The Colonists GOG

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The Colonists GOG

Genre: Simulation - Building - Managerial
Works on: Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.11+)
Languages (Text): English, Deutsch, français, italiano, Português do Brasil, 中文(简体), 한국어
Languages (Audio): N/A
Released: October 24, 2018
Company: Codebyfire / Mode 7
Features: Single-Player - Overlay - Cloud saves
Size: 325 MB
Installer version: v1.8.0.8_(64bit)_(72312)
GOG Store Page || GOGDB Page || Discussion Page

About:
The Colonists is a settlement building game inspired by classic titles like The Settlers
and the Anno series.

You take control of a team of self-replicating robots who have escaped from Earth and
are searching the galaxy for a new home where they can fulfil their dream: to be human.

You'll advance through three different Ages as you build infrastructure for your colony
by constructing road, boat and train transport systems.

Harvest natural resources, set up farming and food production, create expeditions to
discover new lands and research new technologies.

With two separate mission tracks, The Colonists lets either you create sprawling
settlements in peace or race to compete against AI colonies in military winner-takes-all scenarios.

Explore, research, manage, tweak and refine to your heart's content!

► Minimum System Requirements
System: 64 bit Windows 7 / 8 / 10
Processor: Multicore with SSE2 instruction set support
Memory: 4 GB RAM
Graphics: 1GB DX9 (shader model 3.0)
DirectX: Version 9.0c
Storage: 1 GB available space
► Screenshots
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► Outdated
Support the software developers. If you like this game, BUY IT!

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Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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Post by jimmychan »

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Post by vastyr »

► bypass gdrive download quota
► The Ninja-King
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Post by catastic »

vastyr wrote: 14 Oct 2019, 23:12 Update!

added v1.3.4.6_(64bit)_(33177).
two posts above or main post
► Changelog
Hi everyone,

There's a new update available containing the following bug fixes and improvements:

Fixed trains getting stuck if meeting at a station at the same time
Fixed some instances where train and hopper sequence would get confused when reassigning a train route
Fixed road cost calculations not working correctly in a loaded game
Improved route recalculations for resources waiting at a road post of a blocked road
Captured Colony Ships are now connectable and functional buildings
Fixed bug where rubble of buildings could not always be removed
Fixed stutter caused by resources arriving at buildings which were directly connected to the harbour from where they'd been delivered
Fixed transport rules not always affecting resource demands correctly
Fixed potential stutter affecting large colonies with full storage yards
'Blacklist' and 'Whitelist' can now contain individual resources whilst 'Blacklist Except Storage' and 'Whitelist Storage Only' contain 'All Resources' respectively
Fixed import building selection list not showing Food producing buildings for residences
Fixed import buildings not always being taken into account when a building sources a resource
Sculpt modes now cycle when you press the Sculpt Mode hotkey
Fixed pipette mode where level of copied building was being overridden by last selected building level
Path drawing now lets you cross roads (path behaviour is the same but it's now more obvious when creating paths)
Fixed incorrect 'loading' label in boat storage panel
Made 'whitelist storage only' 'all resources' combined with individual 'whitelist' resources behave as expected
Fixed error message not being parsed correctly when track placement blocked
Fixed icon for train route selection and improved font spacing and resizing
Fixed incorrect count on the resource transport rule tab
Fixed and improved visuals on resource transport rules panel to show boats and trains
Fixed formatting on resource destroy warning message
Fixed mission complete camera angle
Improved some German localization
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Post by catastic »

LordRaiden_esp wrote: 29 Oct 2019, 00:11 New version
V1.3.5.2
► Changelog
Pumpkin Farms - Halloween Update! 🎃

Hi everyone,

A special Halloween update of The Colonists is now available! Here is all the info for V1.3.5:

🎃 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
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Post by catastic »

vastyr wrote: 13 Nov 2019, 17:57 Update!

added v1.3.5.4_(64bit)_(33782).
► Changelog v1.3.5.4
v1.3.5.4 is now available with a few improvements and bug fixes:

- Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile
- Improved visuals and tooltip messages for setting road waypoints
- Added build mode hotkey to key bindings
- Tweaked brewery production numbers
- Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly or become stuck at a harbour
- Fixed resource exports not being checked immediately after a boat or train route is modified or added
- Fixed being able to create one tile length paths as destroying them sometimes created a resource routing bug
- Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination in certain circumstances
- Bots printed at Large Harbour no longer walk through bot printer
- Fixed resources being attempted to be routed through invalid buildings if both resource supplier building and invalid building were connected to a harbour or train station by path but supplier building's path was too long to be a direct connection (over 20 tiles).
- Fixed pumpkins resource not selectable
- Field placement mode is now automatically entered when clicking on the farm fields tab
- Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field
- Fixed closing add vehicle stop side panel not adding add transport button
- Fixed incorrect value and overflow of cash victory graphic bar
- Fixed padlock icon not showing on level 1 tab for locked buildings
- Fixed trader reputation display sometimes stopping working on market panel
► Changelog v1.3.5.5 for future GOG update
v1.3.5.5
A small patch is out with the following fixes and improvements:

Fixed bug which caused an expedition boat to become stuck if it had to queue at the harbour it needed to load expedition resources from
Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around
Boats now go over underwater rocks
Boats no longer sail through rocks
Tweaked rock height detection numbers to be more accurate when using elevated rail
Fixed crash bug caused by creating parallel roads between the same two road posts
Fixed boundaries of brewery and wheat farm footprints
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Post by catastic »

LordRaiden_esp wrote: 28 Nov 2019, 17:01 V1.3.6.2
► Changelog
V1.3.6 Update!

Hi everyone,

An update to The Colonists has just gone live! Here's what's new:

One Way Train Signals
Get more control over your train routes with the new one way signal. You can place this signal on any piece of track, making it easy to create circular train routes!

Unrestricted Elevated Rail Sandbox Option
Create enormous unsupported bridges, go over the top of mountains or build track spirals with the new option for Sandbox Mode!

Patch Notes

NEW - one way train signals allow you to create circular train routes
NEW - defy physics with the new unrestricted elevated rail option in the sandbox
Fixed train sometimes getting stuck if route was not found and then track was modified
Fixed upgrade costs not taking into account reused resources when starting an upgrade
Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs
Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine
Stopped auto setting building name if already set by player
Hotkey [H] in map editor now goes to centre of map
Fixed missing help text for road post transport connections panel
Fixed incorrect icon on road layer upgrade panel
The pumpkin harvest has finished, but The Colonists still like their vegetables!


Thanks for every suggestion, bug report and bit of feedback. Look out for more updates next month!
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Post by Matt_Black »

New version 1.3.6.3 is available, I'm not sure if it's up on G.O.G though.
► Changelog
# V1.3.6.3

10/12/2019 10:00 GMT

- Added ability to pause building upgrades
- Added track buffers to indicate end of track
- Added skippable warnings for cancelling upgrades and research
- All resources waiting for assignment are now rechecked immediately when an export rule is added
- Upgrading buildings can now be added to export whitelist
- Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase
- Fixed mining rates on Shaft Mine construction panel not increasing with relevant research boosts
- Fixed export whitelist filtering for buildings under construction or upgrading
- Fixed incorrect storage counts for Food, Alcohol and Fuel
- Fixed Residence upgrades not updating previous Energy storage count correctly
- Fixed idle workshop check not being trigger when using 'free construction'
- Fixed idle workshop check not being trigger when research was cancelled
- Fixed resources bought at Space Port showing creation building as 'unknown building'
- Fixed graph not clearing when switching from multiple output resource buildings
- Fixed two random crash bugs
- Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing requirements
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Post by catastic »

Tom a Jerry wrote: 09 Apr 2020, 22:56 main post updated to v1.4.2.1_(64bit)_(37387)
► Changelog
V1.4.2 Update!

Hi everyone,

Here's what's new in this month's update:

Patch Notes

Added challenges panel so you can keep track of your progress and a notification screen for when you complete a challenge
Added option for x8 speed (use at your discrection, your framerate may suffer a bit)
Added option to invert zoom
Added extra sub-panel on boats and trains resource panel to show which resources are being unloaded and added details to harbour's boats panel to show a boat's status with that harbour
Added visual to show upgrade range of a watchtower when on upgrade panel
Improved performance a bit when rendering wheat fields
Fixed bug when pressing Escape on the 'unsave progress' window
Fixed error when storage yard sourced resources beyond capacity, caused by having a combination of rules which exceeded capacity
Fixed bug where demand groups couldn't be reordered in resource category panels (e.g. fuel)
Fixed edge case where enemy colony ship would self-destruct if entrance tile was captured but none of the main tiles
Fixed an issue with very busy harbours where incoming resources could potentially get sent to the wrong storage pile and eventually bring everything to a halt
Fixed bug where if a boat's transport route is cleared whilst it's heading from the queueing location to the dock then the next queued boat wouldn't be triggered
Improved resource movement behaviour on very busy large harbours with multiple road posts
Added extra stackbot for harbour
Some small AI improvements
Turned default ambient occlusion setting for linux to off
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Post by catastic »

LordRaiden_esp wrote: 11 May 2020, 21:49 V1.4.3.1
JohnnyMic wrote: 12 May 2020, 13:02 added v1.4.3.1 to mainpost
► Changelog
V1.4.3 May Update - New Campaign Map!

Hi everyone,

Here's a look at what's new and improved in this month's update:

Patch Notes

New military campaign map - The Three Hills
Game now auto-adjusts the land when you place roads and paths over steps in the terrain
Watchtower Ownership Overlay - when you select the info panel on watchtowers it now shows you an graphic overlay indicating which tiles would be lost if you destroyed that watchtower
Option for free resource creation at storage yards added to sandbox mode
Various small improvements to enemy AI
Fixed scores not being submitted for non-military custom maps from the Workshop
Fixed bug where boat could leave early if only resources to unload were using harbour as a transitory stop
Fixed resources sometimes going to storage yards that are under construction
Fixed potential bug when road posts are modified that are connected to expedition harbours that are under construction
Fixed shaft minerbot appearing out of the back of the mine
Fixed watchtower damage smoke effects not clearing when upgrade completes
Fixed a couple of inaccurate building descriptions
Fixed bug where enemy bots would not appear correctly if they went into then came back out of fog of war
Fixed leaderboard button incorrectly showing on military maps
Added warning message for adding an import rule to a building under construction
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Post by catastic »

LordRaiden_esp wrote: 27 Jun 2020, 01:01 New version
V1.5.0
► Changelog
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Post by catastic »

► Changelog v1.5.1
V1.5.1 Update

Hi everyone,

Thanks for all the support and feedback for the random map generator in the V1.5 update, all your comments and reviews really contribute to further development of the game!

Once again, initial testing of mod support will be opening soon so if you're interested please join the Discord server for all the info.

Today's update, V1.5.1, is now available and brings a few small improvements and fixes:

Release Notes

Improved Key Bindings window usability
Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
Fixed sandbox games not being recognised as sandbox games
Fixed not being able to create a road over a flat section of train track
Fixed monument boost not applying to workshops
Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
Fixed expedition resources not showing on a harbour's 'en route' panels
Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
Fixed input resource rates for buildings not being displayed correctly when building has a monument boost
Fixed incorrect idle message for road layer when they're waiting for resources
Fixed bakery, flour mill and harbour not having correct destruction models and effects
Game no longer lets you draw paths over broken terrain that it can't autoadjust
Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location
Source and destination buildings are now clickable on an individual resource's journey panel
Bots will now (mostly) return to a printer when their building or road is destroyed
Made some fish more accessible on campaign map 8
Tweaks to some steep shoreline in campaign map 5
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Post by catastic »

BGT wrote: 11 Jun 2021, 12:111.5.12.1
► Changelog
V1.5.12 has just gone live, here's what's new:

June Frontier
The June frontier brings something a little different this month - all L1 and L2 techs are preresearched so it's a turbo-charged race to build the Large Monument!

Balancing
The production processes of buildings have been tweaked behind the scenes to more accurately match production and consumption rates between buildings. Most are small changes, the biggest change comes on the cocoa farm which was way too low!

Sawmills (+10.5%)
Blast furnaces (+12.9%)
Blacksmiths (+21.4%)
Brickyards (+19.9%)
Tanneries (+21.8%)
Paper mills (+18.2%)
Printing presses (+12.1%)
Steel mill (+18%)
Glassworks (+22%)
Fletcher (+22.6%)
Weaponsmith (+21.2%)
Wells (-7.1%)
Vegetable farms (+19.6%)
Cider presses (+10.5%)
Breweries (+21.4%)
Cocoa farms (+109.2%)
Chocolate factories (+27.7%)

Extra stackbots have been added to many of these buildings as well as to the medium and large storage yards. Also the speed boosts of stone roads/paths and brick roads/paths have been increased by 5 and 10% respectively.

Release Notes

Balancing tweaks for production buildings to more accurately match respective production rates, as well as extra stackbots.
Increased stone road and path boost speed by 5%, resulting in 50% speed boost over dirt
Increased brick road and path boost speed by 10%, resulting in 100% speed boost over dirt
Bots will now work in clearance mode when the outgoing resource stack is full
Fixed bug when placing roads and paths over broken terrain which could sometimes cause broken roads and building entrances
Significantly improved issue of being able to zoom through the terrain
Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
Fixed Orchard production rate displaying incorrectly in construction UI
Fixed hang when opening Info panel on Colony Ship in game with territory disabled
Fixed the game not applying saved UI text size option when opening the game
Fixed train station not creating track when placed on edge of map
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Post by ADMIN »

main post updated to v1.5.14.2_(64bit)_(49702)
Support the software developers. If you like this game, BUY IT!
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Post by jimmychan »

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Post by Crush »

v1.5.16
► Show Spoiler
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Post by jimmychan »

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Post by Nighted »

The Colonists 1.5.18 (x64) (56229) GOG
Files supplied by: sammuggleton :yahoo:
My RARs will now be using default forum PW. If you get a file that doesn't open use this: Nighted_|^.9kWU_Fn6p*_...t(-.-t)

Torrminatorr IRC: irc.zeronode.net/torrminatorr -or- KiwiIRC
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Post by catastic »

Nighted wrote: 05 Jun 2022, 23:26 The Colonists 1.5.18 (x64) (56229)
► Changelog
V1.5.18

Added fish amount option to random map generation
Support for June Frontier
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