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Author Topic: Star Ruler: Thats no Moon!  (Read 175067 times)

Felius

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Re: Star Ruler: Thats no Moon!
« Reply #645 on: June 27, 2011, 07:14:07 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.
Or it is so in the end game, that a mighty fleet of a few dozen 3000 scale monstrosities is used as an escort, and its cost only pocket change.
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KaguroDraven

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Re: Star Ruler: Thats no Moon!
« Reply #646 on: June 27, 2011, 07:51:46 pm »

Yes, but that's End Game, it's supposed to have that kind of awesomeness.
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #647 on: June 28, 2011, 10:28:15 pm »

So, I just finished playing a 4 player game, with three normal AIs, and thought I post some of the bugs I remember.


1) When you pick the Eusocial Society race trait, AIs still send you diplomacy requests asking for luxury/goods, which you can't produce.

2) When you are at war, AIs sometimes send diplomacy requests that, if refused, they will declare war on you, even though you are already at war.

3) When you have ships in a system of an exploding star jump gate out before the shock wave reaches them, they blow up in the other system, as if randomly. Also, star explosions don't explode other stars. Finely, if some wayward planets survive the blast, it orbits something that doesn't exist.

4)Every once in a while, only in early game, my game will become unresponsive and I'll have to use control panel to end it. Its rare, but frequent enough to happen about once or twice each game. If there's a way to trace the error, I'll look into it next time I play.

Of course, these are just nitpicks. The only one that bothers me is the ships exploding, because keeping a roving band of star exploders is fun.

A few features, or questions if I just haven't figured it out yet, I might request:

1) A manual launching option. Something to launch craft manually from another craft. Also, there doesn't seem to be an automation for unloading ore onto ships. These two things come from my attempts to design a harvesting vessel for asteroid systems, so that I can produce metal on site and export it to the galactic bank.

2) Sort of a big request, but some sort of pirate base the pirates operate from? They take a random system, which is then heavily defended by stations. Attacks fly out from there, and the force behind these attacks is reflected by how much "loot" they steal in attacks. If a lot of attacks fail, they start to dwindle. Also, of course, if you destroy the pirate base, there are no more pirates. The idea comes from Sins of a Solar Empire.

Finely, a question or two:

1) How exactly do "boarding" numbers compare? Is it a % chance, or do repeated boardings slowly wear down a "boarding" HP? If it is a percent, what is the rate of troops per ship scale, to get a 100% chance? Can boardings go through shields? Do boarding actions take time? There wasn't anything in the tutorial, and through experience I haven't learned much.

2) How do the numbers of shield hardening compare? If I make it 2, instead of 1, what does that mean, shield holds until 33% instead of 50%?

"Edit" Figured out how to do automated remote mining. Just required a few tweaks in the AI settings.
« Last Edit: June 28, 2011, 11:56:50 pm by Orb »
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LoSboccacc

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Re: Star Ruler: Thats no Moon!
« Reply #648 on: June 29, 2011, 04:34:11 am »

aha! I just managed to fend off the first AI attack on a standard start with 4 of the easiest AI available.

I was killed on the next wave, but was still fun to watch.


Those 30 size colonist where not such a good idea  :o
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forsaken1111

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Re: Star Ruler: Thats no Moon!
« Reply #649 on: June 29, 2011, 04:50:19 am »

"Edit" Figured out how to do automated remote mining. Just required a few tweaks in the AI settings.
Could you share your method? I am interested.
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #650 on: June 29, 2011, 01:42:16 pm »

"Edit" Figured out how to do automated remote mining. Just required a few tweaks in the AI settings.
Could you share your method? I am interested.

Sure. This game is almost like Aurora in a way that you can design some pretty neat ways of doing things. Especially with carriers. I've just started messing around with them. Construct strike craft on the go? Build a fleet while battling, using scavengers built into it to build more ships? All very possible.

Anyway, here are the two designs I used. Note most of the scales are dependent on your current tech level. However, there are a few essential things you'll want to keep in mind. I'll elaborate on those in the spoiler.

Spoiler: Designs (click to show/hide)

Now the next tricky part, the AI. Its actually quite simple once you understand what everything means.

Spoiler: AI (click to show/hide)

...and that's it. I wanted to make sure I covered everything. If you somewhat follow these guidelines, and pay close attention to the "notes"(which if ignored will probably cause your ship to explode), then you will be having surplus metal late game when everyone else is feeling the ore crunch.  ;)
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cerapa

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Re: Star Ruler: Thats no Moon!
« Reply #651 on: June 29, 2011, 02:21:37 pm »

I havent played all that much. I knew that ships can run out of juice without big enough capacitors, but I didnt know they would explode.
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Felius

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Re: Star Ruler: Thats no Moon!
« Reply #652 on: June 29, 2011, 02:24:17 pm »

I havent played all that much. I knew that ships can run out of juice without big enough capacitors, but I didnt know they would explode.
If you are running Antimatter and Fusion, they lose containment, and explosions follow.
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cerapa

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Re: Star Ruler: Thats no Moon!
« Reply #653 on: June 29, 2011, 02:31:08 pm »

Losing containment on antimatter would be real bad, if these ships were real, I would like to punch the person who decided they dont need failsafes to keep power on themselves.

Who the hell designs these shi.....oh.
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Orb

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Re: Star Ruler: Thats no Moon!
« Reply #654 on: June 29, 2011, 03:35:09 pm »

Welp, I've been throwing around the idea of trying multiplayer.

If anybody wants to do some sort of "test" game, I'll be hanging around the DFC chat.
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LoSboccacc

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Re: Star Ruler: Thats no Moon!
« Reply #655 on: June 30, 2011, 01:36:03 am »

wow, I managed to survive enough to kill one (easiest) AI, and then messed up sending my best ship to scrap instead of refueling.

I had quite some success with a battlecruiser having one very big railgun with rack and one small and fast firing railgun racked as well, and just varying the size of the whole ship until the big gun did enough damage to strip off the shields from AI ships in one shot (so the faster gun could tear apart their internals); a @12 scale fleet of those was enough to fend off two larger and costlier enemy ship each, while the @120 scale monster was enable of cleaning whole systems alone, as long as it was moving toward the enemy full speed so that he could have a break from engagement and repair itself thanks to the game physics.
 

this is an awesome game, has full indie glory with a manageable interface.


random noob notice: if you use +/- on components they double/halve in size, if you use the mouse wheel they grow/shrink in .25 increments.
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Felius

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Re: Star Ruler: Thats no Moon!
« Reply #656 on: June 30, 2011, 01:44:46 am »

LoSboccacc you can also use ctrl+click (or it was shift+click. One of two), to do the .25 increments.

A few of us played a little multiplayer (I had to leave before the game ending though, had family visiting, had to entertain the guests) a little earlier. Should try again sometime, specially now that we know better HOW to do so. =p

But anyway, have reached the conclusion that one of the issues of the game is that it's pretty attention intensive and speed dependent. You need to always keep track of everything that's happening, and keep doing stuff everywhere. To play against the insane level AI a professional Korean player level might be the appropriate one.  :P
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"Why? We're the Good Guys, aren't we?"
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LoSboccacc

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Re: Star Ruler: Thats no Moon!
« Reply #657 on: June 30, 2011, 01:49:47 am »

true, I'm used to play strategy game in general while doing something else (like watching tv or reading a book) but this is plenty of stuff happening at any time and you can't let attention down a second.
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cerapa

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Re: Star Ruler: Thats no Moon!
« Reply #658 on: June 30, 2011, 03:52:48 am »

In single player I play it like DF. Set up some stuff and then let it run until I want to do something again and pause.
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de5me7

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Re: Star Ruler: Thats no Moon!
« Reply #659 on: June 30, 2011, 05:33:39 am »


But anyway, have reached the conclusion that one of the issues of the game is that it's pretty attention intensive and speed dependent. You need to always keep track of everything that's happening, and keep doing stuff everywhere. To play against the insane level AI a professional Korean player level might be the appropriate one.  :P

I get round this issue by playing small galaxies, sort of 20-80 stars rather than 200-800 stars. I also limit the number of ships to about 200 per player. This is partly to compensate for having only a core2 duo, but even if i had a faster processor i dont think id expand up the game that much for managability reasons.
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