Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25 26 ... 54

Author Topic: Star Ruler: Thats no Moon!  (Read 175206 times)

Ioric Kittencuddler

  • Bay Watcher
  • Multiclass Bard/Kitten trainer
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #345 on: October 09, 2010, 08:46:52 pm »

I can never really get into this game... it's boring overall. I was playing on a default map and everything, turn it on easy mode and everything. Play the game and all I could do is just design ships, scout planets, Colonize planets, and research everything. I've never gone to war with anyone else, This economy system is pretty much boring... it just not very fun. Therefore I've just uninstalled the game, and won't come back... it's a waste of cash in my opinion as there is nothing fun in the game... No big massive battles, AI just sends treaty after treaty, AI never get's Irritated by me or something, no special abilities for my empire, no officer's and whatnot, no advisor's... I could go on.

No offense but it kinda sounds like you're complaining about the game being too easy when you play on Easy.
Logged
Come see the MOST interesting Twitter account on the internet!  Mine!

Don't worry!  Be happy!  It's the law!

inteuniso

  • Bay Watcher
  • Functionalized carbon is the source.
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #346 on: October 09, 2010, 09:11:55 pm »

Yeah... The AI will declare war on you for pretty much existing on harder modes.
Logged
Lol scratch that I'm building a marijuana factory.

darkedone02

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #347 on: October 10, 2010, 03:44:01 am »

I can never really get into this game... it's boring overall. I was playing on a default map and everything, turn it on easy mode and everything. Play the game and all I could do is just design ships, scout planets, Colonize planets, and research everything. I've never gone to war with anyone else, This economy system is pretty much boring... it just not very fun. Therefore I've just uninstalled the game, and won't come back... it's a waste of cash in my opinion as there is nothing fun in the game... No big massive battles, AI just sends treaty after treaty, AI never get's Irritated by me or something, no special abilities for my empire, no officer's and whatnot, no advisor's... I could go on.

No offense but it kinda sounds like you're complaining about the game being too easy when you play on Easy.


I know that could be the reason why AI did not declare war on me or at each other, but I still wish there was a chance where AI no matter what difficulty you are in, like In Civilization. However I am just pointing this out, and I never really did get into the war with AI, I just look at how boring it was when your not in some War.

It be best if they add more content into this game, more graphical effects, add in randomized or specialized empire to make each and every empire different. Add in Advisor's that can tell newbies what is going on with your nation... such as recommendation on building's or needed good's. Is my Army bigger then any other Empire's, blah blah blah. I also wish there was terraforming and gas planets, add in some uniqueness and we need to reach to be able to expand room to build more on planets and also be able to colonize planets that require terraforming to be able to be colonized. Add in Officier's that allow my troops to gain a bit of bonuses and whatnot. This game need more content and other things to make this game more fun then it is boring...
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #348 on: October 10, 2010, 09:24:29 am »

Problem is, features are awesome, but they take time to make.  The dev team ran out of money.  They released an unfinished game.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #349 on: October 10, 2010, 09:31:35 am »

Yep, unfortunately.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Astral

  • Bay Watcher
  • [ENTER_TENTACLES:RIBCAGE]
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #350 on: October 10, 2010, 10:43:53 am »

Content is continually being released; patches come out every week or two, and new things are added as bugs are fixed.

Think of this game as an unpolished beta: full of potential, but not quite there yet. All the bitching and moaning in the world won't make them go faster with it, though.
Logged
What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Ioric Kittencuddler

  • Bay Watcher
  • Multiclass Bard/Kitten trainer
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #351 on: October 10, 2010, 01:47:31 pm »

Doesn't it cost like 12-14 dollars anyway?
Logged
Come see the MOST interesting Twitter account on the internet!  Mine!

Don't worry!  Be happy!  It's the law!

Leonon

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #352 on: October 10, 2010, 03:37:32 pm »

my dream of building scores of (almost) self replicating, all consuming technological ships leading to a singularity has been realized (even if most of it is RPing in my head, as far as design choices and backstory)
I noticed boarding parties don't require life support. I'm pretty sure this means they're robots too, if you want more cybertronic options.
Logged

darkedone02

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #353 on: October 10, 2010, 05:29:21 pm »

Content is continually being released; patches come out every week or two, and new things are added as bugs are fixed.

Think of this game as an unpolished beta: full of potential, but not quite there yet. All the bitching and moaning in the world won't make them go faster with it, though.

it got the feel, but Imo, it does not feel like a beta, it feel's more like an Alpha going towards Beta. Like a half-way phase...
Logged

de5me7

  • Bay Watcher
  • urban spaceman
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #354 on: October 15, 2010, 10:49:45 am »

new patch out. My enemies have started building ships with sheilds :)
Logged
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

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #355 on: October 18, 2010, 12:51:25 pm »

For those who don't keep up with the live patch notes, here's what's upcoming for 1020.  The patch is looking like it'll be deployed later today or tomorrow, depending on how things go.

Quote
Changes: Not Final
[Fixed] Fixed crashes on saving/loading dock and retrofit orders.
[Fixed] Map-specified tags in the new game menu were not being displayed in the scroll box.
[Fixed] Fleet names are now saved and loaded.
[Fixed] The Phased Energy Beam was too cheap, and did far too little damage.
[Fixed] Combat effects were broken in the legacy 1014 mod.
[Fixed] Fleets could add other fleets as members, causing various issues.
[Fixed] The camera position is now saved and restored on load.
[Fixed] Servers/clients could lose connections if they took too long during the loading stage.
[Fixed] Planet ticks (which handled the economy) were not using a managed tick rate, causing slower production than intended.
[Fixed] Planets will be correctly lost when population reaches 0.
[Fixed] Stealth Hulls were applying their effects after armor.
[Fixed] Homeworlds now hijack the orbits of existing planets if possible, fixing planets orbiting through each other in non-tiny galaxies.
[Fixed] Minor script exception in multi-rack mounts.
[Fixed] Autosave was triggering every 15 seconds instead of 15 minutes.
[Changed] The windows in the top bar can now be toggled with F1-F6.
[Changed] The movement solution has been further optimized.
[Changed] Improved system locking to make the game perform more consistently, and faster overall.
[Changed] Updated French and German translations.
[Changed] New designs default to not orbiting targets now.
[Added] Maps can now define options for an advanced window in their xml files, they can control the size and columns of their advanced window.
[Added] Option to turn off galaxy gas display.
[Added] The Options and new game windows can now be localized.
[Added] Ships without engines (i.e. stations) now orbit the planets that created them.
[Added] Added basic interface to choose empire settings when a game starts.
[Added] Added range rings - hold alt to show the range of the selected and/or hovered object.
[Added] Arrrr! Pirates will now periodically raid systems with lots of resources but no defenses.
[Added] The names of the default, AI and pirate ships can now be localized.
[Added] Autosaves and quicksaves are now rotated, you can specify how many saves to keep. The ones with the higher numbers will be older.
[Added] The planet window's queue tab now displays the total cost of the current queue.
[Added] Added proper ship set support.

[Discovered] 0.999... = 1 if epsilon is undefined, causing a day to disappear from our calendar.

Note about Ship Sets:
To create a new ship set, create a text file in Game Data/ShipSets/, as well as a folder of the same name (e.g. terrakin.txt and terrakin/). In that folder, create shaders.txt(optional), materials.txt and models.txt. When the ship set is in use, those 3 files will be loaded and behave as normal. Note that in materials.txt, you will need to start texture file paths with the shipset's name (e.g. Terrakin/sometex.png).
Logged

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #356 on: October 18, 2010, 08:08:58 pm »

Patch 1020 is out.
edit: Problem resolved; patch is back up.
http://starruler.blind-mind.com/patches/SR_v1.0.1.8-v1.0.2.0.exe

Full changelog:
Quote
Changes: Final
[Fixed] Fixed crashes on saving/loading dock and retrofit orders.
[Fixed] Map-specified tags in the new game menu were not being displayed in the scroll box.
[Fixed] Fleet names are now saved and loaded.
[Fixed] The Phased Energy Beam was too cheap, and did far too little damage.
[Fixed] Combat effects were broken in the legacy 1014 mod.
[Fixed] Fleets could add other fleets as members, causing various issues.
[Fixed] The camera position is now saved and restored on load.
[Fixed] Servers/clients could lose connections if they took too long during the loading stage.
[Fixed] Planet ticks (which handled the economy) were not using a managed tick rate, causing slower production than intended.
[Fixed] Planets will be correctly lost when population reaches 0.
[Fixed] Stealth Hulls were applying their effects after armor.
[Fixed] Homeworlds now hijack the orbits of existing planets if possible, fixing planets orbiting through each other in non-tiny galaxies.
[Fixed] Minor script exception in multi-rack mounts.
[Fixed] Autosave was triggering every 15 seconds instead of 15 minutes.
[Fixed] AIs were not checking systems generated after their home system for expansion, leading to randomly stalled AIs.
[Fixed] Targeting sensors that were smaller than the connected weapon could actually reduce range.
[Changed] The windows in the top bar can now be toggled with F1-F6.
[Changed] The movement solution has been further optimized.
[Changed] Improved system locking to make the game perform more consistently, and faster overall.
[Changed] Updated French, Polish and German translations.
[Changed] New designs default to not orbiting targets now.
[Changed] Saving a design with the same name as an existing one now marks the new design as an updated version of the old one instead of displaying an error.
[Changed] Updated the tutorial.
[Added] Maps can now define options for an advanced window in their xml files, they can control the size and columns of their advanced window.
[Added] Option to turn off galaxy gas display.
[Added] The Options and new game windows can now be localized.
[Added] Ships without engines (i.e. stations) now orbit the planets that created them.
[Added] Added basic interface to choose empire settings when a game starts.
[Added] Added range rings - hold alt to show the range of the selected and/or hovered object.
[Added] Arrrr! Pirates will now periodically raid systems with lots of resources but no defenses.
[Added] The names of the default, AI and pirate ships can now be localized.
[Added] Autosaves and quicksaves are now rotated, you can specify how many saves to keep. The ones with the higher numbers will be older.
[Added] The planet window's queue tab now displays the total cost of the current queue.
[Added] Added proper ship set support.
[Added] "Defend Position" stance, ships will engage targets but return to their original position afterwards.
[Added] "Update All" button in blueprints list that immediately updates all designs to the latest tech level.
[Added] Remnants now roam uncolonized systems and attack all ships within them. Their amount and frequency depends on the difficulty.
[Added] A basic victory condition (destroy every planet owned by another player).

[Discovered] 0.999... = 1 if epsilon is undefined, causing a day to disappear from our calendar.

Note about Ship Sets:
To create a new ship set, create a text file in Game Data/ShipSets/, as well as a folder of the same name (e.g. terrakin.txt and terrakin/). In that folder, create shaders.txt(optional), materials.txt and models.txt. When the ship set is in use, those 3 files will be loaded and behave as normal. Note that in materials.txt, you will need to start texture file paths with the shipset's name (e.g. Terrakin/sometex.png).
« Last Edit: October 18, 2010, 09:16:20 pm by Firgof Umbra »
Logged

Leonon

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #357 on: October 19, 2010, 01:02:34 am »

It is now possible to equip ships with planetary mining lasers and drain worlds of their resources.

I'm gonna go make a ship named Unicron and eat me some worlds.
Logged

Snall

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #358 on: October 19, 2010, 06:31:55 am »

So this game had sooo many problems when it first came out?  I've been downloading patch after patch but haven't tried it again since- worth putting some time in now?  It certanily has some good ideas.
Logged

de5me7

  • Bay Watcher
  • urban spaceman
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #359 on: October 19, 2010, 10:34:49 am »

depends on what problems you were having. imo its fine if incomplete. In my expierence its reasonably stable, and you can do each of the 4xs in a reasonably indepth way.
Logged
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.
Pages: 1 ... 22 23 [24] 25 26 ... 54