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Author Topic: Star Ruler: Thats no Moon!  (Read 175142 times)

Journier

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Re: Star Ruler: Thats no Moon!
« Reply #510 on: February 06, 2011, 09:05:50 am »

im just throwing this up here, but is anyone interested in a multi game of star ruler?

Nothing too big unless we get enough players.

smaller maps = less crashes until next patch which fixes alot of the multi crashyness.

3-5 player FFA on a 20-40 star galaxy.

Been playing the hell out of star ruler recently, and found out the multiplayer is quite intense with counters to just about everything imagineable within your grasp in hilarious ways. (IE giant antimatter bomb ship, to fly in and explode next to someones homeworld to destroy all their defenses)

or fighter troop transports, that can mass on very large ships to steal them from your enemy... or using large ships with repulsors to push all the enemy defenses way from their homesystem worlds, and then attack the planets with no worries.

Its consistantly fun, and hilarious in ways that no other game can provide.

come try it out  8) Ive been setting up 3-5 player FFA's every weekend, generally they work out well.
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forsaken1111

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Re: Star Ruler: Thats no Moon!
« Reply #511 on: February 06, 2011, 12:37:26 pm »

I need to load this back up and try it out with all the changes. I bought it a while back but stopped playing as new stuff came in.
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #512 on: February 06, 2011, 10:53:08 pm »

hmm, im not sure id fare that well at Multiplayer, but im up for it, drop some times here gmt and if i can make em i will
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hemmingjay

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Re: Star Ruler: Thats no Moon!
« Reply #513 on: February 06, 2011, 11:57:49 pm »

i would make time for it if someone will walk me through how to play there. The tutorial is one of the most tedious/boring ones I have experienced in almost 25 years of gaming.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #514 on: February 07, 2011, 12:52:56 am »

Anytime friday - saturday  (gmt -6) 5pm-12pm

the game is simple but the multi is very different from single player, so fast expansion in multi will get you wrecked, so the idea is to not fast expand so that your economy does not crash from trying to build up all the small colonies you colonized with no base economy to support it.

after you have a few systems fully built up then you can really begin grabbing alot of worlds very quickly with no problems involved regarding your economy and making it crash.

« Last Edit: February 07, 2011, 12:54:40 am by Journier »
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #515 on: February 07, 2011, 10:20:15 am »

alright, I will check in on this thread next saturday eve, if nothing in the meat space gets in the way. I may get thrashed but no pain no game.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #516 on: February 07, 2011, 11:17:56 am »

Also, defense stations are not just a thing you should have in major numbers around your homeworld, but around a few main colony worlds as well, they can usually hold a system by themselves if they have some arty mixed in.

Artillery allows long range bombardment (wow bet you didnt know that) of incoming enemy ships with high alpha dmg (ie if they have regenerating shields or armor, and repair bays, it wont matter since all your arty do massive dmg per shot but fire slowly.),So before they can force fire and destroy your world while ignoring your defenses the arty fires a few times and knocks their numbers down. So always do a 50/50 mix of artillery/ railgun weapons. of varying sizes as well I like to use size 3-10 for colonies for various defensive stations, (quick to build on fairly new colonies) and size 25+ starting out on my homeworld for its defense.
« Last Edit: February 07, 2011, 11:33:00 am by Journier »
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #517 on: February 07, 2011, 04:26:19 pm »

is there a good primer on Star Ruler tactics?

ive browsed to blind mellon forums abit for a few ideas.

generally i work as follows:

fill remaining slots on home world with space ports and shipyards
research 2 economics then 1 general science, then propulsion (generally i bring most htings available up by 1 or 2 within the first 20mins but focus more on economics and gen sci than anything else in research).

Launch about 5-8 colony ships

build a mix of balanced worlds, a couple of shipyard worlds, a couple of metal, and at least one economics and one adv part worlds.

build some haulers, send out scouts.

Design or load a design for a size 20 ship with plate armour flak and rail guns. Turn out about 5 of em. By this time i usually launch another bout of colonisation, another 8 worlds maybe. Also by this time i tend to be at around economics and gen sci 5 or 6, and start researching links to other fields. I then start building, as research allows, size 50 combat ships with shields, rail,flak,tropedo,boardingprty and about 0.13accelleration, and size 2-5 boarding prty ships/rail for mass production.

I do build arty stations but ive never checked to see how effective they are. I might try putting boarding party (i love boarding) on stations too. Once i have about 12-20 reasonably well developed planets and a decent fleet, i expand at a pretty consistent rate.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #518 on: February 07, 2011, 08:58:19 pm »

make sure to delete 3 of the farms off your homeworld, since you wont run out of excess food production until you research sociology tech as well.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #519 on: February 13, 2011, 11:14:30 am »

well guys im online right now, however new patch is supposedly coming out this coming wednesday.

and it is a very large patch with alot of nice things.

if anyone is up for game join onto the chat lobby and yell for journier.
« Last Edit: February 13, 2011, 11:16:12 am by Journier »
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #520 on: February 16, 2011, 12:06:36 pm »

For those who are wondering what's coming up in the next patch, here's what we've got in so far:

We've redesigned the import window to be easier to use and added a delete button to the blueprint mode of the blueprints window so that you can be rid of designs.


We've made the AI Settings tab even more useful and usable, exposing the entire automation system in this upcoming patch to allow for greater breadth in customization for your ships.


Whenever you hover over a stat in the blueprint window, now you can see what subsystems are affecting that stat. 


Finally, we've added an automated SAD system to the game via the Defend Range Mode button, settable per-ship.  What it does is it tells the ship to look for systems inside its radius that are under attack for a period of time (to minimize wasted movement from ships moving through territory rather than actively aggressing).  If the threat persists then the SAD system triggers, finding a rough equivalent in strength to muster to that system and selecting a number of ships it believes will be able to win back the system.  I will disclaimer that the SAD system isn't aware of ship weapons configuration -- this may result in the SAD sending ships that  will not be effective in countering enemy threats, so be careful what ships you set to Defend to Local Area and Galaxy.  Once all threats in the system have been eliminated, the ships will return to their original systems after roughly a minute.

At this time, the system does not use JumpDrives to effect its movement if the ship has JDs equipped, but we are working up a solution to it that will spill out into wholly new modding possibilities (subsystems that may trigger depending on target; e.g. Afterburners that switch on when your ship targets an enemy ship in the system, but won't switch on for journeys between systems).



There are more changes in the patch that you might want to read up on ahead of its release; the above isn't a comprehensive list of the new stuff.  For instance, we should soon have the new shipset into the game.

Quote
Changes: Not Final
[Fixed] Fixed floating point errors in cargo and ship bay spaces.
[Fixed] Fixed a floating point error when deciding if a ship is disabled.
[Fixed] Artillery was using the wrong effector.
[Fixed] Some blueprints for the AIs were broken at early tech levels.
[Fixed] Linked Subsystem glows now only show for sub systems that are actually linked.
[Fixed] 'Metal Mandate' was acting like 'Metal Focus.'
[Fixed] Missile racks weren't taking their clip size into account when predicting damage output, causing too many missile racks to target the same object.
[Fixed] Fighter hulls and stealth systems would aid in dodging Flak and Shield Bomb damage.
[Fixed] Ships actually take directional damage now!
[Fixed] Fixed a crash in multiplayer related to objects being destroyed.
[Fixed] Defend and Work orders on stationary objects will no longer give attack/use tool orders to objects that are too far away.
[Fixed] Further improved the movement system, in particular when chasing fast objects.
[Fixed] Changed power generation to reduce the likelihood of a ship shutting down at high tick rates.
[Fixed] The default Fighter design wasn't very good at its job.
[Fixed] Fighters automatically launched from carriers would not return to their carrier after attacking.
[Fixed] Fixed a crash (PVFC) related to fleet icons.
[Fixed] The repair bay is now properly classified as Support in sub system lists.
[Fixed] AIs now perform many tasks at a time based on how many are present to be performed. Fixes the AIs getting 'stuck' late game. (Thanks Foraven)
[Fixed] Many repair beams should spread out amongst different targets better.
[Fixed] Effects on ships (e.g. damage events) weren't being saved.
[Fixed] Carriers could try to dock into themselves by ordering the fleet they were in to dock in them.
[Fixed] You may now click on the name of a constructed ship in the message to select/zoom to that ship.
[Fixed] Fixed ship port logic; should now trade resources more effectively.
[Fixed] Resolutions larger than your largest monitor (in either dimension) will no longer be listed, and your native resolution will be listed if it is not.
[Fixed] AIs were managing their fleets in very poor ways, causing them to be scattered across the galaxy.
[Fixed] Fixed comet tails and attack glow effects on some video cards.
[Fixed] Fixed removing cargo storages causing significant problems.
[Fixed] Sub system and ship explosions no longer play if you can't see the system.
[Fixed] Some values for spin boxes would cause a crash.
[Fixed] AIs considered Pirates and Remnants as warring opponents, making the AIs far less likely to wage war.
[Fixed] Dragging some windows would be very laggy (e.g. race customization).
[Changed] Planets that are under attack will experience rapid moral loss.
[Changed] 'Auto' governor now uses more economic worlds in the first 10 minutes of the game.
[Changed] Reduced galaxy gas density for dumbbell galaxies.
[Changed] Space Port now uses a split level: Trade rate comes from Economics, storage size comes from Cargo.
[Changed] In the right-click menu, "Use Tool...Tool" is now "Use Tool".
[Changed] In the right-click menu, tools can have a special "Use" name, like "Colonize Planet".
[Changed] Further reduced space damage.
[Changed] Flak will now only automatically attack when things get within 80% of its max range, to avoid only hitting a few targets when a large mass of units is approaching.
[Changed] Links in the in-game IRC window can now be clicked.
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.
[Changed] Homeworld starts with 2 less farms, and instead starts with a space port and ship yard.
[Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.
[Changed] Changed base designs to be generally better, especially with regards to recent changes.
[Changed] Crew Quarters regenerate 1% of the crew per second.
[Changed] Planets without enough food will lose no more than 10% of their people per second.
[Changed] Running out of food now reduces mood of a planet, at worst at the same rate as lacking goods.
[Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.
[Changed] System Searches (used by the AI) are now batched. This significantly improves performance with many AIs, or many ships controlled by the AI.
[Changed] Updated the Aggressor AI (Thanks Superking).
[Changed] Deadend research links refund 10% of their cost to the tech, and repeated links (unlocking an already unlocked tech) refunds 20% of the cost of the link to the unlocked tech.
[Changed] Optimized engine flares.
[Changed] Effects can have up to 6 values.
[Changed] Economic structures now produce partial output when there are not enough workers to run all structures. This prevents a planet from dying off due to the single space port shutting down, for example.
[Changed] Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
[Balance] Repair tool repair rate reduced by 50%.
[Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).
[Balance] Significantly increased the range and average damage of flak.
[Balance] Bulkheads no longer get hit before other sub systems.
[Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.
[Balance] Flak cannot be fitted on fighter hulls, and must be a minimum size of 1 (scale 1 on a scale 1).
[Balance] Boarding Parties now require power and air.
[Balance] Doubled labor cost of structures.
[Balance] Tripled labor cost of planet cannons, lasers, and shields (in addition to the previous increase).
[Balance] Reduced starting population of colonies - 1M/structure down from 6M
[Balance] Spamming minimum-size colony ships should no longer be effective, at all.
[Balance] "Fast Metabolism" trait now awards 1 point.
[Balance] "Natural Green Thumb" trait now grants 2 levels of biology (down from 5)
[Balance] Slightly increased goods generation.
[Balance] Upgrading structures multiple levels will now be significantly more expensive, but upgrading 1 level will be unchanged.
[Added] Added a new version of the Civil Acts window to make total effects much more obvious.
[Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.
[Added] The subsystem damage window in the bottom right now has a "Layout" mode that displays the blueprint with damaged systems in red.
[Added] Empire stats (e.g. Galactic Bank resources) now have rate-tracking to provide income, expenses, and demands at regular intervals.
[Added] Added setStat/subStat functions to scripts to complement addStat, as well ass addDemand to alter the new demand component of stat tracking.
[Added] The "makeShip" function now returns the id the constructed ship will eventually have. Useful to the AIs for tracking their build orders.
[Added] Added "Balanced Start" option to maps. Forces players to start in systems with 3 or 4 planets, avoiding systems with too few or too many planets.
[Added] Added support for multiple loading screen backgrounds. Default is Images/loading_background.png, and additional backgrounds are named loading_background1.png, loading_background2.png, etc.
[Added] The Layout View Mode of the Blueprint Window now displays which subsystems are affecting whichever stat you mouse over.
[Added] All global stats in the Blueprint Window now display tooltips that inform the player what each stat is used for when the player hovers over them.
[Added] Added (most of) a new shipset by eRe4s3r!
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.
[Removed] Removed unused earthbump.jpg and sunmap.jpg.
[Removed] Removed TemplateArg support for script functions, as it didn't work anyway.
[Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.
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GaelicVigil

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Re: Star Ruler: Thats no Moon!
« Reply #521 on: February 16, 2011, 12:13:45 pm »

I definitely like where this game is going, but I'm holding out to buy it until I see it reach its full potential.  I don't think it's there quite yet, considering the price.  But I'm keeping my I on it.

Enjoying Space Empires 4 in the meantime.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #522 on: February 16, 2011, 01:58:25 pm »

space empires is fun but why do some things when you can do everything in star ruler

 8)

this patch is gonna be so great
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Jehdin

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Re: Star Ruler: Thats no Moon!
« Reply #523 on: February 16, 2011, 02:15:51 pm »

Been waiting for this patch to play again, can't wait!
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #524 on: February 19, 2011, 02:02:27 am »

patch is out.

Big things to notice in spoilered change log, is changes to planetary capitals, so you cant massive spam small colony ships quickly and easily early on with no economic harm. Expect your first colony ships to be size 22.5 or so i bet. then as your economy gets stronger you can begin downsizing them.

Farms are more limiting early on, food isnt free anymore, your limited somewhat now by food production!

expansion overrall has been slowed greatly.

Spoiler (click to show/hide)


also multiplayer should be much less buggy/crashy.
« Last Edit: February 19, 2011, 02:07:08 am by Journier »
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