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Author Topic: Star Ruler: Thats no Moon!  (Read 175193 times)

de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #390 on: November 01, 2010, 07:40:54 am »

its on steam and gamersgate (and probs some other places)

http://www.gamersgate.co.uk/DD-SR/star-ruler
£16, so about $20

i went gamergate over steam, as although i do use steam, i prefer to have the install file on my pc, and i dont like waiting for steam updates, and connection issues etc.
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Neyvn

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Re: Star Ruler: Thats no Moon!
« Reply #391 on: November 02, 2010, 02:24:10 am »

Well now, got it down, patching it all from what Gamersgate gives... Interesting but the ships kinda look ugly and I miss something in one part of the tutorial and now there is no way to go back, or am I missing it...
Mousewheel zoom is too Twitch, I just want to go back a bit, next thing I know I am looking at the whole galaxy...
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Snall

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Re: Star Ruler: Thats no Moon!
« Reply #392 on: November 02, 2010, 04:27:42 am »

Yeah as I said movement is really icky, but havent played for like 10 patches. 
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #393 on: November 02, 2010, 06:02:01 am »

Well now, got it down, patching it all from what Gamersgate gives... Interesting but the ships kinda look ugly and I miss something in one part of the tutorial and now there is no way to go back, or am I missing it...
Mousewheel zoom is too Twitch, I just want to go back a bit, next thing I know I am looking at the whole galaxy...

Shouldn't there be a sensitivity option in the well, options menu? Also, I think there are general options somewhere on the computer for sensitivity. Of course that doesn't help much, since I have no clue where they might be.
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #394 on: November 10, 2010, 05:22:52 pm »

Gentleman, a patch: Patch currently retracted.  Watch this space.  Will keep you updated.

Please let us know if you encounter any errors or major bugs while we're in our first hours of the patch.

Full patch log:
Quote
[Fixed] Crash when selecting a shipset.
[Fixed] Remnants no longer run out of fuel.
[Fixed] Changed order for movement updates to prevent a one-frame delay in motion prediction.
[Fixed] Clients in multiplayer were shown the victory message before joining an empire.
[Fixed] Governors no longer build structures that are not unlocked yet.
[Fixed] Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
[Fixed] Pirates with money troubles weren't buying pillagers because marauders were cheaper.
[Fixed] Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
[Fixed] The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
[Fixed] Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*
[Fixed] Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
[Fixed] Fixed fleet icon not showing after load and not disappearing when docked.
[Fixed] Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
[Fixed] Structures with non-natural levels (farms) could not be renovated manually.
[Fixed] Zoom to cursor checkbox was saving incorrectly.
[Fixed] Planet orbits were sometimes stopping after loading a save.
[Fixed] Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
[Fixed] Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.
[Fixed] The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
[Fixed] Treaties would randomly crash in multiplayer.
[Fixed] Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
[Fixed] Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
[Fixed] Goto object orders weren't being saved/loaded.
[Fixed] Order lists were being loaded in reverse.
[Fixed] The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.
[Fixed] Sending chat messages with the # character in them no longer causes weirdness.
[Changed] Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.
[Changed] Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
[Changed] Empire names and colors are now moddable the same way system names are.
[Changed] Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
[Changed] Removed unnecessary window generation and resource loading during script testing.
[Changed] The tutorial can now be localized.
[Changed] An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
[Changed] The AI now periodically retrofits its obsolete ships.
[Changed] Slightly sped up locking in general, and reduced overhead related to creating those locks.
[Changed] AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
[Changed] Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
[Changed] Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
[Changed] Objects now register themselves instantly during map creation, significantly improving map generation speeds.
[Changed] Empty strings no longer allocate themselves on the heap.
[Changed] Star Ruler's icon has been replaced with a higher resolution version.
[Changed] Mods can now add their own Locales that are loaded after and can override the base game's.
[Changed] Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
[Changed] Updated French, Russian and German translations.
[Changed] While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.
[Changed] Objects are destroyed on-demand when the game exits, speeding up game exit times.
[Changed] Planetary rings now have ambient lighting.
[Changed] Planetary rings are now more common.
[Added] An optional toggle in the system window to display stored resources for planets in the list.
[Added] Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
[Added] Added support for ttf fonts and locale-specific fonts.
[Added] Added basic per-system minimaps.
[Added] Add Require:Tag to restrict subsystems to blueprints that have that tag.
[Added] Script bindings for Irrlicht's quaternion.
[Added] Relative military strength bars for pinned systems/stars and systems in the system window's system list.
[Added] "Zoom to object" buttons in planet window, pinned list and the system window's planet list.

* Disclaimer: Beware of duplicate empire colors and severe lag when adding more AIs.
« Last Edit: November 10, 2010, 07:26:14 pm by Firgof Umbra »
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Neyvn

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Re: Star Ruler: Thats no Moon!
« Reply #395 on: November 10, 2010, 06:04:32 pm »

I patched up to what ever Gamersgate had up to and then I couldn't play more then 3mins worth of game play before it shut down on me...
The tutorial needs a 'Go back' Button...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #396 on: November 10, 2010, 06:17:47 pm »

What's the patch list on GamersGate?

Is it more than 4 patches?  It should be 1000->1018, 1018->1020, 1020->1022
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Neyvn

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Re: Star Ruler: Thats no Moon!
« Reply #397 on: November 10, 2010, 06:20:20 pm »

Um even with it as it is... Crash...
And like there is a ton of patches...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #398 on: November 10, 2010, 06:33:21 pm »

Alright, go back to version 1000 and use these patches.  Sorry for the problems; if they continue to persist please post again but this should resolve your issues.  (If you installed everything in that list in order, you'll have actually installed the patches improperly as they put a full build right underneath a patch, which causes varying sorts of terrible, horrifying, modifications to the executable, causing all sorts of strange errors and crashes; we've already contacted them about it and they said they were getting it resolved -- apparently they have yet to [to be fair we have also not yet sent them the new base executable so they may have just been waiting for that])

http://starruler.blind-mind.com/patches/SR_v1.0.0.0-v1.0.1.8.exe
http://starruler.blind-mind.com/patches/SR_v1.0.1.8-v1.0.2.0.exe
http://starruler.blind-mind.com/patches/SR_v1.0.2.0-v1.0.2.2.exe

(If you happen to be on Vista or 7 64-bit editions, try turning on Thread Compatability under Options in the main menu and see if that resolves your crashing.  Failing that, if you have an ATI card, try turning off Catalyst AI as Catalyst AI is known to have problems with the game with some cards.)
« Last Edit: November 10, 2010, 06:40:18 pm by Firgof Umbra »
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Neyvn

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Re: Star Ruler: Thats no Moon!
« Reply #399 on: November 10, 2010, 07:37:33 pm »

Its all good now...

Still complicated as hell though...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

FPSX4

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Re: Star Ruler: Thats no Moon!
« Reply #400 on: November 14, 2010, 03:40:18 am »

I'm a newb here, but I read this thread(27 pages.) and want to give my review of the game.

Overall, I love it. The graphics may be sub-par at best but it fits the bill. In addition, full physics are implemented which give it a nice feel. However, the UI is complicated for me to grasp, and to be honest I have no idea half the time what my resources are. But, I find this game a nice refresh from the 2005- RTS's I've been playing, and well worth the 25$. Heck, I play it more than Sins of a Solar Empire. So overall a 9.8, even though I know my opinion doesn't really weigh in.

Some things I find interesting and/or annoying.

*My ships disappear. I had a nice fleet of Troll-class battlecruisers and a Duex-class Flagship, when all of a sudden  half disappeared.

*Is there something I should know about heavy ships? I launched a planet-size carrier full to the brim with fighters, bombers, and scouts, but en route to the enemy world it stopped, and turned white. And than the armor started to go down and it eventually exploded, ejecting 2/5 of them, which in my urgency launched, but they too became this dreaded white color and asploded. Did it run out of fuel? Power? Or did the other empire develop psychological weapons to induce a Arnold Benidict scenario.

*Why the turning around? It gets annoying having a fighter decided it's so pro it needs to fly backwards 70 lightyears.

*And finally, how do modules affect the model? On the Duex-class flagship I covered it in plate armor, and it was the size of a Huge Planet and gave me a
    |
   / \ shape. I see other ships that look like flying saratoga classes, does this require not equipping armor at all?

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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #401 on: November 14, 2010, 06:07:28 am »

i believe ships turn white then they run out of fuel
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Ioric Kittencuddler

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Re: Star Ruler: Thats no Moon!
« Reply #402 on: November 14, 2010, 06:23:34 am »

As for turning around.  How else is it going to slow down?  Air friction?
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FPSX4

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Re: Star Ruler: Thats no Moon!
« Reply #403 on: November 14, 2010, 01:27:05 pm »

There are so many other ways, and it just looks silly traveling backwards between gravity wells. In my opinion, either plan to make it less buggy or don't implement it at all.

As for fuel, it was full, in addition to having 3 tankers nearby. When it turned white I suspected, but rightclicking it did nothing. It was just "Attack" and "Move to".
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forsaken1111

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Re: Star Ruler: Thats no Moon!
« Reply #404 on: November 14, 2010, 01:30:01 pm »

There are so many other ways, and it just looks silly traveling backwards between gravity wells. In my opinion, either plan to make it less buggy or don't implement it at all.

As for fuel, it was full, in addition to having 3 tankers nearby. When it turned white I suspected, but rightclicking it did nothing. It was just "Attack" and "Move to".
Realistically, the only options for slowing down with a reaction drive are to have equally powerful forward-facing drives or to turn around to use the rear facing drive to slow yourself. Basic physics really. How else would you slow down? There are no 'space brakes'.
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