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Topics - colonyan

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Strategy / Using Torpedo Right at Offense
« on: September 22, 2012, 09:47:28 AM »
Try making a larger fighter or smaller ship of size 1.5~3.5.
As soon as you unlock ship construction 4 and missile weapon 4,
design or import the design which uses following characteristics.
Key is to use with external mount.

- 3 time the Size 4 Torpedo Launcher attached with external mount. (This only uses 3 slots!)
- Thruster of size 2~3.
- Size 3 or 4 ammo cache. Very important.

Due to low cost of torpedo launcher (adv. parts not needed), mass production should be easy.
If done right, several dozen of them can take out most of early to mid stage foe from out of range
with no to almost no casualties. You can bring them back to your system to refuel and rearm.
Make a dedicated planet for refueling and rearming.

When operate, make a fleet of 20~40 or 50, set box formation and set hold position for more accurate

If you have two sizable group, you can alternate to bomb run enemy system.

If your enemy uses fighters, mix some flak variant.
As your opponent move up size 100 or more, make larger version.
This design requires some attention of yours to operate properly but when done,
this is the strongest ships I've ever found my self.

Fast, long range, numerous and big punch.
Had fun obliterating cheating AI's large ships with bigger variants or those.
And make sure to update missile weapon/thruster/cargo/engineering techs.

Missile variant to be tested.
But really, ammo weapons are beast.

Star Ruler Discussion / Reflection: Distance between starting base
« on: September 07, 2012, 09:54:30 AM »
Whenever I feel not sure or confused, I tend to go back to fundamental to build up again from bottom up.
It would be nice if people could exchange some of their point of view or idea.

When it comes to real time strategy game, I want to see so that game is presented in the way that it have eliminated element that
which will become trivial, cumbersome and unnecessary learning process for players so players are always guided to the main game element.

"Basic" Standing Point
- It is ideal for the distance between starting base location of two competing players to be always the same. -

There are two ways to spend resource.
A. Producing military units OR B. Invest for larger resource income for later.
If distance_D between both players starting location is relatively large, player should invest for larger resource income, in other word, expand.
If distance_D is relatively small, both party should quickly start producing military units to defend or destroy undefended enemy expansion.

Thus it becomes so that player will find when to start focusing on to military production while cutting expansion spending.
Meanwhile, if distance between players starting location varies, player is required to gauge accordingly.
I think this type of gauging should be eliminated as much as possible to players are allowed compete more on more important game element
such as economy, fleet handling and others.

Edit: One extreme example of this is game of Chess, Go or Shougi. They always have same starting position and game area is fixed(obviously).
Player can focus more on movement of their units.

Random Noise / Dreamt about new SR feature ...
« on: October 20, 2011, 09:39:45 AM »
Aha ha ha ha ...  :-\
I just dreamed about new SR feature. Not like day time dreaming but the dream
you have while you sleep.

The actual idea was pretty vague and can not recall what it was actually but
it seems pretty good in my dream. It was something about planetary installation.

... SR ruler have invaded deep in side of my mind...

Star Ruler Discussion / Chemical Bomb Size and Damage
« on: October 13, 2011, 12:59:27 PM »
Smaller their size and numerous, greater the population damage on the info at blue print.
I do not think it is always better to put 0.25 size ones only. Well you know, our devs
like us to make work out for the ship design.

Does population have some kind of "armor" equivalent? Perhaps their is a uniform damage
reduction value which goes up with sociology tech level?

Suggestions / Simple game replay
« on: October 12, 2011, 07:25:57 PM »
If anyone played older civilization game like III or alpha centauri,
there were a feature which tells how territory occupation changed
throughout the game. Image changed showing how territorial occupation
by empires changed. It would make a good way to memorize the game one played.
Also easy to tell on forum as AAR.

Oh well. Its going to be a long long 2 years...   

Help & Support / Resources are fetched only 1/2 of capacity
« on: October 12, 2011, 04:44:18 AM »
Fighters stop fetching ammo after only ammo supply ship's ammo has reached 50%.
There are still fighters with low ammo and supply ship which has 50% of ammo left.

Setups are
Only one source of supply in the star system.
Ammo supply ship does not have any weapon.
Fighters fetch ammo when ammo is under 48%.
Supply ship allows other ships to fetch its resource. Ammo in this case.
Supply ship is set to fetch ammo when ammo is under 94%.

I have no idea why fighters stop fetching the ammo from the supplier ship once
supplier's ammo percentage is at 50%.

Edit: additional occurrence, The supplier were set to deny other ships to deposit
resource on them. But once ammo distributer ship arrive they were receiving
ammo from them.

Suggestions / Salvager and Debris
« on: October 11, 2011, 11:49:21 PM »
I just noticed that salvager(gets metal from decaying ship) is unlocked very early (metalmaterial science Lv. 2).
They seems to be under mentioned and used, I believe they deserve more attention and use.

Starting game phase

There could be a small interactive element at the beginning of the game.
Let there be a remnant resource cache station now defunct and visible to player empires,
at each player's home system. Player could design early salvager design and obtain extra metal income.
Resource cache station could have modest defensive system. Player could at their best found timing,
destroy it with few dozen fighters so his/her salvager can work on it.
Station could provide some electronics and adv. parts too in certain proportion.

[+  This will accelerate game process with small initial cost adding extra income other than
home planets bonus   ]

Middle-end game phase

Also, it is unfortunate that salvager can work on only during the disactivated ships still have hp.
Limiting the time they can work on harvest, narrowing their use.

Instead of salvagers work on disactivated ships, they should work on new kind of object "debris".
Game could make new kind of object type which stays in a star system indefinitely like as asteroids
 do and holds finite amount of metal/elec/advparts.

Debris are added to the star system as more ships gets decayed inside the system.
So this is more a la total annihilation/supreme commander method.
More you lose ships inside enemy territory without doing meaningful damage to its economy,
you are giving more accessible resources to the opponent.
(Except current main income must be some how more restricted to this to have more meaning)

Debris could appear as the process of live civilization as representation of junk too.


Planets now already offers excellent resource source by it self, salvagers and asteroid mining will
have very little use despite that they can bring more interesting element in scenes of conflict.
Anyway, their use is more apparent and useful for those people/player who know to use their
resources sparingly without piling up. (This should come with more practice... )

Suggestions / Pratical Hotkey: Magnifier icon hot key
« on: October 10, 2011, 01:59:36 PM »
Title says.
Instead of having to have to aim and click small magnifier icon
on left side planet/system icon pin list, it would make game play
much painless if those icons were accessible through hot keys
and a way to set it.

Bug Reports / [] Persistent Blockade and missing planets
« on: October 09, 2011, 01:48:06 PM »
What was witnessed:
Blockade persisted even though enemy force is no more
returning after brief exit caused planets in where battle and
blockade happened to disappear. Planets not owning disappeared.

What was expected:
Blockade nullified

Reproduction Steps:
  • <Step 1>start mulitplayer with 4 peopel ffa no hostile start
  • <Step 2...>start doing battle all over the system due to mixed
    colonization it the systems

Extra Files:
<Attach files if necessary>

Suggestions / Colony development fund
« on: October 04, 2011, 05:32:36 PM »
It would be very convenient if player could determine the proportion of galactic capitol bonus resource
reserved and diverted for colony development use. 

Currently, if user wants to use space port trade to develop colonies, one must keep the spending
at home planet above 50% of planet storage level since under 50%, planet stop exporting.

If set as 20%, 100metal, 50elec and 20 adv will have exclusive trade port capacity use to
get exported to galactic bank.

This is to maintain the colonies development constant although being able to build large ships
without worrying home planet to stop exporting.

Suggestions / Anti Structural Weapon
« on: September 12, 2011, 02:48:07 PM »
Only being able to target planet structure and stations.
-Does large damage on structures/stations.
-Very ammo usage heavy. 
-Scales up considerably with energy tech.
-Available from early game.

Leaves permanent damage opposed to chemical bomb.
Maybe able to attack ship which has very low acceleration
or being actually very slow compared to the attacker ship.

More low tech damage carrying weapon.
Interceptor(Fighter) will have more role with this.

Star Ruler Discussion / What Chemical Bomb means to SR
« on: September 12, 2011, 01:20:05 PM »
Honestly, you needed to add this way earlier.
This makes the game complete.

Chemical bomb serve as the definitive economy destroyer.
With chemical bomb, SR economy now has become truly vulnerable to
some degree at last. (Which implies it need to be even more  :()

This also give reason for invader to maintain its presence in the invaded system.

But I still need find people to play with...

Come on people. With chemical bomb/blockade/ext mount, this has become time to play again... More strategy/tactic from early on!

You can now almost always easily kill new enemy system quite easily if you focus on it.
But unlocking chemical can take little time.

Star Ruler Discussion / Star Ruler Mini Analysis/ and ideas
« on: September 01, 2011, 09:27:57 AM »
List of things detract people(mass gamer) from playing from what I think.

Note: Game play I mention several time is about fleet prod/management/movement/force distribution.

-3D environment : Extra camera movement control detracts from game play. (I see no reason why RTS have to be 3D at all although it looks cool)

-Economic structure : Lists of know how, work around and balance point
finding task does detract from the game play.

-Lack of visual effects : They are present but thanks to scale of the
map, they need extra mouse and keyboard input to look at it. And people want to see action happening easily.

-Ship Design : Love this feature but still can be simplified as same time
as maintaining its core element.

-Large Digits : K, M , G signs could be cool but number must be keep down so important numbers are more direct to the brain to understand.

Simplifying is not dumbing-down. It is exposing the game's core element.
SR seems great game being fogged with minor details.

Modding / Modelers modeling (and textutring)
« on: August 26, 2011, 03:45:02 PM »
Do you sketch before model or just model out of your mind?

I make simple sketch first usually. Sketch of view from the side so
I have to figure how does it shape in 3d.

Which program do you use?
I use blender and start getting used it and its pretty neat.

Help & Support / Not willing to share food
« on: August 13, 2011, 09:53:30 AM »
Seems like all sentient beings in SR does not like to share foods per planet basis as soon as they have cargo storage on their planet.

Planet without cargo are suffering from low food storage while storage have planets are storing up to max of their storage capacity.

I guess its hard to handle those kind of logistics but is this intended or are there going to be some kind of improvement on this matter?

By the way I use fast metabolism racial trait.

Strategy / Chemical Bomb
« on: August 12, 2011, 12:51:39 PM »
I tried it using light hull size 7, Acceleration 2.5&+, Tech level 4, Weapon Size 2.5 + Size 1 coolant.
Or equivalent. Costs around 25k metal each ship.

I sent 9 of them to AI's system with light defense. They are really nasty.
Do you know CLR cleaner commercial? I felt that.
They died quickly since each planet had planet cannon but they killed 2 planets almost instantly.
(I forgot to allow attack planet on AI setting. tee hee )

So from my guess, they work better on smaller planet count system. You can literary over take their facilities instantly.

Share your experience.

Help & Support / Quick Question: Dock and Fuel
« on: August 05, 2011, 03:20:38 PM »
Space dock produce small amount of fuel as well as of
Do they consume food in the process or its just the fuel tank that consumes the food?
Seemed space dock didn't spend food to process fuels.

After Action Reports / System Blockade Report
« on: August 01, 2011, 01:10:12 PM »
A small report from 30 minutes game session.
Blockade is awsome. I suggested something like this in early spring which uses
special sub system but this is just plain better. Simple.

And yeah, pirates can blockade your system.!!  ;D ;D
Before, I could easilly chase off pirates with defending system's own production
capacity but with blockade almost impossible. So I had to bring fleet from
original system.

Ah, I'm such a one happy gamer having met BMS.

Suggestions / Hostile Planet Infra Visibility
« on: July 30, 2011, 11:38:50 AM »
Some structures should be large enough to be able to be seen from space with enough technology level. Being able to see and be seen the planet building structures of/by hostile changes the how game is played.

Currently, player can not tell which planet has what economic building on each planet. Judging the target priority from the size, population and amount of defense.  If you hit something with specialized one, lucky.

Modding / New Ship Set Teaser (Update 2)
« on: July 29, 2011, 10:28:12 PM »

It took roughly 1 week. Hoping I can progress faster.
I afraid alot for mapping and texturing. I will try make it as simple as possible
so I can release the set before all stars dies.
2 are done for now.
3 rough sketches are done to be modeled.
Still thinking for name of the ship set.
Size 4 and 5. Above is 5 and below is 4.

Star Ruler Discussion / Map size and play style
« on: July 23, 2011, 05:01:36 PM »
An observation.

General assumptions at multiplayer game.
1. Tactic and ship design that require more of player attention is
   usually superior to other more simple go there and fire style tactic.
2. More there are systems, players are required to organize their 
   economy faster to catch up with the opponent(s) which does the
   same. Therefore, player can give less attention to fleet management.

Conclusion: In bigger map, tactic which requires more player attention and input is no recommended.

Opinion: I wish BMS made some kind of indication to the players about the ideal system count per player which settle at middle point between fleet management/maneuver time and economy management time without the game being too long.

Modding / Questions concerning making of new ship set
« on: July 20, 2011, 10:59:46 PM »
After few month of pre-thinking time, I've finally came up with some 2d image of my own which I'm finally satisfied enough to start making it into 3d.

Prior to putting my self into model making and later, texturing, I'd like to know few info which would help me making the process smoother.

Such as
1.Are there any poly limit for ship model or ideal poly count?
2.Desirable texture resolution?

If you have useful tips and advice on technical points, it would help me greatly.

For now I'd like to know if there are any poly limit.

Thank you for your attention and your precious time.

Bug Reports / [1062~1070] Export does not reflect automation order
« on: March 31, 2011, 11:14:36 PM »
I've seen this since 1062 and still does on 1070 on my side.

Import/Export blue print does not reflect customized automation order.
Position of sub systems is saved but automation order is not.
Whenever what ever is imported, automation order is always set back to
fetch ammo 48
fetch fuel 48
defend system
default order.

Suggestions / Left Corner Icon Tree Addition & few others
« on: March 20, 2011, 11:28:32 PM »
1. Can we make display pinned planets on left corner to display number of queued
object on it by colored dot with different form depending on weather it is structure of ship/station.
(Especially homeworld where free resource is given)

2. If Star or System is selected, in case it contains colonized planet, can there be some kind of
color indication according to which empire occupies the planet in the system in question.
- This helps recognize which star is under control of which empire. Especially when star names and
forms are repetitive. (Name in terms of it being having same name set)

3. Also, indication on how much queue is present on top left corner research window would
   help too.

4. Queue management window which appear with Q button. Can it merit next/previous button to
change through different planets like planet window? (If next/previous can afford to get hot key
would be nice too...)

This is of another issue but if Total number of scientific lab of empire is displayed, that is
convenient too other than total research output.

Suggestions / Coordinate Beacon
« on: March 17, 2011, 11:24:46 PM »
Not actually an unit. Just a set point to be used as rally, rendezvous or assembly point.

Preset coordinate point can be set like
Right click>Apply Coordinate Beacon
For simple example, (arbitrary) north pole, south pole, N,E,W, and S of star system.
Should coordinate beacon at NEWS should rotate like planets?
Will potentially facilitate inter system 3D movement.

Suggestions / Densified Machines (Research Field)
« on: March 15, 2011, 04:21:18 PM »
Research field below nano-tech and metallurgy maybe?

It miniaturizes all sub systems and sub system modifiers.
In other words, with same material cost, its effect is actually larger than
its size.

For same material cost, gets same effect as larger scale version
with no mass gain. Same energy use. Similar control. Higher tech gives
larger effect.
1. Considerably to extremely higher labor cost.
2. Very Very fragile sub system and sub system modifier hp.
    Simple structure such as cargo and ammo cache shouldn't be affected.
3. Possibly requires special construction infra structure/ specialized sub system
    modifier to assemble such model.

Minizturized check box or special hull?
Shows actual effect size near physical size display.

Bigger the mass of components, the labor cost should go up non linear manner.
Given this is mainly aimed to mid-small sized vessels.

~Mainly targeted to enhance smaller crafts~
Opposed to favoring Mega Construction study which is for larger size ones.
Given they are numerous, individual survivability does not matter sot low
sub sys and sub sys mod hit points does not matter.
At small size, higher labor cost does not matter neither. Dry dock are there for you.

This can be alternative to researching mining extensively.

Computer core, bridge, living quarter, ammo cache, ship bay, cargo hold, armor,
bulk head and such seems to be better not affected.

Edit Added:
~Example of main application of miniaturized(density intensified) sub systems~
With weight of its actual physical size, miniaturized model could bring out even more
acceleration. This means they can wear more armor to protect its very fragile sub systems.
Also goes for the weapon fire power. Fighter can now feel worth while to be transported in
expensive carriers.

Suggestions / Bridge - Computer Tech
« on: March 14, 2011, 12:18:02 PM »
What would be like if researching computer tech also helped number of
conventional bridge's requirement for crew?

Bridge also must be using some kind of computer there too.
Advanced computers/AI should lower the required number of crews.

Help & Support / man maid asteroid
« on: March 14, 2011, 02:06:36 AM »
A ship has become incapacitated for unknown reason.
Its system is perfectly fine apparently.
The funny thing is that given it has repair bay, it constantly
heal it self and provides or act as man main asteroid by
allowing recollectors to continuously harvest metal from
this mysteriously incapacitated ship.

Please look at "Goura" ship orbiting near size 25 planet.

Bug ? Glitch ? Don't know. Just it seemed funny.

Suggestions / Obsolte All / Import all / Auto Import as Tech advance
« on: March 13, 2011, 08:22:23 PM »
It will happen often that people use their own ship blue print set.
It does break out arm and fingers deleting one by one all the default designs.

Obsolete All - Obsoletes all existing designs.
Import all - imports all designs which available with current tech.
Auto Import - Select all design pool and auto import. All designs not yet
                    unlocked will be unlocked automatically when corresponding tech
                     have been researched.
ADD:Auto Import All - Just click this and forget the rest and play the game.

This will save even more uggggg moments...

Suggestions / Jumpdrive Resupply Logistic
« on: March 11, 2011, 12:17:13 PM »
If ships can jumpdrive, can't we use the same technology to transfer fuel and ammo
to the distant ships in demand for resources, fuel or/and ammo?

It could be either surface structure or large scale station structure.

Receptor side have to have its own mechanism to receive the "jumped" goods.

This will greatly alleviate the logistic effort.

It should work as pseudo galactic bank. Difference is that unlike galactic bank,
they don't get stored/accumulated.

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