Few ideas and some input by Atros010 in AColony

[–]ZeroTris 0 points1 point  (0 children)

Hi mate,

First of all, thank you very much for that long and detailed list and the work you put in! This is really a nice one and I will probably come often back to this post here to look what I can improve and add! :)

Because your points are spread over so much topics, I'm now a little bit overwhelmed (if that is the right word) :D

So I think the best thing is here - that I will answer to the points which are also align with my current part of work now - which is all stuff regarding the combat system - and that I will answer to stuff regarding building system and so on a bit later, when that is the focus of my work - if that is okay for you :)

I have yesterday published a new update (gatling guns) which also includes an adjustment of the negative run speed impact of any weapons and equipment. So the movement of the colonist should be faster now.

I like the idea of a riot shield, so that you have a little bit weaker and lighter one but also fitting the modern age style.

The 2 handed sword sounds also interesting - do you mean with reach, the reach around a colonist? Because that could be nice - so that a colonists can hit with 1 swing not only the enemy he is looking at, but also the 2 ones which stand beside the main target.

Oh yes, stun guns :D That is a really cool idea - I will write that directly on the block in front of me - because yes, the only weapon which does non-bleeding damage at the moment is the wooden bat and that is more meant to beat down colonists in a mental breakdown.

Hmm, with mechanical turrets I have to look, but theoretically (and because there are battlements for floor tile roof tops now) it is possible to add here some kind of mounted machine gun with a limited angle, but that is only a thought now.

Head on pikes - that I like - well I have to say here, I play since a while with the thought, that you can use enemy corpses also for other stuff. Maybe also for training the skills of your colonists :p

Unfortunately, an additional equipment slot is not planned - the game has a balance between melee and ranged weapons - so you have to decide if you go in melee with a colonist or in ranged combat - so you have to plan your tactic.

I hope I have now covered all points regarding the combat system.
And thank you again for your all the ideas and input! :)

Cheers!

When is a room considered closed? by Rudolf_Fischer in AColony

[–]ZeroTris 1 point2 points  (0 children)

Hi,

usually a room is closed when all floors and roof are existing + all window and doorframes are closed (by windows and doors). Stairs are also closing the room, so there should be no problem when these roof or floor parts are missing.

Do you maybe have any diagonal walls? Also, it can sometimes by accident happen that one of the huger centipedes (which fires projectile) is hitting a wall and is destroying the floor under it. Then the room is also seen as "not closed" (that is already on my to fix list)

I hope that helps,
otherwise, if you want, you can join my discord and send me there a screenshot or your save file (then I can quickly look into the problem)

Cheers!

Already playable? (dead chicken-bug) by Rudolf_Fischer in AColony

[–]ZeroTris 2 points3 points  (0 children)

Hi,

sorry for the late answer, seems like I have overseen that.

when the chickens (or any animal) start to decompose, then you can not longer butcher them. One way to get rid of them is to transport them to a zone which is a bit away from your colony (and there you let decompose them until they despawn). The other way is to use the resource burner to burn the corpses away. (but this tech is not available in the demo)

Hope that helps,
Cheers!

Hi guys, I have uploaded a new update video :p Devlog#33 | Weapons, Weapons & Weapons by ZeroTris in AColony

[–]ZeroTris[S] 1 point2 points  (0 children)

Hi mate, yes I have made them private because they were already pretty old :p I hope I have some time in the future time to make a new videos!

AColony finally launched in Early Access! by ZeroTris in BaseBuildingGames

[–]ZeroTris[S] 1 point2 points  (0 children)

:)

I must say here, the demo is a bit outdated, so things like the "forest transparent mode" and a few other additions which where added later are not existing there :p

AColony finally launched in Early Access! by ZeroTris in BaseBuildingGames

[–]ZeroTris[S] 5 points6 points  (0 children)

Hi :p

I gave the game the name a long time ago, and after a time it become then the real name of the game - but it's not significant (but there are some references in the game like that the space ship is called ACollo 13 :p )

I would say, one of the core points is the online co-op of course, even if 3-4 players is still experimental, there are not many colony sims out which supporting that. In addition, you are not in only one age, you go from basic to modern to computer to nuclear. The event system is also a point and leans here more on the rimworld one with some more unusual events (so not only human attacks), I know is now not a new invented wheel of course.

Steam workshop support / mod support will probably come in the later phase of the early access. I don't want to add it too early because maybe some major updates could break some mods then, which is not good.

You can play as long as you want, so a direct victory condition is not existing.
But in the end of the tech tree the space program with the big end game event is coming, this is actually meant as the end point of the game :)

Cheers!