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Other Projects => Other Games => Topic started by: Firgof Umbra on August 01, 2013, 02:07:59 pm

Title: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: Firgof Umbra on August 01, 2013, 02:07:59 pm
(http://i.imgur.com/8KKF1ve.png)

Official Trailer (http://www.youtube.com/watch?v=3OFhVtqfDBQ)

Star Ruler 2 is a pausable 4X/RTS Hybrid developed by Blind Mind Studios (I'm one of the 2 BMS developers!).  It's set in an original sci-fi setting at near-future tech levels - though it ends with the construction of entirely theoretical constructs such as Ringworlds.

You play as one of seven unique races [or a product of your own terrifying intellect] each with their own morph on the base gameplay (minus the 'vanilla' Terrakin).  The first four non-terrakin races are minor morphs to the gameplay and the last two alter or even entirely subvert core concepts of the game.  That's before we get into what FTL method your race uses (there are four, each have their perks and work entirely different from the others) and what Government your race adheres to.  Your job is to survive, expand, and ultimately persist in the galaxy.  Whether you wind up conquering the stars with thousands of ships hurled into the void with potent, star-crushing, weaponry - or diplomatically annexing and subjugating those who could or would stand against you - is up to you as their leader.

Star Ruler 2 runs on the Starflare Engine, a from-scratch in-house engine we built specifically for Star Ruler 2, and is releasing on PC and Linux.  It has really minimal hardware requirements, which you can check out here on the Steam store page if you like but - brass tacks - if you've got a rig that's post-2009 you should be just fine. 

Our goal was to create a 4X which tries to actually solve a lot of the problems we've had while playing other 4Xes, such as nobody having figured out a good way to do a diplomacy system that isn't Civilization's.  Meanwhile, we wanted to revisit and improve all the ideas of Star Ruler 1 like making your planets something you care about and making the economy not mind-numbing.  As a result, between the innovations and the improvements, we believe SR2 is a far superior title to the first one - despite offering a different gameplay experience.
 (http://cdn.akamai.steamstatic.com/steam/apps/282590/ss_b0a5a883f3a1f0e1ac44d84e005f34241a2e63a2.1920x1080.jpg?t=1427437640)

(http://i.imgur.com/Ie6LT45.png)
Beginner/Default  (Recommended for those who are new to Star Ruler 2)
(http://i.imgur.com/NcjjRMU.png)   

Advanced (Recommended for advanced players who understand the basics of the game and are ready to absorb new strategies)
(http://i.imgur.com/lMNOYzp.png)   (http://i.imgur.com/hKMxhgM.png)   

(http://i.imgur.com/LdmwHNH.png)   (http://i.imgur.com/6Jt6Fbq.png)   

Expert (Recommended for players who have mastered the core mechanics of the game and wish to learn new ones)
(http://i.imgur.com/MLXvPB8.png)   (http://i.imgur.com/QQ9iTSg.png)

(http://i.imgur.com/la1i7vy.png)

Star Ruler 2 Open Source Project on GitHub: [Link] (https://github.com/BlindMindStudios/StarRuler2-Source)

(http://i.imgur.com/aRFe91a.png)

Blind Mind Studios:
James Woodall (Firgof) - Too many responsibilities to list shortly.
Andrew Ackermann (ThyReaper) - Programmer [Doesn't have a SA forum account]

Glacicle:
Lucas de Vries (GGLucas) - Programmer
Title: Re: Star Ruler 2
Post by: Xantalos on August 01, 2013, 02:10:12 pm
Um err uh wow.
Was this the game with the galaxy-sized ships? If so, I'll be watching this very eagerly.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 01, 2013, 02:10:56 pm
Quote
Was this the game with the galaxy-sized ships?
And flying planets, yep.
Title: Re: Star Ruler 2
Post by: Xantalos on August 01, 2013, 02:17:25 pm
Yes then I shall observe with great interest.
Title: Re: Star Ruler 2
Post by: Anvilfolk on August 01, 2013, 02:26:53 pm
Nice! Really looking forward to it, even though Star Ruler 1 had me completely at a loss when it came to ship design. I just made a ship and kept producing bigger variants of it when the other one appeared obsolete... actually did a pretty huge post about it in the relevant thread here :)

The screenshots look really nice and clean. Will be watching this eagerly! :)
Title: Re: Star Ruler 2
Post by: Girlinhat on August 01, 2013, 02:29:19 pm
I'll go ahead and ask the biggest question...

Is tech progression still as broken?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 01, 2013, 02:41:23 pm
The new research system will be much better than SR1's.  Bigger, better, and more interesting.  It'll be a big part of what sets SR2 apart from its competitors.

Quote
Nice! Really looking forward to it, even though Star Ruler 1 had me completely at a loss when it came to ship design. I just made a ship and kept producing bigger variants of it when the other one appeared obsolete... actually did a pretty huge post about it in the relevant thread here
Working with ships should be much more intuitive than before; there's been a lot of thought and design put in to making ship designing more immediately accessible to new players and making the performance of the ship more stated.
Title: Re: Star Ruler 2
Post by: Draxis on August 01, 2013, 03:06:02 pm
The economy system described in the devlog looks good; much more interesting than the old one.  I am worried, though, that shipping all the different resources to the different planets will become ludicrously micro-heavy later on unless the galaxy scale is reduced; will there be some sort of automation system, or at least a single screen that consolidates all the information on resources and interplanetary trade?

Quote from: Dev Diary #1: The Galactic Economy
A caravan of colony ships containing fruit farmers is sent off from our homeworld.
Presumably this does not indicate that fruit farmers - and, by extension, other similar workers - are a certain unit that must be trained, and just refers to colonists in general?

Also, will ships take certain resources to build, or just currency?
Title: Re: Star Ruler 2
Post by: MonkeyHead on August 01, 2013, 03:11:46 pm
PTF with the sqeegoggles on, as 4X is a much loved genre of mine, if much neglected of late.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 01, 2013, 03:16:58 pm
Quote
Presumably this does not indicate that fruit farmers - and, by extension, other similar workers - are a certain unit that must be trained, and just refers to colonists in general?
Yeah, that was just Lucas being Lucas (he wrote that article).  Colonists are generic.

Quote
Also, will ships take certain resources to build, or just currency?
That's still up in the air.

Quote
I am worried, though, that shipping all the different resources to the different planets will become ludicrously micro-heavy later on unless the galaxy scale is reduced; will there be some sort of automation system, or at least a single screen that consolidates all the information on resources and interplanetary trade?
We don't believe it'll pose a problem with the way we're approaching it.
Title: Re: Star Ruler 2
Post by: Felius on August 01, 2013, 04:18:01 pm
Posting to watch.
Title: Re: Star Ruler 2
Post by: RulerOfNothing on August 01, 2013, 04:41:56 pm
Also posting to watch.
Title: Re: Star Ruler 2
Post by: OREOSOME on August 01, 2013, 04:43:26 pm
Posting to watch as well.
Title: Re: Star Ruler 2
Post by: BuriBuriZaemon on August 01, 2013, 04:55:10 pm
Do want.
Title: Re: Star Ruler 2
Post by: Rex_Nex on August 01, 2013, 06:23:20 pm
One of the largest annoyances I had with multiplayer in SR was the rather gargantuan bandwidth requirements even for a small 3 or 4 player game. Is this just something that I have to deal with, or is it possible SR2 might be a little better at this?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 01, 2013, 06:28:20 pm
We're estimating about 8 players per multiplayer game on a residential connection.  It's more optimized but we're still talking big numbers of units, particles, etc.  Granted, fully modable so I'm sure someone can make a 'Big MP friendly' mod for lower-end connections by adjusting weapons fire rates, etc.; in exchange being able to field more units.

But up to 8 players should work OK on cabled/fiber internet.
Title: Re: Star Ruler 2
Post by: Orb on August 01, 2013, 07:01:44 pm
I am extremely excited for this! I clocked over 100 hours on the original Star Ruler and I am sure I'll see the same level of quality in the sequel.

A few questions:

1. How is the pace looking? I felt for the original Star Ruler that the pace was too quick for meaningful diplomacy. With the more complex economy I would hope the sequel is a lot slower.

2. On the flip side, what about game length? In the original, game length was often times too long, and could last for hours. While this is fine in a TBS (which is the scale I feel SR is trying to emulate), in an RTS your brain can get fried within a half hour of constant action. How are you attempting to have games "close" quicker?

3. I was wondering if you could explain more on research. I haven't played FFX or PoE so I'm a little lost. Are you still going for "levels" of research, or the more interesting way in which every tech unlocks something unique?

4. In regards to influence, are you going the Galactic Civilizations 2 route? Or a more HoI 3 route? (For reference, HoI3 required you to have "diplomacy points" in order to create diplomatic agreements, which I felt made diplomacy boring. GC2, on the other hand, had you use influence points, which could be traded among players like any other resource, to vote on "rules" that effected all players).

5. Can resources (such as fish, water, and plastics) be traded among players?

6. How random will the game be compared to SR1? It seems from the description you've added much more than pirates and other player empires to contend with.

7. Will ships modify their movements themselves to dodge kinetic shots, will we be required to do it ourselves, or will shots move too fast to make it near impossible to dodge them?

8. Will ships have their own fuel still or will you be adopting a "supply range" like SOTS2 had?

Oh. I got a little carried away. Don't feel obligated to answer all of them. :P
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 01, 2013, 07:45:36 pm
Note: there'll be a big dev diary on our website with the Influence system, by the way, if you'd like to know more than what I'm going over here.  Our first Dev Diary is already up and goes over the lowest-level fundaments of SR2's economy/expansion mechanics.  Also, disclaimer that these aren't final -- they're what we've got at the moment but we may tweak/alter bits and pieces of anything I state here.
1.  On pacing: We intend for it to be more deliberately paced in SR2; a lot of the economy revolves around cycle timers and combat is less frantic.

2.  We're hoping to provide the ability to play both long and short games and in a way that's much easier to control than in SR1.

3.  We're keeping the specifics under wraps for now but you might call it both leveled and unique.

4.  It's kind of both?  We're anticipating that there will be global things as well as 'empire v. empire' things.  It's more complex than that but there'll be a dev diary explaining it in more detail.

5.  It's been suggested; hasn't been properly evaluated yet so "not sure" for now.

6.  We want the galaxy to feel more 'alive' than SR1's mostly static galaxy; we're hoping to incorporate a couple of features we think will definitely accomplish that.

7.  We're still looking at that portion of combat mechanics.

8.  Kind of both. It's more strategic and less tactical/number-crunch now.
Title: Re: Star Ruler 2
Post by: Orb on August 01, 2013, 08:25:46 pm
Ah cool. Thank you for answering all my questions. The "global" diplomacy sounds very interesting.
Title: Re: Star Ruler 2
Post by: Flare on August 02, 2013, 05:29:14 am
Have you guys worked out a better arrangement of the UI? One of the most frequent complaints I read in reviews was that the UI was pretty bad. I found it fine myself, but are you guys going to switch the stuff up?

Will this game run better than the old SR? I don't usually spend much money on machines and make do with my hardware as long as possible. Though this would be a great reason to readjust some funds once the game is more fleshed out.
Title: Re: Star Ruler 2
Post by: Jack_Bread on August 02, 2013, 05:43:20 am
I really hope the camera is more consistent in SR2. My friends and I REALLY love this game, but we never play it because of how annoying the camera is.
But otherwise, I am excited to see this and hope it can run well on crap hardware as one of my friends has a crappy laptop.
PTW, too
Title: Re: Star Ruler 2
Post by: lastverb on August 02, 2013, 06:25:22 am
2 more questions from me:

1) Will new engine support rangefinding on ultra-long ranges? In SR1 your units couldn't automaticly shoot anything beyond current solar system. With proper settings they could only jump to new system and then shoot despite having range from 2 systems away.

2) Will carriers get some love? It was so terribly done in SR1. For example it was impossible to set carrier to launch its units and DO NOT engage in frontline. You had to either get system-wide range weapon and set to fight at max range or give so small engines that battle ends before it gets to frontline.
Title: Re: Star Ruler 2
Post by: Krevsin on August 02, 2013, 06:45:07 am
While I cannot claim that I have ever played the original Star Ruler, this looks a lot like the kind of thing I'd really enjoy.

PTW.
Title: Re: Star Ruler 2
Post by: Flare on August 02, 2013, 06:45:54 am
2) Will carriers get some love? It was so terribly done in SR1. For example it was impossible to set carrier to launch its units and DO NOT engage in frontline. You had to either get system-wide range weapon and set to fight at max range or give so small engines that battle ends before it gets to frontline.

I usually just set them to hold position, and bring a few balls of armor for the tanking of enemy fire if they do come into range.
Title: Re: Star Ruler 2
Post by: SOLDIER First on August 02, 2013, 07:19:56 am
WHY ARE WE NOT FUNDING THIS!?
Title: Re: Star Ruler 2
Post by: Viken on August 02, 2013, 08:44:37 am
About two weeks ago I was reading through the Blind Mind forums and saw that people were asking about Star Ruler 2 that were only getting veiled hints and 'perhaps sometime soon' answers.  From the way it was sounding, it was like they were working on things, but hadn't gotten to a good point yet. 

But with the release information and this announcement, it seems they've come across a major milestone that has set them up for making it public.  I'm honestly drooling.  I enjoyed Star Ruler, and still play it with a couple of my favorite mods every now and again.  In response to this, I have my own question though.

Will we still be able to make our own custom races/species? And if so, will there be a wider range of abilities, economic and government styles compared to Star Ruler?

In Star Ruler, generating your own race and the like felt more like picking percentiles of what you want to be good and bad at.  While that's fine, it felt rather... dull, in a way.  It didn't affect gameplay balancing or your actual game playing style besides giving soft bonuses at the beginning that quickly faded once the game got underway.  I'm just hoping for more variety and actual 'reason' to use custom races instead of the basic ones provided.
Title: Re: Star Ruler 2
Post by: lastverb on August 02, 2013, 08:45:20 am
I usually just set them to hold position, and bring a few balls of armor for the tanking of enemy fire if they do come into range.
If you set them on hold, they won't launch without player interaction (manual launch or attack command).
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 02, 2013, 12:38:21 pm
Quote
WHY ARE WE NOT FUNDING THIS?!
But you are funding this: you bought SR1!

Quote
I really hope the camera is more consistent in SR2.
Quote
Have you guys worked out a better arrangement of the UI?
It'll definitely be better with the new approaches we're taking.

On other questions (race customization, carriers, long-range-weaponry handling): Will ask and edit this post as I get responses.

Title: Re: Star Ruler 2
Post by: Tarran on August 02, 2013, 03:04:41 pm
Posting to watch. Didn't really like the first game, it felt too "heavy" and "lifeless" for me (vague, I know, but I don't really know specifically what was the problem), so maybe this will be better.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 02, 2013, 03:18:57 pm
Long range weaponry: System barriers are not something that has carried over to SR2.  It's all one big galaxy now so your weapons can fire anywhere they like so long as the target is in range.

Carriers: We will have them but they haven't been designed yet.
Title: Re: Star Ruler 2
Post by: Leonon on August 05, 2013, 02:57:44 am
Will there be an option for multiple galaxies?

Will the game be able to handle a realistic distance scale any better than SR1?

Will there be more massive stellar objects than just stars? Such as black holes and neutron stars?

Will there be a more realistic weapon range than SR1? For example, will there still be a maximum range for kinetic weapons or will they just get less and less accurate with range?

I'm very excited to see what all improves over SR1. The ship scaling was great and I'd love if everything in the game could scale similarly, though that may be hoping for too much.
Title: Re: Star Ruler 2
Post by: deoloth on August 05, 2013, 03:47:57 am
Looks interesting.

Had a lot of fun with SR1 so i'm PTW.
Title: Re: Star Ruler 2
Post by: Mipe on August 05, 2013, 05:20:26 am
So Star Ruler ceased updating after I bought it in faith it would get better with time. And now I learn there will be Star Ruler 2, which no doubt I would have to purchase to enjoy.

Figures.
Title: Re: Star Ruler 2
Post by: mongrol on August 05, 2013, 06:19:33 am
Linux support?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 05, 2013, 10:45:35 am
Quote
Linux support?
A native Linux build should be available at launch and kept up-to-date with the native Windows build.

Quote
So Star Ruler ceased updating after I bought it in faith it would get better with time.  And now I learn there will be Star Ruler 2, which no doubt I would have to purchase to enjoy.  Figures.
We're sorry you feel that way.  We regularly patched the game from August 2010 to October 2011 and the last patch we pushed was in August 2012. In total, over 30 patches were released for SR.  The majority of those patches added free music, art, gameplay enhancements, UI overhauls and etc. in many cases beyond what was promised on the features list.  If all this did not make the game better for you or satisfy our promise to improve the game, we apologize -- we took the game to where we felt it was complete though we recognize it is by no means flawless.

As for Star Ruler 2, many of the things we are doing in SR2 are simply not possible to do in SR1's engine.  This is a large part of the reason why we began from scratch with SR2 rather than TC/Expansion SR1.

Quote
Will the game be able to handle a realistic distance scale any better than SR1?
Starflare has much greater precision than SR's engine -- as a result, it can support vastly larger distances (SR: single precision floats for positions; SR2: double precision floats for positions).  However, 'realistic' is a matter of interpretation.  Real distances in space are so mind-numbingly vast that a single true-to-scale solar system would end up larger than the largest galaxy you could possibly play in the default game.  So, can the engine better simulate realistic distances? Yes, it is more capable of doing so now.  Will it be able to simulate 'true-to-life' distances on a galactic scale? We're afraid not.

Quote
More stellar objects?
We'll release more details about the game world closer to release.

Quote
Multiple galaxies?
Will get back to you on that.

Quote
Will there be more realistic weapon ranges? (e.g. no maximum range/diminishing accuracy over distance)
It's much more realistic than SR1 however projectiles must expire at some point; if they did not the simulation load would become impractical.
Title: Re: Star Ruler 2
Post by: 10ebbor10 on August 05, 2013, 11:42:55 am
So Star Ruler ceased updating after I bought it in faith it would get better with time. And now I learn there will be Star Ruler 2, which no doubt I would have to purchase to enjoy.
Not really.

You can watch Let's play's for free.
Title: Re: Star Ruler 2
Post by: Astral on August 05, 2013, 12:59:31 pm
Definitely looking forward to this.

How many features are being taken note of from, say, Galactic Armory? Vanilla Star Ruler was fun, but I feel it lacked a little bit of depth compared to the tech trees and advancement of almost being required to learn how to set up asteroid mines for your solar systems, as well as orbital electronic/advanced component/etc factories in order to balance your economy a bit better, and siphoning hydrogen off of stars and gas giants to act as fuel.

The options you had for race building also felt a bit overwhelming at first, but they let you customize the race to an extent I haven't really seen in other games. For exampleI love the computer dependent trait, and dislike the area of effect weaponry, so I end up turning them into beneficial side effects a little bit down the road with some amount of backstory in my head.
Title: Re: Star Ruler 2
Post by: Urist McScoopbeard on August 05, 2013, 01:09:41 pm
I am very excited for this, but I am curious as to whether the pace of the game has been slowed down at all. In SR1 it was like Armageddon 20 minutes into the game, can I go like an hour now and not encounter omnipotent space-gods hell bent on their star titans with infinite ammo bearing down on my fledgling galactic empire? I'd like to spend a large portion of the game engaging massive fleets with similar tech levels!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 08:36:21 am
Quote
How many features are being taken note of from, say, Galactic Armory?
Reaper hasn't done more than boot in and look around.  Since he's in control of the game design, I'd say 'none'.  I'm more familiar with GA but I don't intend on trying to integrate the mod's particular features into my input.

That said, we do know why people like GA and keep those reasons in mind.

Quote
I am very excited for this, but I am curious as to whether the pace of the game has been slowed down at all.
As stated, the game is much more deliberately paced and it should play slower than SR.  Tech progression is a large part of the reason why the game feels more deliberately paced.
Title: Re: Star Ruler 2
Post by: Viken on August 06, 2013, 08:51:26 am
One of the things that I would enjoy seeing in SR2 are points in the star systems that can be truly defensive in nature.  I'm a certified turtle when it comes to a great many strategy games, wanting to set up bottlenecks and gauntlets and large defense stations that aren't set around the planets themselves.  Like building a space station just outside a jump point in other games.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 09:03:19 am
From your post, I imagine you'll be very satisfied with what you can accomplish in SR2 to that end.
Title: Re: Star Ruler 2
Post by: Viken on August 06, 2013, 09:09:11 am
Cool.  I do hope so.  The way it was set up in SR1 meant that if you set up a station, it had to have a weapon range across the entire system, otherwise a nimble attack could just bypass it directly unless it was stationed right around a planet. 

On another note, I would like to ask for more information about the ship design system that SR2 is going to have.  Some of the screenshots show some things, but they're all too small to draw any conclusions upon besides the fact that the ships have a variety of cells based around the hull designs and size.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 09:18:06 am
Quote
On another note, I would like to ask for more information about the ship design system that SR2 is going to have.
Though I'd love to talk more about the ship design system in specific (as SR2's ship handling in general is pretty cool in a variety of ways) I'm afraid we're not quite ready to show off that part of the game in detail.  I'm betting we'll do a diary on ship handling/fleets/blueprints/design at some point in the future since all that is a big component of SR2's gameplay. 

If you liked how ship designing worked in SR1 I bet you'll be pleasantly surprised with what we've done with ship design in SR2.
Title: Re: Star Ruler 2
Post by: Viken on August 06, 2013, 09:28:03 am
I did enjoy the wide range of components, equipment, weapons and the like available for the ship design system in SR1.  I thought it was all nifty how you could snap them together in various ways to provide bonuses to things like weapon cooling and power supplies; although the simple circle design threw me off for a long time.  And that there was only a limited selection available even through the research system.

I play almost exclusively with the Galactic Armory mod for that reason in SR1. 

From the looks of it, though, I'd imagine SR2's ship design system is a cross between SR1's, and the tile-based snap system of say, the game Stardrive, if much more expansive and freeform than the standard I, I/O, A, E system used in most design systems of that type. 
Title: Re: Star Ruler 2
Post by: Farce on August 06, 2013, 10:07:08 am
Aw snap.  Star Ruler was good times.

A question - how intensive do you think the system requirements will be?  Specifically, I ask because my current laptop has an amazingly bad integrated Intel GPU, which apparently cannot even remotely handle the concept of shaders.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 10:31:11 am
Quote
how intensive do you think the system requirements will be?
We're aiming to support a wide variety of computers as we did with SR1.  However, we're not able to provide a guesstimate on what hardware requirements there will be just yet.
Title: Re: Star Ruler 2
Post by: 10ebbor10 on August 06, 2013, 10:31:35 am
OK question. Will the comet's tails by displayed the right way around this time?

A comet's tail always points away from the sun, rather than hanging behind it.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 10:39:41 am
We at one point had both tails in-game but the ion tail component didn't work/look right and we never got back to it.
(This is how we wanted it to look: http://lasp.colorado.edu/education/outerplanets/images_kbos/thumbs/cometorbit.jpg)

These sorts of thing stemmed from us just not having the time or money to fix them.  Being post-launch, we were more concerned with gameplay, interaction, and bugs; leaving the aesthetics to the reluctant back-burner. 

This time around we have the time and we have the money to do it right.  (Though we will still make concessions in the interests of the game if necessary e.g. not making space as big as it actually is)
Title: Re: Star Ruler 2
Post by: Viken on August 06, 2013, 11:45:09 am
Here's a question for you.  In SR1 if you made a mining ship for the asteroid fields, they'd chew away at one before moving to the next.  As it all counted as a singular 'ore' instead of various resources, how will asteroid fields and comets work in SR2 with the new resources and whatnot?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 06, 2013, 12:31:52 pm
Quote
how will asteroid fields and comets work in SR2 with the new resources and whatnot?
There will be asteroids but we haven't finalized their design yet.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on August 08, 2013, 11:41:40 pm
Last night's podcast with SpaceGameJunkie was just put up (or a little while ago -- was caught up playing Papers, Please).  I'm putting a link here and up in the OP to it if y'all want to listen.  It's a bit of a lengthy talk but we do go over a bunch of stuff in it (including game mechanics and some discussion of the kinds of changes/improvements and the sort of direction we're taking with the UI this time around).

Anywho, hope y'all enjoy the podcast.

http://www.spacegamejunkie.com/featured/sgj-podcast-25-tipping-scales-and-paper-clips-star-ruler-2/
Title: Re: Star Ruler 2
Post by: Kaje on August 09, 2013, 08:01:43 am
Want.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on September 26, 2013, 05:25:09 pm
Whew!  It's been a while, hasn't it? Sorry to keep you all waiting but it's finally arrived!

Dev Diary: Diplomacy
(http://starruler2.com/images/diary2/dipl1.thumb.jpg)
In today's dev diary we'll be looking in to the subtle and treacherous battlefield of Diplomacy.  Though engaging in Diplomacy is mostly optional a Ruler who chooses to specialize in it can gain unique power over their enemies.  This power can be used as both sword and shield; providing a skillful Ruler the means to defend and expand their Empire without bloodshed and turn their enemies' strength against them.

Provoke the competent Diplomatic Ruler and in his spite you may find the Galaxy turned against you.

[ Click to read more about Star Ruler 2's Diplomacy System on Starruler2.com ] (http://starruler2.com/2013/09/27/diplomacy.html)
Title: Re: Star Ruler 2
Post by: CognitiveDissonance on September 26, 2013, 05:44:32 pm
PTW. The original looks interesting, and the sequel does even more so. This reminds me of some of my favorite games from days past. I'll definitely be watching the development eagerly!
Title: Re: Star Ruler 2
Post by: Mephansteras on September 26, 2013, 05:55:00 pm
Huh. Never played Star Ruler, but this does sound interesting.
Title: Re: Star Ruler 2
Post by: Empty on September 26, 2013, 06:47:30 pm
I hope the interface will be less clunky as star ruler 1.
It was often hard to cope with the scope of the game.
Ie I always felt like I had no good overview.
Title: Re: Star Ruler 2
Post by: Tarran on September 26, 2013, 07:46:26 pm
Firgof, you stated that with diplomacy you could annex planets and subjugate others. Is there a way to, say, refuse to budge an inch and refuse to concede your power or planets to someone even if more votes were against you? What would that result in? I'd assume the answer is yes, but I don't think it'd hurt to have an official confirmation.

Another question, is it possible to undermine the diplomacy of the universe and eventually make it ineffectual? I'd imagine some players would get tired of diplomacy and decide that destroying everyone's diplomatic route to annoy them would be a more fun option.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on September 26, 2013, 08:08:03 pm
Quote
Is there a way to, say, refuse to budge an inch and refuse to concede your power or planets to someone even if more votes were against you?
At present, no, but doing mass annexes or subjugating is very expensive.  Just the act of proposing those actions costs the proposer a significant amount of influence (and additional costs on top of that the more healthy/strong the target of the proposal) and influence points generate very slowly compared to the costs of more powerful actions.  Whether there will be or not a way to do a 'damn the senate's ruling' we haven't decided yet.

Quote
is it possible to undermine the diplomacy of the universe and eventually make it ineffectual?
Hitting a player's influence-generating planets would rapidly even the playing field if they keep being diplomatically aggressive.  If the "Ban" proposals are kept then that may also be one route to go (banning all diplomatic actions, one by one). 
Title: Re: Star Ruler 2
Post by: Tarran on September 26, 2013, 08:34:47 pm
Yeah, I'm just curious because at some point, I'd imagine some players would certainly decide they'd rather have their enemies try and take their planet or subjugate them, and make them bleed while doing so, rather than have the game force them without a single shot being fired. Even if the player can do it to them, it's one of those situations where it could be a lot less fun to have it used against you than it is to use it against your enemies for some players, thus having a net negative effect for the experience of affected players.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on September 26, 2013, 09:58:47 pm
Having to fight to keep your planets and shielding them from threats both political and military in nature is part of your job as Ruler of your Empire; losing planets to either pressure is simply part of the game.

If you disagree with your citizenry and the council's ruling but lack the political power to fight the proposition there's nothing stopping you from marching your military in, stationing them in orbit, letting the proposal pass, and then immediately reclaiming the planet.  You could also be proactive and ensure that systems which are less loyal to you or close to your enemies' borders have a military presence installed to provide some measure of defense against outside influence and that your core systems are well-defended and well-propagandized.  A fully militarily-focused Empire won't be helpless to defend themselves against a fully diplomatically-focused Empire and vice versa.
Title: Re: Star Ruler 2
Post by: Tarran on September 26, 2013, 11:51:48 pm
You could also be proactive and ensure that systems which are less loyal to you or close to your enemies' borders have a military presence installed to provide some measure of defense against outside influence
So, are you saying military presence reduces influence, or do you mean just stationing in order to take over the planet when it changes?

Other questions:

How are planets recently taken from a influence empire going to be handled? Is there going to be some serious but temporary influence cost barrier to the influence empire easily taking them right back after the war?

Is there any sort of cooldown per-player on diplomatic proposals to limit how many actions can be made at once, or a limit on how much influence someone can have, to prevent someone military oriented from being hit several times in a row before they can react by someone with a lot of people willing to vote against you and a lot of saved points?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on September 27, 2013, 12:03:14 am
Military presence increases loyalty; loyalty adds to the cost of performing influence actions on targets within that system.  High level planets also increase loyalty in the systems around them as well as the system they're in.  Net effect is that systems close to your core are particularly difficult to perform influence actions on, especially if they're defended with military assets.

Military presence can also decrease loyalty in the case of enemy Empires sitting in your systems.  This is one of the means for 'more peaceful' hostile takeovers: drain the loyalty of the system to 0 and then hit them with Annexes.  The alternatives are to commit Atrocities and Atrocities give political ammo to the Empire you're hitting.

Not sure on your other questions; I'll get back to you on those.
Title: Re: Star Ruler 2
Post by: Edmus on October 05, 2013, 07:01:23 am
I can't believe I only just now saw this thread!!!
PTW and all that, I'm reading through all your stuff now! :D
Title: Re: Star Ruler 2
Post by: ank on October 06, 2013, 03:38:19 am
Hey Firgof!
How are going to handle combat in SR2?
Combat was a huge problem in SR1 as fleets had a very hard time engaging each other because of the Newtonian mechanics.
Do you have any plans to address this?
I feel like attacking something is about as hard as docking in KSP...
Title: Re: Star Ruler 2
Post by: Edmus on October 06, 2013, 05:16:01 am
Okay, I have a question.
What happens to a planets development level after it is annexed (either militarily or diplomatically).
Title: Re: Star Ruler 2
Post by: Firgof Umbra on October 07, 2013, 04:46:48 pm
Newtonian motion is still in for SR2 but it's been significantly improved from SR1.  In addition there'll be the ability, via FTL, to force your ships down to 0 velocity which should allow the player to prevent over-shoot etc.  Combat in general is going to be upgraded significantly.  We're still finalizing the design on interaction and specific mechanics.

Quote
What happens to a planets development level after it is annexed (either militarily or diplomatically).
Currently: Every three minutes the planet will lose a level from its original level after annexation; all the way down to L0.  You can prevent the loss of levels by supplying resources to the planet.  For instance, if you have a Level 1 world which will decay to a Level 0 world because it has no food or water, if you give it food and water it will not lose a level.
Title: Re: Star Ruler 2
Post by: ank on October 08, 2013, 02:45:54 am
Newtonian motion is still in for SR2 but it's been significantly improved from SR1.  In addition there'll be the ability, via FTL, to force your ships down to 0 velocity which should allow the player to prevent over-shoot etc.  Combat in general is going to be upgraded significantly.  We're still finalizing the design on interaction and specific mechanics.

Good to hear you are taking steps to improve combat.
When you say FTL, do you mean something like warp, that does not apply a force to the ship, and therefore does not have to brake?

An idea I got, a long time ago while playing SR1, was: Fudge the thrust so that ships would get maybe double thrust when braking or changing direction, compared to forward thrust?
I am not sure how this would play out, but it should make ships more manoeuvrable.
I know this is unrealistic, but realism in space games is a two-edged sword.
Title: Re: Star Ruler 2
Post by: Eclectic Wizard on October 08, 2013, 04:54:22 am
Oh god yes! I loved the first game, even though i never became an empire capable of creating worlds.

I cant wait to try the second one! Please dont make it easier at all! Will the AI cheat? Yay!!!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on October 08, 2013, 11:01:01 am
Quote
Will the AI cheat?
Only if you tell it to.

Quote
When you say FTL, do you mean something like warp, that does not apply a force to the ship, and therefore does not have to brake?
There are four main types of FTL in SR2; two are not on-board systems.  You'll probably begin the game having selected which to start with.  All of them cost "FTL Fuel" which is a slow to generate, rare, resource.  When ships come out of FTL, they come out at zero velocity.


The "FTL Brake" may be a thing that all ships can do regardless of what type of FTL drives you have or maybe it requires a subsystem.  It may or may not be semi-automatic (e.g. "I'm going to miss my target, but I'm very close to it while passing by it, so I'll spend FTL to make a zero-distance jump to instantly null my velocity).  We're still rubberstamping that part of FTL.
Title: Re: Star Ruler 2
Post by: Urist McScoopbeard on October 08, 2013, 01:58:44 pm
cool.

Speaking of combat, will we be seeing any more cool fleet formations? maybe custom fleet formations?

I mean, lines of battle right?
Title: Re: Star Ruler 2
Post by: Xantalos on October 08, 2013, 08:40:54 pm
I'm liking this more every time I look at it. How much do you estimate it'll cost?
Title: Re: Star Ruler 2
Post by: TheDarkStar on October 08, 2013, 09:17:39 pm
This looks interesting. I'll have to take a look at the original game too.
Title: Re: Star Ruler 2
Post by: Farce on October 09, 2013, 04:44:37 am
Fling sounds hilarious.  I don't suppose I could use it to shoot planets at enemy empires I don't like?  Because that would be pretty great.

Will ships require having those vector maneuvering thrusters, like in Nexus: The Jupiter Incident (http://www.youtube.com/watch?v=v4WXX0VXCR8), or will they still have to flip around to do their whole 'thrust' thing?  Are there any plans to implement directional armor/shielding and the like?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on October 09, 2013, 10:45:41 am
Quote
I don't suppose I could use it to shoot planets at enemy empires I don't like?
Maybe.  We've considered that possibility amongst other fun (ab)uses but haven't finalized Fling's mechanical design yet. 

Quote
Are there any plans to implement directional armor/shielding and the like?
Shields may or may not be omni but armor is likely to be directional.

Quote
Will ships require having those vector maneuvering thrusters, like in Nexus: The Jupiter Incident, or will they still have to flip around to do their whole 'thrust' thing?
They will have to do a burn on their anti-forward-velocity vector to reach 0 velocity, yes.  We may provide an option, as we did in SR, to force ships to face their target vector at all times rather than show where they're thrusting. 

The reason for the flipping: If you want a ship to reach a destination as fast as possible but reach 0 velocity when it gets there, it'll be doing a full burn the whole way; half accelerating towards the target and half decelerating towards the target.  Since SR's ships have their engine on the rear, the thrust vector has to flip to accommodate the second full burn.  That said, it'll be in script format this time around so the community may be able to provide mutations (e.g. the classic ST-style 'inertial dampener' effect).

Quote
How much do you estimate it'll cost?
Price hasn't been decided yet but it'll probably be aggressively priced, as SR1 was.

Quote
Speaking of combat, will we be seeing any more cool fleet formations? maybe custom fleet formations?
Formations are going to be much more moldable than before.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 02:12:34 pm
Quote from: Our Twitter
Things you can never have enough of.
a) Bullets.
b) Humongous filesize gifs.
Spoiler: (Warning) Huge GIF (click to show/hide)

Sorry it's taking longer than I hoped for this next dev diary.  There are a lot of systems that are kinda/sorta not quite ready to show and under some flux so it'll be a while yet before we can showcase more on the game.  Hopefully not too long though.

(Please note: The above GIF doesn't represent how fast the game runs; it's much smoother and faster than the GIF implies.  Also, if not immediately apparent: art being shown is mostly placeholder.)

Also, interest check: Who would like to see a streamed multiplayer match of SR2 at some point?  We'd be the ones playing (I'll be playing as the Empire that's going to lose against Lucas'; as is Reaper (at least that's how the last 5 or so MP games have gone) )
Title: Re: Star Ruler 2
Post by: Xantalos on November 21, 2013, 02:20:09 pm
Hell yes I'd like to see an MP match!
Good to see this is still here.
Title: Re: Star Ruler 2
Post by: Anvilfolk on November 21, 2013, 02:25:01 pm
Yeap yeap! But make sure to store it for future reference!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 02:40:17 pm
Quote
Good to see this is still here.
I'm glad as well.  I am concerned that at some point I'd come back to this thread and it'd have been locked for inactivity; I guess I have a guardian mod/admin to thank for that.

Quote
But make sure to store it for future reference!
Is this even an option on the internet anymore?  Can something not be recorded for effectively eternity automatically?

I do intend to save it if we do one, aye.
Title: Re: Star Ruler 2
Post by: Xantalos on November 21, 2013, 02:41:20 pm
Threads here don't get locked for inactivity, they just slumber eternally.

Ia Ia forum ftaghn.
Title: Re: Star Ruler 2
Post by: etgfrog on November 21, 2013, 02:44:15 pm
Can I recommend that when the bullets that are designed to miss a target then they will go wide in all directions instead of just one? besides that, it looks pretty good.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 02:59:47 pm
That's 'I'a!  I'a!  Forum ftaghn!' I'll have you know.  :D
That's good to know, Xantalos; for some reason I was really certain that the bay12 forums locked inactive threads.

Quote
Can I recommend that when the bullets that are designed to miss a target then they will go wide in all directions instead of just one? besides that, it looks pretty good.
The guns have something like a 30-degree cone of accuracy at the moment; even when the bullets are 'off-target' they'll still impact and deal damage to whatever they strike (excepting friendlies).

Ah, I should probably bring that up; perhaps I failed to earlier?  So projectiles in SR2: they're physics-based this time around.  In SR1 it was pre-deterministic but in SR2 unless a bullet collides with something, it doesn't do damage.  I imagine you'd prefer bullets to be going in the general direction of what you're aiming at when your gun doesn't make a perfect shot -- it might hit something else at least. 
Title: Re: Star Ruler 2
Post by: Xantalos on November 21, 2013, 03:04:19 pm
I messed up a Lovecraft quote? Shame on me.

If it's left without replies for 120 days it asks you to confirm before replying, but it doesn't lock except if the OP wills it or Toady had to do mod things.

Also loving the fact that bullets are dynamic now.
Title: Re: Star Ruler 2
Post by: etgfrog on November 21, 2013, 05:04:56 pm
Quote
Can I recommend that when the bullets that are designed to miss a target then they will go wide in all directions instead of just one? besides that, it looks pretty good.
The guns have something like a 30-degree cone of accuracy at the moment; even when the bullets are 'off-target' they'll still impact and deal damage to whatever they strike (excepting friendlies).

Ah, I should probably bring that up; perhaps I failed to earlier?  So projectiles in SR2: they're physics-based this time around.  In SR1 it was pre-deterministic but in SR2 unless a bullet collides with something, it doesn't do damage.  I imagine you'd prefer bullets to be going in the general direction of what you're aiming at when your gun doesn't make a perfect shot -- it might hit something else at least.
ok, I was under the assumption the spray of bullets that were going wide was due to misses, but i take it one or two of the ships were intentionally shooting off target?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 05:16:31 pm
Quote
i take it one or two of the ships were intentionally shooting off target?
Not intentionally, no.
Title: Re: Star Ruler 2
Post by: Lightning4 on November 21, 2013, 05:36:57 pm
Ah, I should probably bring that up; perhaps I failed to earlier?  So projectiles in SR2: they're physics-based this time around.  In SR1 it was pre-deterministic but in SR2 unless a bullet collides with something, it doesn't do damage.  I imagine you'd prefer bullets to be going in the general direction of what you're aiming at when your gun doesn't make a perfect shot -- it might hit something else at least.

Sir Isaac Newton is the deadliest son of a bitch in space!

Might friendly fire be an option? Would be interesting when you try spraying an enemy with bullets, and accidentally vaporize half of your world that just happened to be right behind them.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 08:03:59 pm
There would be unfortunate implications: ships don't currently care about ships that are in front of them.
So it'd be more likely that you'd accidentally vaporize half your fleet before you vaporized half your world.
Title: Re: Star Ruler 2
Post by: BFEL on November 21, 2013, 08:42:08 pm
Ok so quick question: I personally have the first game, but I am UNGODLY terrible at it. I literally can't keep up with the trivial AI.
I have done test games where I would for example, make a 1 system galaxy, and focus my planet entirely on research. The AI will quickly out research me in this scenario inexplicably.

In essence, Star Ruler HATES MY GUTS. I know how irrational it is to assume malevolence from a computer game, but it really is the only explanation at this point.

I found that Star Ruler looked fun, and that it would possibly have been the BEST 4x game of its time, but I simply cannot play it. For whatever trick of psychology or something has left me totally unable to grasp the mechanics in a productive way.

So that said, is there any hope for me in SR2? Is the game still balanced effectively the same? Or will I finally be able to start a game without the certainty of defeat.
Title: Re: Star Ruler 2
Post by: Urist McScoopbeard on November 21, 2013, 08:48:45 pm
well sir, you are not the only one who felt that way. SR1 was ridiculously fast paced for most people, I believe Firgof here mentioned the SR2 would be significantly easier to handle!
Title: Re: Star Ruler 2
Post by: BFEL on November 21, 2013, 08:56:38 pm
well sir, you are not the only one who felt that way. SR1 was ridiculously fast paced for most people, I believe Firgof here mentioned the SR2 would be significantly easier to handle!
It wasn't that it was "fast paced" it was that I just inexplicably FAILED AT EVERYTHING.

Its not fun to play a game when you know for certain you will lose.
Also I (and everyone reading this, have lost the game)

But yeah, like I said it wasn't even anything TANGIBLE, I approached my failure with THE FUCKING SCIENTIFIC METHOD and that revealed that the game more or less cheated me, despite me not having "cheating ai" on.

Its like this: I make a new ship, that is bigger, more advanced, and in every possible way BETTER then what the AI is using....and the AI wins.
I have no problem with losing (well that's a lie, but I can DEAL with it) but losing for no reason whatsoever is just horrible.
Title: Re: Star Ruler 2
Post by: Urist McScoopbeard on November 21, 2013, 09:10:49 pm
Also I (and everyone reading this, have lost the game)

D: ...you dick!
Title: Re: Star Ruler 2
Post by: lemon10 on November 21, 2013, 09:44:16 pm
(Disclamer: It's been a year since I last played a proper game of star ruler 1, and there have probably been some pretty large mechanics changes since then (most notably pirates I think))

You don't want to focus only on research. You really want to split your focus between colonization/infrastructure (primary), research and pirate defense.

Even if you focus entirely on research, and your opponent has twice as many planets as you, not only will he research just as fast as you, but he will also be able to expand, soon having many more planets still, eventually outpacing you in research as well.

Because of this, the primary focus should be on colonization, and everything else should come after.

Also make sure you understand how all the resources work, and make sure that you are getting resources in the right proportions for the time.

Finally, make sure the cheating AI option is off, otherwise the AI will cheat for resources (but not research).

Cheating AI complaint
I just ran a 2 hour 30 minute 1 system game with 5 AI's ranking form easy to hardest. By the end (and at every point in between), I had the highest research score of anyone by a pretty clear margin, even when I turned all my research facilities into resource buildings to build a size 600 ship (since I set the ship limit at only one to prevent me actually having to defend myself earlier on, and to allow myself to focus on research) over a hour.

Its honestly a crazy complex game, and the number of things you can do better are massive. While I consider myself good (no problem beating multiple allied hardest AI), I know that I can get far better.

E:  Make sure that you have a governor on to auto-renovate all your buildings.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on November 21, 2013, 10:49:06 pm
Quote
So that said, is there any hope for me in SR2? Is the game still balanced effectively the same? Or will I finally be able to start a game without the certainty of defeat.

It's certainly much easier to grasp this time.  In lieu of trying to find the sweet-spot for metals/elec/adv. parts/goods/labor production, you're instead influencing mainly your money versus your other critical resources.

Check out our first dev diary if you haven't already, it goes over how the game plays out with expansion (it's since gotten even clearer and easier to understand and control).

Quote
I believe Firgof here mentioned the SR2 would be significantly easier to handle!
It is certainly more immediately understandable so, yes, we do believe it'll be much easier to understand than SR1.

SR1 was kind of a predictive/strategic economic balance game.  SR2 is more of a reactive/tactical economic balance game.

Quote
"These are all these planets I could colonize. They have nice resources that do things -- but I have to keep in mind I only have so much money and so can expand only so fast.  So which ones should I colonize first, and to what planet am I going to ship those resources?  I need a Level One resource to make this world level up, and there are eight that I know of and each of those do a cool, unique, thing."

versus

Quote
"Uh... well.  I guess I should build more electronics factories?  Oh, but that's now draining my metals supply too much, so I'll need to build more metal mines... but I have to keep in mind that when these planets run out of Ore, they'll only run at 20% -- so optimally I should be making the metal mining planets the ones with the most Ore and slots to free up my slots on other worlds.  Then there's my population -- I need to maximize that with Goods and Luxuries, but have to balance for mood -- but I don't have the resources to balance those, so I guess I'll need to use Civil Acts for now.  Need to remember to turn Forced Labor off later or I won't get any benefit from luxuries...", etc.

What I'm getting at is if one were to say SR1 was opaque, you could by the same weighting say SR2 is transparent.  We tell you what your decisions will do in advance and how to proceed versus you kind of having to figure it in your head and remember how things work.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on December 16, 2013, 10:34:01 am
So... lots of things have been going on behinds the scenes since my last post.
There are new influence cards and actions which make being a total bastard (Influence Empire) fun, we're playing with Energy powers now,  and we're currently sitting on I think 40 unique resources now (with hopes to add even more).  The framework for the random events system is also being prototyped.   All in all: We're full steam ahead and things are looking great.

Speaking of looking great.  Did I mention the planets are going to be prettier than SR's?  Because they will be (courtesy Jon Micheelsen).
From beautiful glowing crystal planets... (https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot23.png)
...to the more humble beauty of terra-likes. (https://dl.dropboxusercontent.com/u/80991744/TRON/beautiful.PNG)

We also got around to putting sound effects in; that prompted immediate celebration on my part. (https://dl.dropboxusercontent.com/u/80991744/TRON/LASERS.PNG)

We won't be meeting our target of launching Early Access before the year is out, I'm sad to report, but our media should start picking up and more dev diaries should start showing up more reliably.

Lucas and I want to produce some video footage for y'all, too, so hopefully there'll also be that to look forward to.  And, of course, the streamed multiplayer (at this point also a grudge match) session we asked if y'all were interested in.
Title: Re: Star Ruler 2
Post by: Morrigi on December 16, 2013, 02:46:38 pm
Hmmm. I might buy this. Videos please!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on January 29, 2014, 05:30:03 pm
So tomorrow we're doing a live stream of the game as well as a Q&A at 6 PM EST (it is at the time of this post 5:30 EST); that's roughly 25 hours from now.

Link to the stream: http://twitch.tv/BlindMindStudios

Further information will be edited into this post and posted directly preceding the livestream.  We hope to see y'all there!
Title: Re: Star Ruler 2
Post by: Orb on January 30, 2014, 01:39:40 am
Would this be the multiplayer  "grudge" match you're streaming?
Title: Re: Star Ruler 2
Post by: Sinistar on January 30, 2014, 03:03:25 am
*mind-BLOWN*

Dammit, how did THIS get past my radar??

Ok, I'll admit, I didn't check Blind Mind's page for a while now. I did in the past even though I haven't touched Star Ruler in quite some time.
But I'm happy you guys are still making game(s).

Now I'm off reading all the stuff about Star Ruler 2 I've missed, bye.

edit:
I might have had an orgasm just now.
Huge GIF with bullets and oh dear me that looks like a rather SMALL and ONE-SIDED battle, can you imagine head-on clash between two massive fleets oh crapHNGHGNGHGNGNNNDGGNNNGFGFGHHHHHHH

And you sir just made my day
Threads here don't get locked for inactivity, they just slumber eternally.

Ia Ia forum ftaghn.
Title: Re: Star Ruler 2
Post by: Dohon on January 30, 2014, 06:44:44 am
So tomorrow we're doing a live stream of the game as well as a Q&A at 6 PM EST (it is at the time of this post 5:30 EST); that's roughly 25 hours from now.

Link to the stream: http://twitch.tv/BlindMindStudios

Further information will be edited into this post and posted directly preceding the livestream.  We hope to see y'all there!

Looking forward to it!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on January 30, 2014, 11:55:49 am
Quote
Would this be the multiplayer  "grudge" match you're streaming?
Indeed it is!  All three of us will be playing (and I'll be doing my best to play and moderate/Q&A!).

Quote
Dammit, how did THIS get past my radar??
The Marketing Machine is at a nice low hum right now; I'm kind of flying a little under the radar.  This Livestream is likely to be the start of the revving up of said machine to full volume.  Once we're really going, I'll be posting video footage, abusing our Twitter, creating entries for the game on various sites, and gearing up for the weekly VLOGs (if we determine we can go for them).
Title: Re: Star Ruler 2
Post by: Lukeinator on January 30, 2014, 04:34:04 pm
Will there be mac.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on January 30, 2014, 04:35:28 pm
Don't know yet; hopefully.
We're pretty sure it already works -- but we don't test it on a regular basis.
Title: Re: Star Ruler 2
Post by: Sinistar on January 30, 2014, 05:58:43 pm
Stream is up!  :o 8) :)
Title: Re: Star Ruler 2
Post by: etgfrog on January 30, 2014, 07:58:03 pm
The stream was interesting...although the game seemed a bit...childish?

One main thing I'm a bit sad about is the removal of the infinite amount of research but with how the game is set up I could see right now is research being done is through a procedural generation of tech branches that would allow a player to continue to be focused in an area. Hm...maybe an option to set if research is procedural or static...
Title: Re: Star Ruler 2
Post by: Firgof Umbra on January 30, 2014, 08:10:35 pm
Archive of the stream is now available on Twitch:  http://www.twitch.tv/blindmindstudios/c/3638578
It is also available on YouTube. http://www.youtube.com/watch?v=s0_q78Qwlgk

One main thing I'm a bit sad about is the removal of the infinite amount of research but with how the game is set up I could see right now is research being done is through a procedural generation of tech branches that would allow a player to continue to be focused in an area. Hm...maybe an option to set if research is procedural or static...
It should be a pretty darn big web by the time we're done with it.  It's very small at the moment compared to what we want.
Title: Re: Star Ruler 2
Post by: Sinistar on January 30, 2014, 08:23:57 pm
Liked the stream very much, thanks again! I might have some more questions soon, but right now, I'm REALLY warming up for this game, even more so than before.  :D
Title: Re: Star Ruler 2
Post by: Farce on February 04, 2014, 01:57:07 pm
So I watched the video of the stream, and heard that you won't do mining ships anymore, nor will shipping lanes and stuff use actual ships.  Super sad, mucking about with mining fleets picking at asteroid belts was like, my favorite thing, even if they didn't actually work (I was using the Galactic Armory mod), or weren't actually useful anyway.

I guess I'll just hold out for Fling FTL.
Title: Re: Star Ruler 2
Post by: forsaken1111 on February 04, 2014, 02:51:22 pm
PTW, this looks excellent
Title: Re: Star Ruler 2
Post by: BFEL on February 04, 2014, 04:16:33 pm
Is the ship customization still just the mechanical parts (weapons, armor etc.) or can you also choose the "look" of ships?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on February 04, 2014, 04:30:09 pm
Is the ship customization still just the mechanical parts (weapons, armor etc.) or can you also choose the "look" of ships?
It's looking like you'll be able to customize the look of your ships.  Can't confirm that yet, though.
Title: Re: Star Ruler 2
Post by: BFEL on February 04, 2014, 04:31:44 pm
Is the ship customization still just the mechanical parts (weapons, armor etc.) or can you also choose the "look" of ships?
It's looking like you'll be able to customize the look of your ships.  Can't confirm that yet, though.

WOOT! No more generic two ship types!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 11, 2014, 10:50:58 pm
Something wicked this way comes... (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/tear_it_up.png)

Upcoming events_____________________________________________
A new dev diary is on its way, it will touch on the various modes of FTL and how they function.

SpaceSector contacted us for a text interview and I'll link and announce the interview if/when it's up.

We're going to do another devstream in the somewhat near to very near future -- you won't want to miss it.  Also, hopefully my microphone will work this time around.

We're thinking about doing a giveaway of access codes to SR2's playtesting group in the somewhat near future; keep your eyes peeled.


What's new:__________________________________
Economy and Diplomacy were just greatly improved.  If you were interested in either before, you should watch out for that devstream -- there's a lot of neat, new, stuff there we haven't talked about yet.

Our long awaited ship art should be coming in soon and we're very excited to show it to you.

Anomalies and special systems are flooding into the galaxy, varying the galactic terrain even further.  Meanwhile, I'm polishing our particle systems a bit as well as adding new ones.

Finally, we have a special announcement coming up.  We can't say much about it yet; I'm afraid that'd just land us on hot water.
Title: Re: Star Ruler 2
Post by: forsaken1111 on March 12, 2014, 02:35:08 pm
So when can I preorder and get in on some tasty alpha testing with you guys?

Because I already have my card out and I'm not even lying it's in my hand right now.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 12, 2014, 04:44:09 pm
Dev Diary: FTL
(http://starruler2.com/media/blog3/tear.png)
In today's dev diary we're taking a look at SR2's FTL drives.  Each race begins with access to only one type and each comes with their own benefits and drawbacks.  Such an important choice deserves forward consideration: we invite you to explore these unique means of FTL to find which best suit your style of play.

[ Click to read more about Star Ruler 2's FTL systems on Starruler2.com ] (http://forums.blind-mind.com/index.php?topic=5950.0)

Quote
So when can I preorder and get in on some tasty alpha testing with you guys?
Because I already have my card out and I'm not even lying it's in my hand right now.
We're still keeping mum on that.  Rest assured, though we're very keen on taking your money we're making sure everything's ready to go before we open the floodgates.
Title: Re: Star Ruler 2
Post by: jocan2003 on March 12, 2014, 04:58:15 pm
I really wish FTL propulsion is not locked to race and can be choosen, i would hate to be forced to use X race because i want a gate-based empire.... Such as what happent in Sword of the stars.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 12, 2014, 05:03:53 pm
We don't have strict races at the moment; if we do in the future you can always go custom race.
Title: Re: Star Ruler 2
Post by: BigD145 on March 12, 2014, 06:12:42 pm
There's nothing wrong with race based FTL variants. Most likely it's tailored to their biological limits.
Title: Re: Star Ruler 2
Post by: LoSboccacc on March 12, 2014, 06:13:13 pm
loved sr1 and hope this will be as streamlined as the first
Title: Re: Star Ruler 2
Post by: BFEL on March 12, 2014, 07:12:20 pm
We don't have strict races at the moment; if we do in the future you can always go custom race.

This actually brings up a good topic, in the last game I believe it worked similarly and the attributes and such of NPC races were pretty much randomized.

Will that still be the case or will players be able to set up their opponents the way we want?

That was one thing I liked about Galactic Civilizations 2, the fact you could pretty much ignore the standard races and play a game solely with races you had designed yourself.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 12, 2014, 08:53:01 pm
Quote
This actually brings up a good topic, in the last game I believe it worked similarly and the attributes and such of NPC races were pretty much randomized.
We expect it'll work similarly, yes. (Though you'll be able to customize the NPCs as well)
Title: Re: Star Ruler 2
Post by: LoSboccacc on March 13, 2014, 02:57:07 am
will carrier be more tuneable this time around?

I remember that 1 missed carrier controls, like:

- recall fighter before long range movement
- don't let fighter scramble parameter according to total enemy mass and not single enemy size
- movement range to get fighter replenished (similar to the patrol range)
- fighter replenishment minimum percentage


(and things like that I haven't played in a while so I can't remember what else but there are plenty of forum threads already on that)
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 13, 2014, 11:48:58 am
Quote
will carrier be more tuneable this time around?
Carriers will likely be handled differently to avoid unnecessary micromanagement -- however, at this time I'm afraid I can't say anything specific about them as they've yet to be nailed down in the design.
Title: Re: Star Ruler 2
Post by: xaritscin on March 13, 2014, 02:51:22 pm
may i ask something here, i've never played the first game but from what i have researched about it sounds really interesting, i want to know, if players can destroy orbital bodies, would they be able to create them?, im not talking about terraforming of course, that is only part of the idea, is about creating an star system from scratch using resources (suddenly memories about Titan A.E and Hitchhikers Guide to The Galaxy)
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 13, 2014, 03:00:05 pm
Quote
if players can destroy orbital bodies, would they be able to create them?
Out of nothing?  Nah, that's a little too 'out there'.  You might be able to reconstitute broken worlds -- that's about as far out there as we're willing to go for 'natural' objects.
Title: Re: Star Ruler 2
Post by: LoSboccacc on March 13, 2014, 03:01:51 pm
in the first one you could build ringworlds, no sun nor planets iirc

edit: ninjad
Title: Re: Star Ruler 2
Post by: xaritscin on March 13, 2014, 03:02:44 pm
Quote
if players can destroy orbital bodies, would they be able to create them?
Out of nothing?  Nah, that's a little too 'out there'.  You might be able to reconstitute broken worlds -- that's about as far out there as we're willing to go for 'natural' objects.

im talking about gathering resources and then manufacture a whole system, like taking nebulae with huge harvesting ships of gargantuan sizes and use that gas to induce a fusion reaction, thus starting the creation of a star, the rest is matter of time.....

rebuild planets would be a good idea too, but the idea is about making systems from cero, using gathered resources..

think of it like what happens in 2010: Odyssey 2, where the aliens use monoliths to increase the mass of Jupiter until it enters in fusion reaction.....something like that but gathering the resources from asteroids and gas clouds.....
Title: Re: Star Ruler 2
Post by: Sinistar on March 13, 2014, 03:08:48 pm
Out of nothing?

What about...out of something? :P
 
Joking a bit, but xaritscin does raise an interesting point - if there's planet/star destruction, why not creation?
Sure, it would need a very specialized, resource consuming, massive structures, but might be challenging...

Of course, question arises how would you actually implement this in the game in some sort of a sensible matter. What would be the point, the benefits, time & resources vs. total output etc.  :-\
Title: Re: Star Ruler 2
Post by: xaritscin on March 13, 2014, 03:19:40 pm
Out of nothing?

What about...out of something? :P
 
Joking a bit, but xaritscin does raise an interesting point - if there's planet/star destruction, why not creation?
Sure, it would need a very specialized, resource consuming, massive structures, but might be challenging...

Of course, question arises how would you actually implement this in the game in some sort of a sensible matter. What would be the point, the benefits, time & resources vs. total output etc.  :-\

well, its more of a feature i never see in space games, everybody wants to make a Death Star and start pew pewing planets and erradicatare systems but i've never seen a game where you get a tech lvl so high that you can create a Titan device and construct planets whenever you find it necessary, the ringworld idea in Star Ruler seems to be the only case of this, taking in account a Ringworld (or a Dyson Sphere for that matter) is possible in sci fi, in SPORE we got a device that terraformed and induced life in planets, but i would prefer to go as extreme as that and put a machine that can allow me to construct planets and complete systems if i see it fit....its more of a show of power, i have the power to destroy, then i should also have the power to create...

as for other ideas, im wondering if ships in star ruler could have a nomadic style, no, not talking about planets with engines, but non planet bound empires which use spaceships and stations as structures for their manufacture and research....
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 13, 2014, 03:25:05 pm
Quote
Of course, question arises how would you actually implement this in the game in some sort of a sensible matter. What would be the point, the benefits, time & resources vs. total output etc.
Yep.  All valid queries we've asked ourselves.

Quote
non planet bound empires which use spaceships and stations as structures for their manufacture and research
I've wanted to do a migrant fleet style empire for months but it doesn't seem to be in the cards.  Maybe later when we have more time to consider/test it -- but right now it would defy pretty much the whole balance/economy.
Title: Re: Star Ruler 2
Post by: jocan2003 on March 13, 2014, 03:51:58 pm
I've wanted to do a migrant fleet style empire for months but it doesn't seem to be in the cards.  Maybe later when we have more time to consider/test it -- but right now it would defy pretty much the whole balance/economy.
BSG FTW!!! We really need a space game in that trope....
Title: Re: Star Ruler 2
Post by: BigD145 on March 13, 2014, 03:56:26 pm
I've wanted to do a migrant fleet style empire for months but it doesn't seem to be in the cards.  Maybe later when we have more time to consider/test it -- but right now it would defy pretty much the whole balance/economy.
BSG FTW!!! We really need a space game in that trope....

What, you mean like BSG? Already exists as a game.
Title: Re: Star Ruler 2
Post by: Guardian G.I. on March 13, 2014, 04:00:09 pm
Posting to watch.
Title: Re: Star Ruler 2
Post by: BFEL on March 13, 2014, 04:17:39 pm
So in the first one you could put thrusters on your planets and send them off into deep space to do stuff. Still around this time? And can this be weaponized? Colony Drop style I mean.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on March 13, 2014, 04:21:45 pm
Quote
Still around this time?  And can this be weaponized?
We'd like them to be, yep!
Title: Re: Star Ruler 2
Post by: xaritscin on March 13, 2014, 04:25:55 pm
acording to the livestream they havent reached that part yet, we have yet to see what happens this year, but the game looks good already...
Title: Re: Star Ruler 2
Post by: gimlet on March 13, 2014, 10:25:44 pm
well, its more of a feature i never see in space games, everybody wants to make a Death Star and start pew pewing planets and erradicatare systems but i've never seen a game where you get a tech lvl so high that you can create a Titan device and construct planets whenever you find it necessary, the ringworld idea in Star Ruler seems to be the only case of this, taking in account a Ringworld (or a Dyson Sphere for that matter) is possible in sci fi, in SPORE we got a device that terraformed and induced life in planets, but i would prefer to go as extreme as that and put a machine that can allow me to construct planets and complete systems if i see it fit....its more of a show of power, i have the power to destroy, then i should also have the power to create...

Hmm, Master of Orion 2 had that - Death Star a planet, create new Artificial Planet from the debris.  And Space Empires IV had components that could create stars, or create planets out of asteroid fields.  And ways to construct ringworlds or sphereworlds around a star (massively unprofitable use of resources, but hey :D)
Title: Re: Star Ruler 2
Post by: dennislp3 on March 13, 2014, 10:44:38 pm
ptw
Title: Re: Star Ruler 2
Post by: ollobrains on March 14, 2014, 05:14:02 am
space empires III, IV and V had the ability to turn system bodies into planets ie asteroids into planets or vice versa, create stars, destroy stars, create black holes and a few other features
Title: Re: Star Ruler 2
Post by: galluci on March 14, 2014, 08:36:16 am
PTW. Never played the first one, but this looks great.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on April 02, 2014, 05:03:57 am
SpaceSector has put up an interview we did over e-mail that y'all might find interesting. Included with the interview are some freshly minted shots of the game, including a sneak peak at the new iteration of the diplomacy system.

Check it out! (http://www.spacesector.com/blog/2014/04/star-ruler-2-interview-with-the-crew-of-blind-mind-studios/)
Title: Re: Star Ruler 2
Post by: BFEL on April 02, 2014, 06:13:31 am
SpaceSector has put up an interview we did over e-mail that y'all might find interesting. Included with the interview are some freshly minted shots of the game, including a sneak peak at the new iteration of the diplomacy system.

Check it out! (http://www.spacesector.com/blog/2014/04/star-ruler-2-interview-with-the-crew-of-blind-mind-studios/)

Awesome.

Quick question though. You mentioned the Galactic Senate. Will this exist from the start or will it form organically as races discover each other?
This was one of my gripes about GalCiv2, the idea that some galactic democracy essentially formed overnight. I mean, that should be vaguely possible, but to me it seems just as likely that it would take alien races years to come together on that scale.

It would be interesting to play a part in the formation of such a thing, as it would also be interesting to randomly stumble on a fully formed one if you slack off on the exploration.
Heck, if you really wanted to impress me then the idea of fully separate "Galactic Senates" forming in different spots of the galaxy would be pretty awesome, and be very interesting when they meet and realize they didn't vote the same way on certain issues :P

Note: I am so glad I get to run ideas by you while you develop this :3
Title: Re: Star Ruler 2
Post by: a1s on April 02, 2014, 06:17:50 am
And ways to construct ringworlds or sphereworlds around a star (massively unprofitable use of resources, but hey :D)
Seeing as how population provided a percentile bonus to production, and that sphere worlds (whatever they were called) provided enough living space for about 64 Billion colonists (vs. at most 500M on the largest planets), as well as all the construction space you could ever want, these things could be enormously useful if you kept one around long enough. And they somehow had pretty decent resource ratings (I'm assuming from all the asteroids?).
Title: Re: Star Ruler 2
Post by: Aklyon on April 02, 2014, 03:07:45 pm
I sorta want to try the first one again now, sounds great.
Title: Re: Star Ruler 2
Post by: Astral on April 08, 2014, 01:44:56 am
The first one is great, though lacking in a bit of depth; once you get the base parts there isn't really much else to do other than design ships that increase stats with tech level, then make them bigger.

Still a good fun, though I'd suggest Galactic Armory if you want more toys to play with and have a beefier computer to match the increased level of objects in most solar systems. It adds things like import docks (so you can have stations dedicated to churning out electronics or advanced parts), new engine types that have their ups and downs, quite a few new weapons (and racial traits that can buff, nerf, or disable them completely for your faction), and a lot more.

It's my hope that many of the ideas present in Galactic Armory make it to Star Ruler 2, because after tasting jump drive enabled 1000 size cruisers produced from a ring world that can instantly kill most stars with (obviously late in the game), it's hard to go back to vanilla.
Title: Re: Star Ruler 2
Post by: Urist McScoopbeard on April 08, 2014, 08:08:41 am
some of the stuff, particularly lasers if I recall correctly, were broken in GA. It was excellent, but there was always something that didn't work just quite right.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 01:20:48 pm
Being ambushed by an asteroid is now a thing that can happen. (http://data.glacicle.org/misc/uhoh/uhhhhh.png)

A long belated update

On the development front, things are slowly coming together as we prepare for our near-at-hand Early Access launch.  Energy powers are starting to show up, racial traits are slowly evolving, our art is being put through a polish pass, anomalies were significantly improved and can now tell mini-stories, orbitals were fleshed out, and a lot more.

On the art front we should soon be able to reveal the look of our ships for the upcoming game.  I'm also looking forward to developing and launching our marketing assets.  Things are starting to spool up!

We're discussing what we should talk about with the next dev diary and I thought I'd ask y'all's opinion.  What would you be most interested in hearing about:  Orbitals (Stations), Anomalies, or Energy Powers?
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 07, 2014, 01:24:46 pm
Being ambushed by an asteroid is now a thing that can happen. (http://data.glacicle.org/misc/uhoh/uhhhhh.png)

A long belated update

On the development front, things are slowly coming together as we prepare for our near-at-hand Early Access launch.  Energy powers are starting to show up, racial traits are slowly evolving, our art is being put through a polish pass, anomalies were significantly improved and can now tell mini-stories, orbitals were fleshed out, and a lot more.

On the art front we should soon be able to reveal the look of our ships for the upcoming game.  I'm also looking forward to developing and launching our marketing assets.  Things are starting to spool up!

We're discussing what we should talk about with the next dev diary and I thought I'd ask y'all's opinion.  What would you be most interested in hearing about:  Orbitals (Stations), Anomalies, or Energy Powers?
Will the early access be a buy-in thing or just open alpha?
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 01:27:57 pm
It will be buy-in, yes.
Title: Re: Star Ruler 2
Post by: LoSboccacc on May 07, 2014, 01:29:09 pm
with a price increasing scheme?

change the op when we can trow money at you! I can't wait!
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 01:31:42 pm
Quote
with a price increasing scheme?
Yep.  Lower price to buy it while it's still in development, higher price to buy it when officially launched.
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 07, 2014, 01:35:38 pm
Quote
with a price increasing scheme?
Yep.  Lower price to buy it while it's still in development, higher price to buy it when officially launched.
That's the opposite of what some studios are doing. For whatever reason I've seen some alpha buy-ins as high ast $100 with price decreasing as they go.
Title: Re: Star Ruler 2
Post by: Chattox on May 07, 2014, 01:45:35 pm
For whatever reason I've seen some alpha buy-ins as high ast $100 with price decreasing as they go.

AFAIK it's to deter people who see alphas and betas as just "getting the game early" and who then whine and complain about the game being unfinished. Long, self-righteous tirades with buzzwords like "false advertising" and "scam" are often the result. Having the price high at first means that only people who genuinely want to test the game and have a hand in it's creation will end up playing.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 01:51:45 pm
Quote
That's the opposite of what some studios are doing. For whatever reason I've seen some alpha buy-ins as high ast $100 with price decreasing as they go.

Mhm.  It feels more honest and though we're serious about making it a great game we want people to take a look and be drawn in by the price even if they don't buy in for the EA - we're not a big-tent title after all.

Some studios are using a high price to deincentivize people from buying their early access product.  This way they ensure that only their most dedicated and interested fans purchase the alpha (while there is likely some noise from folks who just plain have a lot of money to toss around) so as to limit potential sale losses and hopefully gain a community interested in helping them balance/fix problems before the game launches.

But as Chattox wrote, it's certainly a valid approach and our approach also has its problems.  We have to do our best to inform people before they buy to try and mitigate purchases which stem from folks believing that they're buying something close to the final game early when in reality we're still a while off.
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 07, 2014, 01:54:15 pm
For whatever reason I've seen some alpha buy-ins as high ast $100 with price decreasing as they go.

AFAIK it's to deter people who see alphas and betas as just "getting the game early" and who then whine and complain about the game being unfinished. Long, self-righteous tirades with buzzwords like "false advertising" and "scam" are often the result. Having the price high at first means that only people who genuinely want to test the game and have a hand in it's creation will end up playing.
I understand the reasoning, but I think it has somewhat of the opposite result. You get a lot of kiddos who have mommy and daddy pay the price and lose a lot of the people who are really dedicated to your product but cannot afford to pay you $100 for the 'honor' of testing it for you.

I see the merits of both approaches, but personally I never touch the 'up-priced' alphas/betas.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 02:02:15 pm
Yeah.  The best theoretical pie-in-the-sky approach I have would be to make the game super-high-priced (like $200) and then give out a $140~ discount to folks who played the game for 30 hours and a $180~ discount to folks who played the game for 150+ hours and maybe just straight gift it to folks who've put in more than 300 (with a snapshot of players' total playtime, that is - that way people can't just farm it by launching the game and waiting).

That's still not incredibly reliable and there's lots of issues with it, but I think that a scaled approach where the amount of time you invested into the former product is rewarded with an increasing loyalty discount gets you the most interested and active players into your EA.
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 07, 2014, 02:04:22 pm
Yeah.  The best theoretical pie-in-the-sky approach I have would be to make the game super-high-priced (like $200) and then give out a $100 discount to folks who played the game for 30 hours and a $180 discount to folks who played the game for 150+ hours and maybe just straight gift it to folks who've put in more than 300.

That's still not incredibly reliable and there's lots of issues with it, but I think that a scaled approach where the amount of time you invested into the former product nets is rewarded with an increasing loyalty discount should get you the most interested and active players into your EA schema.
I guess you could tie it to legit bugs reported and event participation rather than hours played. Anyone can just leave the game running.

In any case, I'll be picking this up the second it goes to early access. Looks like it could be a good product in the end, so I hope I can help.
Title: Re: Star Ruler 2
Post by: Retropunch on May 07, 2014, 02:20:56 pm
Sorry for this being my first post on this - I love star ruler and cannot wait for the second. It looks amazing, and I'm super, super excited.

However. I really, really hate the higher priced alpha/beta buy-in approach. When I see it, my view of the company itself drops to a similar level as adding lots of day-one/soon after dlc. I'm really happy the SR2 guys are doing it the more reasonable and honorable way of charging less when in development.

Asking people to pay more for to play something which is quantifiably worth less just seems bad, but more than that and I strongly believe that it harms the overall image of the game. With pretty much any game, you get bored of it after a few weeks/months. If you've exhausted that on an alpha/beta with less features/broken things and bad balance, you're going to have a slanted perspective on the game, no matter how good it becomes. Although this goes for beta/alpha sales in general, I think this is amplified if you've paid more.

Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 07, 2014, 06:04:45 pm
We're glad that our belief in launching with a lower price excites you and we can't wait to put it in your hands.
Title: Re: Star Ruler 2
Post by: BFEL on May 07, 2014, 08:01:25 pm
We're discussing what we should talk about with the next dev diary and I thought I'd ask y'all's opinion.  What would you be most interested in hearing about:  Orbitals (Stations), Anomalies, or Energy Powers?

Since everyone else completely ignored you here, let me put in my two cents and say I want to hear about...well all of those are awesome choices, but I have to go with the Energy Powers because that's something that doesn't seem to be in every other space 4X ever :P

Not saying taking inspiration from others is bad, and I'm sure you put a nice twist on the other two, but Energy Powers sounds like a unique thing.

Also, did you ever see my question about the Galactic Senate, or did that get buried?
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 07, 2014, 08:13:19 pm
I am still iffy on the 'energy powers' thing. Seems a bit too close to special 'hero abilities'. I'll reserve judgement until I see how you guys implement them though.

I would love to see an overview of your revamped diplomacy system. Or you guys could just do a sort of AAR where you play out a small game and screenshot some of the highlights.
Title: Re: Star Ruler 2
Post by: Xantalos on May 08, 2014, 01:59:07 am
I am still iffy on the 'energy powers' thing. Seems a bit too close to special 'hero abilities'. I'll reserve judgement until I see how you guys implement them though.

I would love to see an overview of your revamped diplomacy system. Or you guys could just do a sort of AAR where you play out a small game and screenshot some of the highlights.
This would be cool. It doesn't even have to be a full game, just a few interesting snippets will pique me.
Title: Re: Star Ruler 2
Post by: Oscuro1987 on May 08, 2014, 06:29:18 am
PTW because I've really loved the first SR, and still playing it today. (with or without mods)
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 08, 2014, 03:04:55 pm
Quote
(making an) AAR where you play out a small game and screenshot some of the highlights
I'll bring it up with Lucas and Andrew and see what they think.

Quote
I'll reserve judgement until I see how you guys implement them though.
We're still figuring how to specifically implement them ourselves but we're expecting it to encompass much more than just individual unit abilities.  I can't commit to that or Energy though, it's still in a great deal of flux.
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 08, 2014, 03:17:00 pm
I'll bring it up with Lucas and Andrew and see what they think.
Excellent! Let me know if you need a fourth. I am open most weekends and evenings.

We're still figuring how to specifically implement them ourselves but we're expecting it to encompass much more than just individual unit abilities: for example, a power that steals other Empires' cards and influence.
The power system as I have seen it described seems a bit out of place. I'll be interested to see how you work it in. Right now, it seems like you just gave the ships 'mana' so they can use 'special moves' which makes me wary.

Obviously my only information is from what you discussed in the previous dev diaries so you've probably improved it somewhat since then.

As for the example you mention here though... how does that work? I can sort of see how pumping magical wireless energy into a ship could power a weapon or a shield, but how does this energy resource equate to stealing diplomatic power and influence? Things in science fiction often need a bit of internal logical consistency.

As an aside, if you guys need some free writing I'd be happy to help out a bit. I know how much writing can go into these games, having worked on a few myself now, and SR2 seems to be much larger in scope than SR1 so I imagine there is a lot left to do. Weapon descriptions, tech write-ups, etc. Just making the offer, feel free to ignore. :)
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 08, 2014, 04:03:30 pm
Quote
As for the example you mention here though... how does that work? I can sort of see how pumping magical wireless energy into a ship could power a weapon or a shield, but how does this energy resource equate to stealing diplomatic power and influence? Things in science fiction often need a bit of internal logical consistency.
SR often gravitates between hard science and science fantasy and the original thought which spawned the system was that these were 'powers' which break the 'sufficiently advanced technology is magic' barrier.  So perhaps you install a computer virus in every diplomat's computer in the targeted empires and mind-blank the politicians who share those ideas, making their ideas your own - this accomplished by an ancient Remnant device which requires an absurd amount of power to operate at such vast distances with such finite precision?

In any case, I just wanted to illustrate a potential power that wouldn't be 'a ship doing a thing'.  However as I mentioned the system itself is in a great deal of flux so don't put much stock into the 'hows'.  Each power we put into the system will have some lore explanation that'll at the very least attempt to make sense.
Title: Re: Star Ruler 2
Post by: Firgof Umbra on May 09, 2014, 07:55:32 pm
Got some fresh screenshots for y'all.  Updating the main post with links to 'em.
Disclaimer: Most art shown not final, especially the ship, diplomacy card, and race art which are all stand-in dev-art

(https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot36s.png) (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot36.jpg)  (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot43s.png) (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot43.png)(https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot40s.png) (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot40.png)  (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot17s.png) (https://dl.dropboxusercontent.com/u/80991744/sr2-marketing/screenshot17.png)
Title: Re: Star Ruler 2
Post by: forsaken1111 on May 09, 2014, 08:30:17 pm
Got some fresh screenshots for y'all.  Updating the main post with links to 'em.
Disclaimer: Most art shown not final, especially the ship, diplomacy card, and race art which are all stand-in dev-art
Looking good! That diplomacy interface is making me salivate.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: BigD145 on May 09, 2014, 08:53:41 pm
Hex based ship component placement?
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: motorbitch on May 09, 2014, 09:26:18 pm
i am realy looking forward to this game!
i usually dont spoil my games by playing betas (or even alphas) - in the end, there is only so much time one can spend on a single game before it gets borring.

but i may make an exeption on this one, if only i like buying stuff from studios i like :)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Edmus on May 10, 2014, 02:27:09 am
I'm hoping that the hexes will stop the piling up of all components under a giant lump of armour. How does the layout of the hexes work?
Title: Re: Star Ruler 2
Post by: BFEL on May 10, 2014, 08:43:18 am
SpaceSector has put up an interview we did over e-mail that y'all might find interesting. Included with the interview are some freshly minted shots of the game, including a sneak peak at the new iteration of the diplomacy system.

Check it out! (http://www.spacesector.com/blog/2014/04/star-ruler-2-interview-with-the-crew-of-blind-mind-studios/)

Awesome.

Quick question though. You mentioned the Galactic Senate. Will this exist from the start or will it form organically as races discover each other?
This was one of my gripes about GalCiv2, the idea that some galactic democracy essentially formed overnight. I mean, that should be vaguely possible, but to me it seems just as likely that it would take alien races years to come together on that scale.

It would be interesting to play a part in the formation of such a thing, as it would also be interesting to randomly stumble on a fully formed one if you slack off on the exploration.
Heck, if you really wanted to impress me then the idea of fully separate "Galactic Senates" forming in different spots of the galaxy would be pretty awesome, and be very interesting when they meet and realize they didn't vote the same way on certain issues :P

Note: I am so glad I get to run ideas by you while you develop this :3

*AHEM*
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on May 12, 2014, 09:20:41 am
Hex based ship component placement?

Yes. It comes with some nice tools to make putting them together fast and intuitive.

Quote
I'm hoping that the hexes will stop the piling up of all components under a giant lump of armour. How does the layout of the hexes work?

Ship design hasn't yet been finalized so I'm not sure I can definitively say how the layouts work except that they're based on the 3D model each is assigned to.

Quote
You mentioned the Galactic Senate. Will this exist from the start or will it form organically as races discover each other?
I'll ask to see what Reaper intends but I wouldn't count on 'separate Galactic Senates'.  Whether or not races will always be a member of it at game-start is something I do not know but will ask about.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: de5me7 on May 12, 2014, 10:07:23 am
I've a far more infrequent poster on this forum than i once was, so im late to this thread. I played this game quite a bit back when the 1st version was in beta and then released and in some respects it is my favourite space 4x game, in other respects i hate it.

I loved the ship building system, i loved the the full 3d seamless galaxy map, i loved the proper physics ship movement. It gives me that Alastair Reynolds or Ian M Banks space opera feel in away  that no other game really has.

I hated the fact that like many 4x games winning is basically a case of solving the production expansion research equation so that your empire expands faster with better tech and more monies that your opponents. The game i felt basically had a lot of great chrome, but underneath boiled down to whether you could micro manage your empire well enough to get you 3 tech levels ahead of your opposition and smash them. Often the actual military maneuvers and ship designs were slightly irrelevant if someone was a tech level or few ahead of you.

What i would like, is not to have to solve that equation at all, and basically just make strategic decisions on the direction of my economy or technology rather than good/bad decisions that effectively eliminate me from the game before the fighting ever starts.

Also i look forward to an improved diplomatic model/system.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Retropunch on May 12, 2014, 01:41:30 pm
What i would like, is not to have to solve that equation at all, and basically just make strategic decisions on the direction of my economy or technology rather than good/bad decisions that effectively eliminate me from the game before the fighting ever starts.
I completely agree - I always feel that 4x games have the problem of just a race to the finish with tech and just getting more production capacity - rather than actual tactics and skill. There's also the problem of getting to that sort of 3/4 endgame where you've effectively won as you will just eventually be able to out produce the enemy.
GalCiv2 dealt with this via game changing end game events (sometimes a bit annoying) and sometimes giving losing empires something random and good (a great ship, loads of resources or something) but the same problem still persisted.

All I'm saying really is that it'd be nice to have a more tactical game where victory isn't such a linear path
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: forsaken1111 on May 12, 2014, 01:43:44 pm
Distant Worlds handles a lot of that nicely. You can play the game mostly hands-off making strategic and policy decisions. If you don't want to handle it, the AI will make reasonable choices on where to colonize and where to set up mining depots and even does passably well at executing wars and will autobuild the fleets as well.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on May 12, 2014, 02:16:14 pm
What i would like, is not to have to solve that equation at all, and basically just make strategic decisions on the direction of my economy or technology rather than good/bad decisions that effectively eliminate me from the game before the fighting ever starts.

Your strategy will be important in SR2. 

Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: motorbitch on May 12, 2014, 04:05:07 pm
Distant Worlds handles a lot of that nicely.
and yet, it fails so hard at the same time.
what makes this game unfun for me, is just event overload. especially later game, the game will spam new notifications with such an insane frequency, that it becomes almost impossible to focuss on a task or filter important notifications form unimportant ones.
and pausing the game every odd second isnt fun neither.
that certainly is something i dont want to see in any other game again.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: de5me7 on May 12, 2014, 04:46:22 pm
Distant worlds did somethings very well. It made the galaxy most interesting to explore, and it had the dooms day weapon hidden somewhere for you to go salvage which was fun and gave the game character. Also i did like the abstraction of the tech tree and the fact that most of the economy was out of your hands. However you did still have to micro manage expansion (you could let the AI make a mess of it if you want) and you did still have to build a load of science stations around black holes.

There were a lot of things i liked about distant worlds but i still sort of found it annoying.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Retropunch on May 12, 2014, 05:40:47 pm
I liked a lot about Distant worlds, especially the fact that the AI could do a lot of the automation, but somehow it didn't all fit together well for me. Most of it was that late game it just had way too much minor stuff that needed doing/notifications, and also because it always seemed kinda hard to know how things were going all together.

My biggest request for star ruler would be to have it less about complete domination but more about building up a proper empire that all works. A lot of 4x games start like that, with diplomacy and a balanced start, but they always devolve into having to just dominate everything militarily/through tech. Even games like GalCiv2 which did relatively diplomacy/allies/cultural stuff quite well, still always ended in a final scrap between the last two races left.

I know a lot of people like the finalization of destroying everyone else, but I'd love to have an empire management game in a similar vein to sim city (with combat) where it's about sustaining a working empire rather than just blasting your foe to bits.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on May 20, 2014, 06:06:57 pm
We have a new dev diary for y'all (albeit a bit on the short side) about Energy. (http://starruler2.com/2014/05/20/energy.html)
Additionally, we'll be streaming this Friday at 7 PM EDT to show off new features of the game. As with the prior stream it will also be recorded and posted in the OP when the recording is available. Our twitch page is here if you'd like to bookmark it in advance. (http://www.twitch.tv/BlindMindStudios)

If there are any particular things you'd like us to go over during the stream please feel free to request them!
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on May 23, 2014, 06:49:43 pm
The stream is live! (http://www.twitch.tv/BlindMindStudios) Come on by and join us. 

The stream is over!

I'll edit in a link to the recorded stream in this post when it becomes available.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: BFEL on May 28, 2014, 09:18:42 am
Quote
You mentioned the Galactic Senate. Will this exist from the start or will it form organically as races discover each other?
I'll ask to see what Reaper intends but I wouldn't count on 'separate Galactic Senates'.  Whether or not races will always be a member of it at game-start is something I do not know but will ask about.
Yeah, I kinda figured the separate GS's would be a tall order, but mostly I just wanted to point out some ideas about the concept. Mainly that it's just silly to assume a "Galactic Senate" forms instantly on first contact :P
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 07, 2014, 05:40:20 pm
Gentlemen, start your Hyperdrive engines.
Star Ruler 2 will be on Steam's Early Access soon.

Details to follow.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: forsaken1111 on July 07, 2014, 06:17:48 pm
Gentlemen, start your Hyperdrive engines.
Star Ruler 2 will be on Steam's Early Access soon.

Details to follow.
*Wallet ready*
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: ollobrains on July 09, 2014, 05:58:03 pm
how soon is soon with wallet tossing
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 09, 2014, 06:06:11 pm
Week(s)!
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Xantalos on July 09, 2014, 06:17:24 pm
Yessssss

How many weeks, approximately?
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 09, 2014, 06:22:03 pm
Approximately: week(s)!   :-X

Spoiler (click to show/hide)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Xantalos on July 09, 2014, 06:29:30 pm
Yay!
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: forsaken1111 on July 10, 2014, 05:41:09 am
I burned some money in a small shrine. Can I has game now?
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 10, 2014, 12:30:16 pm
It does not seem to have changed anything on our end.  Though, we mourn the loss of your money all the same.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: LoSboccacc on July 10, 2014, 12:35:21 pm
no worries you will have mine as soon as there is an address to send them for
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: forsaken1111 on July 10, 2014, 05:50:39 pm
It does not seem to have changed anything on our end.  Though, we mourn the loss of your money all the same.
Please PM me an address where I may post my money/arm/leg/firstborn for immediate access to tasty planetary empire building
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 10, 2014, 06:12:08 pm
(https://dl.dropboxusercontent.com/u/80991744/MDU/microcline.PNG)
If you truly desire access to Star Ruler 2 then in the name of Armok, God of Blood, build for us a mighty shrine-fort.
If it survives a thousand orbits of the sun and menaces with spikes of microcline then post in this thread that glorious temple's save -- if you can manage to do so before we launch into Early Access. 

Build for us these temples worthy of the Rulers of Stars and your plea may yet be answered.

Spoiler (click to show/hide)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: forsaken1111 on July 10, 2014, 06:17:46 pm
Hum... a shrine-fortress which survives 1000 years would be difficult. It would probably take hundreds of hours to play that long.

The rest I could do though, despite how buggy the new DF release is. Might work on it to pass the time. :)

Would you accept a picture of a small dirt hovel from minecraft instead, by chance? I have one of those! (I'm testing out my new server you see..)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Bremen on July 10, 2014, 07:27:24 pm
Hum... a shrine-fortress which survives 1000 years would be difficult. It would probably take hundreds of hours to play that long.

The rest I could do though, despite how buggy the new DF release is. Might work on it to pass the time. :)

Would you accept a picture of a small dirt hovel from minecraft instead, by chance? I have one of those! (I'm testing out my new server you see..)

I recommend uncapping the fps and running it on a supercomputer.

Actually I recommend waiting for the early access, but the other option works too.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Eagle_eye on July 10, 2014, 09:51:01 pm
Honestly, you could probably get 1000 years pretty easily if you just walled a vampire into a really nice room.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: etgfrog on July 10, 2014, 10:57:05 pm
To be honest it would probably be better to say a *shrine-fort*, that way the single vampire walled in doesn't work, the fort needs to be active. Probably by the time you finish said challenge the game will be on early access already.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 11, 2014, 12:50:55 am
We did say a mighty shrine-fort didn't we?  A pithy offering is an empty offering.
Spoiler (click to show/hide)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Bremen on July 11, 2014, 07:29:03 am
I'm actually a little disappointed that my scheming to accomplish this is useless, since I'm already a tester :p
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 16, 2014, 03:33:59 pm
We are proud to announce that Star Ruler 2 will be available on Steam's Early Access this Friday for $20.00 USD (and comparable amounts in other currencies)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: LoSboccacc on July 16, 2014, 03:39:04 pm
that's a steal! will get one for me and brothers.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 16, 2014, 03:58:36 pm
Mind that the price will go up $5 when we release the full version but yes, we try to keep our games affordable.

Here's the Early Access Trailer, by the way (https://www.youtube.com/watch?v=_8EEYfVJrgA)
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 18, 2014, 01:08:11 pm
And Star Ruler 2 is now available for purchase.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Kaje on July 18, 2014, 01:15:31 pm
Just a quick note - you could do with editing the Steam description for the game:

In Development. Massive scale 4X-RTS set in space. Control hundreds of planets, manipulate galactic politics, research numerous advanced technologies, and command thousands of units and hundreds of planets in your quest for galactic dominance.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: BFEL on July 18, 2014, 01:19:42 pm
Hmm...much as I dislike getting Early Access stuff, I'll probably pick this up.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Urist McScoopbeard on July 18, 2014, 01:52:10 pm
Just a quick note - you could do with editing the Steam description for the game:

In Development. Massive scale 4X-RTS set in space. Control hundreds of planets, manipulate galactic politics, research numerous advanced technologies, and command thousands of units and hundreds of planets in your quest for galactic dominance.

well to be fair, planets are a big part of the game :P
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Firgof Umbra on July 18, 2014, 01:52:56 pm
Quote
hundreds of planets
:-[ Oh, uh... heh.  Yeah, I'll see about fixing that later.  Thanks!
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: LoSboccacc on July 18, 2014, 02:14:33 pm
it is also playable! woot! I was expecting the usual waiting list.

who's up for some multiplayer exploration of game?


--- ai in multiplayer only use hyperdrive it seems



after playing a bit of tutorial I can say I like it really much BUT it feels and plays quite differently, if you liked the star ruler franchise for its relative simplicity this is quite more complex and gamey, less streamlined and less immediate.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 18, 2014, 11:24:52 pm
The AI is currently unable to use other means of FTL, yeah.  Players can use FTL drives of any sort however just fine.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: Astral on July 19, 2014, 01:08:51 am
if you liked the star ruler franchise for its relative simplicity

I didn't find it all that simple, though I tended to play with Galactic Armory as it fleshed out a bit more.

Shelled out for the early access, despite having enough of those already, because I know you guys will actually deliver.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Sinistar on July 19, 2014, 02:01:31 am
Mind that the price will go up $5 when we release the full version but yes, we try to keep our games affordable.

Here's the Early Access Trailer, by the way (https://www.youtube.com/watch?v=_8EEYfVJrgA)
"They are emptying everyone's wallets!... And then they are gonna empty mine!"

"Oh my gooooooooooooooooooooooooood!" (http://www.youtube.com/watch?v=_36KRMbtIQE)


...Because this is so beautiful it almost brought tear in my eyes. I'm really happy this game is happening. I might even cave in and buy it now despite tight financial situation.

And I take it you still have the same guy doing the music for you? Because the trailer tells me it's of the same quality than in first one, that is, is absolutely fantastic.
Title: Re: Star Ruler 2 [5/9/14 - New screenshots!]
Post by: cikulisu on July 19, 2014, 02:12:21 am
And Star Ruler 2 is now available for purchase.

heh. i remember playing the original, and then (it must have been a year ago) hearing that the second one was in dev "neat." and now i come to the DF forums and see that it's actually for sale. and i honestly can't remember how many years ago i even heard about it.

NEAT
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 02:57:08 am
Quote
And I take it you still have the same guy doing the music for you
Star Ruler 2's musicians are Daniel Swearengin and Jason Covenant -- both of which have been doing a fantastic job so far.  We only have part of our soundtrack at this time as well so more goodness is on its way.

Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: LoSboccacc on July 19, 2014, 03:07:26 am
Game seems oriented toward early expansion and late warfare, I don't see warship really useful at game start - they only drain resources and enemy is too far to project force - a bit like civ start game


Anyway. Is it planned a way do destroy enemy colonies without taking the planet?

There is hardly a way to contrast early enemy expansion and to disrupt the trade routes but by capturing planets.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 03:08:30 am
Quote
Is it planned a way do destroy enemy colonies without taking the planet?
Bombardment cannons.  They're actually in the game right now.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: LoSboccacc on July 19, 2014, 03:23:19 am
Ops  :P

Do you ever sleep?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 03:25:40 am
Sometimes!
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Kaje on July 19, 2014, 08:25:16 am
Will you be adding human races and the ability to rename planets and stars (if the latter is in, I haven't found it...) ?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 08:28:45 am
We'll probably be adding the Terrakin into the game yeah.  Please don't take the current 'races' as canon at this time.  I just threw some race art together in Paint Tool SAI so you wouldn't be staring at flags or colored blocks for now.  More professional looking art is something we are considering.

Renaming planets is currently accomplished through the Diplomacy system with the "Name Planet" card (there is also a 'Name Flagship').  Naming a planet gives it a boost in its population and some free labor -- up to a lot of maximum population if you get your hands on a 3-star card.  They can only be named once though so be careful what you type!
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Bremen on July 19, 2014, 08:56:36 am
Game seems oriented toward early expansion and late warfare, I don't see warship really useful at game start - they only drain resources and enemy is too far to project force - a bit like civ start game

Early warships are nice for dealing with remnants. Very annoying when they're between you and all the worlds you want to colonize.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Eagle_eye on July 19, 2014, 01:23:00 pm
Maybe it's just bad luck, but it seems like the ratio between water and food planets is skewed really far towards water, especially when you consider how much more food your empire needs. Out of ~40 planets, I only had 8 that produced food, and 14 or 15 that produced water.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on July 19, 2014, 02:25:25 pm
Maybe it's just bad luck, but it seems like the ratio between water and food planets is skewed really far towards water, especially when you consider how much more food your empire needs. Out of ~40 planets, I only had 8 that produced food, and 14 or 15 that produced water.
Spare water planets are really useful since you can combine them to make new resources.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: LoSboccacc on July 19, 2014, 03:10:16 pm
Maybe it's just bad luck, but it seems like the ratio between water and food planets is skewed really far towards water, especially when you consider how much more food your empire needs. Out of ~40 planets, I only had 8 that produced food, and 14 or 15 that produced water.

it is more convenient to place mega farms anyway
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on July 19, 2014, 03:37:42 pm
Maybe it's just bad luck, but it seems like the ratio between water and food planets is skewed really far towards water, especially when you consider how much more food your empire needs. Out of ~40 planets, I only had 8 that produced food, and 14 or 15 that produced water.

it is more convenient to place mega farms anyway

I feel that mega farms take a bit too much income, as do all imperial buildings. The Core buildings (essentially space stations) also seem to be a bit useless without the ability to make them orbit a planet; nothing really stops someone from simply avoiding that overbeefed defense station. Water is extremely useful en masse, as with 8 (I think) you get Clear Water, which removes all civilian production but converts it directly into budget.

The new planetary system tends to cause me to centralize heavily, and it's like a minigame in itself, though I'm usually very low on cash to start the game.


After playing it a bit, I'm not quite sure how I feel about it. It's essentially a completely different game from the original Star Ruler, and feel like it's more meant for small skirmishes than huge 100,000 ship stomps, though that could be due to the way the trading system only works with adjacent planets. While some features have been made a bit easier (fleet management, for example) others have thrown a few more layers of complexity (diplomacy, which can have effects other than simply negotiating with other races, such as the "Name a Planet" card), and the research tree feels a bit sparse at the moment, along with ship building being a little more intuitive, but a little more limiting.

I like the different methods of FTL travel. Gate seems to be best fitted for me, as it means slow early expansion, but once you're in a system and have a new gate established, you're only a quick jump away from any other system under your control, sort of like the Hivers from Sword of the Stars. I think the Slipstream is sort of a direct upgrade to the FTL drive; though slightly more expensive, you can send colony ships through them without an issue. Haven't tried the Fling drive yet.

I know it's early alpha, and thank you for the opportunity to try it. Definitely looking forward to how this turns out in the future.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 04:08:13 pm
Quote
I know it's early alpha, and thank you for the opportunity to try it.
Of course; thank you for the support.  We welcome all constructive critique.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 19, 2014, 04:15:47 pm
Quote
I know it's early alpha, and thank you for the opportunity to try it.
Of course; thank you for the support.  We welcome all constructive critique.

So Firgof...When you gonna make the Galactic Senate not just pop into existence before the races actually meet each other? :P

You knew I was gonna ask. :)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 19, 2014, 04:17:54 pm
Never!  Yeah, I dunno - that's something we'll probably consider closer to release when we're polishing stuff up.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 19, 2014, 04:25:13 pm
You know, I'm glad I got in pretty much at/before the start, it feels like I'm all but designing this with you :P (though I wouldn't be much help there tbh. I can do simple text editing and that is where my programming talents end)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Orb on July 19, 2014, 06:11:41 pm
Hm. Spent a few hours with this. Combat feels a bit shallow at the moment but I'm sure that'll change. I really appreciate fleets auto micro depending on their make up (beamers move in close, missile ships stay at range).

More offensive diplomatic cards would be nice. Stuff like "enact trade sanctions" (reduces enemy empire's income) or "galactic war" (everyone declares war on an empire). Galactic Civilizations 2 has tons of stuff like this that might be worth a look.

FTL Energy doesn't feel restraining, at least with hyperdrives. I haven't messed around with the other drives yet. Maybe increase the default cost of using hyperdrive (and storage, to make it feel more strategic in use).

This is kind of a vague suggestion, but maybe to make combat more interesting you could scale down the fleets? Make them cheaper to upkeep and build, so that you'll have more operating at any one time. By midgame I had about 9 fleets, which was only enough for 2 task forces and maybe a defense fleet.

Also, it would be great if there was an option to auto rebuild support ships in fleets, maybe on by default.

Remnants feel a bit awkward right now. You can still colonize the system with them there, but they'll swat colony ships that pass over them, which causes problems later on. They're strong enough that you need a decent sized fleet to take them out, but the benefits (the little item you get) aren't that great. Maybe they could be support ships orbiting planets instead? That would block off colonization, making them a bigger threat, but also less dangerous as they wouldn't have a capital ship.

Bring back the rings from Star Ruler 1. The ones that showed military power. Those were great for seeing what was happening at a glance.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: LoSboccacc on July 19, 2014, 07:16:51 pm
I miss automation option from star ruler. I could point a 2048 size ship to a sector to conquer it, while my 128 size fast defender ship zipped along countering all threat scouted in the universe

also the budget need a option 'stockpile' which moves leftover to successive periods, otherwise refitting costly ship will be impossible
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on July 19, 2014, 07:48:55 pm
I had a 1280 sized Titan with a full compliment of support ships end up jetting out of the galaxy for reasons unknown. Since I use gates, there's no way to get it back, and rotating the camera doesn't appear to show how far away it is... any way I can scuttle it and the supports without being able to click the ship itself?

Also, as a result, I would suggest a sort of barrier outside the edges, as I can't even pan the camera enough to see it.

Edit: A timeout for notifications on the right hand side for things that have been built (especially buildings) would be good. They tend to build up if I'm throwing a bunch of megafarms and hydrogenators.

Megafarms and hydrogenators also don't seem to free up the resource for the planet they're built on. For example, if I wanted to build both of those on a meat planet so it would stay level 1 without needing any imports, it doesn't show in the available resources category on the right.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Malus on July 19, 2014, 08:33:58 pm
Yeah, I just picked this up a few hours ago. Loads of fun. It's definitely the most interesting 4X game I've played in a while, in terms of pure mechanics. There's pretty much always something to do which solves a big problem I've had with other real time 4X games. Can't wait to see how it develops. I've only tried singleplayer right now, but multiplayer looks like it'd be a blast, too.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 19, 2014, 09:07:09 pm
I had a 1280 sized Titan with a full compliment of support ships end up jetting out of the galaxy for reasons unknown.

Yeah, this happened to me too.
Twice.

Once was in the tutorial.

Make a copy of the save and upload it to their forums. Its what I would do if I weren't too lazy and inept at uploading things.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Orb on July 20, 2014, 01:04:24 am
Hm, after playing some more I found that if you right click a system, you can replenish your flotilla from there. Also, being able to repeat queue research like in Star Ruler 1 would be nice (1 of tech type 1, 2 of tech type 2, 1 of tech type 1...etc).
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: jocan2003 on July 24, 2014, 11:10:21 pm
Just a shot in the dark here, but is there any giveaway anywhere about this game? Im dirt poor these time and i would like to try my luck if such place exist.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: LoSboccacc on July 25, 2014, 03:26:00 am
I've stockpiled two keys for christmas if you are patient enough
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: jocan2003 on July 25, 2014, 10:29:57 am
I've stockpiled two keys for christmas if you are patient enough
That is very appreciated, but by the time you make the giveaway I will be out of the rough patch. I will however send you an extra key before your giveaway to show my appreciation once I get more comfortable with my income.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 25, 2014, 10:58:54 am
On the experimental branch we've just pushed some content that y'all might find very interesting.
The New and Improved Planet Tab (http://data.glacicle.org/misc/uhoh/ssssh.png)
It can also show you where your money ... (http://data.glacicle.org/misc/uhoh/MONEY.png)
... and, in fact, all your resources are coming from. (http://data.glacicle.org/misc/uhoh/productionmode.png)

Also in this upcoming patch are two new shipsets to replace the temporary one we launched with (which has now become the 'remnant' shipset).  In both these screens my Empire's color is Orange.
Here's the first one. (https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot8.png)
And here's the second. (https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot9.png)

These aren't the final versions of the shipsets however - we only have their 'low poly' models at this time and there is still some additional variety we'd like to push in.

If you'd like to wait these changes (and some other improvements and bugfixes) should be coming out on the main branch very soon (assuming we don't run into dire bugs).
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on July 25, 2014, 01:38:26 pm
Me likey the planet screen. Goes a long way to helping figure out where your income is going (or coming from), making it a little less magical as to why you suddenly lost x00k budget.

Would also help in lieu of my suggestion for freeing up basic food/water resources to the Unused section once megafarms and hydrogenators are built, though I would still like to see that implemented at some point.

Glad to see some tangible progress on the game so quickly. Are you guys trying for more of a "one small push at a time" or "throw a bunch of stuff out and fix it after" approach in development? Too early for me to say from what I can see.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 25, 2014, 02:19:20 pm
We prefer large updates to small updates.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Nirur Torir on July 25, 2014, 04:39:41 pm
I've started a few games, and finished a small one. Here are my thoughts so far:

I don't know how much I like the trade routes mechanic. Maybe they'll grow on me, but I think they'll get annoying on non-small galaxies, and hope you add in the ability to fully automate them.

I think I like the diplomacy cards mechanic, and am interested in seeing what else you do with it. I worry that four cards per minute is balanced around small galaxies, and think it would be too easy for larger games to devolve into racing to buy the best cards every minute. I think this could be mitigated by adding in an extra slot for each player (possibly customizable - "I'll wait 50% longer between refreshes and double the purchase costs to increase my odds of getting annex cards). I would like to watch for specific cards, and have it alert me when they pop up, with a tone and a small visual ping.

Fleets seem bland right now, since support ships are just high/med/low damage and supply use, traded off with armor. I'd like to see more varied non-combat ships. Repair drone tenders, shield projectors, supply vessels, and maybe some electronic warfare ships (Target me! Look how threatening all this armor is!). It might be interesting if there were upgraded support ship modules that need maintenance (ships with such parts shouldn't be auto-built by defense planets). I'd really like some way to buy a resupply for fleets, and it would be nice it if the enemies' constant scouting into my core worlds didn't stop my ships from resupplying.

FTL interdiction cores would be an interesting addition.

I do not like how researching one field increases the costs of all fields. I don't think 'grab your favorite low-hanging fruit special projects, then pump your favorite tech' is as interesting a research strategy as spreading research out. I feel that sociology would be more interesting with a % increase, and the thermodynamics increasing generator supply by 10% is not at all worth a level of +10% damage from all weapons.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 25, 2014, 04:46:51 pm
Quote
think this could be mitigated by adding in an extra slot for each player
This is the case right now, if you weren't aware.

Quote
but I think they'll get annoying on non-small galaxies, and hope you add in the ability to fully automate them.
If you're talking about 150+ system galaxies then we wish you luck as we're not sure even the balance of the game scales well to those sizes - much less the macromanagement tools.

We would really prefer to add as little automation as possible.  We'd rather provide better management tools to the player instead.  The new planet screen should help out a lot in that respect, especially once it becomes slightly more geographically knowable.  That said I don't know the tools will ever be able to help players effectively manage thousand-system-galaxies and the like -- but games of that scale rapidly become unmanageable in simple length (I apologize to whomever tries to actually complete a 1000 system galaxy game with non-pushover AI).
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 25, 2014, 05:17:42 pm
Hmm, so I like the way the Galactic Senate works (barring its constant existence regardless of first contact etc.) but feel there isn't currently a way to do actual diplomacy with other empires. The GS seems mostly to be about screwing over other empires politically, so there isn't really any way to work out trade agreements or defense pacts and the like.

Along with the GS we definitely need a more focused empire to empire diplomacy system. Because making space friends can be important.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: etgfrog on July 25, 2014, 09:20:54 pm
Quote
think this could be mitigated by adding in an extra slot for each player
This is the case right now, if you weren't aware.
I sure wasn't aware of this since I've seen all 4 cards get bought by the ai.

The new planet layout looks good, but the thing I'm waiting on is the research trees being actually implemented. However, I will agree with the annoyance that increasing tech of one field increases the cost of other fields. Although for shields you could have it be that it protects all the support fleet. It would give a reason to have glass cannon support ships or have support ships generate shields for a flagship.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 25, 2014, 10:04:56 pm
Quote
I sure wasn't aware of this since I've seen all 4 cards get bought by the ai.
I'm not sure what you're asking then -- I don't see how that applies to what you wrote... are you asking for each player to have a dedicated stack or 'slot' which can't be purchased by another player?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 25, 2014, 10:08:48 pm
Quote
I sure wasn't aware of this since I've seen all 4 cards get bought by the ai.
I'm not sure what you're asking then -- I don't see how that applies to what you wrote... are you asking for each player to have a dedicated stack or 'slot' which can't be purchased by another player?
I THINK that's what he's asking.

Also, if I understand the influence system right, its theoretically possible to hog ALL the influence in the universe, correct? And then not spend any of it and make diplomacy entirely inaccessible to errybody?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 25, 2014, 10:16:39 pm
Only if you have all the influence production in the universe.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: dennislp3 on July 25, 2014, 11:30:45 pm
Quote
think this could be mitigated by adding in an extra slot for each player
This is the case right now, if you weren't aware.

Quote
but I think they'll get annoying on non-small galaxies, and hope you add in the ability to fully automate them.
If you're talking about 150+ system galaxies then we wish you luck as we're not sure even the balance of the game scales well to those sizes - much less the macromanagement tools.

We would really prefer to add as little automation as possible.  We'd rather provide better management tools to the player instead.  The new planet screen should help out a lot in that respect, especially once it becomes slightly more geographically knowable.  That said I don't know the tools will ever be able to help players effectively manage thousand-system-galaxies and the like -- but games of that scale rapidly become unmanageable in simple length (I apologize to whomever tries to actually complete a 1000 system galaxy game with non-pushover AI).

I am a little confused by this line of thought...

The ability to make as large a galaxy as you want and the freedom that comes with that is a selling point...but right here the line of thought it "you can do that...but good luck cause it won't work hardly...we didn't make it to actually play at that level"?

Why even have that ability...
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: jocan2003 on July 25, 2014, 11:55:11 pm
Quote
think this could be mitigated by adding in an extra slot for each player
This is the case right now, if you weren't aware.

Quote
but I think they'll get annoying on non-small galaxies, and hope you add in the ability to fully automate them.
If you're talking about 150+ system galaxies then we wish you luck as we're not sure even the balance of the game scales well to those sizes - much less the macromanagement tools.

We would really prefer to add as little automation as possible.  We'd rather provide better management tools to the player instead.  The new planet screen should help out a lot in that respect, especially once it becomes slightly more geographically knowable.  That said I don't know the tools will ever be able to help players effectively manage thousand-system-galaxies and the like -- but games of that scale rapidly become unmanageable in simple length (I apologize to whomever tries to actually complete a 1000 system galaxy game with non-pushover AI).

I am a little confused by this line of thought...

The ability to make as large a galaxy as you want and the freedom that comes with that is a selling point...but right here the line of thought it "you can do that...but good luck cause it won't work hardly...we didn't make it to actually play at that level"?

Why even have that ability...
Early access... they havent tested it at that level, and the macromanagement tool hasnt been configured to play at that level either. Its possible and i sure will try one at that level and then from there be able to make good suggestion for those who like that kind of gameplay.

The way i saw it is that they didnt have the manpower to test at that level, thus lacking information on how to properly balance and provide appropriate tools for those who like that scope/size/? ( Not sure right word here please somebody tell me?). Also since they did not test at that scale either, they simply dont know or dont believe if the game current auto-balancing mecanics will work properly. Well thats how i saw it at least.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on July 26, 2014, 01:20:22 am
Quote
Why even have that ability...
Well for one the mod community I bet would appreciate there not being any hard and fast rules or code.

Also for some of the reasons jocan2003 stated.  Even though such large-scale games may not work well presently that doesn't mean we can't or won't invent the tools necessary for it to work later.  However first we want to make the 'target' system count games work excellently.

In any event we like to encourage folks to tinker and explore (albeit we try to advise players when they've gone 'a tweak too far').  This is part of the fun of a sandbox strategy game - exploration of the game space outside of the scope of 'a single campaign' and not being limited a 'one true experience'.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Nirur Torir on July 26, 2014, 11:33:37 am
Quote
I sure wasn't aware of this since I've seen all 4 cards get bought by the ai.
I'm not sure what you're asking then -- I don't see how that applies to what you wrote... are you asking for each player to have a dedicated stack or 'slot' which can't be purchased by another player?
A slot which can't be purchased by another player.

Also, if I understand the influence system right, its theoretically possible to hog ALL the influence in the universe, correct? And then not spend any of it and make diplomacy entirely inaccessible to errybody?
You can terraform planets to produce influence resources instead of their initial resource, and you can fund influence from budget overflow.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on July 26, 2014, 12:22:28 pm
Also, if I understand the influence system right, its theoretically possible to hog ALL the influence in the universe, correct? And then not spend any of it and make diplomacy entirely inaccessible to errybody?
You can terraform planets to produce influence resources instead of their initial resource, and you can fund influence from budget overflow.

I know that. What I'm talking about is that apparently there is literally a set amount of influence available in the universe, and it is theoretically possible for a single empire to have all of it.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Eagle_eye on July 26, 2014, 12:25:20 pm
Yes, but only if your opponents deliberately don't pursue it. Short of wiping an empire out, you can't remove all possible sources of influence for them.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Nirur Torir on August 01, 2014, 04:14:48 pm
I have an interesting bug. I was trying to shuffle missile support ships to planets, so they would use the planet's supplies instead of the very limited supplies on my ship designed for a laser fleet. Somehow, it locked some of my ships to one planet. The planet won't take any more missile boats (but will take ghost missile boats), and will only take some of my laser ships. The planet has plenty of free support ship slots. (Problem eventually worked around by abandoning it, in a later save. That command does not appear reliably.)

Save is here. (https://dl.dropboxusercontent.com/u/11872122/2014/Misc%20Bay12/Save%202.sr2) The system with the problem planet is off on its own in the lower left, with my fleet that is hotkeyed to 1.

Another bug: The new AI likes declaring early wars against 'weak' empires. Building a handful of missile support ships will make them stop declaring war, until you load. My guess is that it updates the fleet strengths from fleets, and then checks for weak empires, before it updates fleet strengths from planetary defense fleets. (I do not build armed scouts.)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on August 04, 2014, 08:31:22 am
So I just realized I forgot to do a breakdown of my pros/cons for various games in the genre, so I'll do that now.

Spoiler: Text Dump Eminent! (click to show/hide)

So what does all this text dumpiness mean in regards to SR2?
Well it gives me some ideas that I think you guys might like.

Specifically, I notice that the tech tree currently has a few "projects" that make you choose a bonus, and I feel this is a good thing, just like in MoO2 it gives empires a small push towards being more unique.
However, I think we can take this further, and we can use other systems that are already in place to do so.

The current planetary resource thing has the resources carry a bonus to certain things, I.E. grain gives extra pop, etc.
This can be used to create a larger push towards unique empires by shaping them through the resources they obtain, and how they upgrade them.
By adding "tech discount" bonuses to different resources you could allow for situations where say...a race that gets lots of grain and fruit, and upgrades the planets of those resources obtains a discount to say...Organic Technology research, and having upgraded electronics would maybe discount Sensor technology or Cloaking.

Or we could take it a step further and have all non-basic tech "trees" be unlocked by the hypothetical science tree, and instead of discounting things make it weight what new trees you discover based on said resource bonuses.

This would allow for empires to naturally become less cookie-cutter and develop their own personalities in game. At least I think so.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Drakale on August 04, 2014, 09:28:36 am
Nice list.

I would add that Moo2 also a good planet value system. Just the right balance so you aren't screwed over by a bad start(most of the time) and likely enough to throw a few treasure planet that are sure to spark some tensions between neighbors.

I would also add Sword of the Stars
Pro - Excellent tech tree, decent space combat, good AI (after a bunch of patches), interesting FTL travel diversity
Con - Awful interface, bad audio, bland planets.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Shadowlord on August 04, 2014, 10:14:09 am
A few comments on those games:

MoO 2's biggest problem, IMHO, is that the AI isn't smart enough to deal with the player doing anything clever. For example, building a fleet composed entirely of ships which capture the AI's ships. It's obviously possible to mitigate this strategy by modifying your ship designs, or sending fleets composed of lots of tiny ships instead of a few larger ships, but the AI does not do either.

Also, I don't the interface in Sword of the Stars was anywhere near awful. Unless, of course, you're talking about SotS II, in which case I fully agree. I can't fathom how it went from an intuitive interface in SotS I to one that constantly fights to keep you from doing what you want to do in SotS II.

(I didn't read the rest of the thread, so I have no comment on it. I was really looking for news on SR2 on the last two pages. :V)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on August 14, 2014, 11:13:58 pm
We've pushed another patch out to the stable branch.  Patch notes available here. (http://steamcommunity.com/gid/103582791435727010/announcements/detail/248016123204011079)

To celebrate the launch of our third patch here are three redeemable keys for Star Ruler 2.  Be courteous to your fellow Dwarves/Elves/Humans/Goblins/Terrifying Beasts of Yore and please post whenever you've taken one and which one you've taken.  We hope you all enjoy this update to the game and look forward to reading your feedback and reactions.

IMFKH-D86XR-JYLE6  Urist McScoopBeard has obtained the book 'The Second Star of Ruling'.  Urist McScoopBeard has learned a new skill: Planetary Destruction.
QFF9E-QT7H8-7A0TJ On the Key is an image of TripJack laughing.  The Dwarves cower in fear.  The Planet is exploding.
Z8D6Q-PFEV2-68QIW "Thief!  Protect the Horde from the Skulking Filth!"  A nameless kobold has stolen the last key from our hold!
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Urist McScoopbeard on August 14, 2014, 11:21:48 pm
First one taken, sorry folks!
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: TripJack on August 14, 2014, 11:46:47 pm
Thanks, grabbed the second.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on August 15, 2014, 12:07:10 am
Well that was fast!  I hope y'all enjoy the game, such as it is.
There are many more updates to come and tomorrow those of y'all who weren't lucky enough to have been on to snag a key but wanted to check the game out are nonetheless in luck!

Tomorrow (August 15th) at 4PM EDT/10PM CEST we will be holding a Free For All match as part of a new thing we're starting: "Dev-astation Fridays".  Each Friday we'll host a game where y'all can play with us devs.  The rules and so forth will change each week and be announced at the top of the Steam Community Discussion board. 

Though the game will be closed to spectators who wish to watch from inside Star Ruler 2, we will stream it through our official Twitch channel as well. (http://www.twitch.tv/BlindMindStudios)  We will also post the match to YouTube -- which gives us extra incentive to be at the top of our game! :D

We hope some of y'all will drop by and/or participate - with Drasca and SanderB (both of them are A-list players in the community at this time) both potentially playing in the game it's going to be one hell of a match.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on August 15, 2014, 06:46:31 am
•Empires now need to make first contact before doing diplomacy.

O.o *hugs Firgof* YOU DO LISTEN TO MY SUGGESTIONS! :D
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on August 15, 2014, 10:22:57 am
Of course we do.  Not all suggestions will make it into the game though.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on October 16, 2014, 06:19:25 pm
We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or click this link for a full detailed changelog. (http://steamcommunity.com/games/star-ruler-2/announcements/detail/216496541941331111)

Major New Stuff!
* Ships are no longer constricted to predefined hulls.
* We have introduced a Game Settings tab to the New Game window, allowing you to further customize your game universe.
* Community tab which lets you upload, comment, download, and rate other people's designs.
* A victory screen, complete with a statistical breakdown showing how the universe ended.
* Planets have gained "conditions" - unique properties which add to the planet's natural resource(s).
* A new galaxy type: Dumbbell

We've also updated the AI to be a stronger challenge against players and taught it how to understand more of the game and removed the distance cost from Fling beacons (now it only costs an FTL amount proportionate to the ship's size!)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on October 18, 2014, 07:45:12 am
Glad to see this is still updating, though admittedly I'm still entirely unimpressed with the technology stuff. Any ETA on a overhaul?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Sinistar on October 22, 2014, 05:09:43 am
We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or click this link for a full detailed changelog. (http://steamcommunity.com/games/star-ruler-2/announcements/detail/216496541941331111)

Major New Stuff!
* Ships are no longer constricted to predefined hulls.

I still can't wrap my head around this.

I mean, I'm blown away. This is simply bat-shit insane awesome, if I understand it correctly.

So what you are telling me I can basically create any (2D) shape I want, and the game will translate it to 3D (well, add depth, no more than that I guess; spherical ships are forever out of favor in 4x games), apply appropriate textures and voila, a new ship? 

I like it. A lot.:o
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Orb on October 22, 2014, 09:22:12 am
Nope.

Just double checked. You can change the hull design (weapon placements, maybe make an arm somewhere with a supply storage), but it isn't reflected in the 3D model. However, the design layout still matters for combat (arcs of weapons + directional damage).

"The engine will automatically select the ship model from your shipset closest to the shape you drew. "
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Sinistar on October 22, 2014, 09:26:30 am
Aaaaaaaah.

Oh well, it sounded too good to be true. Thanks for clearing it up.

Still, this game seems to be coming along quite nicely and I'm well pleased with that.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Trevasaurus on January 29, 2015, 07:14:36 am
Just bought this game today and it is awesome! I played a bunch of hours on the first star ruler and while the idea of huge procedural galaxies and unending research trees sounded really cool on paper the game itself felt like it lacked anything to really draw the player into what was going on. Everything was a little too abstracted away. Star Ruler 2 seems to have changed things in all the right directions. I have only messed around in one game so far but I've been having a great time with it. I am a big fan of the way you upgrade planets by setting up trade routes to bring them ever increasing amounts of resources from across your empire. In addition you can build mining facilities on asteroids to add bonuses (extra population, more labour) to planets. By the time I was working on upgrading to a level 4 planet I really felt a connection to the little interstellar empire I was building.

I haven't messed around with combat too much yet but I like the idea of having flagships as the anchor to fleets, cutting down on the micromanagement aspect, which can return to friendly space to rearm and replace any losses of the smaller fleet ships without a lot of direct involvement from me. The auto-building system defense fleets are also a nice touch and help to reduce the micromanagement levels again by providing a protective buffer to your systems while you are focused on the other side of the galaxy.

One last note, I was messing around with the galaxy generation to create a slightly larger map for a more serious game now that I have the basics down and created a galactic cluster of 10 separate galaxies each one home to between 50 - 100 star systems. While I'm sure my computer would melt trying to play a game with such a huge amount of real estate the mere fact that the generator can handle HUGE (think billions of systems) galaxies and even better multi-galatic environments is really cool.

Props to the developers, this is already a lot of fun to play I cant wait to see what it's like once it is finished.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on January 29, 2015, 09:42:25 am
I'd be up for a multiplayer game of this some time if anyone else is interested. Some of the new stuff added is interesting, like unexportable resources which give bigger and bigger bonuses the more you upgrade the planet they are on.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Urist McScoopbeard on January 29, 2015, 11:20:47 am
Will this awesome game ever be mac-compatible?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on January 29, 2015, 03:17:40 pm
Maybe.  We'll be investigating the Mac build as we get close to release.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Trevasaurus on January 29, 2015, 05:25:08 pm
I'd be keen for a multiplayer game but I'm an Aussie so the time difference could be a pain, does anyone know how long a typical game goes for?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on January 29, 2015, 05:33:12 pm
I'd be keen for a multiplayer game but I'm an Aussie so the time difference could be a pain, does anyone know how long a typical game goes for?
Several hours at least on any decent map. We could shoot for sometime on the weekend if you like, would make the time difference less painful
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on January 29, 2015, 05:35:33 pm
There's actually a game setting in new game/multiplayer which lets you set a 'time limit' for a game (winner is whoever has the most points at that time, along with giving their vassals - if they have any - a minor victory).  You can give it any number of minutes.  That said most games seem to run from 1 to 3 hours for galaxies with 10-30 systems/empire.

Also, coming soon: Trading cards, emoticons, and backgrounds.  Shown here is the rare profile background on my profile.

http://i.imgur.com/1ajvwy8.jpg
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: jocan2003 on January 29, 2015, 07:42:40 pm
Nice to see you around the corner firgof :D
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Trevasaurus on January 30, 2015, 05:36:06 am
Several hours at least on any decent map. We could shoot for sometime on the weekend if you like, would make the time difference less painful

Yeah I would be keen for this, I'm on steam http://steamcommunity.com/profiles/76561198027580754/ hit me up sometime when you are free.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on January 30, 2015, 08:09:11 am
So I haven't really logged on in awhile.

Has the tech tree become more then "antimatter" yet?

Was about the only actual non-statistics upgrade when I bought this, and I've really been waiting for it to turn into an actual tech tree instead of...well *A* tech before I got back into it.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on January 30, 2015, 08:34:20 am
So I haven't really logged on in awhile.

Has the tech tree become more then "antimatter" yet?

Was about the only actual non-statistics upgrade when I bought this, and I've really been waiting for it to turn into an actual tech tree instead of...well *A* tech before I got back into it.
Have you used it since they changed to the tech grid? Its much cooler now. You can advanced some techs via influence or cash spending and it is a nice big tech grid.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: BFEL on January 30, 2015, 11:01:44 am
No I actually haven't, I'll have to check that out when I get a chance.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 17, 2015, 03:26:34 pm
So far I'm loving the updates, though a bit disappointed that the wonders were removed. I'll admit, those were really overpowered (Especially, as a Gate lover, the Trade Everywhere/View Everything one), but are there any plans to bring back something similar in the future, perhaps as a large building on the planets themselves?

I do find it quite sad, though. Star Ruler 2 was a very playable early access upon release, and it's only gotten better (Mod support already? You guys are my heroes), but other early access games have had multiple months or even years, and still have very little to show for it (I'm looking at you, Rust and Maia).

Played a few hours in a single game, and the game itself tended to get a bit laggy framerate wise. 3 computer opponents and myself, on The Expanse map. Not something I'm too worried about, as the game got massive once I decided to ignore the enemy surrender agreement immediately after getting The Revenant, but it was fun.

I also noticed that a Scout I had built in the above game, much later, did not have the Explore option available.

I'm looking at making a minor mod that extends the Virile race trait to more than just the home world. It's nice as a primary base (Along with Pekelm and the extra food), but the effectiveness really falls off after early game. Perhaps making it cost more than one point, in that case.

The research system is nice change of pace from normal 4Xs, though I've noticed that researching, say, the Skip Drive in one location doesn't always unlock it at the other. Is this intentional, or does researching it twice give a greater effect or reduced cost on the item being researched? I feel like the tech tree could be separated a bit better, rather than having everything linked in the inbetweens.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on February 17, 2015, 04:40:15 pm
Quote
I'm looking at making a minor mod that extends the Virile race trait to more than just the home world. It's nice as a primary base (Along with Pekelm and the extra food), but the effectiveness really falls off after early game. Perhaps making it cost more than one point, in that case.

Be aware that the next stable build of the game will change races and race traits significantly.
All of the old non-FTL and non-Government traits will be removed while new 'Life' traits will be added as seen here. (http://data.glacicle.org/sora/sr2/not_really.png)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 17, 2015, 04:55:55 pm
Quote
I'm looking at making a minor mod that extends the Virile race trait to more than just the home world. It's nice as a primary base (Along with Pekelm and the extra food), but the effectiveness really falls off after early game. Perhaps making it cost more than one point, in that case.

Be aware that the next stable build of the game will change races and race traits significantly.
All of the old non-FTL and non-Government traits will be removed while new 'Life' traits will be added as seen here. (http://data.glacicle.org/sora/sr2/not_really.png)
The Mechanoid modifier made me make a sound that is inappropriate in formal conversation. Looking forward to that update.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 17, 2015, 04:57:55 pm
any ETA on that build?
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on February 17, 2015, 05:34:16 pm
"Soon".
If you'd like to try out the new races they're already in the Experimental branch - instructions on how to switch which branch your game is on are available on the steam discussion boards.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 17, 2015, 07:06:19 pm
Nice. Now if you'll excuse me, I'll be over here being the goddamned Batman while looming menacingly over you.

Spoiler (click to show/hide)
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 17, 2015, 07:12:45 pm
The race that lives in space is.. interesting.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 12:03:06 pm
I toyed around a bit with the Mechanoid race, but had some other, unrelated issues that are to be expected of an unstable build, such as my starter ship automatically attempting to give all its support ships to the homeworld, and the influence overlay being completely off.

I do really like the concept there, though. Seems weak early game, but every single planet they inhabit will have labor, and since there's no requirement for food or water, these planets can be terraformed to Level 1s once your income starts rolling in.

Edit: Once I got a semi-stable game going via a complete reinstall under the experimental branch, I got to play with them a bit more extensively. The labor cost increase is a must, but is it based off an ever-increasing number for that planet, or does it scale back against current population? If the former, then some rebalancing may be in order.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 18, 2015, 12:27:18 pm
Unfortunately it looks like mechanoids can't terraform? I don't get any option to do so anyway. I played a nice long game as mechanoids and then another as the space-dwelling race. Mechanoids get bogged down really easily spending a ton of time and micromanagement building more population. Its actually really tedious and annoying, and I would appreciate a repeat build or 'build to capacity' project that just queues up population whenever there is money available and nothing else is being built. Once I got beyond a dozen or so worlds I had gotten so tired of going back to the homeworld to queue up more population that I just stopped playing for the time being.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 01:05:08 pm
You have to have a labor producing planet selected, say, your homeworld, then right click on the planet you're attempting to terraform.

I've terraformed entire systems of food and water into self-sustaining level 1 planets that boost my income by a good amount, causing almost exponential growth once I get the ball going.

I did notice that I can use the FTL population warp to bypass the Remnant Blockade in the Expanse map type, allowing me to simply put a planetary defense grid and artillery cannon and clear out the system... eventually.

I also noticed that they are unable to use water to bond on planets, which sort of killed my plan to use all these otherwise useless water asteroids and planets.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: sebcool on February 18, 2015, 01:06:36 pm
A good idea would probably be to add a slider to determine how much of your labour/cash you want to spend on population, possibly empire wide.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 18, 2015, 01:07:49 pm
You have to have a labor producing planet selected, say, your homeworld, then right click on the planet you're attempting to terraform.
Right, I know HOW to terraform. What I mean is that when I selected a labor producing planet and right clicked another planet I got no option to terraform. I'll test again. This is an experimental build so maybe bug?

I also noticed that they are unable to use water to bond on planets, which sort of killed my plan to use all these otherwise useless water asteroids and planets.
I think the whole water bonding mechanic is removed right now. I haven't been able to do it with any race.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 01:08:27 pm
I had to reinstall the game with the experimental branch selected, as it had some major issues before doing so.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 18, 2015, 01:09:19 pm
I had to reinstall the game with the experimental branch selected, as it had some major issues before doing so.
Hm, I will try that. Terraforming will certainly make things much easier.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 01:39:20 pm
A good idea would probably be to add a slider to determine how much of your labour/cash you want to spend on population, possibly empire wide.

Well, the labor cost goes up, while the cash doesn't, which makes it manageable once you get some factories and their respective research upgrades, but early game it is somewhat painful to start.

They're definitely a late game powerhouse race, in no small part due to the fact that you can terraform any useless planets into what you need at the time; need more research, go with Chemicals, Defense, Explosives, etc.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 18, 2015, 01:43:52 pm
I love the idea of the mechanoids but:

1. The fact that every water and food world is essentially just a world to be terraformed gives them a stupendious potential for late game pressure stacking. And honestly, if you DON'T terraform those worlds you are just shooting yourself in the food because every food/water world you erase is one less that your organic enemies can use. I see no reason not to take the planetbuster and destroy every single water world you find.
2. The amount of clicking is too damn high. I know its an experimental build and is the first implementation of the feature so this is just feedback, not complaints. Building population is far too micromanagement intensive. If I could start a project to "Build to X pop" and let it run, that would be preferable. It would still suck down money and labor as it should, just leaves me free to concentrate on strategy and no micromanage my robot factory.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 01:54:57 pm
One thing I would like to see: Building a Gate in the origin and target system reduces the total cost of sending population to the planet. Those costs add up, at least until you run around with a Planetary Thruster equipped homeworld.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: forsaken1111 on February 18, 2015, 01:56:23 pm
One thing I would like to see: Building a Gate in the origin and target system reduces the total cost of sending population to the planet. Those costs add up, at least until you run around with a Planetary Thruster equipped homeworld.
The FTL energy cost was nothing for me once I got a planet with FTL crystals up to level 3 with two FTL storage on it. I literally couldn't use it all up.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Astral on February 18, 2015, 01:58:13 pm
At least in this current game, I'm having difficulty finding level 2 resources to do so. Otherwise, I'd have a rank 5 homeworld and FTL crystal world by now. Suck of the draw, if you will.

Edit: Then I got a Stellar Generator, and can make level 2 planets from the protoplanets created. This game will be over shortly.

Yeah, that was dumb. It's the sort of thing where if you don't stop them early game, you WILL be assimilated by their economical might. I could colonize and terraform entire systems in about a minute, with the core world of The Expanse map, Orathi Prime, acting as a nearly 4k Labor/minute staging area for massive amounts of population, and 3 fully upgraded FTL Crystal worlds providing ample teleportation juice.

I did experience issues with the Planetary Thrusters on that map type, in which it did not want to go past a certain point. It's cool that they were able to use Gates, though. Imagine a Vast Plains planet, laden with artillery and planetary defense systems, jumping through a gate created in the middle of your home system in less than a second.
Title: Re: Star Ruler 2 [7/18/14 - Early Access Launched!]
Post by: Firgof Umbra on February 20, 2015, 07:25:27 pm
Stable now has the races and all sorts of other stuff.  Full patch notes:  http://steamcommunity.com/gid/103582791435727010/announcements/detail/208626748861525172
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: forsaken1111 on February 21, 2015, 02:20:44 am
Heh I had an assault world filled with planetary artillery as well which puttered around the galaxy. Fun stuff. Even had moons and a floating Continent attached
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: exdeath on February 23, 2015, 01:49:55 pm
This game has 3d space or not?
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: forsaken1111 on February 23, 2015, 01:50:20 pm
This game has 3d space or not?
Yes
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: exdeath on February 23, 2015, 02:48:23 pm
This game has 3d space or not?
Yes

Thanks, anyway I searched this wiki and found this:
Star Ruler 2 provides examples of:
    SR 2
2-D Space: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/StarRuler
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: forsaken1111 on February 23, 2015, 02:53:03 pm
Well that is for the last game, Star Ruler 1.

So a fair answer would probably be that each star system has its own local plane which the ships move on but are not constrained to. Planets are all aligned to that local plane but stars are scattered in 3d space so can be above or below each other by quite a bit.

It is a compromise as true 3d space with no common orientation will quickly become a confused mess for most people.

In any case, the fleet battles as they stand right now are more or less "move in range and sit still bashing away at each other until one of you you either die or run away" there isn't much reason to micromanage or move around tactically
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: Tnx on February 23, 2015, 04:01:56 pm
So apparently you can get a coupon for this game from badge crafting.  Anyone have one they'd like to give away?
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: Firgof Umbra on February 23, 2015, 07:17:42 pm
This guy on the steam discussion boards has one that he's looking to give away:  http://steamcommunity.com/app/282590/discussions/1/610573009247982175/
Title: Re: Star Ruler 2 [2/20/2015 - Unique Races!]
Post by: Tnx on February 23, 2015, 08:59:17 pm
Ah boo, I saw that but thought the first reply got it already.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 12:10:08 am
Hold on to your butts because we're going to try and launch by the end of this month, folks.

Our ship parts model kit is nearing completion and when that's ready I'll be kitbashing ships into the game left and right.
Jon Micheelsen is applying my paint templates to the models as you read this. (http://i.imgur.com/rbV223k.png)

Things are going to start moving real fast as we spool up to full power to try and meet that target date.
We apologize to anyone on experimental for the flurry of updates that are going to start raining down.

The next stable branch is going to get pretty crazy (http://i.imgur.com/PPRmEDV.png).
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Astral on March 03, 2015, 12:15:04 am
Oh my. Are those ship tactics I'm seeing? Hopefully they come with a slew of new offensive and defensive subsystems, as the current selection is a bit lacking, especially for support ships.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 12:16:10 am
Quote
Hopefully they come with a slew of new offensive and defensive subsystems
We expect to debut them with a host of subsystems which compliment the new behaviors, yes.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Edmus on March 03, 2015, 12:27:21 am
Will our little support ships zip around now? :D
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 12:31:33 am
Raiding ships will leave the safety of the fleet to go whallop on enemies, yes.  They can only stay out for as long as their internal ammo supplies allow and then must return to the fleet to rearm.
Other support ships will act according to their behaviors: Artillery backs off from the frontline, Brawlers move up to the frontline, and Shields run over to block shots wherever damage is being dealt to the flagship or fleet members.  Lancers should move together, swoop into an enemy fleet, and then fly out of range of cannonfire.  So on and so forth.

That's our intent with the new behaviors - to make fleets act organically like armies rather than an unmoving blob with cannons poking out.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Astral on March 03, 2015, 12:33:31 am
It sounds as delicious as what I was imagining in my head. Eagerly awaiting another update.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Edmus on March 03, 2015, 05:26:40 am
This is an awesome change, I look forward to it greatly. :D
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Sinistar on March 03, 2015, 06:43:26 am
TACTICS
(http://i.imgur.com/jJsXV7r.jpg)
This sounds just too orgasmic to be true.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 11:11:41 am
Well, everything has a downside.  Our ships don't animate so don't expect twirly Star Wars fighters, for instance.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: forsaken1111 on March 03, 2015, 11:14:06 am
Eh, who needs animation when we have tasty crunchy game mechanics? I play Aurora for god's sake. The space sandbox spreadsheet simulator.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Sinistar on March 03, 2015, 11:43:29 am
Well, I'm not the one to bother much about superficial animation(s). If I understood it correctly from your post, ships in army groups behave differently in regards to their role and that behavior is noticeable in actual gameplay. And if I understand it correctly more, this is done (semi-)autonomously? That's all I need, really.  :D
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 11:47:44 am
You understand correctly, aye.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Sinistar on March 03, 2015, 11:52:53 am
Well, I guess it's finally time to buy this game, then.
Title: Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
Post by: Firgof Umbra on March 03, 2015, 11:54:54 am
While the presently available experimental branch doesn't have the more final behaviors in it just yet (we're still tinkering with bits here and there to make each of them more handy) they are nonetheless available if you'd like to test their slightly more primitive initial version. 

Stable (the default branch) doesn't come with so if you want to check it out, you'll need to switch to Experimental. Instructions on how to do so are available here. (http://steamcommunity.com/app/282590/discussions/1/45350791307259973/)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 09, 2015, 06:29:33 pm
Official trailer's out.  We're releasing March 27th.

https://www.youtube.com/watch?v=3OFhVtqfDBQ
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Xantalos on March 09, 2015, 06:38:17 pm
:D
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: LoSboccacc on March 09, 2015, 08:06:01 pm
This game still looks good on paper but I really hate the trade mechanic.

Is there any way to have a planet trade routes built automatically, in game or as a mod?


Every time some random Plane is captured reshuffling all resources to keep that level four world ruining is a chore.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: etgfrog on March 09, 2015, 08:17:21 pm
Now the game is starting to look interesting again.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Astral on March 10, 2015, 05:39:24 am
This game still looks good on paper but I really hate the trade mechanic.

Is there any way to have a planet trade routes built automatically, in game or as a mod?


Every time some random Plane is captured reshuffling all resources to keep that level four world ruining is a chore.
I find that to be part of the fun, personally, as managing the worlds well shapes what your empire can do, but for a bit less micromanagement you can simply right click the planet and select "Auto Import to Level X" which will use any existing and future resources to attempt to level the planet.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 10, 2015, 05:53:17 am
This game still looks good on paper but I really hate the trade mechanic.

Is there any way to have a planet trade routes built automatically, in game or as a mod?


Every time some random Plane is captured reshuffling all resources to keep that level four world ruining is a chore.
You can auto-import and they will grab whatever they need provided you HAVE what they need but the trade system makes certain strategies possible, like targeting the enemy's water planets.  :D
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: LoSboccacc on March 10, 2015, 07:25:13 am
This game still looks good on paper but I really hate the trade mechanic.

Is there any way to have a planet trade routes built automatically, in game or as a mod?


Every time some random Plane is captured reshuffling all resources to keep that level four world ruining is a chore.
You can auto-import and they will grab whatever they need provided you HAVE what they need but the trade system makes certain strategies possible, like targeting the enemy's water planets.  :D


wat


why nobody told me! been waiting this since http://forums.blind-mind.com/index.php?topic=6094.msg44352#msg44352

back to star ruling then!
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 10, 2015, 07:26:02 am
Been in for quite a while...
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 10, 2015, 07:32:40 am
Official trailer's out.  We're releasing March 27th.

https://www.youtube.com/watch?v=3OFhVtqfDBQ
Just a suggestion: Wipe the steam workshop on release. There are a lot of mods on there made for old versions and it would be good to do a fresh start IMO.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 10, 2015, 07:51:01 am
So does the game have actual, working diplomacy or is it a mess of psychotic AIs doing random things as most 4Xs?
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 10, 2015, 07:53:49 am
So does the game have actual, working diplomacy or is it a mess of psychotic AIs doing random things as most 4Xs?
The diplomacy system is centered around influence and action cards which you play. It is far and away the most nonstandard diplomacy model I have ever seen. There is none of the standard diplomatic options you see in games like Civ. Its more like you're all part of a galactic council playing actions and influence against each other, on which everyone votes or uses influence to alter the outcome.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 10, 2015, 11:39:15 am
Yeah, diplomacy is definitely interesting. While for better or worse it starts with all players "seeing" other empires via diplomacy screen from the very start of the game (at least from I can tell), this does mean the already mentioned non-standard diplomacy can commence relatively early and at full speed. Personally I think it's great because I like how SR2 handles the diplomacy.

To expand a little on forsaken's post - during the game, you generate influence point by various means, either planet resources, iirc some special buildings etc. You then, in turn, use this points to buy diplomacy cards. A fixed amount of cards can be seen and bought by all players in the diplomacy screen and every 30s a minimum of one new is generated. If no cards are bought in the current interval, the oldest gets scrapped and is replaced by a new one. If more cards are bough, the same amount of new ones are added, but only at the end of interval. The cards that are not scrapped or bough have their IP price reduced with the next interval. So in theory you can get initially very expensive card relatively cheap if you wait a few minutes... only if AI/other player doesn't snatch it before you.

So when you have this cards you can play them. Each card, in addition to having "buying" price, also has "using" price - you have to spend IPs again, to use them. Helps limit the card spam, you see. Anyways, cards range from "name a planet" (which names target planet in your empire and gives it boost in certain areas for few minutes), spying on other empires, to "annex system" which does exactly what it says on the tin. Now, you can't just go around annexing systems on your whims though. See, when someone plays mentioned annex or spy or just about any other card that also interacts with other empires, this count as a "proposal" in galactic senate. Players may either agree or disagree with such proposals, and you do that again with cards, like "negotiate" card and such. You can play as many as such cards on a proposal as you have IPs and actual cards. Depending on a final yes/no score the proposal is either rejected or accepted. So all in all not far from real life senate, hehe.

In the end you get diplomacy that is a kind of a mini-game within a game and requires some actual planing and occasional twitch card buying, far from your standard, static "give me 200 gold for this tech" you get in games like Civ. It also helps mitigate the problem of AI acting like a robot just going along it's scripted "does this player have strong military? If not ATTACKATTACKATTACK" pattern, the problem that plagues oh so many 4x games. This is all veiled behind the senate play, and with diplomacy being seen to everyone, also negates either the feeling of AIs having better deals between each other than towards player AND also gives feeling the player is not a center of all attention. All in all, I like that, I like that a lot.

This is a thing with SR2 as well as SR1 - this games are full of neat ideas. The guys behind them are not afraid to try something new and different. While both games lack some polish in certain areas, imho this just makes you love them more - like a child that might not be amongst top 10 MIT graduates, but you can see he was given a lot or even more than usual amount of love by it's parents regardless.

But that's just my opinion I got since I recently purchased SR2. Been a while since I payed more than 10€ for game, and an early access to boot (iirc last time I spent big moneys on a game was when Distant Worlds: Universe came out). Not regretting one bit of it though.  ;)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 11, 2015, 02:47:18 am
Thanks for the diplomacy explanation, it sounds interesting. As long as it is connected to what happens on the galactic map scope too, it might be very fun. (Some games in the past have had the problem of diplomatic AI and the campaign map AI not speaking to each other, resulting in psychotic action.)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 17, 2015, 03:43:58 pm
We liked it so we put a ring on it. (http://i.imgur.com/quwJqdC.png)

Two more days until we go into feature-freeze.  Then it'll be a week of debugging and polishing the smaller bits of SR2 - and then we launch!

There's lots going on lately behind the scenes.  We got Scott Manley interested in doing an overview on the game, for one.  An interview with eXplorminate, some reviews in the works, and the two new shipsets, the orbital model replacements, and so forth are coming along nicely.  All in all things are looking good for launch - we don't think we'll be able to pack in everything we wanted to before the game goes live - but we're already past the lion's share.

Speaking of: If you have a Let's Player who you'd think would enjoy the game, give us a shout!  I've got a stack of keys looking for a home and I could use your help in searching out all the best people to send them to.

We'll talk more specifically about post-release content and updates when we get closer to our launch date.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 17, 2015, 04:01:01 pm
Stellar construction is in?! Holy shit!

Are rings the limit or can we make a dyson sphere? swarm?
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 17, 2015, 04:13:35 pm
Ringworlds are the present limit (though you can also build artificial worlds and star-driven forges and so on now).  Who knows what an expansion or two might bring? ;)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 17, 2015, 04:21:35 pm
Ringworlds are the present limit (though you can also build artificial worlds and star-driven forges and so on now).  Who knows what an expansion or two might bring? ;)
Very exciting. :)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 18, 2015, 02:26:46 am
Banter in this thread convinced me to buy it. While having many awesome features, I think the game could do with a more interesting tech tree. Maybe some racial technologies or the like? Right now most of the tech is just plus percentage to X -kind of stuff. Unlocking new buildings, more weapons with different tactical options (not just numerical superiority), that sort of stuff is sorely lacking.

The diplomacy system is quite awesome, regarding the cards and all, but the one-to-one interactions are bland. There is zero character and no explanations regarding why a faction refuses a deal, accepts a deal or declares war. Messages/events about those things would be nice. ("Intelligence report states that Hoonans are worried about you grabbing all the stars and start preparing for war", that kind of stuff.)

I like fleets, the whole thing about automated smaller ships following the lead of a capital ship. Much easier than microbuilding fleets by hand, while still allowing you to customize them if you like. Have there been any talk about putting in fleet experience levels? That would give some further distinction between fleets, if you could choose them special trainings or the like.

Espionage coming it at any point? Leaders and/or internal political systems?
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 18, 2015, 02:45:12 am
Thanks for the diplomacy explanation, it sounds interesting. As long as it is connected to what happens on the galactic map scope too, it might be very fun. (Some games in the past have had the problem of diplomatic AI and the campaign map AI not speaking to each other, resulting in psychotic action.)
A bit of an update to diplomacy:

So I've played a bit more and figured out I've completely missed in my first few games how you actually declare war and such on someone. And it's very simple but also a tiny bit basic. In diplomacy screen, when you meet a new empire, you can click on them and either declare war, offer/demand subjugation, offer gift (all resources, including cards) or offer treaty (alliance, mutual defense, trade agreement, vision). Personally I feel like this puts SR2's diplomacy in a bit peculiar situation. On one hand you have the senate system which is one of the better and more fun ideas of diplomacy option I've seen in recent years in games, but on the other you have sort of a separate, bare-bones alliance/war system. Which is not to say the later does not function, it's completely ok. But being spoiled by senate voting and cards, I'd LOVE to see even mentioned trade pacts and such somehow be implemented in senate play, be it straight voting issue like others (don't personally think that would work) or in some sort of a closed door agreement between two or more parties... which tbh is kinda what happens now... but I'd love if it could be expanded on with cards somehow. But yeah, not completely sure how that would work. If you lock ALL interactions to cards you can get yourself in situations like "oh you feel like waging war? Well, play a card. Don't have a card? Well, that sucks for you." But would it make sense if you'd get a "declare war" card for free if you chose more war-like political system like empire (since you already get different cards according to political system)? Or even have few areas in tech tree that would yield such cards (like you have few for other cards now)? Dunno, maybe?

As I am a lazy git so I haven't been following either the developer's blog or official forums to see what is Blind Mind Studios' vision on this so maybe there will be more diplomatic options down the road. Which, I have to stress out again, is not to say diplomacy outside senate doesn't work - it does the job just fine. On one hand, I do miss the more life-like interaction you'd get in, say, Civ games, with leaders being all passive-aggressive over certain issues and spouting empty rhetoric left and right. But on the other, that facade is quickly brought down when a civ on a completely other side of the world declares war on you because you refused to give them free tech so maybe sometimes it's better for a game not to even try to make AI opponents human-like (then again in SR2 you don't usually play against humans in the first place... but I digress).

Also, you CAN expect, sooner or later, the AI to declare war on you without any obvious provocation. Once empires can't expand anymore into neutral territory, you have to expand to neighbor's...

edit: And while I've been writing, I see you've actually ninja'd me yourself, basically saying exactly what my thoughts were! I was about to post this, but left for breakfast. If I didn't, I'd actually ninja you... talk about chances.  :D
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 18, 2015, 02:50:05 am
You could have one-on-one diplomacy use the cards in the same way as, say, a Zeitgeist vote does. When proposing a trade deal, you could use negotiation cards to make the deal somehow better for the other party. The same with peace negotiations and what not. There could be special cards that end the negotiations immediately, but otherwise if you agree to negotiate on trade agreement in the first place, you are stuck in the negotiation game.

Declaring war on someone could be a one way to end a negotiation for demanding something from someone or the like, the ultimate "NO!" to how the negotiations are going.

Basically the diplomacy cards would work as they do now, plus there'd be some specific one-to-one cards and senate cards.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 18, 2015, 03:07:08 am
Yeah, I've been thinking that too, like, having a rider-like "if this passes, we are at war" card. Maybe attach a leverage action towards you on it, to spice the things even further.

As for other - hm, never though about this could be made like a Zeitgeist vote, but I could see this working. I like it. To the SR2 forums, then!

p.s.: I for one like how tech tree is made... but to each his own. Some racial tech would be nice though, yes. Oh, and fleet exp would be sweet.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 18, 2015, 03:42:56 am
Feel free to copy my ramblings on SR2 forums if you feel like it, I'm on too many forums already to register on yet another one. I agree that the structure of the tech tree is fine, I'd just like to see more options getting unlocked rather than just old options getting better.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 18, 2015, 04:02:08 am
Ok thanks, might as well, I should have an account there back from SR1 days after all.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 18, 2015, 11:09:58 am
PBR Update is starting to rear its head on Experimental as you might've noticed if you picked the (new and expanded) Volkur shipset.

We got shiny bits. (http://i.imgur.com/76qPDPN.jpg)
... and we got painted bits. (http://i.imgur.com/SbnZM3d.jpg)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 18, 2015, 12:03:17 pm
PBR Update is starting to rear its head on Experimental as you might've noticed if you picked the (new and expanded) Volkur shipset.

We got shiny bits. (http://i.imgur.com/76qPDPN.jpg)
... and we got painted bits. (http://i.imgur.com/SbnZM3d.jpg)
Wow, that really does make a difference.

Is the stellar construction stuff in experimental as well? I might try to organize a game at some point.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 18, 2015, 12:14:40 pm
Yep, that's in too.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Nirur Torir on March 19, 2015, 03:15:03 pm
I had an AI propose peace. I accepted it and they retracted the offer :'( Then I had four identical, single cheap negotiate cards in the stack. An AI ignored the cheap ones to buy the most expensive one.


The plant people are interesting. Their flagships have a fixed 10 control and a fixed (fairly high) regeneration rate, but they don't get as many hexes per ship. They can also use their special sinew hexes as a sort of light armor in front of turrets and engines.

Their default battleship and heavy carrier designs have frighteningly exposed power generators without backups.

I like their single giant spores instead of a stream of colony ships. I think their colonization time estimate is based off regular colony ships, though.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 19, 2015, 04:24:36 pm
Thanks for alerting us to those things.  Sent those off to Reaper and he agrees, those behaviors do need improvement.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 21, 2015, 09:22:19 am
My biggest annoyance right now is that hitting space still doesn't pause the game unless I click the pause button once first.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 21, 2015, 05:24:34 pm
Oh... wow.

So you know "Unobtanium"? The resource that can morph into any other resource?

It can morph into the resource "Ringworld" and become a ringworld.

The planet vanishes to inside the sun when you do this and it does not look like a ringworld but it has the same massive space as a ringworld.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Edmus on March 21, 2015, 06:26:34 pm
That is such a bizarre sounding bug... hehehe
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 21, 2015, 06:28:42 pm
That is such a bizarre sounding bug... hehehe
This is why we test! :)
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Nirur Torir on March 21, 2015, 10:21:06 pm
Oh... wow.

So you know "Unobtanium"? The resource that can morph into any other resource?

It can morph into the resource "Ringworld" and become a ringworld.

The planet vanishes to inside the sun when you do this and it does not look like a ringworld but it has the same massive space as a ringworld.
Mine was shoved out of the star, and now rotates around nothing. It looks to be the same size as any other planet, but has all the massive build space.
Planetary thrusters built on Unobtanium ringworlds do not crash the game. I am going to build a bunch of weapons and send this thing at my foes.

I learned a few other things, too!
1) Warp-fling stations are awesome.
2) I need more FTL storage.
Spoiler (click to show/hide)

One of my rivals is the space-faring race. I think they lost their mothership to remnants and then surrendered to me. I'm going to give them a planet with a construction resource and a construction ship, to see if they do anything interesting (Probably not, since I don't think they have the funds to start a scaffold).
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 22, 2015, 06:01:26 am
Hehe yeah, fling beacon is pretty damn silly-awesome. As for Nylli/star children race - I think AI doesn't really know how to play them right now (even patch notes say AI has only basic understanding currently) as in all my games that they were in, they were really stagnating and eventually offered to be subjugated by one of the empires. In all honesty, I think star children trait is pretty hard-mode even for human player, especially if coupled with slip-stream FTL. That is not to say it is not fun to play (because playing a mothership-based race IS pretty damn fun). It's just you need to plan you actions more and further, need more micromanaging and can get shafted by planet-not-having-resources-you-need even easier than when playing other races... At least to my understanding. It could be me just not understanding them though.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 22, 2015, 07:32:40 am
Hehe yeah, fling beacon is pretty damn silly-awesome. As for Nylli/star children race - I think AI doesn't really know how to play them right now (even patch notes say AI has only basic understanding currently) as in all my games that they were in, they were really stagnating and eventually offered to be subjugated by one of the empires. In all honesty, I think star children trait is pretty hard-mode even for human player, especially if coupled with slip-stream FTL. That is not to say it is not fun to play (because playing a mothership-based race IS pretty damn fun). It's just you need to plan you actions more and further, need more micromanaging and can get shafted by planet-not-having-resources-you-need even easier than when playing other races... At least to my understanding. It could be me just not understanding them though.
Isn't it easy for someone to come wipe out billions of people by popping the stations?
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 22, 2015, 10:47:50 am
You mean habitats? Well, they do have 14k starting HP, ~1000 dmg and can be upgraded further so from my (limited) experience they can be a bit tougher nut to crack compared to normal planets, at least at the start. Also, once destroyed, you need to colonize the planet yourself again which takes time again... I think once star children hit the point where they can construct motherships at their leisure, they probably become a real beast.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 23, 2015, 08:08:11 pm
It has arrived!
Spoiler (click to show/hide)
The Release Candidate is out now on the Stable branch for those who'd like to check it out.

Full patch notes are available here: http://steamcommunity.com/gid/103582791435727010/announcements/detail/126438500983066427

We look forward to the launch on Friday and hope y'all enjoy what's on offer.  Also, I can confirm that at launch we'll be having a 4-pack bundle option and a SR1/SR2 bundle option.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 25, 2015, 06:22:22 am
Been playing around with it recently, so good.

One question.

Is there actually a use for Morphic Materials?

As far as I can tell they don't help with exported pressure and since your homeworld never has native pressure it doesn't do anything there. Is it only for planets not exporting to your homeworld?

I mean I guess you don't have to export things to the starter world with food/water but I feel like that is pretty common.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 25, 2015, 07:04:05 am
Uh, I thought the point of morphic materials was that they add the pressure of the stuff the planet is producing and/or exporting to the planet when imported to it? Have I misunderstood completely? The wiki/manual seems to be totally out of date.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 25, 2015, 07:44:59 am
Uh, I thought the point of morphic materials was that they add the pressure of the stuff the planet is producing and/or exporting to the planet when imported to it? Have I misunderstood completely? The wiki/manual seems to be totally out of date.
From my testing yesterday, sending morphic materials to a planet which is NOT exporting to another will indeed increase its pressure for the native resource. Sending them to a planet which is exporting to another had no effect at all.

Honestly they seem more or less useless. I certainly don't get excited when I find them.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 25, 2015, 07:52:47 am
Yeah, if they work like that, it makes them pretty useless. I've thought that I've noticed their effect on the exporting world but I might be wrong.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 25, 2015, 07:53:54 am
And the damn game still doesn't pause when I hit spacebar unless I first click on the time control panel. It's driving me nuts.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Bremen on March 25, 2015, 02:11:05 pm
Uh, I thought the point of morphic materials was that they add the pressure of the stuff the planet is producing and/or exporting to the planet when imported to it? Have I misunderstood completely? The wiki/manual seems to be totally out of date.
From my testing yesterday, sending morphic materials to a planet which is NOT exporting to another will indeed increase its pressure for the native resource. Sending them to a planet which is exporting to another had no effect at all.

Honestly they seem more or less useless. I certainly don't get excited when I find them.

I believe if you export them to a planet, they add 2 pressure of the planet's resource to that planet, regardless of whether it's exporting or not.

IE, say I have a planet that produces chemicals (3 research pressure) and is exporting it to another world. If I export metamorphic materials to the chems world, then it gains 2 research pressure and the world it's exporting to continues to gain 3 research pressure.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 25, 2015, 02:14:55 pm
Dunno, I found morphic material pretty useful in cases when you have no specific materials like iron but you still have some free pressure on your forge world (and said forge world's native resource is also, you know, labor related). Just export morphic and voila, more pressure. I mean, yeah, you could terraform a planet instead, but that usually takes more time, more money AND, you know, uses a planet.

Also, no need to add any sort of pressure on exporting planets. You need pressure on your producing planets. Unless, of course, your exporting also works as a smaller producing planet.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Trevasaurus on March 26, 2015, 02:23:21 am
I normally use morphics on a planet producing something like medicine, where i will import resources up to lvl2 to unlock the native resource and then send 10-20 morphics and aluminum (thats the one that increase pressure cap right?) and produce a crazy cash world generating 2mil credits.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Majestic7 on March 26, 2015, 02:25:07 am
I normally use morphics on a planet producing something like medicine, where i will import resources up to lvl2 to unlock the native resource and then send 10-20 morphics and aluminum (thats the one that increase pressure cap right?) and produce a crazy cash world generating 2mil credits.

Sounds like the prime target for a planet buster...
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 26, 2015, 07:19:32 am
Aluminum increases pressure cap, yeah, but only by 1 and it also adds 6 (iirc) labor pressure. I think economic materials are more valuable in this case as they increase population cap by 2 and I'm pretty sure 1 pop adds more than one pressure cap.

Then again, the downside of this, depending on a game situation, is eco. materials are only found on asteroids...
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 26, 2015, 07:59:31 am
I think Fulrate is one of the materials that adds a bunch to the pressure cap? I don't remember. I'm going to start populating the wiki once we hit release tomorrow. Haven't done so until now because things might change.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Bremen on March 26, 2015, 12:20:44 pm
I think Fulrate is one of the materials that adds a bunch to the pressure cap? I don't remember. I'm going to start populating the wiki once we hit release tomorrow. Haven't done so until now because things might change.

I don't remember fulrate increasing the cap, but I could be wrong. I also remember that in beta there was a rare level 3 resource that doubled a planet's pressure cap; I don't know if it's still in there but it let you make some really hilarious planets.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 26, 2015, 12:24:19 pm
I think Fulrate is one of the materials that adds a bunch to the pressure cap? I don't remember. I'm going to start populating the wiki once we hit release tomorrow. Haven't done so until now because things might change.

I don't remember fulrate increasing the cap, but I could be wrong. I also remember that in beta there was a rare level 3 resource that doubled a planet's pressure cap; I don't know if it's still in there but it let you make some really hilarious planets.
It's called Corinium or something like that. Gives $$$ pressure and doubles the base pressure cap.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Sinistar on March 26, 2015, 12:28:58 pm
I also remember that in beta there was a rare level 3 resource that doubled a planet's pressure cap; I don't know if it's still in there but it let you make some really hilarious planets.
This might be Unobtanium, but I'm not sure.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: forsaken1111 on March 26, 2015, 12:31:25 pm
I also remember that in beta there was a rare level 3 resource that doubled a planet's pressure cap; I don't know if it's still in there but it let you make some really hilarious planets.
This might be Unobtanium, but I'm not sure.
Unobtanium is the one that can morph into any other resource, including ringworld.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 26, 2015, 12:33:46 pm
Earlier in the game's life it was Hydroconductors that doubled pressure.  Now it's Corinium, yes.

Aluminum adds 1 max pressure and gives 1 labor pressure - effectively it's free to import.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Bremen on March 26, 2015, 01:15:10 pm
Earlier in the game's life it was Hydroconductors that doubled pressure.  Now it's Corinium, yes.

Aluminum adds 1 max pressure and gives 1 labor pressure - effectively it's free to import.

I'm fairly sure Aluminum is 1 max pressure and 6 labor pressure, actually. Which makes it a real nice level 0 resource; iron is only like 2-4 labor pressure (+ the bonus to support ship build speed).
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 26, 2015, 01:18:19 pm
Sure enough, it is.  That must've changed when Lucas redid the L0s - must've missed that change.
Title: Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
Post by: Firgof Umbra on March 27, 2015, 08:03:47 pm
Game is officially out!
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: Urist McScoopbeard on March 27, 2015, 08:29:20 pm
Now that the game is out, any plans for mac support???
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: Firgof Umbra on March 27, 2015, 08:36:15 pm
Still no plans.  We still have a mac and a broken mac build.
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: Urist McScoopbeard on March 27, 2015, 08:40:30 pm
Still no plans.  We still have a mac and a broken mac build.

Sounds like progress!
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: forsaken1111 on April 01, 2015, 04:18:25 pm
Had a small update when I got home. What was that about? Nothing new posted today
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: Firgof Umbra on April 01, 2015, 04:22:14 pm
Full patch notes available here:  http://steamcommunity.com/app/282590/discussions/1/611702631209698369/

Also, Star Ruler 2 is now available for purchase on GOG.com.
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: forsaken1111 on April 01, 2015, 04:26:24 pm
Quote
Prepping for release on Facebook with our Macromedia Shockwave port.
giggle
Title: Re: Star Ruler 2 [3/27/2015 - Launch!]
Post by: forsaken1111 on April 02, 2015, 01:09:11 pm
I'm kind of surprised at the lack of activity here. The game is quite a bit of fun. I still find ship design incredibly daunting and... well honestly I prefer Star Ruler 1's system over the hex system.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Frumple on April 02, 2015, 02:37:17 pm
Checking on gog, I'm actually tempted to buy it half just because of how small it is. That filesize is really impressive to me, in this day and age. Also have liked what I've seen from LPs and such, but dat mere half-gig...

Still a lil' more than my funds can handle, though. Probably more than the computer can handle, too, but eh.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Sirian on April 02, 2015, 03:30:18 pm
I played this quite a bit in the last few days, and I'm not sure if I like it or not.

I like the fact that we can build on planets, but not the fact that buildings are HUGE. There are also civilian buildings that are 1 square but you don't build them directly.

Many game mechanics feel very abstract, like the planet levels. It's annoying that we can't stockpile money and every 3 min, any extra is turned into a boost for another resource.

When I first started playing Terrakin (human), I found it discouraging how much food and water was needed to get some use out of my planets, and how many planets were needed to get a higher level one. Since it's like a pyramid, the last tiers can be really hard to scrape together, with how rare lvl2 resources are.

Then I started playing Mono, and also I noticed that it was possible to "terraform" planets to turn their resource into a generic lvl1 of my choosing.

Let me tell you, the Mono race is the best by far, in my opinion. It doesn't need any water and food, so levelling up planets is WAY easier. Also you start with unobtainium on your first world, and you can turn that into any resource you own, so you can colonize a world with lvl3 resource, morph your unobtainium into that, then transfer the population back. Oh yeah that's another great feature of Mono, you can transfer population from planet to planet instantly, and that's the only thing you'll ever use FTL for. Also, since Mono population generates labor, it's really fast to build all sorts of things once you get the ball rolling. Their weakest point is that they need to build population for §150k a pop and increasing labor cost. However, if you terraform all those useless food and water planets into textile planets, you can get a lot of money. One thing I noticed was that the buildings have really big maintenance costs, so if you want money, build as little as possible.

For labor, research can make factories really productive, but I found that simply massing population is the best way to have lots of labor early on, seeing how the population cap isn't really limiting for Mono.

Now, I have to say, even though I enjoyed the game for a few days, in the end it plays and feels very similar to other games in the genre. If you're looking for a breath of fresh air, you'll find this one a bit stale, and I'm not sure there's a lot of replayability.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: ThtblovesDF on April 02, 2015, 08:55:02 pm
I'm not buying it, since it seems to have lost much off what made Star Ruler 1 special and went for a more casual/easy style, lossing some of its depth.

But hey, SR1 was made even more awesome by mods - maybe SR2 will follow and be adjusted, we'll see.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Astral on April 03, 2015, 01:14:59 pm
Their weakest point is that they need to build population for §150k a pop and increasing labor cost. However, if you terraform all those useless food and water planets into textile planets, you can get a lot of money.
I love the concept of the Mono, but robots terraforming tons of textiles led to a bit of fridge logic for me; what are they doing with all those fabrics?
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 03, 2015, 01:16:21 pm
Their weakest point is that they need to build population for §150k a pop and increasing labor cost. However, if you terraform all those useless food and water planets into textile planets, you can get a lot of money.
I love the concept of the Mono, but robots terraforming tons of textiles led to a bit of fridge logic for me; what are they doing with all those fabrics?
Maybe they like to wear clothing? Maybe they dress up their pet cats? Who cares. They're paying a mint for them!
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: BigD145 on April 03, 2015, 02:05:40 pm
Their weakest point is that they need to build population for §150k a pop and increasing labor cost. However, if you terraform all those useless food and water planets into textile planets, you can get a lot of money.
I love the concept of the Mono, but robots terraforming tons of textiles led to a bit of fridge logic for me; what are they doing with all those fabrics?
Maybe they like to wear clothing? Maybe they dress up their pet cats? Who cares. They're paying a mint for them!

They want to be treated as real people, so of course clothing.

Also waiting to see if mods make the game better.... like SR1.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 03, 2015, 03:27:22 pm
Quote
They want to be treated as real people, so of course clothing.

FASHION: ACHIEVED.

(http://i.imgur.com/sg5k8nz.png)
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 03, 2015, 03:28:12 pm
Daww... mecha-shuttlecock with a wittle hat
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 03, 2015, 03:45:17 pm
But more realistically:

(http://i.imgur.com/3BzQvFa.png)

Taking inspiration from their own design/electronics and making that into fashion - another form of worship toward their Creator.  Probably would look really weird and oddly 'primitive' as far as fashion goes - possibly asymmetrical as well.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 03, 2015, 03:48:36 pm
Better question, why do robots pay for medicine?

Hmm? HMM?
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 03, 2015, 03:52:39 pm
Well, all medicine is relative to the intended target right?  Probably stuff like administered nanites, basic metals, de-rusting agents, silicon-bonding agents, and neutronium cold welds.  Possibly some corrosives as well for the heavier jobs.  They do have some internal self-repair mechanisms as well, so they're probably also producing a small volume of that at a high premium - it's harder to make than do spot repairs/grafts/donations after all. (Analogous to growing and grafting on some custom-fit skin to fit over a wound rather than just sewing it shut)

They're a very maintenance and labor heavy race after all.

Now why is their Medicine 'Medicine' for other races?  That requires a little more imagination.  If you like, you can envision it as a Bacta-like bonding agent / medi-gel stuff or perhaps a substance similar to Unobtainium that morphs on contact with other things and attempts to continues the pattern (like Photoshop's Content Aware brush).
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: xaritscin on April 03, 2015, 04:26:17 pm
I'm not buying it, since it seems to have lost much off what made Star Ruler 1 special and went for a more casual/easy style, lossing some of its depth.

But hey, SR1 was made even more awesome by mods - maybe SR2 will follow and be adjusted, we'll see.

this, after reading a bit in the steam forums it seems the game is quite watered down. and many people were expecting the game to not only develop new features (like the current ones it has) but also improve around the strong points that SR1 had.

the devs instead seem to have just redeveloped the wheel alltogether, just with more stunning visuals and well, some dumbed down features.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 03, 2015, 04:34:24 pm
Dunno why people keep saying it's watered/dumbed down.  I'd say it's smarter and deeper - it just requires less APM/omnipresence/omnipotence to manage.

We have Power, it just doesn't blow up your ship due to bugs - and it's less fiddly.  We have Fuel/Ammo - it's just abstracted to a single resource and you don't have to deal with trading/fueling tankers/haulers to get it back (which didn't really work in the first one either).  Ships still use fuel/ammo (supplies) in combat/sieges, still need to go restock when they run low, et cetera.  They can fire with the stat reaches 0, but at 25% strength of their usual strength and at that point can't siege planets.  Fuel was never much of an issue in SR1 anyway - you just give your ships some 15 minutes of fuel and you're golden.  By the time that 15 minutes arrived, you no longer cared about that generation of ships anyway due to how research worked.

We have less subsystems - but more variety in the subsystems themselves and what roles they're for.  (Like engines - in SR1 they just gave you accel; in SR2 they give you accel and turning speed - and even move completely differently in the case of Gravitons)

Diplomacy is unquestionably deeper.  Research is unquestionably deeper.  Planet management is easier, Resources are much more interesting and numerous (8 resources versus... I think 70ish?) and less liable to just suddenly break down later into the game and you can actually know what you're producing, where it's being produced, and why.  Map types are also more interesting, planets and planet types are more varied, the AI difficulties more varied, and the races better in every respect (except perhaps in regards to customization I suppose; major options are the only ones available).  The game runs better; the bullets are physically simulated - things hit what they hit and don't hit what they don't rather than the 'magic' system in SR1 which determined whether a shot hit or missed before the projectile was actually fired.  Civilian traffic is more beefed up, asteroid mining is more important, and we even have better megaconstructions.  Even the ship behaviors are at least twice as deep than they ever were in SR1 - and about as much easier to work with and adjust on the fly.  The AIs tell you what they feel about you - they don't make incessant demands for billions of every resource or they'll declare war.

If anything, the game is more full than it ever was.  It's just a little less tinkery/breakable because we wanted it to be balanced.  We don't have the Quantum Compressor/Boarding Parties/Reverse Inductor/Mind Sapper, true, but is that really all it takes for the game to be 'watered down'?  Not every planet can become a super-planet - but in exchange you gain reasons to actually attack or defend this planet or that planet.  Planets now require resources to upgrade - but they required resources to upgrade before in the form of Food, Metals, Luxury Goods, and so forth.  Some buildings no longer upgrade or may be built by the player (though are still produced by civilians), sure, but in exchange you no longer get runaway economies which are literally unbeatable.

I just don't get the argument.  "Watered down" to me would be like 'you can now only have flagships, and you can only ever have 3 of them; you research a thing in Research to gain up to 2 more' or 'the economy is entirely abstracted; no buildings, no population - you research a thing in Research and your planets just 'get better' ' or 'Diplomacy is now just a trade 1000 Generic Resources button and a declare war/propose peace button'.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Nirur Torir on April 03, 2015, 05:24:25 pm
Quote
They want to be treated as real people, so of course clothing.

FASHION: ACHIEVED.

(http://i.imgur.com/sg5k8nz.png)
We love you, you know. Or at least I do. In a totally not creepy way, I mean.


We don't have the Quantum Compressor/Boarding Parties/Reverse Inductor/Mind Sapper, true, but is that really all it takes for the game to be 'watered down'?
After a few minutes of thought: Yes, at least initial appearance-wise. SR1 was the first RTS game I've played with such detailed ship customization. Regardless of how unwieldy or questionably effective my super-planet-sized carriers with vast locust-swarms of repair-beam-carrying fighters were, they were possible. Anything less than that is bound to feel .. less.

It's a fun game! It's less of a chore to manage a bigger empire. Snowballing doesn't seem to be nearly as bad. The diplomacy cards are interesting. It's much more stable. It just misses SR1's spark of "Awesome, a game that lets me build a titanic carrier that carries battleships that can make other ships."

Perhaps a few more options for support craft control would slightly help with the watered down feeling, if they haven't already been added (I haven't played in a few versions, since I finally broke down and bought Starcraft II)? Set support launch range/recall/attack target across system/patrol/raid civvies in-system, that sort of thing. Something to micromanage, instead of fleets feeling like big blocks of HP and DPS.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Urist McScoopbeard on April 03, 2015, 05:32:38 pm
I have yet to really play SR2 so I won't comment on any any comparison between this and the original, however I will say this: Aside from some bugs and lack-of-depth in diplomacy and interaction, I loved SR1 how it was. The only thing I was really looking for in SR2 was a slower pace.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Frumple on April 03, 2015, 06:03:08 pm
... wasn't SR1 already like megalithic slow? Or could be with trivial in-game option shifts. I remember it taking quite a while to really do much just on the normal settings -- probably at least in part to the machine I was playing it on not really being able to keep up with the game, but still.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: xaritscin on April 03, 2015, 06:19:12 pm
gonna put more context into it.

1. the diplomacy system is incredible, im not gonna bash it, it looks really interesting and more dinamic than on the first game

2. the problem of the new economy system is its lack of logic in some areas, and its something that IMO is present in both games,in SR1 not all planets were designed to become jack of all trades, some planets had better resource amounts or had better features for certain types of cities and it was interesting, however, there was  a lack of actual trade because all the planets could in theory grow the same facilites alltogether, so in that regard SR1 suffered from lack of complexity in its economy. SR2 does the complete opposite, instead of improving the bases of SR1 it takes out the planet uniformity and opts for a system focused in different types of resources, leading to strange cases where for example, from both habitable planets, there's one which exports only fruit, and another that exports water, ironically with both planets being of the same category. yeah, some planets would have a requirement of certain resources (gas planets would need to compensate in terms of not having soil at all, barren planets being forge/mine worlds with a strong dependance in stuff like water or food).

a middle ground between SR1 and SR2 would have been better in all aspects, not all planets would be fit to construct certains facilities and would require trading between them, but they should be able to produce certain common stuff without any issue, and each planet should have different types of resources avaliable. something akin the EVE Online's planetary interaction would have been an interesting approach. allowing for example to have habitable worlds that are better suited for the production of food, adapting to focus in certain products like apples, or gas giants that are stripped from their atmospheric components for water, oxygen and the like.

3. the tech system has the same splitted feature, the SR1 tech tree while limited was interesting in which you had to invest research on certain connections between certain fields to open others, the downside was the exponential increase of the research required for lvling in order to get to certain technologies, specially those endgame oriented like ringworlds or planet thrusters. SR2 seems to avert this in the way that it produces research over time and its not spent at random but instead each technology has a cost, i like the approach this time, but it could improve in terms of the bonuses, as it seems you can only research a tech once, the first game allowed you to research a field indefinitelly and improve all aspects of the tech. again, in this case a middle ground between the two would have been better. have a tree similar to SR1 with each tech branching into the individual developments and allow players to invest indefenitely their tech points into specific technologies, not have a single bonus once reached certain tech.

4. the building system is a middle ground too. i didnt like the approach of SR1 with the +/- scaling and the limited space to design your ship, however, i liked its focus in the balance between the keypoints of a ship (like its bridge, powersource, ammo localization, etc) and the many different modules i could put on my ships. the hexbased system of SR2 looks like the freedom i was looking for in terms of the ship's physical design, but it could have kept the modules of the first game. in fact, it could have given more emphasis into how do you worked the internals of the ship instead of just placing moduels in a grid, they skipped the oportunity to design a system where one had to actually care where do you were putting stuff like the engine, the crew quarters or other module (kinda like Wayward Terran Frontier but you could fully design bot the ship's mesh and its internal composition)

oh and one point, if you're talking about engines in regards to the ship's thrusters, each engine in SR1 had different roles, not just plain acceleration, one engine was better for reaching top speed, the other was better for strafing/changing direction quickly, and the other was fuel efficient but limited in output, there was other but i dont remember.

5. yeah it seems ship have better orders now and the physically simulated ammo is a plus, i dont know about the centralized ammo/fuel stuff but i like it as an empire wide solution which was something needed in SR1, still having an improvement in regards to ammo/fuel consumption for ships in outer space would have served to improve the popularity of support vessels (something akin to Rise of Nations supply units would have been a good addition).

6. i dont see many details regarding how FTL is handled, guess its the same like ammo and energy in regards to gameplay (empire wide collected and is consumed by every entity same way fuel is used) i dont see the problem with that i guess.

7. the artifact system is a plus in the game

8. planet lvls are a good adition but with the economy system it has i dont see the use for it, maybe if it was tied to terraforming (barren planets are lvl 0 and you invest to make it habitable, each progression into that would increase its lvl and would allow for producing certain products more easily, it would be expensive though).

10. i understand the need to put specially gameplay mechanics into different races but part of the fun of SR1 was designing your own, this could have been improved, like making players choose certain mechanics for the race they wanted to have, in fact, many of the things the different races do could have been added via the tech tree or something similar. and would take out the need to obligue players into playing certain factions for certain gameplay stuff. they could just make a race with X and Y attributes on its culture and select the key mechanics they wanted. stuff like motherships and biotech could be part of the tech tree TBH, it didnt need to be part of a single race.





Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 08, 2015, 04:00:37 pm
Guess who just built a ringworld around the black hole at the center of the galaxy?

<--- This guy.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: umiman on April 12, 2015, 08:20:50 pm
Played about 9 hours of this. First 3 was mainly me trying to figure out the systems and restarting constantly.

With my first serious game it was quite fun. I had a long and painful war with my neighbour. After this brutal war where we had a stalemate for years until I managed to trap his rampaging armadas in an ion-cannon-led encirclement. Then I could force him to capitulate. It felt great.

After that the game was basically over though, as I was now the most powerful force in the universe without any comparison and nobody dared to fight me. Got kinda boring actually. I was hoping they'd try to fight back as I constantly stole land with annexation but they didn't. I'll try again with higher difficulty settings to see if they're more eager to fight me like they did at the start.

Mmm... I like this far more than SR1. I really like the diplomacy. I like the more macro approach to stuff. I'm not a fan of the economy thing where each planet can only export one single thing though. I can see why it was done, but it doesn't feel particularly appropriate for this kind of game. Nevertheless it does force engagements and prevent you from turtling too much since you constantly need to expand. Still don't like it though.

The ship designing system is kinda bleh too. Not to mention I don't like how every ship looks the same.

I'll definitely play more of it though. It's quite engaging, at least before you snowball.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Lossmar on April 13, 2015, 12:07:17 pm
I have a really mixed feelings about SR2..

Pros =
- scope of the game ( ships bigger than planets, multiple galaxies etc. )
- modability
- FTL systems I FUCKING LOVE THEM
- nice ships/battle graphics
- its a space 4x and i love those games

Cons =
- shitload of absurd abstract mechanics ( FTL storage, flagships system, one resource per planet, diplo/Galactic senate cards etc )
- underwhelming science system ( many research projects are flat bonuses like "XX cash on hand" )
- THOSE FUCKING CARDS ... naming your systems/ships requires some retarded card appearing at random and it gives a magical bonus for the renamed thing -___-
- absolute shit tier UI graphics .. it looks like some amateur Facebook f2p thing, it miles under game like Stardrive, Aurora or first Star Ruler
- super speedy colonization and expansion ( unstable equilibrium trope : The Game http://tvtropes.org/pmwiki/pmwiki.php/Main/UnstableEquilibrium  ), i hate when i have 50 planets after 25 minutes of playing
- feels barebones as hell , two shipsets, 5 races, small amount of racial/goverment/social traits...

It hard to accurately judge this game for me because im a HUGE Aurora fan with its slow colonization, micromanagement and autistic level of detail.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 13, 2015, 12:16:40 pm
Quote
two shipsets, 5 races, small amount of racial/goverment/social traits

And where are you playing this game from?

There are four shipsets and 7 races (Terrakin, Feyh, Oko, Hoonan, Saar, Mono, Nylli) and we entirely eschewed racial traits months ago (Now it's Government/FTL/Life).  It should be impossible to obtain a build of the game from that long ago unless you're a pirate or have just refused to update your game for months on end - even post launch.  If you obtained the copy of the game legitimately and for all you know are up-to-date please tell me who you got it from so I can yell at them.

I'm laughing very hard at your suggestion that Star Ruler 1's UI is 'worse' than SR2's.  I mean it's your opinion and all but let's compare the two, shall we?  Just ask a few questions at both games:  Where are your important planets?  Where are your borders?  Who is trading with who?  What's going on in the universe right now?  Where are all your fleets?  How are all your fleets doing presently?  How large is any particular fleet - do they have escorts?  What types?  What are you researching right now?  How many treaties/votes are currently waiting for your approval/disapproval/action?  What kinds of treaties/votes are they?

Star Ruler 1 (http://img.gamefaqs.net/screens/2/7/f/gfs_170482_2_1.jpg)

Star Ruler 2 (http://cloud-4.steamusercontent.com/ugc/37494331986738052/B5CE6148D4B27F1AE20F87E704CA374FF8BF9B43/)
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 13, 2015, 12:21:42 pm
Have to agree. He likely pirated an old version.

I'm laughing very hard at your suggestion that Star Ruler 1's UI is 'worse' than SR2's.  That is objectively false in both terms aesthetic and usability.
And this, so much this. I loved SR1 but goddamn was the UI obtuse. Dwarf Fortress is actually EASIER to find information in that SR1.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Lossmar on April 13, 2015, 12:43:47 pm
Quote
There are four shipsets and 7 races (Terrakin, Feyh, Oko, Hoonan, Saar, Mono, Nylli) and we entirely eschewed racial traits months ago (Now it's Government/FTL/Life).  It should be impossible to obtain a build of the game from that long ago unless you're a pirate or have just refused to update your game for months on end - even post launch.  If you obtained the copy of the game legitimately and for all you know are up-to-date please tell me who you got it from so I can yell at them.

That number was a rough estimate recalled from memory..

Its not like its hard to find a newest pirate version anyway, its not 2002 anymore.

Quote
I'm laughing very hard at your suggestion that Star Ruler 1's UI is 'worse' than SR2's.  I mean it's your opinion and all but let's compare the two, shall we?  Just ask a few questions at both games:  Where are your important planets?  Where are your borders?  Who is trading with who?  What's going on in the universe right now?  Where are all your fleets?  How are all your fleets doing presently?  How large is any particular fleet - do they have escorts?  What types?  What are you researching right now?  How many treaties/votes are currently waiting for your approval/disapproval/action?  What kinds of treaties/votes are they?
I never said anything about how obtuse or useful the SR2 UI is. I was talking about how it LOOKS.

When im playing SR1 i feel like a goddamn Admiral of intergalactic navy, while in SR2 its like a playing Farmville or other browser thing. Matter of personal preference - nothing will top Aurora regardless.

Quote
Have to agree. He likely pirated an old version.
See up - its not 2002 anymore, getting newest pirate version is not hard. And that was simple figure of speech on my part.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 13, 2015, 12:49:11 pm
Quote
That number was a rough estimate recalled from memory..

It was an exact number recalled from a play session where, in fact, there were 2 shipsets and 5 races and, at the same time, racial attributes such as Racial and Social traits.  I know the exact build range your memory is based off of - you didn't just 'rough estimate' the fact that there were Racial and Social traits - and it's a very old build which was deployed on CS.RIN.RU ages (months) ago.

So regardless of your 'piracy is easy these days man' well, it doesn't matter because you still didn't get the most recent copy despite them making it easy for you.  Just admit you pirated it, admit you pirated an old build, and admit that you dislike color of any sort.  (That last part is optional; I'm being facetious)
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Lossmar on April 13, 2015, 12:54:55 pm
Quote
It was an exact number recalled from a play session where, in fact, there were 2 shipsets and 5 races and, at the same time, racial attributes such as Racial and Social traits).  I know the exact build range your memory is based off of - you didn't just 'rough estimate' the fact that there were Racial and Social traits - and it's a very old build which was deployed on CS.RIN.RU ages (months) ago.

It was recalled from memory because last time i played this game was a while ago because this game simply haven't caught my attention just like Stardrive and Horizon.
Its not as "meh" as Sid Meiers Starships but its pretty darn close.

And its exact thing that had happened with SR1 - number of racial traits, shipsets and races was really bare bones comapred to say Galactic Armoury.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 13, 2015, 01:01:04 pm
If that's so, why haven't you updated for months on end?  If you were in the beta build you must've gotten at least 3 announcements of major patches to the game.  At the very least you should've gotten a notification from Steam when we transitioned from EA to launched that a new build was available.

If you played it a while ago and are just giving your impressions now - I'm not sure why you're giving (early) Early Access impressions for a Released product.  It's fine to have an opinion and help inform others of your thoughts and advice for their purchasing decisions, but you're doing yourself no favors by using really out of date information; it'd just lead to confusion if anyone started talking about mechanics of the game with you.

The racial traits may have lessened in number but have significantly grown in impact they have on the game.  Adding in "+50% to Beams" is easy [and potentially unbalanced] (GA had a lot of these options because they're easy).  Adding in "You don't utilize planet surfaces in any way, build armed habitat orbitals in space to colonize planets, don't care about resource pressure caps, and colonize planets with a mothership who - despite being very powerful in the early game - can only engage its weapon systems in systems where you own at least one planet" is significantly harder while also being much more interesting. 

With nearly each of these choices having a much larger and more pronounced impact on the game than the combined total of the impact of all the prior race options, I'm not sure I agree with you that it's "bare bones".  I think these options have even more impact than GA had on SR1 - also SR1 shipped with 2 shipsets.  SR2 has shipped with 4 (so far).  GA added [iirc] 2.  SR2 = GA in shipsets.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 13, 2015, 01:02:35 pm
I'm amused by the continued use of Stardrive as a model for this genre. Stardrive was released in such a terribly incomplete state that some of the events didn't even have resolutions iirc, and the second iteration which was released recently is just a silly (though fun) recreation of master of orion 2.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Bremen on April 13, 2015, 02:25:37 pm
I'm laughing very hard at your suggestion that Star Ruler 1's UI is 'worse' than SR2's.

I'm laughing even harder at the suggest that it's UI is worse that Aurora's. Don't get me wrong, Aurora is one of my favorite games, but it's less a UI and more a spreadsheet you edit to play the game.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Frumple on April 13, 2015, 02:43:15 pm
Hey, don't diss on spreadsheets like that. A properly setup one is very user friendly and intuitive to use. Implying they're necessarily as bad as aurora is just misguided :P
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: umiman on April 13, 2015, 05:10:41 pm
Aurora's UI is basically like trying to coordinate the Apollo moon landings with a graphing calculator.

I played a new game with 8 AI enemies on hard difficulty. It was... interesting.

I'm not too sure how exactly they can expand so fast. I could barely keep up. I don't think they're cheating as it says the final difficulty level is the cheaty one so they must be doing something I'm not doing. If only I knew what it was...

They're a lot happier to attack me on hard. Good thing. Also they don't take any shit on the global diplomacy stage. Trying to host the senate had a crazy war that was something like -40 to 41 votes and I still lost. I have no clue why some of the AI voted to help me there either, would be nice to know their reasoning. I also noticed that if I launched a vote and then bombarded it so it went +21 immediately or something like that, the AI won't even try to fight it.

Another thing is I noticed the AI is very eager to surrender. About halfway through the game when the size 600 ships started appearing, most of the AI factions had surrendered to either me or the other major player (Oko something). I didn't really pay it any mind until I noticed one of the AI that I was allied with and was actually behind me far away from any combat decided to completely surrender too. Why? He was in zero danger. I don't think he lost a single ship.

So I thought, well, if the AI can do that to my ally, why don't I do that to his? So I asked some relatively large third player way off in the corner of the map to surrender to me. And he actually agreed. What the fuck? So on a whim I asked my main rival (Oko something) to surrender and thankfully he declined. Then I annexed one of his systems and he agreed to it. What? He was at least as powerful as me, and with all his vassals he was easily twice my size, why would he surrender?
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Astral on April 14, 2015, 01:28:02 am
I do wish there was some option, if there isn't already, to prevent annexation (IE: Full surrender) between AI, or in general. It gets a bit annoying in The Expanse map type (one of my preferred modes) to see two races that aren't even near each other and have never declared war, or really done much against one another, suddenly own half the map because of a quirk in programming that makes them immediately accept because of a few arbitrary numbers reaching a certain point. Stardrive had a similar issue, and it was poorly implemented to boot.

Having a bit of fun playing Normal bots again on my laptop, and stomping them to some extent with the Mechanoid race (absolutely the best race for my playstyle, and more than a bit overpowered once it gets rolling, but very weak in the early game.) The game actually ran very smooth despite the diminished specs of the machine, and the fact that I had built a 2048 size ship that ate through all the aged size 1-4 support ships with its 8k capacity... then proceeded to stomp a bunch of remnants with lasery death spewing from nearly a thousand ships at once with negligible framerate loss.

Still awaiting more subsystems that can make better use of the different unit orders/behaviors, though. It only makes so much sense to have artillery style ships that are limited to their (fairly effective, mind you) missiles, the only support weapon with a decent range, at least until you get the generic range upgrades and you're sniping enemies with lasers halfway across the solar system. Subsystem modifiers are good, but different base systems should have a different feel to start. Take EVE, for example; within each class of weapon (energy based, hybrid turrets, projectile based, missile based, drones) there are generally things on the scale of damage vs range vs rate of fire vs accuracy in general terms. Beams vs pulse lasers, railguns vs blasters, artillery vs autocannons, assault missiles/rockets vs generic missiles... the list goes on. Subsystems should build upon those further, allowing you to customize whether you want a case of Jack of All Stats or Crippling Overspecialization in your fleets.

Speaking of drones, I hope something like that comes into play later, either as defense (with repair or shield drones able to assist damaged ships launched from the flagship hangar, or even being fitted on support ships but with a cost similar to having supply on them) offense (direct attacks made independent of the carrier), or support (jamming enemy weaponry, negating enemy shields via EMP, etc).

My two cents on the whole "Is it good" debate that seems to have taken over the last few pages: Absolutely. It's a great game, and I've enjoyed sinking many hours into it. It does, in some ways lack the sense of scale that SR1 presented. SR1 had a bit more bare bones to it, but let the player fill in the abstracted systems with a bit of creativity. While I do wish that it had gone more along the lines of the Galactic Armory mod's additions as fully supported gameplay (more for the screwing around with stupid and crazy designs), I'm not disappointed in it being a different game entirely.

It stands up well in its own right as a space based 4x, and while it's currently considered "released" I feel like it still has a way to go to completion, and hope that modders don't have to fill in the gaps quite as much as in SR1. At the very least, it has been a fun and playable early access and release, which can't be said of many games in a similar state.

I'm amused by the continued use of Stardrive as a model for this genre. Stardrive was released in such a terribly incomplete state that some of the events didn't even have resolutions iirc, and the second iteration which was released recently is just a silly (though fun) recreation of master of orion 2.
I haven't had a chance to play much of Stardrive 2, but I can agree that I felt Stardrive was abandoned far too shortly after its creation. Modders have taken the game and run with it, but even then there's only so much they can do due to limitations of the engine. I've seen approved reverse engineering of the .exe for the game that enables them to modify things that were otherwise hard coded and unfixable previously. It's still ridiculous to have a game sell for $30 and then only release an incomplete mess of a game before starting work on version 2 while leaving other people, unpaid, to fix the game for you. I enjoyed the game, to be sure, but it could have been much more than it ended up being.

Stardrive 2's trait list immediately brought to mind MOO2, and if they managed to somehow screw MOO2 up I'm asking for a refund.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Majestic7 on April 14, 2015, 03:16:14 am
Piracy has its place; I bought SR2 because I tested it first as an illegal copy and liked it. I wasn't impressed much by SR1 to be honest, so I wanted to try SR2 before buying it. I have no idea if there is a demo available now, this was some weeks before release. 

I enjoy SR2, but like the previous poster said, technology tree is a little boring. You don't get much in the way of new toys and what you get is just plain better. Like ordinary cannons vs Myon cannons. It would be interesting to have a few different options, a bit like the choice between missiles and torpedoes.

Re: Stardrive, yeah, the first one was a disappointment in how it was abandoned. The second Stardrive seems solid based on playing it six hours total or so. Only thing I don't like is the needless x-com lite combat, it seems like unnecessary clutter in the game.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Astral on April 14, 2015, 03:44:51 pm
Heh, I crashed the game pretty hard by attempting to create an orbital frame, then placing a ringworld on top of that. There goes that idea...

Edit: Then later crashed the game toying around in the ship builder/test room. I went along the XKCD lines of "What if we added more power?" and made two different ship types; one with support (Beamy Death) and one without (Battlehex. Yes, I'm original with my names). The Beamy Death actually lost, despite not giving any support ships to the Battlehex, likely because I hadn't done more than give it a bunch of largely-ineffective-alone forward facing beam weapons, while the Battlehex had a point laser at each 90 degree angle and was bristling with 3 space rocket pods. The Beamy Death with its graviton engines just didn't have enough turn rate to even think about facing the enemy ship before exploding in a blaze of rockets.

So some tweaks later and I just said screw it and placed multiple Beamy Deaths directly "below" the Battlehex, which was able to destroy it by virtue of 2:1 numbers. For shits and giggles, I scaled up both designs by adding a 0 at the end each iteration. Then I decided to add support ships. But I didn't have any on hand, so I added the default Heavy Gunship with a size of 16.

Okay, I'll admit it was cool watching the waves of gunships circling out in a neat pattern, but I guess I must've hit the unit limit or something along the lines of an index out of bounds, because the game eventually choked and died.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Morrigi on April 15, 2015, 11:52:47 am
Heh, I crashed the game pretty hard by attempting to create an orbital frame, then placing a ringworld on top of that. There goes that idea...

Edit: Then later crashed the game toying around in the ship builder/test room. I went along the XKCD lines of "What if we added more power?" and made two different ship types; one with support (Beamy Death) and one without (Battlehex. Yes, I'm original with my names). The Beamy Death actually lost, despite not giving any support ships to the Battlehex, likely because I hadn't done more than give it a bunch of largely-ineffective-alone forward facing beam weapons, while the Battlehex had a point laser at each 90 degree angle and was bristling with 3 space rocket pods. The Beamy Death with its graviton engines just didn't have enough turn rate to even think about facing the enemy ship before exploding in a blaze of rockets.

So some tweaks later and I just said screw it and placed multiple Beamy Deaths directly "below" the Battlehex, which was able to destroy it by virtue of 2:1 numbers. For shits and giggles, I scaled up both designs by adding a 0 at the end each iteration. Then I decided to add support ships. But I didn't have any on hand, so I added the default Heavy Gunship with a size of 16.

Okay, I'll admit it was cool watching the waves of gunships circling out in a neat pattern, but I guess I must've hit the unit limit or something along the lines of an index out of bounds, because the game eventually choked and died.
Considering that the game can handle over 14,000 ships in combat, the second one was probably either a random crash or your system.
https://www.youtube.com/watch?v=6ChMEMQxQLw
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 15, 2015, 11:56:15 am
My current support ship is a size 1 rocket pod with nothing but a rocket launcher, command, and engines. They do so much damage, and being size one you get so many of them. Since ships can't multitarget they alpha-strike the size 1 rocket pods one at a time which takes forever and by then I've sandblasted them to death with tiny missiles.

The flagship is just a big warehouse in space filled with missiles.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: umiman on April 15, 2015, 12:07:53 pm
My current support ship is a size 1 rocket pod with nothing but a rocket launcher, command, and engines. They do so much damage, and being size one you get so many of them. Since ships can't multitarget they alpha-strike the size 1 rocket pods one at a time which takes forever and by then I've sandblasted them to death with tiny missiles.

The flagship is just a big warehouse in space filled with missiles.
That sounds very amusing.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 15, 2015, 12:17:00 pm
My current support ship is a size 1 rocket pod with nothing but a rocket launcher, command, and engines. They do so much damage, and being size one you get so many of them. Since ships can't multitarget they alpha-strike the size 1 rocket pods one at a time which takes forever and by then I've sandblasted them to death with tiny missiles.

The flagship is just a big warehouse in space filled with missiles.
That sounds very amusing.
I like to imagine that each one is just a guy in a barely-big-enough-to-fit cockpit riding on top of a missile launcher the size of a small truck, and the flagship is filled with bored filing clerks who keep track of missile shipments to reload each pod.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Astral on April 15, 2015, 12:33:56 pm
Considering that the game can handle over 14,000 ships in combat, the second one was probably either a random crash or your system.
https://www.youtube.com/watch?v=6ChMEMQxQLw

Well, put it this way. The ship I had made had 2.1 million support capacity. On a second look, the default heavy gunship has 8 support requirement. That's 262,500 ships spewing out at a few hundred ships every second.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 15, 2015, 12:36:29 pm
Considering that the game can handle over 14,000 ships in combat, the second one was probably either a random crash or your system.
https://www.youtube.com/watch?v=6ChMEMQxQLw

Well, put it this way. The ship I had made had 2.1 million support capacity. On a second look, the default heavy gunship has 8 support requirement. That's 262,500 ships spewing out at a few hundred ships every second.
My rocket pods are 1:1 for support so it would be 2.1 million rocket pods following your ship around firing 2.1 million missiles per salvo....
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Astral on April 15, 2015, 12:39:35 pm
How does one end up even getting rocket pods enabled for support ship use? I was faffing about in the ship designer and still only had the option for lasers, muons, rails and missiles.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 15, 2015, 12:40:58 pm
How does one end up even getting rocket pods enabled for support ship use? I was faffing about in the ship designer and still only had the option for lasers, muons, rails and missiles.
I just call them that. The weapon I use is the standard missile launcher or whatever support ships have.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 15, 2015, 02:44:30 pm
So at current projections, we'll have enough money to make our planned expansion - and then we'll have to close down the studio as it'll just be too risky to pursue another project. That projection lands us some time in October-December we think. If you like the game, let folks know: write some reviews on Steam/GOG/GamersGate, shoot e-mails to your favorite news sources and let's players!  Your opinions matter!

Show folks there is room in the 4x corner for a game that dares to break away from the MoO/Civ formula.

In upcoming stuffs for the game: We're hoping to launch an expansion and a free DLC later this year even if the game continues its current sales trend.  Work on the next free patch continues and we're expecting to do an overhaul of the sounds, making flagship weapons fire more divisible from support weapons fire, and a potential reiteration on reactive armor amongst other changes.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 15, 2015, 03:15:24 pm
So at current projections, we'll have enough money to make our planned expansion - and then we'll have to close down the studio as it'll just be too risky to pursue another project. That projection lands us some time in October-December we think. If you like the game, let folks know: write some reviews on Steam/GOG/GamersGate, shoot e-mails to your favorite news sources and let's players!  Your opinions matter!

Show folks there is room in the 4x corner for a game that dares to break away from the MoO/Civ formula.

In upcoming stuffs for the game: We're hoping to launch an expansion and a free DLC later this year even if the game continues its current sales trend.  Work on the next free patch continues and we're expecting to do an overhaul of the sounds, making flagship weapons fire more divisible from support weapons fire, and a potential reiteration on reactive armor amongst other changes.
Hate to hear that. The game has some very neat innovations which I haven't seen before in other games. SR2 is by no means the perfect game but it is a lot of fun.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: LoSboccacc on April 16, 2015, 11:41:22 am
Bollocks.

I'm really sorry to hear that. There really aren't many innovators in this genre, this is a sad day for indie gaming.

That said, there are loads of space game competing in your same genre right now.

I really hope you can instead pivot and kick start to bring your ideas on diplomacy and high level strategy in new dresses.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: forsaken1111 on April 16, 2015, 12:02:18 pm
Kinda makes me worry. I've been outlining my own game which would fall into a very similar genre, though it's more focused on the economics and politics regarding the colonization of space.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: LoSboccacc on April 16, 2015, 01:07:34 pm
honestly last year saw a resurgence of crappy 4x, so signal to noise is pretty low, so to say.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on April 16, 2015, 01:12:18 pm
Speaking from experience, the market was entirely different for 4X games when SR1 came out as to where it is when SR2 came out.

It is suddenly incredibly difficult to get eyeballs on your product and people are much more picky about the product you put out.

That and there's just this unknowable 'miasma' which permeates everywhere with apathy.  I think it's just due to the sheer amount of games being put out every day/week/month.

That, and "StarDrive" didn't exist when we launched SR1.  "StarDrive 2" didn't exist for most of the time we were working on SR2 even.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: ollobrains on April 18, 2015, 04:43:16 pm
there were many dodgy early access titles on steam i think broke the market.  SR2 did great and has successfully ocmpleted and is palyable but its rare.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: LoSboccacc on April 19, 2015, 01:23:49 pm
That and there's just this unknowable 'miasma' which permeates everywhere with apathy.  I think it's just due to the sheer amount of games being put out every day/week/month.

totally agree, I was a fervent follower of the indie scene, played everything from http://experimentalgameplay.com/ followed every igf and played most of them as well and bough them..

but now everyone jumped into the indie gaming industry following the mythical pot of gold and there are gaming spawning from everywhere, most of the time being just clones (or minor iterative improvement) on existing concepts, say, timber and stone, may be wonderful, but is something seen and seen again by this point and while it interest me and may be awesome I just cannot bring myself to discover what the heck is it all about.

it's really hard to find new games now and I am not getting paid to review everyone to past the sturgeon filter, so meh. I'm guilty of that apathy.

we'd need a bay 12 curator on steam for promising indies, the forumites around here are pretty good at filtering internet.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Aklyon on April 21, 2015, 03:28:21 pm
So at current projections, we'll have enough money to make our planned expansion - and then we'll have to close down the studio as it'll just be too risky to pursue another project. That projection lands us some time in October-December we think. If you like the game, let folks know: write some reviews on Steam/GOG/GamersGate, shoot e-mails to your favorite news sources and let's players!  Your opinions matter!

Show folks there is room in the 4x corner for a game that dares to break away from the MoO/Civ formula.

In upcoming stuffs for the game: We're hoping to launch an expansion and a free DLC later this year even if the game continues its current sales trend.  Work on the next free patch continues and we're expecting to do an overhaul of the sounds, making flagship weapons fire more divisible from support weapons fire, and a potential reiteration on reactive armor amongst other changes.
Well that sucks.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Kruniac on April 24, 2015, 06:32:07 pm
Quote
Aurora's UI is basically like trying to coordinate the Apollo moon landings with a graphing calculator.

That's not accurate at all. You hit a hotkey (F2, whatever), give some orders, click the time advance button. Pretty straightforward.

Or you hit F12, select a Task Group, give it an order. Hit advance time.

It amazes me how young people today need uber leet UIs to function.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Urist McScoopbeard on April 24, 2015, 06:41:01 pm
Quote
Aurora's UI is basically like trying to coordinate the Apollo moon landings with a graphing calculator.

That's not accurate at all. You hit a hotkey (F2, whatever), give some orders, click the time advance button. Pretty straightforward.

Or you hit F12, select a Task Group, give it an order. Hit advance time.

It amazes me how young people today need uber leet UIs to function.

I laughed. Thank you sir.
Title: Re: Star Ruler 2 [4/2/2015 - Now available on GOG!]
Post by: Firgof Umbra on May 14, 2015, 12:30:58 am
New patch is out. Among the changes is our entirely revised research web, built from the shins up to address reported problems with its play and readability, the reintroduction of personality and foundation traits, and more!

Full patch notes are available here (http://steamcommunity.com/gid/103582791435727010/announcements/detail/127568840786917369)

New research web (click to open full image in new window):
(http://i.imgur.com/8ra78wVl.jpg) (http://i.imgur.com/8ra78wV.jpg)
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: forsaken1111 on May 14, 2015, 05:23:04 am
Awesome! Will check it out tonight.
Title: Re: Star Ruler 2 [50% off during the Flash Sale]
Post by: Firgof Umbra on June 15, 2015, 06:25:16 am
Heads up for those who might've missed it: Star Ruler 2 is currently 50% off in the present Steam Flash Sale ($12.49).  If you've been waiting for the price to drop to buy in, now's the time.  The flash sale will cycle to a new set roughly five and a half hours from the time of this post.
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: BigD145 on June 15, 2015, 08:23:52 am
3 hours and some change for flash sale.

How's the modding scene right now? Even 50% off is not that tempting at the moment.
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: Firgof Umbra on June 15, 2015, 12:39:06 pm
There's approximately 120 mods for the game available right now, covering a range of subjects from additional 3d Models [shipsets], expansion-levels of new content/changes [abem, etc.], additional music/races/flags, and mods which disable features that some players dislike.

With a built-in mod editor, mod manager, and mod uploader we try to make things easy for people to change.
50% off is the lowest price the game has received since its launch and we're not liable to be in a daily deal (or at least weren't told we would be in one).
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: Firgof Umbra on September 22, 2015, 01:10:51 pm
Sneak peak of the upcoming expansion.  http://steamcommunity.com/app/282590/discussions/1/517142253864833842/
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: forsaken1111 on September 22, 2015, 04:06:47 pm
Sneak peak of the upcoming expansion.  http://steamcommunity.com/app/282590/discussions/1/517142253864833842/
I have no idea what is going on in that picture, its too tiny, but I'm excited to hear about the expansion and hope to get some actual info soon! I'm pretty much a guaranteed sale, I think I put 80+ hours into SR2 and probably 100+ into the original.
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: ollobrains on September 22, 2015, 07:21:44 pm
good news on the expansion, not so good news on the going out of business thing.
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: BFEL on September 23, 2015, 06:41:18 am
Wow, so pretty much the moment I start playing this again, the game gets an expansion and the studio behind it dies....I'll...try to use my newfound powers responsibly?

Maybe I should hit up the EA library...
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on September 23, 2015, 11:17:26 am
Thanks, y'all.  I'll try and keep you posted as more info. is released on the expansion.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: ollobrains on September 23, 2015, 07:29:09 pm
i think in 12 months once they have squeezed all the value out of this title, perhaps consider open sourcing it
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on September 24, 2015, 01:26:34 am
PTW for news about the expansion.

I have mixed feelings about this game compared to the original. Still can't decide which I prefer :/
Title: Re: Star Ruler 2 [5/14/2015 - Research 2.0!]
Post by: Sinistar on September 24, 2015, 02:05:44 am
Wow, so pretty much the moment I start playing this again, the game gets an expansion and the studio behind it dies....I'll...try to use my newfound powers responsibly?

Maybe I should hit up the EA library...
Well, in all honesty them closing down has been in the air ever since soon after SR2 official release. Still sad though. I think you people are cool and passionate and I really like both Star Rulers. If you really do close down in the end, I wish you all the best in the future projects, whatever those might be.

As for expansion - GREAT news. I'll admit, I haven't touched SR2 in a while, but that's because it is my usual game cycle to play some gave for few weeks or months intensively and then put it on the shelf for a long time till I feel like it's time to play it again. So with the news of imminent expansion, I guess it's time for some SR2 again!
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Journier on October 11, 2015, 11:24:24 am
not shutting down.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 11, 2015, 11:32:15 am
Whoa, really? Great to hear!
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: LoSboccacc on October 11, 2015, 11:43:17 am
not shutting down.

what! just like this! this is GREAT by the way. best wishes with whatever idea you have up next.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Journier on October 11, 2015, 12:17:30 pm
My idea's are like from the future. Trust in me.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 17, 2015, 01:09:58 am
Any word yet on the next update? I'm liking the new tech tree, especially what the Alternate Balance mod has done with it; you can tend towards preferring a stronger support fleet, or a stronger individual capital ship, with more specialization locking out the benefits of the other, and a number of different armor types.

It also made terraforming much more expensive, so it takes longer to get rolling with the Mechanoids, still my preferred race, even over the new ones.

I hope ideas such as that make their way into the tech tree proper, as the vanilla tree feels a bit bare bones at the moment.

Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Aklyon on October 17, 2015, 08:10:13 am
So I'm thinking of playing this again, but last time I got confused by the ship designer. Could someone explain how it works?
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sinistar on October 17, 2015, 09:13:36 am
Try this guide (https://steamcommunity.com/sharedfiles/filedetails/?id=386168594). I was pretty lost myself first time I tried to design some ships, but reading through it, I understand it much much better now.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: forsaken1111 on October 17, 2015, 09:20:27 am
I honestly dislike the ship designer quite a lot, so I just use the default designs or download some from the online portion of the game.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Aklyon on October 17, 2015, 09:25:52 am
Try this guide (https://steamcommunity.com/sharedfiles/filedetails/?id=386168594). I was pretty lost myself first time I tried to design some ships, but reading through it, I understand it much much better now.
Thats kinda what confused me in the first place though. How do you design the ship if theres no front/back?
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sinistar on October 17, 2015, 10:50:33 am
Huh wait, how is there no front/back? I always assumed and all SR2 designs I saw also suggest that right side is where the ship starts, left where ends. Unless I'm thinking wrong. BUT given you can't orient engines (unless... I think?) and those always point to the left and must be unobstructed to function, I think this confirms my thinking.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Aklyon on October 17, 2015, 10:52:35 am
Huh wait, how is there no front/back? I always assumed and all SR2 designs I saw also suggest that right side is where the ship starts, left where ends. Unless I'm thinking wrong. BUT given you can't orient engines (unless... I think?) and those always point to the left and must be unobstructed to function, I think this confirms my thinking.
The very first part of that guide is 'there is no front/back, only flat sides'. The rest of it might help if it didn't start with confusion.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on October 17, 2015, 11:04:09 am
While "there is no front/back" is technically correct, it also doesn't elaborate on why it's correct, which probably is confusing a lot of people.  Let me elaborate for them.  Each hex points up/down and in various diagonal directions, meaning there is no 'right-side-facing' side of an individual hex.  This means that there is no 'actual right side' or 'actual left side'.  If I had a square and rotated it 45-degrees so it was a 'diamond' none of its sides would technically face North, East, South, or West.

However, there is of course a right side and a left side to the design which the author of that guide didn't discuss.  The front of the ship is to the right and the rear of the ship is to the left.  The 'right side' of a hex is its Up-right and Down-right sides and vice versa for the 'left side'.

Does this clear things up for you?

Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Aklyon on October 17, 2015, 11:06:07 am
It does, I think.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 17, 2015, 11:09:19 am
I haven't been having very much trouble with the designer at all. I've built supports that charge ahead to encircle enemy fleets, flagships with weapons that can destroy entire planets (given time), jack-of-all-trades capital ships that bristle with smaller weaponry, etc. Never read any guides until just now.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Urist McScoopbeard on October 17, 2015, 06:01:57 pm
I liked the original SR designer... just saying, it was the best part of the game.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: BFEL on October 17, 2015, 06:04:34 pm
The biggest problem I'm still having with the game is AFFORDING all the super powerful ships I design. Considering your military is effectively limited by your budget, and how difficult it is to get that above around 2 million I have no idea how anyone gets anywhere close to what you would need to destroy planets.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on October 17, 2015, 06:50:40 pm
Build it in stages rather than in a bulk purchase, BFEL.

Hold CTRL down when you order a ship to put it into drydock - then you can put in cash as it's available to you.

Also, retrofitting ships upwards in scale is another way to accomplish a slow and steady climb - although that costs a lot of labor.  Special funds help a lot in this particular respect.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 17, 2015, 07:10:34 pm
I didn't realize that was the role that shipyards played, partially due to playing the mechanical race primarily, as they don't get them. On the flip side, you also get the ability to slowly amass a ridiculous amount of additional funds due to not requiring food or water, so it balances out. It does help to be able to afford not just the initial cost, but also the upkeep, though.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: jhxmt on October 19, 2015, 03:40:59 pm
So, I bought SR2 quite a while back (many, many patches ago), played the tutorial, thought, "Huh, this is neat, I'll have to play more of it", and then promptly got distracted and moved on to something else.  This is no slight on SR2, it's just the way I operate sometimes.

Recently, I saw it sitting in my Steam library, all patched and shiny, and thought, "Huh, I remember this was neat, I should play it again," and booted it up.

Seven hours later I was still playing.  The game genuinely grabbed me.  And the best thing was I wasn't deeply drawn in by the tech web (which I liked), I wasn't devoured by building up a powerful empire of ship-based destruction (as I used to in SR1), I wasn't even being distracted by the minutae of ruling an empire (as in Distant Worlds).

I played seven hours of being the sneakiest diplomatic bastard a space-based 4x has seen.

Seriously.  The diplomacy system really got me hooked.  I managed to wipe out an opponent with a fortunate series of Annex Planet and Annex System cards played in just the right order and at just the right time.  I took planets from them that would normally be seen as useless, but which crippled their supply structures so that their high-level planets gradually suffered from starvation of level 2 and level 1 resources, reverting back to poorly populated balls of rock that were easily steamrollered by my (comparatively weak) navy.

I used leverage that I'd gained on other species' in order to get my annexations to pass galactic muster.  I focussed all my efforts on building up my diplomatic influence, then used that influence to support a zeitgeist based around influence generation, to capitalise on my one advantage.

I took over a small corkscrew galaxy with nothing more than a smile and well-placed blackmail material.  And two weak dreadnoughts to mop up the remainder.

Of course, not all went according to plan.  I then ran into the (by this time) unstoppable might of the Oko, who stomped my tiny dreadnoughts into the spaceground and, due to their sheer immensity, were immune to my diplomatic wiles, having subjugated every other race in their (separate) galaxy.  I died, or at least abandoned the game, a broken weakened shell of an empire.  But briefly, for those few moments before the finale, I was the puppetmaster behind the galaxy.  :P

So...love it, I guess it what I'm saying.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: forsaken1111 on October 19, 2015, 06:15:44 pm
The diplomacy really shines in multiplayer. Unfortunately nobody I know owns the game. ; ;
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 19, 2015, 10:45:50 pm
Diplomacy is just a side project to empire and ship building for me. I tend to focus on a single type of weapon, with my most recent game focusing on missiles like this Macrosse Missile Massacre (http://images.akamai.steamusercontent.com/ugc/391044006159046034/474B62BA775DC8B779C178EE948CE3A0D7A33FC9/) attempt against a Remnant Guardian in the ABEM mod. That took a long time to kill off, even with equivalent or greater fleet strength, and all but required a Support Station reinforcing supplies. It also started causing the game to chug whenever the fleet got in range due to the sheer volume of missiles being launched.

The design was basic to start (2 large missile launchers, 17 supplementary single core launchers, some engines and minimal armor (http://images.akamai.steamusercontent.com/ugc/391044006160775660/3677DDEE7FDA2AFEAB6E640928DFFA397C28688B/)), but I slowly increased both the size and the defense, giving them all shields, a few less launchers, and a bit more armor.

The inevitable progress of technology also makes it fun, as while you can use the default designs, it's much more fun to make your own, regardless of how effective (http://images.akamai.steamusercontent.com/ugc/391044006160799567/96DCF6FA82F11201E89AC8D2515A41A65D317139/) (or ineffective [1] (http://images.akamai.steamusercontent.com/ugc/391044006160799846/F3149F9801FA3792E064977F4D3B4B6B6CF06F6F/) [2] (http://images.akamai.steamusercontent.com/ugc/391044006160799930/C7B0D14BF27EAFC82358E4F4923FC44FBBAAE92A/)) those designs may be.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 19, 2015, 10:50:35 pm
That "Battlehex" design looked pretty fun. How bad was it in action?
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 19, 2015, 11:00:58 pm
I would throw a skip drive on it and teleport it into the middle of a fleet. The rocket pods tended to all home on a single target; great if it was the flagship, bad if it was a support, as unlike missiles they rarely had time to redirect. The lasers were similarly able to take out things from any direction, a bit better than the rocket pods. It had a pretty large support capacity as well, but was exceedingly average as a combat ship.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Anvilfolk on October 20, 2015, 09:49:13 am
This makes me want to play this all over again :) Some of my fondest memories in 4X games was using diplomacy to pit everyone against everyone else while I just kept growing or took some territory in tiny skirmishes while other races were busy elsewhere, fighting bigger wars I instigates! Fun times!

Also, exceedingly average. *giggles*
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 20, 2015, 11:52:20 am
I would throw a skip drive on it and teleport it into the middle of a fleet. The rocket pods tended to all home on a single target; great if it was the flagship, bad if it was a support, as unlike missiles they rarely had time to redirect. The lasers were similarly able to take out things from any direction, a bit better than the rocket pods. It had a pretty large support capacity as well, but was exceedingly average as a combat ship.
Do you think it would work better if those rocket pods were replaced with direct-fire weapons like, say, railguns? The firing arc limitations would mean that the flagship simply could not bring all it's weapons to bear on a single foe.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 21, 2015, 12:10:55 am
That would be one option. With the ABEM mod, I do see potential in using the Boring Drone Launcher (could use a better name, but meh) as they're like individual Macrosse Missile Massacres that do flat damage and launch more projectiles the bigger the size is, at least in fluff. Or if I wanted to go all out AoE, swap some rocket pods with flak turrets or torpedo launchers instead.

It was pointed out elsewhere that the ship itself is basically blind, as these designs were done before Sensors were implemented, so I have some further tinkering to do.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 21, 2015, 12:12:39 am
...Sensors are a thing now? When did that happen?
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 21, 2015, 12:27:25 am
Must be a part of ABEM. By default, you have a fairly low sight range, though this can be boosted with sensors, and scouts must fly through a system to get a full view of its contents. There are a few alternate sensors, such as armored versions, and ones less affected by nebula clouds, but you're fairly restricted in your engagement range when you don't have the ability to see what you're hitting.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on October 21, 2015, 12:31:58 am
Base SR has sensors (semi-real-time FoW, but on a per-system level and a 'large area of space surrounding flagships' level) - they're not as mechanic-y as ABEM.

ABEM requires you to stay put in a system and scan it for a while depending on what you've got aboard in order to even see planets.  In vanilla it fills out quickly and without 'missing information' as comes celestial bodies (though you might potentially miss remnant flagships in large enough systems, depending on where you enter and exit).
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Sirus on October 21, 2015, 12:32:48 am
Yeah, must be a mod. I mean, scouts are useful for checking out systems to see what resources they have, but there's no sensor modules in vanilla AFAIK.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on October 21, 2015, 12:34:20 am
Yep.  In vanilla they're just 'an invisible part of the ship' which has static performance across all ships.

You could even call it a 'side effect' of the ship being well ... a ship.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Astral on October 21, 2015, 02:11:33 am
With sensors, I like to imagine that the ships have windows (which some visually do) or that the sensors are abstracted away into the base design.

I'm not sure how I feel about them being required, but it is a side-effect of playing the mod.
Title: Re: Star Ruler 2 [9/23/2015 - Expansion Announced]
Post by: Firgof Umbra on November 28, 2015, 02:23:09 pm
Still not much to report about the expansion other than it's getting bulkier and bulkier.  We recently pushed a large graphical overhaul into the game's models and shaders so it should look a lot prettier by the time that expansion hits.

We've also improved some stuff like how the AI builds its ships and responds to diplomacy as folks have been asking for that - that'll be included in a patch for the base game that'll be put out around the same time as the expansion.

In the meanwhile, the game is currently heavily discounted for those who're still sitting on the fence.  It's presently 60% off ($9.99) and'll revert back to its normal price on December 1st.  I'll let you guys know about any other developments regarding the expansion or the studio's future as things develop.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Astral on November 29, 2015, 12:30:57 am
I'm eagerly awaiting some new content for the game. Not really one for playing against other people, but that AI can leave much to be desired on some fronts.

I would ask for the ability to turn off annexing from game options, though. It's annoying when a roughly equal sized enemy empire decides to vassalize themselves to another enemy. But in the end it usually doesn't matter all too much.

I have a few friends that are big fans of similar fare, and am trying to get them to purchase this, if not now then during the inevitable Winter sale.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Anvilfolk on November 29, 2015, 01:02:37 pm
Did you push the update on GoG too? I've got it through GoG Galaxy and it doesn't look like it's updated anything.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Firgof Umbra on November 29, 2015, 01:17:47 pm
You may need to manually update the game if you're on the GoG release.  All that's necessary is allowing SR2 to go online and then telling it to check for updates.  It should detect the new patch, download it for you, and so forth.

If you're on version 1.0.3 you're on the current version.  The version I discussed above won't be released until the expansion hits.

Edit: Oops.  1.0.3 - not 1.0.2.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: forsaken1111 on November 29, 2015, 01:35:25 pm
Something I have wondered for a while, and wanted. Do you guys have any plans on putting in point defense systems or fighters or any other kind of submunition systems?
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Firgof Umbra on November 29, 2015, 01:44:32 pm
Quote
point defense systems or fighters or any other kind of submunition systems
I dunno.  That would depend on what you define as 'submunition' I suppose. (http://gfycat.com/FrightenedEachGreatwhiteshark)

Active point defense probably won't ever be in the cards though - it's just too computationally expensive against our current targeted hardware specification.  At least, not in the form folks would like it to be (actual munitions tracked and fired from actual subsystems fired against actual incoming munitions which actually get hit/deflected/damaged/explode) as because beyond even HW issues it'd occasionally 'not fire on incoming projectiles', or choose the wrong projectile to fire at (firing at the railgun shot a million miles away rather than the torpedo that's about to strike) due to how our targeting algorithm works.

(For those interested on how the targeting algorithm works: http://www.befuddlement.org/blog/2015/1/14/fast-approximation-of-nearest-neighbors)
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: forsaken1111 on November 29, 2015, 03:49:40 pm
Are those drones? Are we getting some kind of drone system? eee
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: ThtblovesDF on November 29, 2015, 04:59:22 pm
Mhmm I grabbed it in the sale, but apperently I am already failing at the first possible step. In the training, I'm trying to upgrade a planet to level 1, right? So i colonize it and let the other planet (afterwards, planets) export to it, so it has its needed resources. For 2 "hours" it has now received every resource the training mission offers and is still level 0 ...

Edit: Apperently I just had to wait 3 hours...
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: forsaken1111 on November 29, 2015, 05:13:38 pm
Mhmm I grabbed it in the sale, but apperently I am already failing at the first possible step. In the training, I'm trying to upgrade a planet to level 1, right? So i colonize it and let the other planet (afterwards, planets) export to it, so it has its needed resources. For 2 "hours" it has now received every resource the training mission offers and is still level 0 ...

Edit: Apperently I just had to wait 3 hours...
Likely you needed to wait for population growth. Population is one of the requirements for various levels and exploitation of the resources on the planets.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Astral on November 29, 2015, 05:27:47 pm
And population growth is negatively impacted by having a debt, so if you're in the red then your people won't bang.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Firgof Umbra on November 29, 2015, 07:14:26 pm
A new teaser image for the expansion appears! (http://images.akamai.steamusercontent.com/ugc/577947268911450733/B2ECA0DD9E94E6D4E67E7A3EEA3664043CD4F906/)
Quote
The expansion will come with a big batch of new graphics assets and quality improvements by our peerless artist Jon Micheelsen. Some of which will also be available in the updated vanilla game, such as this new mining base shown on asteroids being mined.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Malus on November 30, 2015, 03:57:47 am
Hmm, do you think you guys will put the base game on sale again when the expansion is released? I bought the game at launch, but I have a friend who might be interested once the expansion hits. Not sure if I should just pick up the base game for him now or hold off for a bit.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Kruniac on November 30, 2015, 03:27:02 pm
If this game is getting an expansion which has more content than its last update, I'll pick it up again. I felt that this game could really be up there with Stardrive 2 (which is a shit game in certain ways, but one of the best TBSS games out there).

+1 on the diplomacy - it's my favorite feature by far.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: jocan2003 on November 30, 2015, 03:41:39 pm
If this game is getting an expansion which has more content than its last update, I'll pick it up again. I felt that this game could really be up there with Stardrive 2 (which is a shit game in certain ways, but one of the best TBSS games out there).

+1 on the diplomacy - it's my favorite feature by far.
Never loved diplomacy in about any games, i always found them shallow and such, but this game NAILED how diplocay should exist in any game!
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Firgof Umbra on November 30, 2015, 03:44:11 pm
Quote
If this game is getting an expansion which has more content than its last update, I'll pick it up again.
Definitely more content than the last update - we wouldn't call something an expansion if we didn't feel like it lived up to the name 'expansion'.  New influence cards and diplomacy mechanics, a new galaxy-shape, a new game mode/map (e.g. the Expanse), new subsystems, new hulls, new ship mechanics, new races (which means of course new traits and portraits), new FTL methods, new planetary resources, new techs, potentially a new shipset, new things for planets to do, new models for orbitals... and that's on top of free improvements that apply to the base game (improved AI, improved shaders for ships, planets, asteroids, new/improved sound effects, an improved galaxy background, etc.).

Things are visibly improved between 1.0.3 and what we're working on. (http://i.imgur.com/Kw77xTE.jpg)

We're still not quite done with it yet - so that's just what's in right now.

Quote
Hmm, do you think you guys will put the base game on sale again when the expansion is released?
Not sure.  I'll ask and get back to you on that.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Firgof Umbra on November 30, 2015, 07:03:35 pm
Quote
Hmm, do you think you guys will put the base game on sale again when the expansion is released?
Yes, it'll be discounted.  Also, I'm thinking of running a giveaway around the same time with free copies of the game and its expansion.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Malus on November 30, 2015, 08:25:58 pm
Quote
Hmm, do you think you guys will put the base game on sale again when the expansion is released?
Yes, it'll be discounted.  Also, I'm thinking of running a giveaway around the same time with free copies of the game and its expansion.
Awesome, thanks! I've been waiting for the expansion before getting back into it, and I'll probably pick up copies for my friends too.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: LoSboccacc on December 01, 2015, 06:23:45 am
If this game is getting an expansion which has more content than its last update, I'll pick it up again. I felt that this game could really be up there with Stardrive 2 (which is a shit game in certain ways, but one of the best TBSS games out there).

+1 on the diplomacy - it's my favorite feature by far.
Never loved diplomacy in about any games, i always found them shallow and such, but this game NAILED how diplocay should exist in any game!


it really miss some in consequences about why one should abide the council. 'council decree we're annexing this system' should have  an 'how about no?' option with in game mechanics making it costly and dangerous but possible to break free.

Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Orb on December 04, 2015, 04:44:16 pm
Would it be possible to have a free weekend? I have a lot of friends who want to try it but don't want to fork the price without trying it first.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Farce on December 10, 2015, 05:49:11 am
Finally managed to get my hands on this, woo!

Hmm.  Computer cores aren't a support ship-compatible system are they?  I need muh dumb little attack drones n' probe ships and such.  I am also sad I can't just build like a trillion little drone-fighters armed with monster torpedoes and rush any target I want dead.  Oh well.

Also uh am I missing something?  I am unsure how to pull my budget out of the ~500k range.  Unless I'm reading something wrong, and most ships and Imperial buildings have upkeep in the 200-300k range, I'm not sure how I'm supposed to, like.  Have resource incomes that don't come entirely from budget subsidies.  I get the feeling that I shouldn't colonize anything and everything, but that's totally what I do.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: forsaken1111 on December 11, 2015, 05:20:46 am
Yeah, colonizing blindly is the worst thing you can do for your money. Level 0 planets cost you something like 80k per cycle per planet and can quickly kill your income. Colonization costs a lot as well. You want to expand in waves.

Identify the planets you need to bring your homeworld up a level, colonize only those planets. Make the trade routes, wait for the population on the new planets to rise to the level they need for resource exploitation. Scout out new systems while you wait, build some asteroid bases. Just don't constantly colonize. You'll end up with no pops on your worlds and no money in your banks.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Sinistar on December 13, 2015, 09:53:50 am
Also worth mentioning, you should research economy-related tech, because there is a hard cap on how much money you can actually get per cycle.  :)
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Farce on December 14, 2015, 06:16:10 pm
Glooorious colonization though.  I must spread my billions throughout the stars!

I'll try out non-stupid Manifest Destiny colonization the next time I play, I guess.  I don't suppose there are any other tips I should know about?

I mean like, my first target is always the two Econ techs, for 150 extra space-grand a cycle.  After that I guess I usually try for shields, but uh... actually, are shields worth it at that low a level?  They use up like crazy amounts of power, and I can't seem to get their values very high... it's like, maybe 200-ish compared to the whole ship's 2k hp, and unless I'm blind, I don't see anything that gives me like, a recharge rate, or whatever.

I can't slap them onto my support ships either, and just have a wall of distracting fighter-bricks eating up shots for me or anything, either.  :c
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: forsaken1111 on December 14, 2015, 06:24:53 pm
I don't normally use shields much until late game. The power requirements are high and the gains are low until you have pretty well gotten most of the shield technologies. By the time I have high tech shields I'm already flying around assault planets...
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: lemon10 on December 15, 2015, 01:03:39 am
Glooorious colonization though.  I must spread my billions throughout the stars!

I'll try out non-stupid Manifest Destiny colonization the next time I play, I guess.  I don't suppose there are any other tips I should know about?

I mean like, my first target is always the two Econ techs, for 150 extra space-grand a cycle.  After that I guess I usually try for shields, but uh... actually, are shields worth it at that low a level?  They use up like crazy amounts of power, and I can't seem to get their values very high... it's like, maybe 200-ish compared to the whole ship's 2k hp, and unless I'm blind, I don't see anything that gives me like, a recharge rate, or whatever.

I can't slap them onto my support ships either, and just have a wall of distracting fighter-bricks eating up shots for me or anything, either.  :c
Shields passively recharge at a rate dependent on their size (and the recharge techs). I don't find them remotely useful without antimatter generators due to the massive power cost. I do love shields, but I don't know if they are really worth it.
Title: Re: Star Ruler 2 [11/28/2015 - 60% off until Dec 1st]
Post by: Ygdrad on January 04, 2016, 12:53:51 am
How is the AI in Star Ruler 2? I loved and played a lot of Star Ruler 1 but ultimately stopped playing when I got pretty good at the game because the AI simply couldn't put up a good enough fight against experienced players. Is Star Ruler 2's AI capable of challenging, and more importantly defeating veterans? I'm trying to decide if I should buy it before the sale ends in 12 hours, I loved the game's customization, but wouldn't buy it if the AI isn't able to win, I can't enjoy these games if I can't lose.

I'm not blaming the devs for the AI, this seems to be a problem with nearly all RTS games and is why AI War is the only one I've been able to enjoy for any length of time.
Title: Re: Star Ruler 2 [4/11/2016 - Stand by for Expansion]
Post by: Firgof Umbra on April 11, 2016, 07:40:47 pm
Well howdy folks.  Been a while since I dropped by - just wanted to give y'all a heads up that we'll be announcing information about the expansion very soon.  Price, target launch date, the new features, and so on.  The veil of secrecy is about to start lifting and I'll finally be able to yammer about all the new stuff that'll be included.  I'm real happy to share what we've done with you guys - we're just waiting on Valve at the moment to approve the store page for the DLC.  Once that's up, I can finally talk about what's in the thing.

In the meantime, here's a free sample of what's to come:  http://i.imgur.com/jygXCnt.png
Title: Re: Star Ruler 2 [4/11/2016 - Stand by for Expansion]
Post by: Girlinhat on April 12, 2016, 04:03:07 am
For those who already own the game, how will we get into the expansion?  Is it a ye-olde DLC style, or is it the whole new game platform unique from the base game?
Title: Re: Star Ruler 2 [4/11/2016 - Stand by for Expansion]
Post by: Firgof Umbra on April 12, 2016, 09:42:35 am
We figured the DLC approach was the best route here.
Title: Re: Star Ruler 2 [4/11/2016 - Stand by for Expansion]
Post by: Firgof Umbra on April 15, 2016, 01:45:18 pm
And the expansion's store page is up! (http://store.steampowered.com/app/460420)

Price'll be $9.99.  Our first look (of several) into the many new mechanics and expanded systems of the expansion is also available here: http://starruler2.com/2016/04/11/heralds.html
Title: Re: Star Ruler 2 [4/11/2016 - Stand by for Expansion]
Post by: forsaken1111 on April 17, 2016, 01:01:08 pm
And the expansion's store page is up! (http://store.steampowered.com/app/460420)

Price'll be $9.99.  Our first look (of several) into the many new mechanics and expanded systems of the expansion is also available here: http://starruler2.com/2016/04/11/heralds.html
Looks good! I'll be picking it up on the 22nd.
Title: Re: Star Ruler 2: Wake of the Heralds [4/15/2016 - 7 Days!]
Post by: Shadowlord on April 17, 2016, 02:01:33 pm
That co-op invasion mode sounds fun.
Title: Re: Star Ruler 2: Wake of the Heralds [4/15/2016 - 7 Days!]
Post by: Firgof Umbra on April 17, 2016, 02:59:58 pm
A new article for the expansion just went up!

Feature Highlight: Atittudes
In this article we show how the Attitude mechanic works and announce the Flagship Experience/Leveling addition.

For more info, click here (http://starruler2.com/2016/04/17/attitudes.html)
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: etgfrog on April 17, 2016, 04:24:15 pm
So will the flagship levels get reset when you retrofit a ship?
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: Firgof Umbra on April 17, 2016, 04:39:23 pm
Not sure.  Presently (in the non-final build) XP gets reset but level does not.  This might change in the final build.  Lucas is considering making it reset levels if the ship changes size but if it doesn't to only reset the XP.
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: forsaken1111 on April 17, 2016, 05:25:10 pm
Not sure.  Presently (in the non-final build) XP gets reset but level does not.  This might change in the final build.  Lucas is considering making it reset levels if the ship changes size but if it doesn't to only reset the XP.
Perhaps the xp/level should change as a function of the difference in cost between the two ship designs, representing that the crew must become familiar with new equipment, layout, etc
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: Firgof Umbra on April 18, 2016, 05:23:56 pm
Flash update just went up on the Steam forums, announcing the new Satellite-type for Orbitals and, in particular, the "Ring Habitat" (click for image) (http://i.imgur.com/fvftStF.png)

Quote from: GGLucas
These orbitals must be placed in orbit of a planet, and each planet can only have one of each, giving it benefits.
The Ring Habitat pictured above costs a wad of Influence to construct, but increases the maximum population of the planet it is orbiting.
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: Sirus on April 18, 2016, 05:43:20 pm
Shoot. When I read "ring habitat orbital", I was picturing an artificial ring actually encircling the planet. Not a ring just kinda hanging out off to the side :/

Any chance of that changing?
Title: Re: Star Ruler 2: Wake of the Heralds [4/17/2016 - Attitude and Experience]
Post by: Firgof Umbra on April 18, 2016, 07:23:56 pm
They're more "Elysium" (https://www.wired.com/images_blogs/underwire/2013/08/F3_05_elysium.jpg) than they are "Ringworld" (https://cdn1.artstation.com/p/assets/images/images/000/915/785/large/espen-saetervik-rings.jpg?1443927426), these Ring Habitats.
Title: Re: Star Ruler 2: Wake of the Heralds [4/21/2016 - Expansion launching tomorrow]
Post by: Firgof Umbra on April 21, 2016, 02:21:37 pm
New article up!  This one's about the First, the other new race the expansion adds.  We also talk about the new AI and its new configurable settings and how Multiplayer works between people who have the expansion and who don't.

Click here if you want to read more about it! (http://starruler2.com/2016/04/21/the-first.html)

Also, just a reminder: The expansion launches tomorrow!

(http://i.starruler2.com/first/replicator.png)
Title: Re: Star Ruler 2: Wake of the Heralds [4/21/2016 - Expansion launching tomorrow!]
Post by: Aklyon on April 21, 2016, 02:33:04 pm
The First sound pretty interesting!
Title: Re: Star Ruler 2: Wake of the Heralds [4/21/2016 - Expansion launching tomorrow!]
Post by: etgfrog on April 21, 2016, 05:45:33 pm
Quote from: Firgof Umbra
So even if you don't own the expansion, hop into a multiplayer game hosted by someone who does and you will be free to try out any of the new stuff!
I can applaud this method.
Title: Re: Star Ruler 2: Wake of the Heralds [4/21/2016 - Expansion launching tomorrow!]
Post by: Majestic7 on April 22, 2016, 12:45:58 am
Looking forward to the expansion. Are there any changes or improvements to diplomacy?
Title: Re: Star Ruler 2: Wake of the Heralds [4/21/2016 - Expansion launching tomorrow!]
Post by: Firgof Umbra on April 22, 2016, 12:52:37 am
Senate Leader's been reintroduced, along with a host of new Senate-Leader only cards, and the Soft Victory Condition for Influence (much like the Soft Victory Condition for Energy, the Revenant ship).  The AIs understand bribes and know how to play the influence/diplomacy game a lot better than they did before.  They are also much more active than they were previously.

I also polished up the card art, replacing the old cart art with cleaner art and putting art in for cards that didn't have art previously.  There's also some combat-related Influence stuff now, with the Broadcast Antenna that converts support ships in the system slowly to your empire and so on.

I suppose the Attitudes count if we're being broad about diplomacy enough to include your Interior.
Edit: Oh and a lot of the Zeitgeists got changed up and rebalanced.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on April 22, 2016, 12:39:41 pm
And it's out!  Hope you all enjoy the expansion and free update to the game.  Let us know what your impressions of both are!
Link to the expansion: http://store.steampowered.com/app/460420
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: forsaken1111 on April 22, 2016, 04:44:13 pm
And it's out!  Hope you all enjoy the expansion and free update to the game.  Let us know what your impressions of both are!
Link to the expansion: http://store.steampowered.com/app/460420
Grabbing it now, going to play a round as the new race. Will let you know what I think
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Aklyon on April 22, 2016, 04:46:32 pm
And it's out!  Hope you all enjoy the expansion and free update to the game.  Let us know what your impressions of both are!
Link to the expansion: http://store.steampowered.com/app/460420
Grabbing it now, going to play a round as the new race. Will let you know what I think
Theres two new races tho!
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: forsaken1111 on April 22, 2016, 04:47:29 pm
Aye, I just realized. I'm trying out the First, the virtual dudes
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: forsaken1111 on April 22, 2016, 04:53:26 pm
ok first impression: The new planet visuals and surfaces are fucking gorgeous
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on April 22, 2016, 05:08:26 pm
You should check out the new fullscreen shaders while you're at it if you've got a rig that can support it!
They're pretty darn pretty.  You'll find the toggles from them in the options menu under Graphics.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Anvilfolk on April 22, 2016, 05:13:05 pm
Hope to see the expansion up on GoG soon! Great excuse to jump back in, methinks :)
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on April 22, 2016, 05:14:16 pm
Yeah, sorry about that.  We got a bit overwhelmed by the expansion's launch on Steam - hopefully it'll be going up on Monday for GoG.com users.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: forsaken1111 on April 22, 2016, 05:15:43 pm
You should check out the new fullscreen shaders while you're at it if you've got a rig that can support it!
They're pretty darn pretty.  You'll find the toggles from them in the options menu under Graphics.

Oh believe me, I am.

Spoiler (click to show/hide)
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: forsaken1111 on April 22, 2016, 06:26:06 pm
Can the First ever export resources at all? I'd like to level up one of the planets that gives different effects based upon level (Cremin Ferns) but I don't see how its possible.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Trevasaurus on April 22, 2016, 07:09:57 pm
Is anyone interested in playing the co-op mode? Hit me up on steam if you are interested.  http://steamcommunity.com/profiles/76561198027580754/
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on April 22, 2016, 07:28:36 pm
We are presently streaming a multiplayer game with the Expansion for those who want to sit in and watch: https://www.twitch.tv/blindmindstudios

Game completed.  We lost by only 76 points!  (About the difference in points 1 defense platform would grant)
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: etgfrog on April 23, 2016, 01:54:06 am
So I'm getting really far with the defense mode, something like strength 46 on hard. I'm starting to build 4k size stations that can shoot from one system to another.

Edit. Finally lost...on strength 79, the invaders were larger then the stars and there was no way I could do more then 100k dps to beat its in combat regen.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Anvilfolk on May 03, 2016, 02:52:18 pm
Any news on the GoG version of the expansion? Kinda wanna throw my money at you fine folks :)
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on May 03, 2016, 03:00:22 pm
Sadly not much I can report on there.  GoG's had the files, info, and screenshots to push it - they just haven't gotten around to it yet I guess.
Title: Re: Star Ruler 2: Wake of the Heralds [4/22/2016 - Expansion launching today!]
Post by: Firgof Umbra on May 13, 2016, 10:49:29 am
And the expansion's been launched on GoG!  https://www.gog.com/game/star_ruler_2_wake_of_the_heralds
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: sprinkled chariot on May 13, 2016, 01:55:20 pm
Did new fancy graphics increase need in ram? :c
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Firgof Umbra on May 13, 2016, 01:59:07 pm
Yep.  Some of the planet textures are enormous (4032*2016, scaled to window size in the GUI).  The texture to pixel density on planets is around the equivalent of a 16Kx8K texture - about 16 times higher than pre 2.0.  That's why you can get so close to planets now and still see tiny details in sharp quality.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Anvilfolk on May 16, 2016, 11:00:42 am
Bought and got trounced. Hooray!
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Anvilfolk on August 17, 2016, 12:22:41 pm
$5 for bundle with Star Ruler 2: https://www.bundlestars.com/en/bundle/killer-bundle-8

:)
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Shadowlord on August 17, 2016, 12:31:08 pm
I clicked expecting bundle of wake of the heralds with star ruler 2. Instead, it's star ruler 2 and some games I've never heard of. :V
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on August 17, 2016, 01:49:36 pm
I clicked expecting bundle of wake of the heralds with star ruler 2. Instead, it's star ruler 2 and some games I've never heard of. :V
They tend to bundle one good game with a bunch of random crapware, so yeah.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Anvilfolk on August 17, 2016, 09:23:01 pm
Oh yeah, good point. Had almost forgotten about the expansion, even though the last post was me talking about how I had bought it. :D
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Mephansteras on August 17, 2016, 09:59:39 pm
I think I'm going to try this out tonight. Any good suggestions?
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on August 20, 2016, 10:00:58 pm
$5 for bundle with Star Ruler 2: https://www.bundlestars.com/en/bundle/killer-bundle-8
Huh. It looks like between yesterday and today they removed it from the bundle. Bloody shame, I had actually talked myself into spending the money at that price. Shouldn't have waited a day or two, apparently :-\

E: Oh, ouch. Apparently any unredeemed keys have been voided, too. Hope no one got the bundle aiming for SR2 and waited a bit before processing it...
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on August 20, 2016, 10:02:19 pm
Huh odd. I had a buddy who was going to buy mostly for SR2. Oh well
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on August 20, 2016, 10:14:21 pm
Yeah, looks like some sort of odd miscommunication between bundle stars and the SR2 folks. Seems like the thing wasn't supposed to be in the bundle to begin with, and there was some sort of snafu (details probably locked behind contract agreements, judging by the look of some of the dev communication about this) that led to the unredeemed keys being voided instead of something more... elegant. Definitely a bit unfortunate.

For what it's worth, it looks like SR2 might be going for about seven bucks within the next week or two, if your friend is still interested. Lil' bit more, but eh.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on August 20, 2016, 10:20:07 pm
E: Oh, ouch. Apparently any unredeemed keys have been voided, too. Hope no one got the bundle aiming for SR2 and waited a bit before processing it...
that sounds.... Illegal
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on August 20, 2016, 10:36:53 pm
*shrugs* It might have been if it had been the SR2 folks selling it directly, depending on whatever the contract you agreed to to purchase was. As is, more a refund issue. I guess if there was an offline commercial equivalent it'd be like stuff on layaway or in transit being recalled or somethin'. You wouldn't get the product, but you'd get your money back.

Near as I could tell the bundle folks weren't giving them a better option, and the only thing the devs could confirm on their end was redeemed or not, instead of sold or not. So they did what they could, after spending a few days trying all they could to do otherwise. At least they didn't void the redeemed copies, too... apparently that's a thing that's been happening a bit lately, with similar situations.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Anvilfolk on February 21, 2017, 03:16:20 pm
Thought I'd crosspost from the SALES thread 'cause this might remind some people they wanted this.

Quote
Star Ruler 2 is $5 at Bundle Stars (https://www.bundlestars.com/en/star-deal) until stock runs out, for another 19h!
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Shadowlord on February 21, 2017, 07:50:55 pm
I have a question for everyone else's benefit, since I already own both: Does that include the expansion?
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Akura on February 21, 2017, 09:13:05 pm
It doesn't say, and that usually means it doesn't. I already own it and the expansion, so...
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Orb on February 22, 2017, 12:38:15 am
It doesn't, however I had a bunch of my friends buy it and we're having a blast.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on February 22, 2017, 08:42:45 am
It's a great game even without the expansion.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Girlinhat on February 27, 2017, 03:36:07 pm
So anyone playing?  I've got the expansion and would enjoy a game in multiplayer.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on February 27, 2017, 03:49:00 pm
Ehehe, I'd love to, but the game isn't kind at all to my poor computer's hardware, particularly after the game's progressed a bit. Chug and flatlined CPU abounds. The thought of another player or three getting up to player-y stuff at the same time is mildly terrifying :P

Will say you might want to check out that one big mod in the steam workshop, though. Forget the name, but it's one of the few that's more than cosmetic or minor tweaks. It added some neat stuff, though I can't recall how compatible it is with MP.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on February 27, 2017, 03:53:46 pm
I'd be up for a game at some point.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Aklyon on March 02, 2017, 01:14:51 pm
I don't remember how to play at all but might be interested.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Girlinhat on March 02, 2017, 01:18:20 pm
I don't remember how to play at all but might be interested.
That's fine, I was never very good at it anyways.  I mostly just piled on defense and then played the senate until I could buy all the NPC's systems out from under them :P
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on March 02, 2017, 01:26:39 pm
I'd be down for a game this Saturday if anyone is interested
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Shadowlord on March 02, 2017, 06:28:28 pm
I might be interested. I haven't played much with the expansion yet. I could try to figure out the First during mp, heh.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Girlinhat on March 03, 2017, 01:16:03 am
I might be interested. I haven't played much with the expansion yet. I could try to figure out the First during mp, heh.
Everyone play the race you're least familiar with.  Everyone flounders about going into self-bankruptcy and the winner is the one who doesn't wreck themselves.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: LoSboccacc on March 03, 2017, 03:41:29 am
why can't everybody be friend? :P
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on March 03, 2017, 06:23:48 am
I might be interested. I haven't played much with the expansion yet. I could try to figure out the First during mp, heh.
Everyone play the race you're least familiar with.  Everyone flounders about going into self-bankruptcy and the winner is the one who doesn't wreck themselves.
But that would mean I'd have to play the Feyh or the Mono. I guess I can get on board with that, never tried the Mono and disliked the Feyh.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on March 03, 2017, 07:06:31 am
... even though I know my comp can't handle it, that rule tempts me.

Mostly because I spent most of my time playing so far tooling around with custom races. I'm pretty much equally unfamiliar with all the default ones :P

Other the other hand, it could potentially get y'stuck with the plant ship things, too, and it's friggin' miserable to design those things. Don't think there was anything else in the game that entirely drove me away from playing with that part, but those ones managed.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on March 03, 2017, 07:09:00 am
I actually liked the plant ships, They were neat to build because they're very different in design from the standard races.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on March 03, 2017, 07:46:50 am
Eh, they were neat, but the process of putting them together was a PitA. Game's ship design doesn't mesh that well with the adjacency thing, and accommodating that just... took far more effort than it was worth, for little gain (and often enough active detriment, iirc). Interesting but notably unfun, t'me.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on March 03, 2017, 07:53:55 am
Fair enough. I disliked the plant guys because they couldn't make the more efficient city buildings which free up room on the planets. I found the ships enjoyable to make, as opposed to standard ships with are kind of boring. To each their own.

Honestly I have played whole games without ever designing new ships, just scaling up a standard design and upgrading the weapons/power gen.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Orb on March 03, 2017, 10:14:09 am
So, a fair warning, when my friends and I played we found the game stalled to a halt whenever a fleet battle happened. We think it was a bandwidth limit. Why fleet battles are sending at least a megabyte of information we never found out, nor how to fix.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on March 03, 2017, 10:32:57 am
All the little ships do spew out a lot of particles and whatnot. If you're looking to pin down cause, maybe have a zero-tinyship dustup to check if that has something to do with it?
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Shadowlord on March 03, 2017, 03:39:25 pm
About the Oko, perhaps the most efficient and easiest thing you can do is to make the sinew in a spiral pattern.
Example:
Spoiler (click to show/hide)

I've done multiplayer once before and didn't experience any technical problems afair, but it was just two players.

Probably want the host to be whoever has the highest upload. Mine, from beta.speedtest.net:
(https://dl.dropboxusercontent.com/u/26452959/speedtest_3_3_2017.png)
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: forsaken1111 on March 04, 2017, 12:50:07 pm
Well I will be around most of the day, if anyone wants to play PM me here or chat me up on Steam. My name is the same there as here
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: TripJack on July 22, 2018, 10:59:09 pm
this game is now open source
https://steamcommunity.com/app/282590/discussions/1/1710690176754840807/
https://github.com/BlindMindStudios/StarRuler2-Source
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Frumple on July 23, 2018, 08:56:11 pm
Huh. Can't say I expected that. Also didn't realize it had been years since the last update, heh.

Kudos to the studio, though. Deffo one of the better things you can do with a defunct-ish game.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: lastverb on July 24, 2018, 12:47:19 am
Is first one open source too?
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Firgof Umbra on July 24, 2018, 11:04:14 am
Is first one open source too?

Not at this time. It has been considered -- but it's a bit of a mess in there. Last I heard Reaper wanted to build proper documentation and clean the code up before making it open source. That was some years ago though.
Title: Re: Star Ruler 2: Wake of the Heralds [5/13/2016 - GoG Launch!]
Post by: Sinlessmoon on July 25, 2018, 02:47:54 pm
...Last I heard Reaper wanted to build proper documentation and clean the code up before making it open source. That was some years ago though.

I'm pretty sure it would take at least several decades to clean up spaghetti code.
Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: Majestic7 on July 25, 2018, 03:23:14 pm
Making the source open is awesome. Internet points to the creators.
Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: Retropunch on July 25, 2018, 03:35:01 pm
I always, always have the greatest respect for developers who make their game open source after it tails off popularity wise. Whilst I don't get too much into the 'games as a medium of art', I do imagine it's difficult to completely open something that you've poured your heart and soul into to complete strangers. I know in coding myself that there's a lot of 'me' in the code, and it'd be difficult for me to open it up to people.

More than all that though, if your game is a bit of a mess it can be saved by the community, and there's a ton of games I wish could have been continued if someone had the wish to.

Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: Firgof Umbra on July 25, 2018, 03:51:31 pm
Quote
if your game is a bit of a mess it can be saved by the community, and there's a ton of games I wish could have been continued if someone had the wish to.

Unlike SR1, SR2 should be fairly easy to look into and digest if you're familiar with C++. Some of the stuff is certainly a little arcane but it's all well organized and structured. I think the most critical thing isn't just that it can now be indefinitely maintained and potentially improved -- but that it opens doors to game developers who would like to develop a 4X/RTS but don't really have a good engine with which to do so.
Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: Astral on July 26, 2018, 06:07:20 pm
I wanted to thank you guys for doing that - even though it was a bit of an odd mix of mechanics, and released during a time where a lot of substandard space-based strategy games were crowding it out of the spotlight, SR2 stood out enough to be one of the most played games on my Steam.

There are so many games that, as mentioned above, could have stood a further test of time if they were allowed to do so. Many games keep replayability up by allowing mods, but open sourcing is one of the kindest things you can do for a community who wishes to continue improving or potentially take their own spin on the game, well after official updates have ended.

It's definitely something I'm going to take the time to take a look at and toy with for a bit, because I love seeing under the hood on how things work.
Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: ollobrains on July 30, 2018, 03:50:29 am
theres some early modding around it, but no one really has gone under the hood just yet …. the potential is there though and it is already fully playable
Title: Re: Star Ruler 2 [7/24/2018 - Now Open Source!]
Post by: ollobrains on August 14, 2018, 09:37:52 pm
acutally seems there are some moves to update it and improve on it now it is gpl so its got some life in it.