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Author Topic: Star Ruler 2 [7/24/2018 - Now Open Source!]  (Read 84580 times)

Sinistar

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #315 on: March 03, 2015, 06:43:26 am »

TACTICS

This sounds just too orgasmic to be true.
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Firgof Umbra

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #316 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.
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forsaken1111

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #317 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.
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Sinistar

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #318 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
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Everything is an instrument if you hit it the right way.
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Firgof Umbra

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #319 on: March 03, 2015, 11:47:44 am »

You understand correctly, aye.
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Sinistar

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #320 on: March 03, 2015, 11:52:53 am »

Well, I guess it's finally time to buy this game, then.
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Everything is an instrument if you hit it the right way.
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Firgof Umbra

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Re: Star Ruler 2 [3/2/2015 - Launch Date Semiannounced!]
« Reply #321 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.
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Firgof Umbra

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #322 on: March 09, 2015, 06:29:33 pm »

Official trailer's out.  We're releasing March 27th.

https://www.youtube.com/watch?v=3OFhVtqfDBQ
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Xantalos

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #323 on: March 09, 2015, 06:38:17 pm »

:D
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LoSboccacc

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #324 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.
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etgfrog

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #325 on: March 09, 2015, 08:17:21 pm »

Now the game is starting to look interesting again.
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Astral

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #326 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.
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forsaken1111

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #327 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
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LoSboccacc

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #328 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!
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forsaken1111

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Re: Star Ruler 2 [3/9/2015 - Launching March 27th!]
« Reply #329 on: March 10, 2015, 07:26:02 am »

Been in for quite a while...
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