Sobeirannovaocc's Recent Posts

Node shouldn't be a problem for most people. Thanks !
Sobeirannovaocc
18h ago
Hey @bastecklein, we discussed that a while ago, would it be possible to get a command-line program version of the dedicated desktop server ?

Maybe just something that takes a c2s file path as argument, a number of max players, a TCP/UDP port and makes a public server out of it.
Sobeirannovaocc
1d ago
Nice ! I'm waiting for the desktop release !

Luker124 said:Speaking of Mc2, is there a certain reason you need premium to join multiplayer games? I thought it was always that you needed only an account? Or has that changed?


Starting 0.10.0, some features like multiplayer require permium.
https://www.ape-apps.com/viewpage.php?p=41482
Once the game hits Android, some of its features are going to be moving behind the premium paywall, such as modding, multiplayer, and some of the world maps. Premium content is being added to MC2 because, unlike MC1, I do not plan on using in-app advertising banners in this game.
Sobeirannovaocc
1d ago
Nice !! Let us know when it is accepted by the Play Store.

Also I would love to see the settlement borders, maybe with a toggle.
Sobeirannovaocc
10d ago
Hi,

Since research was added in the last version, I just want to give a feedback on that, I think the research system would be better if research was not a resource. Two options:

  • Research power


You select a tech that you want to unlock, and then your various scientific buildings (academies, research labs, laboratories...) work on the tech.

It takes them a certain amount of time before you have the tech unlocked. They could also consume various resources specific to the tech in the process.

Research could be some kind of "research power", and techs take eg. 10000 days-researchpower (unit is days*researchpower) to complete. If you have 1000 research power, it will take 10 days. It works a bit like man-days.

BUT because you can't just spam research buildings and get techs in one day, building more and more research buildings will get you less and less research power per building, eg. power = [log(buildings)+1]*C, eg. 1 building = C power, 2 bds = 1.3*C, ...10 bds = 2*C, but maybe for another base for the log but you get it.

Inspired by @username https://www.ape-apps.com/viewpage.php?p=38290

  • United Earth sends new techs


Second option : research does not exist, at least in the colony. We were discussing a lot about the lore exactly 12 months ago. There was an idea about the colony being sent by UE to colonize new worlds. Then the colony would owe UE resources. In exchange of this cooperation, UE regularly discovers new techs and sends the blueprints to the colony, which immediately unlock the tech.

Going independent has the advantage of getting rid of these taxes, while it has the disadvantage of having to research new techs by themselves (but maybe also get techs that were kept hidden by UE...)
Sobeirannovaocc
12d ago
Thanks ! This will very much help the MC2 translators to test their translations in game !

Small tweak to the thread but you should maybe put the latest version on the top I nearly got confused by downloading v1.0.0
Btw the rovers are so fast we can barely select them once they start harvesting haha
Sobeirannovaocc
4mo ago
Keep up the good work ! I recently downloaded the Ape Apps launcher and was pleasantly surprised to see the little notification of game having updated automatically !
Sobeirannovaocc
4mo ago
Looks great !! The night sky could be better though, but of course it's the first shot.
Sobeirannovaocc
4mo ago
Nice ! (I would like to know wheret the trophies come from as well.) nvm found it!
Don't want to ruin it, but we can farm reputation by creating a conversation with anyone and thumps-upping our own posts.
Sobeirannovaocc
4mo ago
I like the diversity of the factions you propose.
Maybe we could link it to the Atlantis legend on Earth. Would it be possible that they set foot on Earth? (were they developed enough to travel the long distance to Earth ?)
They also need to have disappeared from here somehow. And how would the legend have born? That means there was humans in the time they went to Earth.

Proposal: Atlanians settlers saw the Earth and wanted to study the primitive (in terms of technologies), but still civilized and organized civilization of the Greeks (I looked up on Wikipedia the Atlantis legend dates back to Plato in 400 BC). They studied for centuries but did not want to make contact, that's why they remained hidden in the ocean, passed the Pillars of Hercules. They must have made contact by mistake, and they thought they might get discovered because the human technologies were becoming better, and because they wanted to study humans without interference (from space), they left, destroying all traces of their passage (around year 100 ?). When humans started to get radio techs in early 1900s, they went further back, that's why we haven't heard from them until the space colonization era.
Sobeirannovaocc
4mo ago
Hey @GeneralWadaling you should make a graphical timeline of this, that would be awesome!
An image that we can easily share and refer to to find information quickly. Then we go to this thread if we want more details.
Sobeirannovaocc
4mo ago
What an imagination you have! I love reading these posts. Would love to see some illustrations as well if you have any.
Sobeirannovaocc
4mo ago
The yearly large update is here!
Discover:


Full article here: https://coloniae.space/news/v/18
Sobeirannovaocc
6mo ago
@bastecklein easy fix !
Sobeirannovaocc
6mo ago
Hum I haven't thought of this before but have you tried to clear the cache?
Sobeirannovaocc
7mo ago
Nice, thanks!
I don't have access to a computer rn but would it be possible to provide the contents of the .vpp file rather than an url? That would be helpful. Like when an user selects a file from the filesystem (no upload- no url)
Sobeirannovaocc
7mo ago
It's quite hard to follow everything that's going on from an exterior point of view, and this thread is quite long, but I don't want to miss a piece of the development :P

In the principle it's good, implementing logistics and making it more micromanagement will make it closer to a colony style. It will also make the game ''slower'' in terms of progression which is what we wanted.

Can we clarify the lore and context of the game a bit though? Because a lot of how the colonies will work depend of that. I assume companies are landing in search for profit? Materials that can't be found on earth anymore, or simply people looking for a pretext to find a new wild west? Are the settlements under a govt? Or do you want to determine how the colony works and build the lore from that?
This would especially help determine if the settlement should be a dictatorship or if any player within the settlement can propose changes and then everyone votes. Both systems work.

Does anyone know the game OpenTTD? This logistics mechanisms make MC2 lean towards that. I would say keep the engine figure out truck/train movement, otherwise it's too much micromanagement I feel.

Also beware of going too capitalist, as I'm afraid young players could not compete... Or would be funded millions or offered rovers or resources at very low price.

I would like to have a fixed lore before making more assumptions. Maybe I just didn't see it, if so can someone give me the link :) ?

Edit: the more people there are playing, the more this logistics system makes sense indeed. Trade routes between servers would be nice, but how to make sure server A won't cheat and get very low prices?
Sobeirannovaocc
7mo ago
For reference see also this reply from Vince (under "Functional attributues")
Sobeirannovaocc
7mo ago
You can have both systems. I order to use less bandwidth, you can only broadcast the info ''producing $10'' in the chair example instead of ''producing wood, consuming it to produce chair, now selling it in the store etc.''

I do think though that we need storage, just because it's more realistic. And at the early stages of the colony, money isn't everything, if you don't have the materials you're not going to build anything even if you are a billionaire.
Like Ansom said rovers would have to be able to transport the resources (at least visually) so I think one storage pool per settlement is enough (if going with the zoning idea maybe one per zone) and don't bother with multiple players getting to share what, I think that if a player allows someone else to enter (play on) their settlement, it's because they are friends and they trust them so they can communicate and not ruin each other's game.
Sobeirannovaocc
7mo ago
I like the idea as well. It woul definitely help for the colony-building feel as opposed to the city building feel.

I see as localized utility (each network has one).

If it affects game performance too much, maybe maintain smaller networks, like make one network not able to support more than x amount of buildings.
Also see how it may fit with the zoning idea:https://www.ape-apps.com/viewpage.php?p=39621
Sobeirannovaocc
7mo ago

Sobeirannovaocc

Member
Member Since
September 20th, 2017
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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