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Author Topic: Star Ruler: Thats no Moon!  (Read 175105 times)

Aklyon

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Re: Star Ruler: Thats no Moon!
« Reply #570 on: April 06, 2011, 08:17:54 pm »

Heh, wow. Perfect timing is perfect, it seems. :)
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #571 on: April 23, 2011, 12:27:42 pm »

booted up ( i only play this game when i have access to my relativly more powerful game at my rents place) this today, updated to 1072.

this game is looking alot more slick, but it hands me my lungs now against 3 average AI's. I can match em on expansion, tech economy etc (nice to see some comparative stats in the game now) but their ships just cain mine. I had 4 300 size ships with about 14m hp each plus sheilds, they got thrashed by 2 size 50 ships which some how had 15m hp each. My ships just blow when they get down to about 3m hp, theirs i have to take down to zero. I havent manage to capture any yet so i dont know what they are equipt with but although they definitly have repair systems  they cant be that powerful... I know about directional damage, and cover my antimatter reactors with a decent amount of armour/bulkheads. Sometimes my ships get luck and lay a spatial manipulation on them but the rest of the time i get thrashed. Luckily the ai isnt very agreesive, they declare war but dont send serious attacks, not sure why as they used to come enmass.

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I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #572 on: May 18, 2011, 04:22:54 pm »

Patch 1076 has just been launched!  As always you may simply hit the update button in-game, or you can go grab the patch off our website at: http://goo.gl/a5YQx

The full changelog follows:

Quote
[Fixed] Fixed a deadlock caused by selecting a ship as it was about to dock.
[Fixed] Advanced Parts Assembler used up resources even if there was no space to put advanced parts.
[Fixed] Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available.
[Fixed] Mega Construction had a link to itself.
[Fixed] Linked sub system modifiers did not work for designs made by multiplayer clients.
[Fixed] Ships parked in orbit would not de-park after moving for multiplayer clients.
[Fixed] Crash related to supply orders for construction resources.
[Fixed] Internal Defenses would not function on ships without crew.
[Fixed] Keybinds specified as key numbers with # would not load from controls.cfg.
[Fixed] GUI Script keybinds no longer override options menu keybinds, which was leading to being unable to bind certain keys.
[Fixed] The natural terraformers race trait would remove the ringworld bonus from ringworlds.
[Fixed] "Close" preferred engagement range was not being calculated.
[Fixed] Planets moved into deep space would be invisible upon loading a game.
[Fixed] Fixed a bug that made trading food behave strangely when a planet had cargo storage.
[Changed] Dry Docks can now have rally points.
[Changed] Drag selecting will select only military ships if there are any military ships in the selection (can be turned off from the options menu).
[Changed] Multiplayer games start paused until all players have finished loading.
[Changed] Order strings ("Attack ...", "Defend System", etc) can now be localized.
[Changed] Auto-colonize now picks the largest planet in the closest system first, rather than always the closest planet.
[Changed] Supply orders for ships in fleets now only supply ships in that fleet.
[Changed] The "Efficient" race trait now also affects EcoStore.
[Changed] Changed how objects are ticked to make planets behave more similarly, rather than the first planet in a system getting more resource priority all the time.
[Balance] Slightly reduced planet reproduction rate, and decreased effectiveness of their passive Damage Reduction.
[Balance] Repair Bays and Salvagers are now linked to the Material Sciences technology, and Salvagers are unlocked sooner.
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.
[Added] "Allow other ships to supply resources" AI behavior setting. Tankers will not supply ships with this set to deny.
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.
[Added] When using control to build multiple ships of the same type, a checkbox "Batch construction" can now be checked. This completes all the ships before launching them all together.
[Added] An entirely new AI that should provide a harder challenge. The old AI is still available as separate AI profiles, but will not be chosen when selecting "Random".
« Last Edit: May 18, 2011, 04:46:44 pm by Firgof Umbra »
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KaguroDraven

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Re: Star Ruler: Thats no Moon!
« Reply #573 on: May 30, 2011, 02:59:18 pm »

Bump, since I just got this, hope this doesn't count as necromancy, but it's better than makeing a new threa eh?
I must say this is way more complicated than I expected, I first heard about it from a friend of mine, fun though.
Also, any advise on adding working Planitary Thrusters to a ringworld? Or is that inpossible?
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I will punch you in the soul if you do that again.
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #574 on: May 30, 2011, 03:00:56 pm »

You can add them, but they're woefully insufficient to move a Ringworld around.  For most intents and purposes, Ringworlds cannot be moved from the site they are constructed.
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Empty

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Re: Star Ruler: Thats no Moon!
« Reply #575 on: May 30, 2011, 03:40:17 pm »

Wardell is synonymous with exaggerations and disinformation. Oh, and hilarious meltdowns.
You didn't mention his completely awesome and great novel!  ;D

All I can think about when someone brings up that novel is a quote that I believe was from him where he says "That is how bad ass the dress is!".

Sorry, I have nothing of value to add to this thread.
The dress was the most interesting character in the novel, according to a review. Obviously I never read the book, as my brain has not turned to ooze and run out my ears.

Off topic but I've been interested to know what novel you're talking about for weeks.
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Felius

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Re: Star Ruler: Thats no Moon!
« Reply #576 on: May 30, 2011, 04:10:19 pm »

I've been playing the game for a little while, and I have come to the conclusion that either the AI is freaking good or I'm freaking bad. I only have a chance of winning if I play on Trivial (below easy, easier and easiet).
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #577 on: May 30, 2011, 05:06:52 pm »

The AI just recently was given a very large leg up in its difficulty and competence with the game's mechanics.  As a result, it's gotten much stronger than the AI that was in the initial release. :)
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KaguroDraven

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Re: Star Ruler: Thats no Moon!
« Reply #578 on: May 31, 2011, 01:32:35 pm »

I just want to thank the people who are makeing this game for makeing it so moddible. I'm not a modder myself, I have no idea how to do it infact, but one of my friends has made several mods for me already. I honestly thank you. Other than that the game is incredibly fun and challengeing, it is quickly becomeing one of my favorites.

I just have two questions.
Do you plan on adding more Mega Constructions like upgraded versions of Ringworlds(like dyson spheres for instance)?
Do you plan on adding more things to make empires the player makes stand out as a species?
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"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #579 on: May 31, 2011, 01:36:09 pm »

You're very welcome, but I'd rather thank you.  It's you guys who are keeping us in business and who are allowing us to keep working on the game after all. :)

I don't think so at this time; we're fast approaching our deadline for the retail launch's gold master and we'd like to put the game into feature-lockdown before we begin final testing and fixing.  We're currently working mostly on UI improvements and streamlining.  If we do make an expansion for the game, new traits and customization features may be a part of that.
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #580 on: May 31, 2011, 03:35:18 pm »

You're very welcome, but I'd rather thank you.  It's you guys who are keeping us in business and who are allowing us to keep working on the game after all. :)

we're fast approaching our deadline for the retail launch's gold master and we'd like to put the game into feature-lockdown before we begin final testing and fixing.  We're currently working mostly on UI improvements and streamlining.  If we do make an expansion for the game, new traits and customization features may be a part of that.

I was wondering when you were going to go for a 'this game is now finished' relaunch. The game looks pretty complete to me. Are there any more significant planned features? e.g. a third set of ship models? or portrait avatars for alien species?

the only thing i would definitly recomend adding prior to release to the front end is a loading screen. Im not crazied about these sort of things, but it does add polish which can only help in the mass market. The current screen delivers useful info, but (being just a list of text) looks unprofessional. Putting the text in a spacish looking box and adding a loading bar would do it.
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I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
Swans, too. Swans are complete bastards.

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #581 on: May 31, 2011, 03:39:04 pm »

Quote
portrait avatars for alien species?

We're hopeful to have a full set before too much longer.

Quote
Are there any more significant planned features?
We're in a pretty big state of debate at the moment, so it's unclear what we can fit in before launch.  What we're hoping to get in is giving QuickStart some configurable stuff, those alien race pictures, the new Object Information Panel, a new and interactive scenario-based Tutorial, some streamlining of the windows and other interface stuffs here and there, and some polish in a bunch of spots.

Quote
the only thing i would definitly recomend adding prior to release to the front end is a loading screen.
I'll suggest it to the others and see what they think.
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SeaBee

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Re: Star Ruler: Thats no Moon!
« Reply #582 on: May 31, 2011, 05:45:42 pm »

Star Ruler is amazing, so glad to see it continue to grow. That portrait is excellent!
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #583 on: May 31, 2011, 07:18:27 pm »

    For those interested, we have begun to lower the game's price to $20 across our various distributors in recognition that we are beginning to curtain our feature-patches as we proceed into June and July. We're not quite done yet but at some point in the near future we will only be pushing out bug fixes for a long while to prepare the game for retail launch.

    What happens after that point is entirely up to what happens between now and the retail launch and how the retail launch proceeds.

    I'd like to take this opportunity to thank all of you, who have given our studio the ability to work this long and this hard on the game. It's still not quite where we want it to be and there's still some improvements we'd like to put in but if that is where the road must end then so be it; at least we gave it our best shot.

    If there's enough demand for an expansion, we very well may launch one at a cheap price to give us that last bit of time we need to give the game a proper send-off. Please let us know what your opinions are on what you'd like to see in an expansion for Star Ruler, whether you'd be interested, and how you feel about the journey thus far.

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lordcooper

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Re: Star Ruler: Thats no Moon!
« Reply #584 on: May 31, 2011, 07:50:23 pm »

I'm sure this has already been asked at some point, but I am far too lazy to read back through all the pages.

Do ships now have different graphics that accurately reflect the way you have built them?  If not, will this be included at some point?

That's a real deal maker/breaker for me, and I'm sure I'm not alone here.
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