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Author Topic: Star Ruler: Thats no Moon!  (Read 175073 times)

Taricus

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Re: Star Ruler: Thats no Moon!
« Reply #630 on: June 25, 2011, 01:43:32 pm »

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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #631 on: June 25, 2011, 01:51:21 pm »

Ah, I see:  Planets only export when they're over 50% of the storage of a resource.  That means that if you build stuff with that world which has Metals production, it won't be exporting anything until it reaches that 50% mark.
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Taricus

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Re: Star Ruler: Thats no Moon!
« Reply #632 on: June 25, 2011, 01:53:25 pm »

So I just have to wait around for the storage to fill up then?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #633 on: June 25, 2011, 01:53:46 pm »

Yep!
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Taricus

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Re: Star Ruler: Thats no Moon!
« Reply #634 on: June 25, 2011, 01:57:42 pm »

Thank you :D
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #635 on: June 25, 2011, 03:33:40 pm »

50% good to know,

having just lost another game, but spent alot of time observing my economy and expansion and one of the ai's that started next to me, i have deduced that getting the metal flowing whilst not loosing too much electronics and Advpart production is the key to success in the early game. As soon as i run out of metals everything slows to a near standstill. I was level pegging with two AIs, largley through having lots of scouts so i could watch the AI and just stay one or two colonies ahead of them, and studious use of civil acts to focus metal production. Only because i was next to one of the AI home systems i decided to build an invasion fleet and invade, infact before this is built some artillery stations, then the battle fleet. This killed my economy. I knew it would but i miscalculated, guessing that it would slow me down but if i destroyed their home system the trade off would be worth it. I was wrong. In the time it took me to build a fleet of 3 size 80 battle ships and a few dozen size 5 flack ships and a crap load of fighters and 3 size 150 arty bases the two enemies colonised every available plant in the game (30 system map, small for quick game) and had economic power that dwarfed mine. I wiped out the fleet defending their home system for my fleet to then be exterminated by their planetary cannons. I failed to destory any planets. It seems the easier AI's dont start building much military or much military tech in the first hour of the game, the just colonise and develop worlds like mad. Presumably the better AIs manage both
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Felius

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Re: Star Ruler: Thats no Moon!
« Reply #636 on: June 25, 2011, 03:46:01 pm »

About scouts, design one with only the chassis and that engine that does not use fuel, as neither require control or power. Make it the smallest you possibly can (you can change minimum ship size. The standard should be 0.001 if I'm not wrong), and make as many of them as there are systems.
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #637 on: June 26, 2011, 03:11:19 pm »

If you want to compete with the AI, use specialized build managers. A lot of slots are wasted on things you may never use on the planet with balanced.

Typically I'll have 3 economic per 1 farm world, depending on my research. I'll also have a research planet for every 5 worlds. Shipyards mixed in there too, along with a few electronic ones(economic doesn't favor electronics factories for one reason or another). You'll also need "good" producing planets, unless you have the trait that nullifies that
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #638 on: June 26, 2011, 06:42:02 pm »

are there any specialised build orders on the star ruler wiki, or do you have any suggestions/hints?. Are the build orders txt files? if so which Dir are they in?
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Nistenf

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Re: Star Ruler: Thats no Moon!
« Reply #639 on: June 26, 2011, 06:47:39 pm »

So is this worth it for $5? It's not little money for me so I really want it to be good :P

edit: nevermind, the sale ended already
« Last Edit: June 26, 2011, 06:49:35 pm by Nistenf »
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LoSboccacc

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Re: Star Ruler: Thats no Moon!
« Reply #640 on: June 27, 2011, 03:10:29 am »

I've got this on steam while I wait aurora recent bugs are ironed out (npr ship without fire control engaging and interrupting forever and ever because can't shoot each other)

I'd say I like the detail level, there is a lot but not too much to become impossible to manage, plus some nice touches on automation that makes everything flow nicely together.

still, one area I feel lacking, as if I missed something, is Research. Isn't there some sort of auto research lowest level tech?

I like to specify techs when I need an exra push in some area but without some sort of default and at the super fast research rate of early phases it's an hassle continuously go back and forth from the research screen to micromanage every level of everything.

It really breaks the flow of the game.

Do you have any advice for that? I know there is a repeat somewhere in the menu that could be used for this, but I wonder if there are other possibilities for that.
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #641 on: June 27, 2011, 03:25:14 am »

if you control click on research tree icons you can cue them. So in theory you could cue your research order for the first X number of hours of the game
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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.

echonic

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Re: Star Ruler: Thats no Moon!
« Reply #642 on: June 27, 2011, 04:00:03 pm »

You know what I would really like to see...

I think the game needs a Logistics tech. Your number of ships is limited by your level in that tech.

Every level of Logistics let's you have 3 ships (for example). You start at level 1 so you can have 3 ships when the game first starts, allowing you to scout a bit and colonize. This way it takes some time to grow an armada and you have to make more strategic choices over which ships you choose.


As it is right now you can just churn out massive quantities of ships unless you put a hard cap on game settings.
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #643 on: June 27, 2011, 05:27:24 pm »

That would favor large ships. You're just capping the minimum size of a ship. Why build 3 scale 4 ships when you can build 1 scale 12 ship, and have two more slots left?

Plus, one of my favorite features of this game is the amount of ships you can produce. Should I build 1000 fighters, or 1 Battleship? Each have their merits and disadvantages. One is liable to get blown up by flak, the other get overwhelmed.
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forsaken1111

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Re: Star Ruler: Thats no Moon!
« Reply #644 on: June 27, 2011, 07:10:58 pm »

As it is right now you can just churn out massive quantities of ships unless you put a hard cap on game settings.
You really can't, unless your economy can support it or the ships are fairly small. Your proposed solution, as pointed out, would just favor building larger ships.
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