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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Sirbomber on April 25, 2025, 02:05:41 PM »
Thanks for pointing out the issue with the AI base not spawning!  I've attached an updated download that should fix the issue.
The missions shouldn't need (and don't even try to) connect to the internet, so I doubt that's the issue.  What OS are you using?  I tried building the missions with an older version of the MSVC toolkit, let me know if that lets you run on your other machine.
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Forum Games / Re: The Bumpy Thread
« Last post by Leviathan on April 21, 2025, 04:22:51 PM »
2025 bump  ;D ;D
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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Earthquake on April 21, 2025, 07:53:47 AM »
Well first of all thanks for releasing this Colonygames. Nice idea to play this missions as the other faction. Are you maybe also planning to flip the other missions too? Could be interesting to play Plymouth Population as Eden for example. Might be easyer to pull of since the enemy has no base in the other missions so maybe even flip them too?
As for issues? Well i found some problems. First one is this 2 Colonygames dont work on a pc without internet. I install it as instructed but when i want to start one of them this messages pops up  "The procedure entry point "Close Threadpoolwait" was not found in the DLL "Kernel32.dll". As for why i have it on a no i-net pc well my old anti virus software thought the game was malware and always put the gamelaucher in quarantine so i played on my second pc. I have a better anti virus now so no problem with that anymore. Maybe worth telling in case other peolpe have a similar reason. Still strange since this are singleplayer games they should work without i-net. I once downloaded the sandbox-scenario distantnoise from the CustomScenario section you install it the exact same way like this to games and they work just fine. Well both Missons are playable on my i-net pc. Played both on easy mode so far to see if enemy Ai behave as well.
Plymouth Starship 2 works perfect no issues at all. Finally you can use the geysers and magma-vents on the map. Yea as Plymouth you could capture a geo-con and a Eden miner but you cannot turn the geo-con into a thermalplant for some reason and you have to wait for the magmawell-tec to become available.
As for Eden-starship as Plymouth. It is playable but there is a problem with the enemy base. They are missing some Structures. A residence, a agradome, a tokamak and they have NO COMMANDCENTER!!! Where this buildings are supposed to be is empty space now. The convec`s with the structure-kits for topleft and the far right base will still move out at there skripted time and build up, but the mainbase is out of commission. But even then the Ai will stop building up. At some point it wants to make MHD-reactores. But since the mainbase is down the Ai has no rare metall and no storage for it. And because the builorder for the Ai is skripted it will not simply skip the reactors. At this point Ai will simply mine commom ore build vehicles and send them on their way, but otherwise stops doing anything else. When you play the original mission as Eden it has the same behavior if you attack their mainbase and destroy the rare ore smelter before they build the MHD-reactores. But that is something that Sierra probably did wrong. Should have made the buildorder so that the Ai builds the rare ore smelter in other 2 bases first and then the reactors. And still Ai is able to build Panther units even if it has no rara metall in store. Cheaters. At least Ai has to follow the rules of tubeconnection to a CC and have enough power for their structures.
Anyway both missions can be played and finished. Thanks again for releasing some new content for this old but still enjoyable game. And my apologies if i write so long texts i am not used to do things like that so i think i have to fit it all in one go.
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OutpostHD / Re: Progress Update - Q1 2025
« Last post by Alakelele on April 19, 2025, 08:57:41 PM »
Keep it up ! I might have created an issue on the Github to ask about the project, I was a little worried.
Still there if you need some graphics.
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Outpost 2 Add On Missions / Colony Builder - Starship, Flipped!
« Last post by Sirbomber on April 10, 2025, 11:22:19 PM »
It's been a long time since we've seen any new mission releases, and while I don't exactly have something "new" for you tonight, I do have a fun twist on a classic!  After being inspired by some Discord conversations, I'd like to present to you all: Plymouth Starship 2 (As Eden) and Eden Starship (As Plymouth)!

As the name suggests, these are just the original missions, but hacked so you're playing as the other colony.  The AI player remains completely unchanged.
As always, if you find any issues please let me know!  I hope you enjoy!

Installation instructions:
Download the attached zip and extract the ColonyFlipped folder and all of its contents to your OPU\maps\ directory.  Launch the game and load the Colony Games menu, and you should see the two new missions in the list!
Update (4/25/25): Fixed an issue where the AI base did not spawn correctly when playing Eden Starship (as Plymouth).
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OutpostHD / Re: Progress Update - Q1 2025
« Last post by leeor_net on April 10, 2025, 08:56:39 PM »
I suppose we're in Q2 now but still wanted to provide a bit of an update.

Been playing with rewriting the underlying code using a more specific graph structure and converting the XML to JSON. It's much more robust now and I put together a basic exploratory visual using DearImGui:



This may end up becoming an updated version of the tech editor. The underlying graph code is easy enough to traverse with some useful query functions that get the upstream and downstream technologies related to the one specified.

Anyway, progress is progress at least! :D
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OutpostHD / Re: Progress Update - Q1 2025
« Last post by Sirbomber on February 19, 2025, 12:39:12 PM »
It's nice to finally see this in-game.  Looks good!
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OutpostHD / Progress Update - Q1 2025
« Last post by leeor_net on February 15, 2025, 11:55:11 PM »
It's been awhile since I've posted an update about OPHD on the forums. We've been hanging out and talking about it mostly on Discord but thought I should probably post something here too.

There's been a lot of work under the hood on improving and fixing various parts of the code. The biggest hangup for me at the moment in getting 0.9.0 out the door is figuring out the research interface. I've been struggling a bit in trying to make it perfect the first time around which is really not feasible so I've started with some roughing-in of a research interface to make it functional and then go from there.



This is the current version. It's not really functional yet but it does demonstrate that the underlying code for loading the tech tree is in place and ready for more. From here I'm going to have it hide techs that are already researched and techs that have pre-requisites that aren't completed yet. I'm also considering simplifying the research interface such that only one topic is done at a time with 'points' accumulated based on the number and type of laboratory built and functional. That way double-clicking on a lab will bring you to this interface screen instead of having to manually adjust each lab. It's a bit more abstract than the original game but I think ultimately will lead to a better gameplay experience.

Once that's implemented then the modifiers will need to be applied. That'll take a little thinking on my part on implementation. Been dragging my feet lately because I'm still dealing with brain fog from a covid infection a couple of years ago -- hoping I can start getting this thing rolling again!
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Outpost 2 Divided Destiny / Re: Birds of Prey fan site for Outpost 2
« Last post by leeor_net on February 15, 2025, 11:45:45 PM »
Nice :D Not sure if it's still updated but still neat that it's there!
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Outpost 2 Divided Destiny / Birds of Prey fan site for Outpost 2
« Last post by Strategos' Risk on January 28, 2025, 04:18:46 AM »
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