Was this the game with the galaxy-sized ships?And flying planets, yep.
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 hereWorking 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.
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?
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.
Also, will ships take certain resources to build, or just currency?That's still up in the air.
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.
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.If you set them on hold, they won't launch without player interaction (manual launch or attack command).
WHY ARE WE NOT FUNDING THIS?!But you are funding this: you bought SR1!
I really hope the camera is more consistent in SR2.
Have you guys worked out a better arrangement of the UI?It'll definitely be better with the new approaches we're taking.
Linux support?A native Linux build should be available at launch and kept up-to-date with the native Windows build.
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.
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.
More stellar objects?We'll release more details about the game world closer to release.
Multiple galaxies?Will get back to you on that.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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 influenceSo, are you saying military presence reduces influence, or do you mean just stationing in order to take over the planet when it changes?
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.
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.
Will the AI cheat?Only if you tell it to.
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.
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.
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.
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.
How much do you estimate it'll cost?Price hasn't been decided yet but it'll probably be aggressively priced, as SR1 was.
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.
Things you can never have enough of.
a) Bullets.
b) Humongous filesize gifs.
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.
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?
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).
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?QuoteCan 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.
i take it one or two of the ships were intentionally shooting off target?Not intentionally, no.
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.
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.
Also I (and everyone reading this, have lost the game)
Cheating AI complaintI 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.
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.
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.
"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."
"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.
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
Threads here don't get locked for inactivity, they just slumber eternally.
Ia Ia forum ftaghn.
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!
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!).
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).
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.
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.
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.
So when can I preorder and get in on some tasty alpha testing with you guys?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.
Because I already have my card out and I'm not even lying it's in my hand right now.
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.We expect it'll work similarly, yes. (Though you'll be able to customize the NPCs as well)
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.
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.
Quoteif 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.
Out of nothing?
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. :-\
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.
non planet bound empires which use spaceships and stations as structures for their manufacture and researchI'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.
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....
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....
Still around this time? And can this be weaponized?We'd like them to be, yep!
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...
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/)
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?).
Being ambushed by an asteroid is now a thing that can happen. (http://data.glacicle.org/misc/uhoh/uhhhhh.png)Will the early access be a buy-in thing or just open alpha?
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?
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.Quotewith a price increasing scheme?Yep. Lower price to buy it while it's still in development, higher price to buy it when officially launched.
For whatever reason I've seen some alpha buy-ins as high ast $100 with price decreasing as they go.
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.
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.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.
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.I guess you could tie it to legit bugs reported and event participation rather than hours played. Anyone can just leave the game running.
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.
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?
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.This would be cool. It doesn't even have to be a full game, just a few interesting snippets will pique me.
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.
(making an) AAR where you play out a small game and screenshot some of the highlightsI'll bring it up with Lucas and Andrew and see what they think.
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.
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.
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?
Got some fresh screenshots for y'all. Updating the main post with links to 'em.Looking good! That diplomacy interface is making me salivate.
Disclaimer: Most art shown not final, especially the ship, diplomacy card, and race art which are all stand-in dev-art
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
Hex based ship component placement?
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?
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.
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.
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.
Distant Worlds handles a lot of that nicely.and yet, it fails so hard at the same time.
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 :PQuoteYou 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.
Gentlemen, start your Hyperdrive engines.*Wallet ready*
Star Ruler 2 will be on Steam's Early Access soon.
Details to follow.
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
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..)
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.
hundreds of planets:-[ Oh, uh... heh. Yeah, I'll see about fixing that later. Thanks!
if you liked the star ruler franchise for its relative simplicity
Mind that the price will go up $5 when we release the full version but yes, we try to keep our games affordable."They are emptying everyone's wallets!... And then they are gonna empty mine!"
Here's the Early Access Trailer, by the way (https://www.youtube.com/watch?v=_8EEYfVJrgA)
And Star Ruler 2 is now available for purchase.
And I take it you still have the same guy doing the music for youStar 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.
Is it planned a way do destroy enemy colonies without taking the planet?Bombardment cannons. They're actually in the game right now.
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
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.
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.
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 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.
QuoteI 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.
I had a 1280 sized Titan with a full compliment of support ships end up jetting out of the galaxy for reasons unknown.
I've stockpiled two keys for christmas if you are patient enoughThat 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.
think this could be mitigated by adding in an extra slot for each playerThis is the case right now, if you weren't aware.
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.
I sure wasn't aware of this since I've seen all 4 cards get bought by the ai.Quotethink this could be mitigated by adding in an extra slot for each playerThis 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.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.QuoteI 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?
Quotethink this could be mitigated by adding in an extra slot for each playerThis is the case right now, if you weren't aware.Quotebut 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).
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.Quotethink this could be mitigated by adding in an extra slot for each playerThis is the case right now, if you weren't aware.Quotebut 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...
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.
A slot which can't be purchased by another player.QuoteI 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?
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.
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.
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'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
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
So I haven't really logged on in awhile.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.
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.
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 Mechanoid modifier made me make a sound that is inappropriate in formal conversation. Looking forward to that update.QuoteI'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)
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.
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.
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.
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.
This game has 3d space or not?Yes
This game has 3d space or not?Yes
Hopefully they come with a slew of new offensive and defensive subsystemsWe expect to debut them with a host of subsystems which compliment the new behaviors, yes.
TACTICS(http://i.imgur.com/jJsXV7r.jpg)
This game still looks good on paper but I really hate the trade mechanic.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.
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.
This game still looks good on paper but I really hate the trade mechanic.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
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.
This game still looks good on paper but I really hate the trade mechanic.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
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.
Official trailer's out. We're releasing March 27th.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.
https://www.youtube.com/watch?v=3OFhVtqfDBQ
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.
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. :)
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:
PBR Update is starting to rear its head on Experimental as you might've noticed if you picked the (new and expanded) Volkur shipset.Wow, that really does make a difference.
We got shiny bits. (http://i.imgur.com/76qPDPN.jpg)
... and we got painted bits. (http://i.imgur.com/SbnZM3d.jpg)
That is such a bizarre sounding bug... heheheThis is why we test! :)
Oh... wow.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.
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.
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?
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.
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 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.
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.
It's called Corinium or something like that. Gives $$$ pressure and doubles the base pressure cap.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.
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.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.
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.
Still no plans. We still have a mac and a broken mac build.
Prepping for release on Facebook with our Macromedia Shockwave port.giggle
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!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!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?
They want to be treated as real people, so of course clothing.
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.
We love you, you know. Or at least I do. In a totally not creepy way, I mean.QuoteThey want to be treated as real people, so of course clothing.
FASHION: ACHIEVED.
(http://i.imgur.com/sg5k8nz.png)
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.
two shipsets, 5 races, small amount of racial/goverment/social traits
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.
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?I never said anything about how obtuse or useful the SR2 UI is. I was talking about how it LOOKS.
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.
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.
I'm laughing very hard at your suggestion that Star Ruler 1's UI is 'worse' than SR2's.
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.
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...Considering that the game can handle over 14,000 ships in combat, the second one was probably either a random crash or your system.
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.
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.That sounds very amusing.
The flagship is just a big warehouse in space filled with missiles.
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.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.That sounds very amusing.
The flagship is just a big warehouse in space filled with missiles.
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
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....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.
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.
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!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.
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.
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.
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!Well that sucks.
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.
Aurora's UI is basically like trying to coordinate the Apollo moon landings with a graphing calculator.
QuoteAurora'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.
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.
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?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.
Maybe I should hit up the EA library...
not shutting down.
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?
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.
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.
point defense systems or fighters or any other kind of submunition systemsI dunno. That would depend on what you define as 'submunition' I suppose. (http://gfycat.com/FrightenedEachGreatwhiteshark)
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 ...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.
Edit: Apperently I just had to wait 3 hours...
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.
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).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!
+1 on the diplomacy - it's my favorite feature by far.
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.).
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.
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.QuoteHmm, 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.
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).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!
+1 on the diplomacy - it's my favorite feature by far.
Glooorious colonization though. I must spread my billions throughout the stars!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.
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
And the expansion's store page is up! (http://store.steampowered.com/app/460420)Looks good! I'll be picking it up on the 22nd.
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
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
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.
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.
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!Grabbing it now, going to play a round as the new race. Will let you know what I think
Link to the expansion: http://store.steampowered.com/app/460420
Theres two new races tho!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!Grabbing it now, going to play a round as the new race. Will let you know what I think
Link to the expansion: http://store.steampowered.com/app/460420
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.
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. :VThey tend to bundle one good game with a bunch of random crapware, so yeah.
$5 for bundle with Star Ruler 2: https://www.bundlestars.com/en/bundle/killer-bundle-8Huh. 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...that sounds.... Illegal
Star Ruler 2 is $5 at Bundle Stars (https://www.bundlestars.com/en/star-deal) until stock runs out, for another 19h!
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
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.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.
Is first one open source too?
...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.
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.