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Topics - LionathanSol

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Bug Reports / [Fixed] Blueprint 15/15 but too much space taken.
« on: November 25, 2010, 10:35:07 AM »
Used a fighter hull added subsystems. Can't save the blueprint because off too much space taken, had this quiet a few times but actually i have a picture off it.


2
Bug Reports / Game freezes
« on: November 24, 2010, 05:06:31 PM »
Sadly, during every game i play with AI at some Point game freezes/fatal and programm has to be forced to shut down. So i started this pretty little map with only 5 suns, maybee it helps u localize the problem.

What was witnessed:
Game freezes/fatal

What was expected:
exactly that

Reproduction Steps:
  • load savegame
  • wait about 2min

Maybee it has somethink to do with the batle between AI which is just about to start in one off my two systems.

3
Help & Support / Tutorial Windowsize
« on: November 24, 2010, 03:15:23 PM »
Is it Posible to change the size off the Tutorial Windows and if whrer would that be.
If not could u make them Autosizing.

In the German Language are mostly more words needed then in English to make a propper predictate.


4
Bug Reports / Multiple Ringworlds in one system.
« on: November 21, 2010, 08:31:32 AM »
I am currently able to build a Ringworld and then take that ringworld and build hundreds is that supposed to be or exploit? :o

5
Suggestions / Range off weapons and Planet/Ringworld Production
« on: November 21, 2010, 04:37:44 AM »
Larger scaled ship should have more range to there weapons. Bigger Guns more range. Think that would fit good to the game.

Larger ship would stay more in background wile the small ones fighting in the middle.

Edit: Production off buildings should have the inputbox for count too, its a lot to click when u wanna change the structures by hand on a ringworld.

Edit: Under buildings should be an option remove all structures off that kind or remove selection.

6
Help & Support / How can i insert Pictures and saves ?
« on: November 21, 2010, 04:30:13 AM »
Can please someone tell me how i can insert pictures and saves in a post? Thanks.
(print/paint/save for pictures and location off saves i know)

7
The tech and adv.P costs for ships with an scale about (lets just say 200 or so) should expansional/ry increase. (here comes the part were my in movies and the INet learned English will probably not surfice) Because Metalstructures would not sustain the gravity forces occurring when starting thrusters, breaking maneuvers, flying by large objects and so on.

The increase off tech and adv.P would also be good for gamebalance i think.

Stations should have this increase too but starting at bigger scale.

This idea gets a total pleeeeease, please deerest BMS Team consider it for implementation. :)

8
Suggestions / Deepspace Stationhull and Dragmodules for ships
« on: November 19, 2010, 07:22:43 AM »
How about a hull witch allows the player to build a station deeper in space. When constructed such Blueprint it is first just the constructionmaterials  in Orbit witch then have to be transported to the destination off the Station. (or an amount off separate modules /the amount could be defined in blueprintdesign)

Ships would have to drag thees modules with specific modules single or grouped(there thrust must be big enough to pull / dragmodules could com in different techs like simple cabletow or advanced "drag-beam")

Supporting gamemechanics
-Haulers should have the option to only refill stations out off nearby systems (or take from in case off a deepsace mining Hub if there would be rich deepspace oredeposits)
-Stations should be dessertable (for later Salvage) or set to explode (when under Attack selfdestruct should make a bigger explotion then)


9
Suggestions / Ergonomic sugestions and Commandmodule for ships
« on: November 18, 2010, 12:55:07 PM »
  • The objects on Pinbord on the left side should be movable up or down the chain like the production cues.

  • Rightclick on planets should also have the option execute productionceu ....

  • Fleets should be accessable through an extra Tab maybe on the right side. On click it expands and fleets are chooseable.

  • Center the cam on an fleet zooms in on one ship that should be changed to a more distand view.

  • An Option where one can choose the generel distance to the object that gets centered or an center to system key.

  • Submodules for fleetcommand witch boosts stats off the fleetmembers
    Ships equip ed with thees modules are automatic Fleetcommander
    Only the actual Fleetcommander Boosts the fleet.
    This could be expanded to:
    Fleets can only be formed with an Commandship


Edit1 -   in the import blueprint window would be good if i  could see through colours or so witch blueprint is due actual science advancement addable and witch not.
Even better a List with added Subs and markers on not available once and maybe the option to import the blueprint without the restricted subs.

10
Suggestions / Pirates should have hideouts
« on: November 17, 2010, 12:56:41 AM »
First off all great game thanks for it i realy like your work. This game has lots off potential and i hope you guys will put it to the max  8).

I think that the pirates shouldn`t kind off randomly spawn out off vacuum. Would be way more interesting if they first have some sort off hideout (Planets in unclaymed systems, Staitions between systems or even a stronghold Pirate systems) somethink that i can crush. Like in Civilisations IV or V. These hideouts (stations) could spawn anywere after an amount off time and then grow slowly until they start raids and so on.

Diferent Piratefactions would bee nice too.

And they could be more diplomatic, like "give us money and we`ll propably leave u alone" or even make them kind`o allies and send them after other Parties so one could sabotage the oponents without direct confrontation.


Edit 1 - Introduction
Edit 2 - corrected some misspellings 

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