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Author Topic: Star Ruler: Thats no Moon!  (Read 175141 times)

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  • Bay Watcher
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Re: Star Ruler: Thats no Moon!
« Reply #525 on: February 19, 2011, 02:38:11 pm »

I still find that the user interface is lacking.

There's no way to see how much ore/metal/food/etc a planet is actually consuming and or producing.

This makes it confusing when building cities and farms.
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #526 on: February 19, 2011, 02:50:46 pm »

The Economy Tab in the planet window should tell you exactly how much it's consuming, producing, and trading.
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  • Bay Watcher
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Re: Star Ruler: Thats no Moon!
« Reply #527 on: February 19, 2011, 03:00:59 pm »

The Economy Tab in the planet window should tell you exactly how much it's consuming, producing, and trading.

When was that introduced?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #528 on: February 19, 2011, 03:01:58 pm »

v1060; latest patch, just came out last night.  If you're on Steam then unfortunately you can't patch yet and will have to wait until Monday most likely.

If you're not on steam:  http://starruler.blind-mind.com/patches/SR_v1.0.5.4-v1.0.6.0.exe
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #529 on: February 19, 2011, 03:54:20 pm »

guys im doing multi games today, come try out new patch if you dont have steam, steam rapes you.
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Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #530 on: March 17, 2011, 07:31:42 pm »

Just wanted to let everybody know:
Quote
As Japan continues its effort to recover from the recent devastation, we and many other developers are working with Direct2Drive to bring donations to Japan.
From March 17th to the 21st, Direct2Drive is donating $1 from every sale to the Red Cross' relief efforts in Japan.
In respect we have reduced our price to $10.00 for the duration of the event.

Purchase Star Ruler

We also encourage you to make direct donations to the Red Cross.
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Lightning4

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Re: Star Ruler: Thats no Moon!
« Reply #531 on: March 17, 2011, 09:13:12 pm »

Sold. Looking forward to trying it out.
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #532 on: March 22, 2011, 09:15:14 pm »

While you wait, a preview of the Neumon shipset:
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Jacob/Lee

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Re: Star Ruler: Thats no Moon!
« Reply #533 on: March 22, 2011, 09:45:16 pm »

So you need to buy this game to play it, correct?

It looks like one kickass game to play.

Aklyon

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Re: Star Ruler: Thats no Moon!
« Reply #534 on: March 22, 2011, 09:46:26 pm »

Yes.
But there is a demo.
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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.

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #535 on: March 22, 2011, 09:48:04 pm »

It is pretty out of date however; for which we apologize.  We're working on a demo version of 1070 which should roll out with the upcoming patch if we're able to get it done in time.

Lots of things have changed since v1030.
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Journier

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Re: Star Ruler: Thats no Moon!
« Reply #536 on: March 22, 2011, 10:25:02 pm »

really like what? huh huh
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Aurora 4x Steam group -http://steamcommunity.com/gid/103582791430952164

Aurora 4x Succession game - http://www.bay12games.com/forum/index.php?topic=51366.0

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #537 on: March 22, 2011, 10:28:04 pm »

The list of stuff would be... a bit large.

Just 1060 and 1062 were:
Quote
Fixed:

* Fixed floating point errors in cargo and ship bay spaces.
* Fixed a floating point error when deciding if a ship is disabled.
* Artillery was using the wrong effector.
* Some blueprints for the AIs were broken at early tech levels.
* Linked Subsystem glows now only show for sub systems that are actually linked.
* 'Metal Mandate' was acting like 'Metal Focus.'
* Missile racks weren't taking their clip size into account when predicting damage output, causing too many missile racks to target the same object.
* Fighter hulls and stealth systems would aid in dodging Flak and Shield Bomb damage.
* Ships actually take directional damage now!
* Fixed a crash in multiplayer related to objects being destroyed.
* Defend and Work orders on stationary objects will no longer give attack/use tool orders to objects that are too far away.
* Further improved the movement system, in particular when chasing fast objects.
* Changed power generation to reduce the likelihood of a ship shutting down at high tick rates.
* The default Fighter design wasn't very good at its job.
* Fighters automatically launched from carriers would not return to their carrier after attacking.
* Fixed a crash (PVFC) related to fleet icons.
* The repair bay is now properly classified as Support in sub system lists.
* 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)
* Many repair beams should spread out amongst different targets better.
* Effects on ships (e.g. damage events) weren't being saved.
* Carriers could try to dock into themselves by ordering the fleet they were in to dock in them.
* You may now click on the name of a constructed ship in the message to select/zoom to that ship.
* Fixed ship port logic; should now trade resources more effectively.
* 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.
* AIs were managing their fleets in very poor ways, causing them to be scattered across the galaxy.
* Fixed comet tails and attack glow effects on some video cards.
* Fixed removing cargo storages causing significant problems.
* Sub system and ship explosions no longer play if you can't see the system.
* Some values for spin boxes would cause a crash.
* AIs considered Pirates and Remnants as warring opponents, making the AIs far less likely to wage war.
* Dragging some windows would be very laggy (e.g. race customization).
Changed:

* Planets that are under attack will experience rapid moral loss.
* 'Auto' governor now uses more economic worlds in the first 10 minutes of the game.
* Reduced galaxy gas density for dumbbell galaxies.
* Space Port now uses a split level: Trade rate comes from Economics, storage size comes from Cargo.
* In the right-click menu, "Use Tool...Tool" is now "Use Tool".
* In the right-click menu, tools can have a special "Use" name, like "Colonize Planet".
* Further reduced space damage.
* 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.
* Links in the in-game IRC window can now be clicked.
* 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.
* Homeworld starts with 2 less farms, and instead starts with a space port and ship yard.
* 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 base designs to be generally better, especially with regards to recent changes.
* Crew Quarters regenerate 1% of the crew per second.
* Planets without enough food will lose no more than 10% of their people per second.
* Running out of food now reduces mood of a planet, at worst at the same rate as lacking goods.
* Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.
* System Searches (used by the AI) are now batched. This significantly improves performance with many AIs, or many ships controlled by the AI.
* Updated the Aggressor AI (Thanks Superking).
* 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.
* Optimized engine flares.
* Effects can have up to 6 values.
* 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.
* Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
* Star Ruler now keeps saves, mods, screenshots, etc. in "My Documents/My Games/Star Ruler". Files in the previous folder will be moved to the new folder when you launch Star Ruler.
* "Indebted" race trait now takes 50% of all resources exported to the bank for the first 20 minutes.
Balance:

* Repair tool repair rate reduced by 50%.
* Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).
* Significantly increased the range and average damage of flak.
* Bulkheads no longer get hit before other sub systems.
* Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.
* Flak cannot be fitted on fighter hulls, and must be a minimum size of 1 (scale 1 on a scale 1).
* Boarding Parties now require power and air.
* Doubled labor cost of structures.
* Tripled labor cost of planet cannons, lasers, and shields (in addition to the previous increase).
* Reduced starting population of colonies - 1M/structure down from 6M
* Spamming minimum-size colony ships should no longer be effective, at all.
* "Fast Metabolism" trait now awards 1 point.
* "Natural Green Thumb" trait now grants 2 levels of biology (down from 5)
* Slightly increased goods generation.
* 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.
* Costs of ships, ship systems, and structures are now displayed in their hover boxes.
* The subsystem damage window in the bottom right now has a "Layout" mode that displays the blueprint with damaged systems in red.
* Empire stats (e.g. Galactic Bank resources) now have rate-tracking to provide income, expenses, and demands at regular intervals.
* Added setStat/subStat functions to scripts to complement addStat, as well ass addDemand to alter the new demand component of stat tracking.
* The "makeShip" function now returns the id the constructed ship will eventually have. Useful to the AIs for tracking their build orders.
* 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 support for multiple loading screen backgrounds. Default is Images/loading_background.png, and additional backgrounds are named loading_background1.png, loading_background2.png, etc.
* The Layout View Mode of the Blueprint Window now displays which subsystems are affecting whichever stat you mouse over.
* 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.
* A default strike craft blueprint can be assigned for carriers in the blueprints window.
* Option in the blueprints window to build carriers filled with a full strike craft complement.
* Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
* Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
* 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.
* ExtTexts can now use syntax by putting #html# at the beginning. To further aide readability, tags may have a '/' character at the beginning (e.g. Red Text White Text)
* Added new game options to limit maximum ship count, and minimum and maximum ship scale.
Removed:

* Removed unused earthbump.jpg and sunmap.jpg.
* Removed TemplateArg support for script functions, as it didn't work anyway.
* Removed "Currency-free Economy" trait as it does not work with the new economy.
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Sinned

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Re: Star Ruler: Thats no Moon!
« Reply #538 on: March 23, 2011, 02:49:53 am »

Bloody impressive how you guys keeps adding features and patching the game. Bought it a long time ago and I can't wait to reinstall and give it another go.
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When you find yourself in the company of a dwarf and an ill-tempered Dragon, remember, you do not have to outrun the Dragon... just the dwarf.

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #539 on: March 23, 2011, 01:09:10 pm »

Thanks, Sinned. :)

This may be our only chance to make Star Ruler, so we're giving it everything we've got.
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