Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18 ... 54

Author Topic: Star Ruler: Thats no Moon!  (Read 175134 times)

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #225 on: August 22, 2010, 04:52:08 pm »

Star Ruling!


Bello III, Home of the Bay12 empire. Military outpost 31 is floating about full of ammo and fuel.

We have word that two alien races have declared war on us, we do not have a navy, this is bad.
The Yervil, Yantiz and Dustrup have come to the conclusion we are pure evil and must be destroyed.


I see an incoming fleet. This is bad.



Large transport freighters transport goods to the capital from our 3 colonies in the system, the capital is in dire need of advanced materials but the labour force from the planets 3 shipyards makes is a great asset.
The shipyards are currently building 2 capital ships and a bunch of fighters, to defend the system from any alien invasions!
Our researchers are fiddling about in white coats, not quite knowing what does what yet.

« Last Edit: August 22, 2010, 08:02:42 pm by Deadmeat1471 »
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Star Ruler: Thats no Moon!
« Reply #226 on: August 22, 2010, 04:54:22 pm »

Those drydocks and such will be a great asset when they actually stay in orbit of the planets.  ::)
Logged

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #227 on: August 22, 2010, 04:56:09 pm »

Indeed, and people dont blame the graphics on the game, Its my fault! my laptop cant handle much! but i will up the graphics for the next pics, as very low is below even my lowely laptops capabilities.
Logged

Orb

  • Bay Watcher
  • [Loves_RTS]
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #228 on: August 22, 2010, 04:56:59 pm »

Wow, this makes me really want to buy it.


Curious, what is the filesize?
Logged
[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #229 on: August 22, 2010, 05:02:08 pm »

Pretty small i think about 200mb
Logged

Leonon

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #230 on: August 22, 2010, 05:05:28 pm »

The Yervil, Yantiz and Dustrup have come to the conclusion we are pure evil and must be destroyed.
What did you do to make them so pissed off?
Logged

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #231 on: August 22, 2010, 05:08:29 pm »

Built a shipyard, I guess they are Unionist aliens and didnt want competition in the shipbuilding industry :D
Logged

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #232 on: August 22, 2010, 05:23:46 pm »

An enemy Dreadnaught is intercepted going through our system.

And blown to smitherines by our growing fleet!
« Last Edit: August 22, 2010, 08:02:20 pm by Deadmeat1471 »
Logged

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #233 on: August 23, 2010, 02:53:13 am »

Quote
[Fixed] Unowned objects can now be fired upon by any empire.
[Fixed] Zooming out from an object disobeyed max zoom distances.
[Fixed] The names of the Propulsion and Gravitics were too long for some zoom distances in the research window.
[Fixed] Ships would not take fuel from planets if there would be too little fuel remaining on the planet.
[Fixed] Settings in the new game menu would get "stuck" with their previous values if untouched.
[Fixed] Solar panels now are able to hold Charge. This fixes a problem where solar panels alone would result in a disabled ship despite there being no warnings.
[Fixed] Multi-Racks will now level with Ship Systems, rather than staying at level 1.
[Fixed] Some error handling code for saves had been erroneously left disabled.
[Fixed] Fixed some minor errors in the tutorial.
[Fixed] Mining Laser power consumption scaled with level.
[Fixed] Changing camera sensitivity would have no impact until restarting the game.
[Fixed] Some packets were using too strict a reliability, which could slow down connections.
[Fixed] Some unused data was left in objects. It has been removed, reducing memory usage slightly.
[Fixed] Players can no longer join into the "Pirates" empire.
[Fixed] The Time text overlapped the top bar buttons if the window was resized during loading.
[Fixed] AI Settings were shown wrong after loading a layout.
[Changed] Rebalanced all weapons' firing rates. Overall, damage should be reduced late game, and all weapons should produce similar damage rates.
[Changed] Ship rotation should be far, far faster for larger ships, and mildly faster for smaller ships. Further, ships beyond scale 3600 will turn no slower.
[Changed] All sub systems gain 5% of their base health per level, if they weren't already increasing health per level.
[Changed] All weapons now get longer-ranged with scale.
[Changed] Armor can now be scaled for finer control, and to avoid spamming copies of armor.
[Changed] Coolant System effectiveness scales to 2x with level, rather than becoming progressively more insane.
[Changed] Star explosion effects no longer have a long delay before playing.
[Changed] There is now a minimum zoom in distance for tiny objects, preventing issues of the camera getting locked in place.
[Added] In AI Settings, the min/max level is shown as a numerical % beside the bar.
[Added] Added a button to the blueprints list to toggle the obsolete state on a blueprint.
[Added] Planet queues can now be controlled in multiplayer.
[Added] Planet governors can now be toggled in multiplayer.
[Added] Added lots of new pages to the tutorial covering many requested areas.
[Added] Added additional hint information to various weapons.
[Added] Added a drop-down box to the options menu to change resolution.
[Added] Added "Flight Time" stat to the layout editor. Shows how long the ship can run with its fuel use/capacity.
It's not a final list just yet, but this is what is looking like is going to be included in the next patch.  We may add a few more things to that list before the patch ships, depending on how things go tomorrow.
Logged

Poltifar

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #234 on: August 23, 2010, 02:59:51 pm »

I'm still a bit confused about some stuff... Is there a way to choose what ship model your empire is using? Or even the actual name/color of the empire? Or is it all random?
Logged
Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #235 on: August 23, 2010, 03:07:52 pm »

It's all randomized at the moment but editing and setting them will be exposed shortly along with a much more robust new game interface/lobby system.
Logged

Empty

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #236 on: August 25, 2010, 09:02:25 am »

Bah. Annoying camera control.

I don't want to have to get a degree in lateral movement just so I can send some scout ships around...
Logged

Poltifar

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #237 on: August 25, 2010, 10:01:06 am »

Bah. Annoying camera control.

I don't want to have to get a degree in lateral movement just so I can send some scout ships around...

I read in the forum that pressing 'x' gives an explore order, ordering selected ships to go to unexplored systems. I didnt try it yet, but if it works, you could build a ton of tiny fast scouts and 'x' them all at once to scatter them in all the galaxy.
Logged
Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Star Ruler: Thats no Moon!
« Reply #238 on: August 25, 2010, 10:02:35 am »

It does work.
Logged

Poltifar

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #239 on: August 25, 2010, 11:52:41 am »

Perfect, so just shift-doubleclick the generic tiny scout ship in the planet production screen a dozen times and 'x' them all and you'll have intel about far more than enough systems for quite some time.
Logged
Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out
Pages: 1 ... 14 15 [16] 17 18 ... 54