The ColonistsДата выхода: 24 октября 2018 г. Жанр: Симулятор, Строительство, Менеджмент Разработчик: Codebyfire Издатель: Mode 7 Платформа: Windows Версия: 1.9.7.1 + DLC New lands Тип издания: Лицензия Релиз: GOG Язык интерфейса: русский, английский, немецкий, французский, итальянский, португальский бразильский, китайский (упр.), корейский Язык озвучки: отсутствует Таблэтка: Не требуется Системные требования:
Минимальные системные требования:
Система: Windows 7 / 8 / 10 (x64 bit)
Процессор: Multicore with SSE2 instruction set support
Память: 2 GB RAM
Графика: 1GB DX9 (shader model 3.0)
DirectX:Version 9.0c
Хранение: 2 GB available space
Описание:
Внимание! В этой игре есть русская локализация.
The Colonists — это игра о создании инопланетной колонии, вдохновленная сериями The Settlers и Anno. Вам предстоит управлять группой самовоспроизводящихся роботов, которые сбежали с Земли в поисках более дружелюбного места, где они наконец смогут почувствовать себя людьми. Вместе со своими подопечными вы пройдете три стадии развития колонии, создавая железнодорожные линии и транспортную систему для передвижения по воде и суше. Возделывайте землю, собирайте урожай, развивайте науку и снаряжайте экспедиции на поиски новых земель. В The Colonists вам будет доступно два типа прохождения: в первом вам предстоит мирно строить поселения, а во втором — столкнуться с колониями под управлением ИИ за право на господство. Исследуйте, управляйте, улучшайте... Здесь нет предела совершенству! Бонусынет Дополнительная информация:
04-Июл-21 добавлена версия V1.5.13
особенности игры: облачные сохранения ▪ оверлей ▪ одиночная игра ▪ [ игровой движок: N/A ]
Patch 1.3.5.2 (28 October 2019) Hi everyone,
A special Halloween update of The Colonists is now available! Pumpkin Farm
Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts! Patch Notes-
- Italian and Brazilian Portuguese localization
- Space Port no longer needs any resources to construct
- Harbours no longer require pier tiles to be inside territory
- Building upgrade costs now take into account previous level
- Added Boat Building II research which is needed to build Luggers
- Luggers now a bit faster and have more capacity
- Implemented acceleration on boats
- Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
- Fixed workshop import whitelist not accepting all possible research resources
- Fixed some issues not being able to set export whitelists from/to buildings under construction
- Fixed destroying import building not auto removing it from another building's import whitelist
- Fixed track breaking if placing a high train station
- Reduced adjustable height a little of train stations to avoid some entrance issues
- Fixed mislabelled resource categories on flag rules panel
- Fixed rules tab count for boats and trains for item categories
- Fixed close button on boat selection panel
- Fixed notification icons on newly unlocked buildings not being reset on game load
- F12 no longer trigger screenshot mode, now only dedicated hotkey does (default F10)
- Two fixes for games erroring when trying to load Patch 1.3.4.4 (03 October 2019)
- Change your colony colour at any time with a new panel on your Colony Ship!
- Harbours can now be an export target for buildings holding or producing expedition resources.
- Fixed one off selling rules not working.
- Fixed issue with printed bots sometimes going cross-country to their destination.
- Fixed game defaulting to languages still in development (Russian and Italian).
- Fixed bug in tutorial if you close the Lumberjack Hut construction panel.
- Fixed some font inconsistencies with accented characters.
- Fixed a few localization entries.
- Improved a couple of icons. Patch 1.3.4.3 (20 September 2019)
- Fixed "Resource Export Rules" and "Resource Import Rules" panel headers being the wrong way round
Fixed some German typos Patch 1.3.4.3 (14 September 2019)
- Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm. (These are in development) Patch 1.3.4 (13 September 2019)
- Localized game into German, French, Chinese and Korean. Massive thanks to all the translators!
- Monument Bonuses - a monument will now give a speed boost to all nearby bots increasing building productivity and road throughput. Monuments are limited to one each (unless victory conditions state otherwise) so use them wisely!
- Added Resource Statistics panel - click on any incoming or recently arrival resource to show its route through your colony. Panel also allows you to individually destroy incoming resources.
- Improved Destroy mode - you can now destroy resources in this mode and there are better highlights to indicate what you're hovering over.
- New Sandbox options - unlimited monuments and unlimited space ports.
- Resource demands are now rechecked upon harbour and train station completion.
- Fixed occasional bug where building may not request as many resources at one time as it should.
- Fixed bug where boats wouldn't sail under railway bridges in game that had been reloaded.
- Fixed bug when clearing a docked boat's route and then assigning to an expedition at the docked harbour.
- Fixed occasional issue where carry bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road.
- Added different message for when trying to assigning a clipper to an expedition at a large harbour.
- Fixed being able to use Full Sculpt in elevated water (lakes)
- Added error highlighting and tooltip when using Full Sculpt
- Brewery now has an extra utility bot to help out. Patch 1.3.3.3 (23 August 2019)
- Stopped resources trying to be transported through under construction harbours and train stations
- Fixed Import filtering for storage yards, workshops and space ports
- Fixed Export filtering for fuel resources
- Fixed back button on import whitelist lists
- Buildbots now recycle when upgrade cancelled
- Improved error messaging when entrance layer invalid Changelog for Patch 1.3.3.2 (added 09 August 2019):
- Fixed expedition boat not sailing off after dropping off resources at expedition harbour
- Fixed 'en route' resources section not showing up in resources panel for buildings
- Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed Patch 1.3.2.2 (01 July 2019)
- Fixed issue when trying to destroy sheep farms Patch 1.3.2.1 (29 June 019)
- Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced
- Minor tweaks to new missions (8 & 11)
- Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles
- Fixed cash victory condition bar graphic overflowing
- Fixed initial sheep farm tile not showing correctly
- Improved loading time if offline
- Fixed camera tracking trains when going over bridges
- Fixed order and numbering of campaign missions in sandbox map selection screen
- Added tips for transporting construction resources to train station and using unsupported bridges Patch 1.3.2 (25 June 2019)
- Added two new single player missions to campaign
- Added leaderboards to custom maps in the Steam Workshop
- Added leaderboard section to map victory screen
- Added territory toggle setting for custom maps
- Map editor: shaft mine usability checks
- Map editor: trees and resources auto destroy when underwater
- Map editor: added option to clear all fish Patch 1.3.1.1 (16 June 2019)
- Fixed issue with constructing fishing huts on steep slopes from previous build
- Lumberbots and Minerbots take more sensible routes home
- Fixed idle train notification not disappearing when destroying train Patch 1.3.1 (14 June 2019)
- Fixed journey time costs for boats and trains, improving resource route calculations
- Journey times for each vehicle stop now display on boat and train panels
- Fixed potential stuck station stackbot if train hoppers weren't lined up
- Fixed sandbox panel not resetting fog of war toggle when territory toggle changed
- Added whitelist exporting to space port
- Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to request a new resource and construction/production processes could stall
- Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at
- Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell
- Fixed terrain weirdness when destroying track
- Fixed idle train notification not showing up correctly
- Added ability to pause and resume construction
- Builder bot now returns to printer when they complete construction
- You can now destroy a single road post outside a harbour if 'free road post placement' is turned on
- Added maximum tile adjustments when placing building (no more extreme walls)
- Added maximum slopes for farm fields
- Added warning if you try to upgrade Workshop L2 without yet researching Bread Making
- When destroying farm fields terrain is no longer auto-adjusted Changelog for Patch 1.3.0.11 (added 04 June 2019):
- added the Mac & Linux versions of game Patch 1.3.0.8 (29 April 2019)
Hi everyone,
The Colonists are back with some big updates! Here’s what new in V1.3: Map Editor
- Create, share and play custom maps
- Sculpt land and sea, place trees, rocks and resources, and set your own victory conditions. Elevated Trains
- Free your train network with the new elevated railway system!
- Build tracks that carry your trains through and over buildings and across shallow bodies of water.
- New Large Harbour and new Lugger Boat
- The large harbour can load and unload three boats simultaneously and has many more stackbots to help with the extra jobs. It also has two separate entrances to filter traffic more easily. The new lugger boat is made of iron and can hold more resources than the clipper. Transport Improvements
- You can now apply rules to individual stops for boats and trains, harbours and stations now have separate rule lists for importing and exporting. Trains now block each other and stations can support multiple train stops. Trains can now also transport construction materials to stations under construction. Other Updates
- New Large Storage Yard - can store more resources, has two entrances and has a bot printer.
- Postcard Mode - create snappy screenshots of your colony.
- Map Improvements - fixed black lines, added double-click to go to location, more accurate panning and zoom uses mouse position.
- Each research technology now has its own icon.
- Road posts now have a darker colour if a rule is applied.
- Added notification icons when a new building or a new level of a building is unlocked.
- Many other small improvements.
- Thanks to everyone who has been playing the game so far, all your feedback, suggestions and bug reports have been incredibly useful!
- Please get in touch if you have any issues with the latest features, we'll be continuing to improve them as well as work on more updates including new campaign maps and AI/military improvements. Vote for features you’d most like to see on our roadmap and remember you can follow development progress as well as play the very latest builds on our Discord server. Changelog for Patch 1.2.0.1 (added 06 December 2018):
* [NEW] Endless Sandbox Mode - Buy and sell resources at the Space Port building, increase your Trader Reputation and create ongoing colonies in Sandbox Mode
* [NEW] Charcoal Burner - Convert Logs into Fuel as an alternative to Coal for all Coal-fired buildings
* [NEW] Additional landscaping tools which allow you to tweak the terrain to your own aesthetics
* [NEW] Custom Colour - In Sandbox Mode you can choose a custom colour for your colony
* Removed slope restrictions for building placement
* Construction and Research processes now consume resources by their delivery date resulting in more balanced resource demands
* Fixed Export building not being removed when it's destroyed
* Fixed Road Layer bot getting stuck sometimes
* Fixed landscaping bug when removing Harbour
* Fixed natural resources sometimes appearing dark
* Fixed not being able to set individual storage rule to 'any'
* Fixed a couple of incorrect L3 road/path junction tiles
* Improved notification UI
* Improved storage rule icon UI
* [V1.2.0.1] Fixed loading a sandbox market-enabled game not showing Space Port as in the construction options
* [V1.2.0.1] Fixed not being able to re-order Fuel building priorities
* [V1.2.0.1] Fixed being able to navigate expedition boat before expedition resources had been fully loaded, leading to incomplete harbours
* [V1.2.0.1] Fixed destroying a harbour with a single unconnected road post not resetting tile properly which could lead to future issues with building roads
* [V1.2.0.1] Fixed Cow Farm production rates (now maxes correctly at 6/day) and fixed location of initial field when flipped Changelog for Patch 1.1.2.1 (added 12 November 2018):
* [NEW] Added ability to prioritise tiles for Surface Miners
* Fixed expedition boat being allowed to leave before all expedition resources had been fully loaded
* Fixed potential issues when destroying a building led to resources rerouting back to same building
* Fixed bug where Stackbot would become stuck if resource it was picking up was manually destroyed
* Fixed bug with Road Layer bots upgrading the same road tile and sometimes becoming stuck
* Fixed transport rules being ignored in rerouting when harbour was initial transport node
* Fixed bug where Orchard Field and Wheat Field couldn't be removed in certain situations
* Fixed incorrect boat construction notification icon
* Fixed high level mine buildings not showing up in resource production panel
* Fixed maximum field tooltip showing incorrect text sometimes
* Prevented farm fields from being rotated which led to incorrect field graphics
* Wheat fields now burn properly
* Making a new path now triggers idle Road Layers
* Changed in-game time display to past tense to match time displayed elsewhere
* Cow Farm's initial field now aligned to left edge of building
* Sandbox - AI difficulty level can now be set or turned off complete on military maps
* Mission 6 - tweaked fishing locations
* Mission 4 - added underground Clay mine
* [V1.1.2.1] Fixed bug with start military map without AI in sandbox mode Changelog for Patch 1.1.1.2 (added 08 November 2018):
* Fixed resources waiting at harbour not rerouting properly if their next sea route is removed
* Fixed bug where loading a game which had a new colony harbour with no watchtower would not let you build a watchtower
* Fixed bug where carrybot would get stuck if resource it was carrying was manually destroyed during drop off phase
* Fixed bug where harbours on steep slopes could have their entrance land connection to the road post broken causing stackbot routes to break
* Fixed error caused by loading a game in which a expedition boat had had its original harbour destroyed
* Fixed cancelling and restarting upgrade potentially causing overflow in the progress bar
* Fixed error caused by destroying storage yard
* Fixed best time display on scenario screen
* Halved Bakery coal consumption
* Added ability to set import whitelists for storage yards
* Added hotkey for skipping destroy warning (default is Left Alt)
* Fixed Engineering showing negative number
* Adjusted Cow Farm so it only needs one starting field and is indicated more clearly in placement footprint
* Road Posts can now be placed at harbour entrances if the original is accidentally removed
* Mission 3 - added more stone to starting island
* Mission 5 - added more stone, more gold, removed green terrain which was not fertile
* Mission 6 - added Casual mode
* Mission 7 - added more coal
* Mission 9 - added more fertile land and more resources
* Mission 10 - added Casual mode and infinite stone resource for AI
* [V1.1.1.2] Fixed issue with placing fishing huts next to other fishing huts sometimes
* [V1.1.1.2] Fixed destroying a boatyard not resetting tiles properly Changelog for Patch 1.1.0.2 (added 06 November 2018):
* [NEW] Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any current map with customisable options including auto-research, optional fog of war, optional territory and free construction mode
* [NEW] Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts
* Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts
* Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or the building will be lost
* Fixed weaponry and repair demands not being flagged as urgent on occasion
* Fixed repair demands not showing up on resource demand list
* Increased watchtower projectile range
* Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts
* Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered
* Fixed error where savegame would not load
* Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed
* Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island
* Fixed bug where direct delivery of expedition resources from storage yard were not being delivered
* Fixed boat and train names force-including worker bot name
* Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement
* Fixed error with orchard field being lost leading to watchtower capture failing
* Fixed Weaponsmith sometimes causing a game freeze
* Fixed error when placing wheat field on edge of map
* Removing track now longer has the possibility of deforming roads
* Fixed burning VFX on residences
* When placing buildings, switching level of building remembers rotation and flippedness
* Added underground Coal Mine to Mission 2
* Enabled unusual aspect ratios
* Enabled Sandbox button
* Fixed incorrect mission links in sandbox map selection Changelog for Patch 1.0.2.3 (added 27 October 2018):
* Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck
* Fixed cancelling colony expedition resource collection potentially causing an error Changelog for Patch 1.0.2.1 (added 27 October 2018):
* Fixed issue with listing savegames with PCs running certain regional calendar systems
* Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there
* Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on
* Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building
* Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues
* Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot
* Fixed Road Layer bot idle pose so it resets correctly after worker animation
* Fixed Salt description which had incorrect mine levels
* Fixed savegame not loading for people with unusual calendars
Разрабы в дискорде ( в стиме есть ветка для обсуждения ,если что) сообщили, что перевод на другие языки появится в зависимости от количества продаж ( если я правильно понял). Официально информация ( по поводу перевода) появится в твитере через два - три дня после релиза ( тоже из дискорда).
76210397Иттить, на скринах - транспортировка яблок и сидра. СИДРА, Карл! Для самовоспроизводящихся роботов! Что курили или жрали разрабы? )_))
Там немного не так.
По сюжету - роботы создают "условия" для того - чтобы люди могли приехать и жить на новом месте.
Там немного не так. Роботы никого не ждут, они смотались от людей и создают мир так, как его видят. Батарейка - да не проблема - смешаем ... овечку и воду из колодца - вот и батарейка.
Батарейку посильней - конечно ! Смешаем овечку с водой из колодца и добавим немного алкоголя. А что? Схавают.
Ещё сильней? - нет проблем! Кинем туда же кусок хлеба! А почему нет? ===
Вот так ребенок поиграет в "это", и навсегда запомнит, что основа любой батарейка - ОВЦА!
76213907Батарейка - да не проблема - смешаем ... овечку и воду из колодца - вот и батарейка.
Батарейку посильней - конечно ! Смешаем овечку с водой из колодца и добавим немного алкоголя. А что? Схавают.
Ещё сильней? - нет проблем! Кинем туда же кусок хлеба! А почему нет? ===
Вот так ребенок поиграет в "это", и навсегда запомнит, что основа любой батарейка - ОВЦА!
Детям в компьютерные игры играть можно только в сопровождении взрослых.
Спасибо за игру, люблю такие. Кто-нибудь 6 уровень прошел? Все зачистил, потом увидел, что в задачах висит planetary dealer. Но как торговать - не понятно.
Elias292_2
Ты прав. В V1.0.2.3 пофиксили баг с 6 миссией. Поставил патч, загрузил сейв - цель миссии поменялась. А я читал описание патча 1.0.3, которого тут, пока, нет.
А кто-то говорил, что она лучше? Я, честно говоря, в сеттлеров давно играл. И не могу их сравнивать. Тем более, что механика похожа. Но это новая игра и чего б и не поиграть?
Patch 1.0.2.3 (27 October 2018) - Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck
- Fixed cancelling colony expedition resource collection potentially causing an error
Patch 1.0.2.1 (27 October 2018) - Fixed issue with listing savegames with PCs running certain regional calendar systems
- Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there
- Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on
- Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building
- Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues
- Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot
- Fixed Road Layer bot idle pose so it resets correctly after worker animation
- Fixed Salt description which had incorrect mine levels
- Fixed savegame not loading for people with unusual calendars - Development continues apace on the sandbox mode, you can head over into the Discord server to be able to try it out when it's first available -> https://discord.gg/3xD3BCe
Вот теперь последнюю миссию можно пройти. Убрали баг с водой по которой нельзя плыть было, хотя и цель изменили, тепрь не построить монумент, а просто врага замочить, так что там и не нужны корабли стали.
Жалко нельзя уровень сложности менять, прошёл все миссии, а враг в меня так и не стрельнул ниразу, не успевал.