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Author Topic: Star Ruler: Thats no Moon!  (Read 175157 times)

ScriptWolf

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Re: Star Ruler: Thats no Moon!
« Reply #465 on: December 14, 2010, 12:14:04 pm »

Hey everybody...

played the demo and looks ok, BUT I'm not sure if it's worth buying it? Is it worth buying off steam now? And what are your opinions
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Rift

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Re: Star Ruler: Thats no Moon!
« Reply #466 on: December 14, 2010, 12:20:09 pm »

Quote
[Added] Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.

Excellent, Now i can destroy those planets and mine them too!

Quote
played the demo and looks ok, BUT I'm not sure if it's worth buying it? Is it worth buying off steam now? And what are your opinions

Well-ever since i bought it they keep adding more and more content. It's not the sort of game i play for many weeks on end, but every update or two i play it for a day or two and that is more then enough to keep me satisified about my purchace
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ScriptWolf

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Re: Star Ruler: Thats no Moon!
« Reply #467 on: December 14, 2010, 12:37:15 pm »

CAN I.... play multiplayer with my friend over LAN??
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #468 on: December 14, 2010, 12:47:45 pm »

In the bought version, yes.  The demo does not include the multiplayer component of the game.
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ScriptWolf

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Re: Star Ruler: Thats no Moon!
« Reply #469 on: December 14, 2010, 12:49:59 pm »

Ok Thanks :) ok first question back up is it worth buying? , and do you get superweapons like plante destroying stuff, and is it really possible to build a ship the size of a galaxy? O.o
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #470 on: December 14, 2010, 12:54:05 pm »

Anything that deals enough damage can destroy a planet; it's not required that you use a literal Superweapon (like the Directed Spatial Fold Manipulator) to accomplish the destruction of a planet and other stuffs.  You can also detonate stars, as illustrated in the game's trailer.
http://www.youtube.com/watch?v=laf44lnrPww

And yes it's possible to build ships the size of the galaxy (and larger than) but they're prohibitively expensive -- we don't anticipate anyone actually legitimately creating a ship the size of the galaxy within any sort of a reasonable timeframe. :P
http://www.youtube.com/watch?v=IJJEMmzKzR4

As for whether it's worth buying... well, I'd rather other people answer that one.  As one of the co-lead developers for the game I'd feel it's worth buying it but, then again, I'm one of the co-lead developers so I'm of course naturally biased.
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ScriptWolf

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Re: Star Ruler: Thats no Moon!
« Reply #471 on: December 14, 2010, 01:00:19 pm »

ahh mr.co developer I have some questions for you... Ok how many super weapons are there? Is there bio warfare ? AND what are the most amazingly cool things you can do? Cause I Like the space 4X games to have lots of research and ship types and stuff. Sell the game to me ;)
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #472 on: December 14, 2010, 01:14:35 pm »

Well, I think the most awesome things about star ruler are:
* No Unit Cap (Really, there isn't.  No maintenance costs per ship or anything like that.)
* Completely Customizable Spacecraft (You really do build the things from scratch.  Though you can't choose the model directly it is influenced by what you pick; though we have a rather small selection of models at the moment.)
* Constantly being updated (We've put out 15 patches so far since the end of August and we're still a ways from where we're liable to start slowing down)
* Modability (If you don't like how we built the vanilla game, you can just go in and change it all.  Some things aren't unfortunately modable as we have to keep them processing very fast (like the newtonian movement system) but you can use a little trickery to work around those limitations somewhat)
* Games of nearly any scale [and REALLY near any scale if you mod the game] (1-5 Empires, Pirates or no Pirates, Remnants at any density, any number of star systems, many different shapes of galaxies, etc.)
* Actual star systems (Yes, we have orbiting planets, asteroid belts, comets, and so forth.  Though there's no gravity unfortunately; no slingshots I'm afraid. :( )
* Developer interaction (We're very close knit with our community.  You'll be seeing us around a lot on our forums and elsewhere; we even join people's multiplayer games ever so often)

As far as how many superweapons exist, there's only one at the moment: the DSFM.  I'll point out that due to how detailed ship customization gets and the fact that we have a limitless research web that constantly improves 'old' weaponry that at TL 20~ Beam Weapons you can get Fighters equipped with Plasma beams which can take down planets if there's enough of them.  There isn't bio-warfare at the moment but that's planned; there is ship/ship crew warfare (mind sapper / boarding parties / anti-boarding defenses) if that's a decent substitute.

Currently the coolest thing you can do, in my opinion, is put planetary thrusters on your homeworld, build lots of defensive satellites around it (that orbit), and fly it around as a mobile ship factory / resupply point for your fleets.  Another cool thing is using your brain to make creative use of the detriments of your ship design: For instance I have a type of fighter that runs out of torpedos very quickly but has an antimatter generator.  When the fighters run out of ammo I just cluster them up against a target, let someone shoot them and then they'll all detonate (because the AM generator blows up the ship and hurts things near the ship when it's destroyed), dealing a large amount of damage to the ship they're next to and lighting all the fighters off in succession; ensuring maximum damage is dealt.
« Last Edit: December 14, 2010, 01:19:11 pm by Firgof Umbra »
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ScriptWolf

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Re: Star Ruler: Thats no Moon!
« Reply #473 on: December 14, 2010, 01:56:23 pm »

Sold!! Will buy in few days how much is it off steam again? And what are these star platform thing you talked about on the first page?. And please please put in more bio weapons and more super weapons with gameplay changeing elements... And have you thought of putting in like old derelict space ships of a forgotten race and stuff? And these let you build Super Super WOMD?

Also you can play LAN right ?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #474 on: December 14, 2010, 02:07:40 pm »

Yep, you can play the game on LAN; we haven't had any issues with it so far.

It's $24.99 at the moment but we're about to have a big Christmas sale on a lot of our distributors.  If you time it right, you could pick the game up for $3.75 on Steam (it'll otherwise be half-off once that sale starts up). ;)

Star platform thing?  I'll go look.  All of our weapons are alternatives to each other; they all perform quite differently.  We'll put them in as we come up with new and interesting ideas.  We have thought about putting in derelicts, yes.  I don't know about salvaging other species to unlock 'new superweapons'.  But just having the ships be of significantly higher TL than starting Empires would make them work like superweapons. :)
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #475 on: December 17, 2010, 11:43:21 am »

The patch is now live: http://starruler.blind-mind.com/patches/SR_v1.0.3.0-v1.0.4.0.exe

SR now links up with a chatroom we've got on Slacked (thanks to the awesome server admin, shadow) that can be accessed in MP and SP (T in SP opens up the IRC client in MP it's optional).  That way, you can keep playing a singleplayer game while waiting for other people to come online to play against and coordinate what y'all want to do for that multiplayer game without ever having to step foot out of game to do so.

Should help people get in to multiplayer and find other interested MPers with far more ease than the current system of 'host a server and hope people join'.[/QUOTE]

Shouldn't be too much longer.  We're moving into the final testing portions.
We just put in the last of the critical features for the patch:


SR now links up with a chatroom we've got on Slacked (thanks to the awesome server admin, shadow) that can be accessed in MP and SP (T in SP opens up the IRC client in MP it's optional).  That way, you can keep playing a singleplayer game while waiting for other people to come online to play against and coordinate what y'all want to do for that multiplayer game without ever having to step foot out of game to do so.

Should help people get in to multiplayer and find other interested MPers with far more ease than the current system of 'host a server and hope people join'.

Here's the final changelog:
Quote
[Fixed] Multiple colonizer modules on one ship now correctly sums the structure count.
[Fixed] Crash on return to main menu for mods using tag{} blocks in shipsets.
[Fixed] Ships moving to a target that gets destroyed flying towards the quasar.
[Fixed] Disabled ships getting station icon on load.
[Fixed] Ships following a planet after a transfer order.
[Fixed] Loading a game with 0 research rate would lead to an empty sub system / structure list.
[Fixed] Crash when constructing ships on a planet / dry dock in deep space.
[Fixed] Ships with control but without fuel could still use their thrusters every second tick.
[Fixed] Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
[Fixed] Space port trade now happens in the planet tick, leading to less wasted trade rate.
[Fixed] Fetch orders were not leaking control to subsequent orders until fetching for the first time.
[Fixed] Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
[Fixed] Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
[Fixed] Ringworlds were being constructed at the wrong position.
[Fixed] Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
[Fixed] The ringworld structure size bonus was not applying correctly.
[Fixed] Using a jumpdrive could render the jumping ship unselectable.
[Fixed] Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
[Fixed] Offline planetary structures could not be removed.
[Fixed] Asteroids and comets were not working for multiplayer clients.
[Fixed] Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
[Fixed] Capturing another empire's design will no longer spam duplicates each time.
[Fixed] Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
[Fixed] Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
[Fixed] Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
[Fixed] In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
[Fixed] We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
[Fixed] Sub-menus in the right-click menu will no longer move off screen.
[Fixed] Objects could push each other to ridiculous speeds.
[Changed] Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
[Changed] Objects larger than scale 3600 are now visible everywhere to everyone.
[Changed] The system window's build on best algorithm now prefers shipyards over other structures.
[Changed] The main menu planet now chooses a random texture.
[Changed] Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
[Changed] The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
[Changed] Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
[Changed] Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
[Changed] You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
[Changed] When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
[Changed] Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
[Changed] The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
[Changed] You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
[Changed] You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
[Changed] Sped up base panning speed.
[Changed] Updated Translations: Polish.
[Balance] Shields are now more effective, particularly for larger ships.
[Balance] Planetary shields are now much stronger.
[Balance] Increased power cost of middle-tech weapons.
[Balance] Power generators produce significantly less power.
[Balance] Bridges and Computers produce significantly less control.
[Balance] Increased mass of armor.
[Balance] Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
[Balance] Missiles and Torpedoes now have longer range.
[Balance] Increased overall laser damage to compensate for their short range.
[Added] The blueprints tab now displays statistics for the currently selected design.
[Added] The loading screen displays random gameplay tips from a moddable / localizable list.
[Added] "Stockpiling Protocol" civil act: makes space ports keep resource levels at 95% instead of 50%.
[Added] You may now check for updates from the main menu. Note: Steam users won't see this option.
[Added] Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
[Added] AI Personalities may now specify a shipset for the AI to use.
[Added] "Refresh Automation" option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
[Added] Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
[Added] Added three new tracks by Artem Bank.
[Added] Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
[Added] Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
[Added] New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
[Added] Lobby System to Multiplayer and Singleplayer.
[Added] Detailed Statistics sub-window for the Blueprints window.
[Added] Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
[Added] "Give Vision" clause for treaties. Does what it says on the tin.
[Added] Ability to set teams between players before starting the game.
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x2yzh9

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Re: Star Ruler: Thats no Moon!
« Reply #476 on: December 17, 2010, 01:32:13 pm »

Firgof, what's your skype?

Also, congrats on 10,000 purchases!

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #477 on: December 17, 2010, 01:35:56 pm »

Firgof
And thanks. :)
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postal83

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Re: Star Ruler: Thats no Moon!
« Reply #478 on: December 17, 2010, 06:29:17 pm »

I'm holding off till the Steam sale, but I don't know if I can wait that long.  Star Ruler has grabbed my attention since it was announced, and after reading about how far it's come in such a short amount of time, I was about to buy it, till I read it may be on sale soon...

Decisions....
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #479 on: December 17, 2010, 09:33:19 pm »

Hotfix for 1040 is now available:  http://starruler.blind-mind.com/patches/SR_v1.0.4.0-v1.0.4.2.exe

Changes:
Quote
[Fixed] Choosing to auto-update would crash the game.
[Fixed] Multiplayer clients were not loading the galaxy map.
[Fixed] Certain xml files would not load from mods.
[Fixed] Certain AI designs did not have enough power and would go disabled.
[Fixed] Ships would sometimes run out of control even though they had a surplus available.
[Fixed] Internal Defenses subsystem would not get unlocked.
[Fixed] Fixed various designs being mis-localized or unstable.
[Changed] Updated translations: French.
[Added] /who can be used to list users in the IRC.
« Last Edit: December 17, 2010, 09:38:03 pm by Firgof Umbra »
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