratch, converting it to Pixel Paint graphics and greatly improving the ease of adding new content and feature set.


The original Epic Adventure code was my first attempt at multiplayer gameplay, and I made a lot of noob coding decisions that sort of put development of the game at a stand still. It was basically a convoluted mess and there was no easy way to move the project forward, so it pretty much sat idle for years.

Recently though, and pretty much out of nowhere, the game suddenly became popular on the Windows Store to where it has become one of my top played games, and a lot of requests for updates and feature improvements have started to come in via the in-app "Submit Feedback" function. Most of the requests were basically non-starters with the way the code originally worked, so I had the choice to either ignore the feedback and the recent growth of the game, or to basically start over from scratch, so I choose option 2.

The Epic Adventure rewrite (which will be Epic Adventure v3.0 once released) is build off of my new aptly titled "Adventure Game Engine" and incorporates many of the coding lessons I learned during the development of My Colony 2. The engine has been made generic enough that it will also be usable for other types of games in the future, namely Roguelike and scripted RPG type games. It can do procedurally generated worlds (such as how Epic Adventure will continue to work) or is can run off of prebuilt maps and scripts. It now supports not only click and touch controls, but also keyboard and gamepad input.

Game chunks are now loaded on the fly and in a continuous/infinite manner like in My Colony 2, and terrain features and textures can be automatically generated by the engine at run time, so that biome definitions only really need to specify colors (other customizations are possible though). The engine now supports Water, which was a top request for the current Epic Adventure game, but the water can also be given a custom color and made to be dangerous (lava?).


This new rewrite will be available to play as soon as it is able to do everything that the current version of Epic Adventure can, since I can't release an update with less features than the previous version! That basically means I need to finish creating all of the tools/items/craftable things and get them all working the same as before.

After that though, future updates and releases are going to be extremely easy to do with the way the game works now. So besides greatly expanding the current lineup of things you can craft and build, here are some of the near term plans for additions to the game:

Towns
Random towns will be generated on the overworld including NPCs that can run shops and give you basic automatically generated quests.

Dungeons
Similar to towns, dungeons will appear on the overworld, but they will be mainly a single structure with a stairway leading down to the real dungeon area, which will be multiple levels and probably have something cool at the bottom of the floor. Town NPC's will be able to give quests that involve exploring or clearing out nearby dungeons.

Vehicles
You will be able to craft and then get in and control vehicles. I am mainly thinking of boats for the water to start out with, but I also think a minecart that can run on tracks you build would be a neat addition.

Dedicated Servers
I am adding in a dedicated server mode just like in MC2, so that persistent Epic Adventure worlds can be running 24/7 that anyone can join and partake in.

I expect the initial release of this Epic Adventure rewrite to be out in a couple of weeks, and then I will start expanding it out based on feedback. I think that this new version of Epic Adventure is going to be a lot more fun than the current iteration, and I look forward to seeing what people think when I publish the update, so stay tuned!

#epicadventure
2d ago
First of all, can someone pin this? I like many others have told a selected few that guns and PvP will not be in MyColony, Back is making a game called Colony Wars that will sate your PvP/PvE desires. He has no desire for combat in MyColony just to let ya know! Remember look around before suggesting something.
6y ago
Looking back on my times playing My Colony, I could always feel that I wanted to part of something greater than a colony...
And now, I am.

Hello all, My name is Chacen13 and I would like to share my ambition of being a semi-veteran of My Colony. On Discord as well as in-game The Celestial Alliance Federation is Live!

What is The Celestial Alliance?
It is the culmination of over a year of learning, growing and tribulations in My Colony and I couldn't be any happier to head My Colony's newest Federation. Although it's extremely small now I'm sticking to my guns and believe The Celestial Alliance will do great things!
Discord(Work in Progress): https://discord.gg/bDpgwcT

See you there!
5y ago
Hello guys!

Here I'll 'dump' some ideas of 'new' (ordinary) units (and buildings).
(T-) represents tiers. Higher tier of troops requires tech centers.


. Infantries
(T2) Grenadiers - If you want something more explosive, here you're!
(T1) Rifle Infantries - Fires enemies from a longer range.
(T2) A.A. Stingers - Cheap troops against flying stuff.
(T3) Heavy Marines - Armored troops for tough battles.
(T2) Jetpack Infrantries - Attacking from above? Seems a good idea.
(T2) Flamethrower Infrantries - Let the fire penetrate and burn the foes! Burn baby burn!


. Vehicles
(T1) Kamikaze Rover - These destructive rovers will definitely blow up everything on the way.
(T2) Mortar Light Tank - A light tank mounted with a mortar instead of a turret specialized for breaking defenses.
(T3) Artillery - When enemy has got reinforced defenses you'll need it. Enormous splash damage included.
(T3) Missile Tank - Slow, weak armored, but strong long range units capable to destroy both land and air units.
(T2) Walker - Basic meches, slow but tougher than the tanks.


. Ships
(T1) Gunboat - Sutible for scouting purpose. Large quantities of them also causes trouble.
(T1) Patrol Ship - Some basic navel units mounted with machine gun.
(T1) Torpedo Boat - Trouble with defenses on the sea? The mid range torpedoes will take 'em down!
(T2) Pounder Ship - Common navel units, mounted with a twin-barrel cannon.
(T2) Battleship - Heavy navel unit, however not anti-air.
(T2) Submarine - Hides underwater, and here comes the surprise attack! (Torpedo is the weakness)
(T3) Destroyer - Super strong navel unit that will give your navel battles advantage!
(T1) Landing craft - Carries troops and tanks across the water.

. Aircrafts
(T1) Light Chopper - Weak helicopter, but has the modest strength.
(T2) Gunship - Heavy anti-land missile gunship.
(T2) Dropship - Transport jet plane.
(T2) Interceptor Drone - It is capable for taking enemy aircrafts quickly.
(T2) Jet Raider - Rapid aircraft best for rapid raids, equipped with machine guns.
(T3) Jet Fighter - Won't need me to explain?
(T3) Bomber - Take it down before it gets too close, or else...
(T3) Firefly - Super-heavy gunship, with anti-air ability. Totally sky dominator.

. Buildings
(T1) Pounder Turret - It is slower, but effective against armoured stuff.
(T2) Sentry Gun - All-round turret, attacks both land and air.
(T2) Anti-Air Missiles - Strong anti-air missiles that easily takes weak aircrafts down.
(T1) Floating pillbox - Basic offshore defense.
(T2) Artillery Battery - Counter measures against long-range attacks.
(T2) Floating Mortar Platform - Like artilley battery, but it is offshore varient.
(T3) Lazer Cannon - Destructive close range defense
(T3) Plasma Artillery - Super strong single target artillery
(T2) Floating Flak - Offshore anti-air defense
(T1) Tech Centre - Unlocks T2 units and part of the resaearch
(T2) Experimental Lab - Unlocks T3 units and advanced research
(T3) Nuke Silo - Makes nuke warheads using uranium and launches them
(T1) Shipyard
(T1) Aircraft Hanger
(T2) Lazer Drilling Pad - Provides surplus cash, with minor Uranium production
4y ago
H3110 guys!

For long time ago I have tried to design a imaginery military organization - the AlphaCorps.
I have reserved this for three years (or even longer) and wait for a opportunity to see whether who likes my vehicle and mech designs that was applied on the AlphaCorps by me, and I think I finally has a chance for it.
@bastecklein would you like to have a look?

Here, are my re-designed AlphaCorps troops! Feel free to apply them to any civilization - They’re ready for hire anytime!







Here are some descriptions on my troops!
Salamander - A well armoured assult vehicle equipped with a pair of Solarflare Gatling.
Flamebore - A battle tank, mounted with a fireball plasma cannon Flamebore.
Slag-Dragon - A light anti-infrantry mech, they spray slags onto enemies and melt them into nothing other than ashes.
Creep - A mobile turret mech, designed for defensive purpose against all types of threats.
Fatbot - Heavy mech equipped with two powerful cannons and well armoured to breach enemy defenses!
Dragonfly - A gunship equipped with a pair of heavy pounders specialized for destroying enemy defenses.
Alphaian Shield-trooper - Classic AlphaCorps troops, carrying a metal shield as well a SMG.
Alphaian Marines - Advaced AlphaCrops troops that carries a backpack mortar and a mini-bazooka for launching strong raids.
Cyclops - Cheap high-tech meches that can be mass produced, equipped with two guns.
Walking Fortress - Heavily armoured gigantic mech artillery mounted with a triple barral artillery turret.
StingerClops - Modified Cyclops mech equipped with Stinger Anti-Air Missile Launchers.
Tidebreaker - AlphaCorps heavy battleship with a triple barral turret.
Waterskater - AlphaCorps gunboat with a pair of heavy machinegun but not quite well armoured.
MortarClops - Modified Cyclops mech equipped with a pair of mortar cannon for destroying enemy defense without getting too close to defense lines.
Alpha Mender - Just a little repair bot.
H3110 commanders!

It's just something that allows you to deploy strategical weapons or moves.

Airport (UE/LIS)
  • Paratrooper
    Once confirmed airdrop position, a plane will be dispatched immediately to the spot. The plane must not be destroyed before paradrop.
    Paratroopers are tougher than ordinary infantries.
    Limited range.
  • Deploy Medpack
    Similar to paratroopers action, but it deploys a healing station to heal nearby units without the need of medics. The healing station operates for a few seconds and it'll disappear.
  • Airstrike
    Jet Drones carrying heavy machine guns will be dispatched to the position and fire bullets to anything they see. Once the drones have attacked they return to the base.
    Jet Drones are nimble but can get easily taken down by anti-air fortifications.
  • Strategical Bombing
    Unlocked at tier 2 tech.
    A Heavy Jet Drone will be dispatched to the position and drop deadly bombs at the spot.
    Heavy Jet Drones are highly armored but slow. Can withstand Anti-air Gatling fire but it's hard to say if they encounter a A.A. Flak or A.A. Missile.
  • Stealth Bombing
    Unlocked at tier 3 tech.
    A Stealth Jet will dispatch and drop heavy bombs at the spot.
    They can only be noticed when they are in sensing range of Sensor Arrays and Anti-stealth Radar Trucks.

Missile Silo (UE/LIS)
  • Missile
    Well, won't need me to explain? A missile to bombard your foes.
    Missiles can be only be intercepted by Anti-Air Missile Launchers (only when are armed with missile interceptors, with ammo ready)
  • EMP Missile
    Give your foes some shocks that can stun and deactivate units and structures!
  • Technical Nuke
    MASS WEAPON OF DESTRUCTION! Want to see how the things wipe out in an instant?
    Extremely expensive.
    Beware of Anti-Air Missiles, they can ruin your nuke attacks if they are prepared.
Navy
  • Ageis Speedboat (T1)
    Liberate the waters!

    Ageis speedboat is equipped with missile launchers, capable defending against aircrafts and land units. Modified from civilian vessels.

    Because it’s dircetly modified using civilian vessels, don’t expect they have good armour. But at least cheaper.
  • Hammerhead Submarine (T2)
    The Hammerhead will crush everything!

    These submarines are the major naval forces of LIS. These submarines has the important duty to control the seas through unexpected stealth attacks... Only torpedos and deep water bombs can intercept them.

    These submarines carries lazer turrets. When they move, they won’t attack, and remains under water. But when they attack, they are surfaced.
  • Whale Submarine (T2)
    Only idiots will put their passangers under direct fire in their trip.

    In order to prevent troops crossing the sea being interceted by coastal artilleries and battleships, LIS forces adopted a strategy, letting the submarines do the transport job. And that’s how Whale Submarine was born to serve.
    This thing is also installed with a sonar disruption device to prevent detected by naval sonar radars.

    Unless the submarie is next to a coast, it’ll never surface. While submerged they are in stealth status, only special sensor arrays can detect them.
    Can carry almost every land unit as long as they are not too heavy, and give your foes suprises.
  • Tidebreaker (T3)
    We’ll destroy every surge and every enemy we see!

    Tidebreaker cruiser is the heavy naval vessel of LIS forces, mounted with a pair of ‘Refractor’ heavy ballistic beam guns.

    Tidebreaker’s heavy ballistic beam cannons inflicts heavy damage at a spot. Different from traditional explosive weapons, the damage concentrates at a spot. This power-draining weapon takes time to reload.
Hello commanders!

As @bastecklein metioned in his official lore post, Alpha Draconians will take a little role in the game.
So here, may I introduce my ideas for the Alpha Draconians faction!

Infantry/Drones (Drone Pad)
Notes: All drones are hovering units.
  • Patrol Drone (T1)
    A model of Alpha Draconian security drone commonly used for patroling and scouting, as well as taking the role on eliminating enemy infantries.

    Similar to UE infantres and LIS militias, they are the most basic combat unit.
  • Miner Drone (T1)
    Nimble Alpha Draconian harvesting unit.

    The advantage is, Alpha Draconian can build harvester units in their drone pads instead of war portal.
  • Punisher (T1)
    Punisher drones can be seen working in reeducation centres, punishing criminals with their taser guns. On the battlefields, their taser gun are adjusted to maximum output to give the foes deadly spark shocks.

    Typcally it’s an anti-armour unit, but it also has decent strength against infantries. It’s not anti-air, unlike the anti-armour unit of other fractions.
  • Devaster (T2)
    These drones sprays hot and hyperactive ether everywhere, almost anything touching those radioactive liquid will begin to melt under the strong radiation.

    Strong ground control drone of the Alpha Draconians.

Armoured/Mecha (War Portal)
  • Suppressor (T2)
    Riot control machine of Alpha Draconains, equipped with a pair of deadly ‘Chain’ machinegun turrets.

    Anti-infantry armour. Can attack at most 2 enemies at the same time. has anti-air ability.
  • Dismantleer (T1)
    Don’t think they are simply tiny robots specialised for dealing with scrap machines in scrap yards. Their dismantle claws are deadly as they can tear both flesh and armour plates.

    A cheap weak recon unit, but their nimble speed allows them to take down enemies quickly... with their deadly claws.
  • Fat-bot (T2)
    The Fat-bot is the sturdy war machine of Alpha Draconians, plated with super-thick armour over its body as well as strong tesla cannons on its both arms.

    It can be used as a meat shield, as it’s resistant against most attacks.
  • Cyclops (T3)
    The most heavy war machine of the Alpha Draconians. Don’t stare at him, or it’ll stare you to death.

    Heavy armour unit as well as a siege machine. Uses long range missiles for attacking buildings and air units, while attacking enemy units with its deadly lazer.
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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