Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 45 46 [47] 48 49 ... 54

Author Topic: Star Ruler: Thats no Moon!  (Read 175056 times)

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #690 on: July 03, 2011, 04:56:59 pm »

You guys want a fun yet small game? 1 star system, a ton of AIs, go nuts.
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Felius

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #691 on: July 03, 2011, 06:32:16 pm »

You guys want a fun yet small game? 1 star system, a ton of AIs, go nuts.
Set it as max tech.
Logged
"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Cheese

  • Bay Watcher
  • 99% Dairy
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #692 on: July 04, 2011, 11:12:24 am »

At what point should I start building research worlds and a decent navy? I've got 3 systems colonised with around 15 planets in total, colonising a fourth at the moment.

E: I can't work this game at all. Trivial AI beats me in everything and I don't have a clue what to design. When pirates attack my designs are destroyed. They're size 20 ships and they take a minute or so to build as well, even when setting the governor to ship yard planet. Also, colonisation, do I just spam colony ships for the first half an hour or something?
« Last Edit: July 04, 2011, 12:14:41 pm by Cheese »
Logged

Empty

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #693 on: July 04, 2011, 12:19:21 pm »

Ships are destroyed when they have no control left.
So use multiple working bridges or ai cores.

Remember bridges need crew and crew need live support. So having multiple of those or emergency life support sub systems on the crew system will be handy.

Small ships should be somewhat speedy and big ships should not really care about speed. Just put enough armor or shields on it.
Logged

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #694 on: July 04, 2011, 12:23:14 pm »

They're disabled when they lose power or control, actually, as either results in the loss of its controlling element (crew, computers).

If your ship has an explosive generator aboard (Antimatter, or Fusion over time) then it will destabilize and destroy the ship.

Cheese:  Try out the "Poor" AIs.  You do want to keep expanding as much as you can early game but if you overexpand your economy will crash, resulting in slower construction speeds across all the new colonies which do not have their own infrastructure yet.  You should also look in to creating Artillery platforms around your planets to deal with Pirates.
Logged

Cheese

  • Bay Watcher
  • 99% Dairy
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #695 on: July 04, 2011, 12:30:25 pm »

Started another game, disabled pirates for now. I've made a smaller size 6 design which will go quite fast and has a muon cannon with a rack modifier attached. it also has a second bridge in case the first goes down. Production is going much faster even in the early game too.
Logged

Orb

  • Bay Watcher
  • [Loves_RTS]
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #696 on: July 04, 2011, 03:44:28 pm »

ok, I managed to survive after the initial wave of attacks and now I'm fighting the AI on their system..

I've a bit of tech advantage, so the situation is not to bad but.. It seems my cruisers and other crafts won't attack planets, even if the AI setting say so.

What I'm missing here? My torpedo bombers attack just fine but are to small to actually pack a good punch. Any suggestion on where else to look? maybe not all weapons can attack planets?

Are they in a fleet? If so, they will follow your word to the dot. If you say move somewhere, they will sit and stay there, even if there are enemies. There's an option to allow fleets not to stay in formation, that works, or...

Well, I haven't tested it, but simply canceling all orders might work, and they'll start auto attacking while in formation.
Logged
[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #697 on: July 08, 2011, 03:04:34 pm »

Patch 1082 is now live for non-Steam users.
The System Plane change (open in a new window; it's a large image): http://data.glacicle.org/starruler/planes-5.png
Full patch notes follow:
Quote
[Fixed] Taking over planets from AIs would sometimes prevent the planet from importing a particular resource.
[Fixed] Deleting a savegame deleted the wrong entry in the list.
[Fixed] Opening the options menu twice at the same time from the escape menu would crash the game.
[Fixed] Attractors did not function.
[Fixed] Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun.
[Fixed] You couldn't access a mod's effects in the particle editor.
[Fixed] Loading a game for multiplayer would allow clients to join the empire the host was controlling.
[Fixed] Effector data mismatch error could occur when loading saves with accented characters in blueprint names.
[Fixed] Jump Drives would sometimes retain orders in their previous system after jumping, causing them to fly back.
[Fixed] AIs would propose treaties involving goods and luxuries to empires with the "Eusocial Society" trait.
[Changed] AIs in the tutorial will no longer declare war on the player themselves.
[Changed] Updated French community translation. Thanks Mikey5887!
[Changed] Planet conditions are now tinted green or red according to whether they are beneficial or harmful.
[Changed] System rings are now off by default (replaced by the new information on the system plane).
[Changed] The system plane is now colorized to the color of the dominant empire in that system.
[Changed] The total available slots on a planet can now be seen after a system is explored, even if you no longer have vision.
[Changed] Using the right click menu to build ships now builds those ships on all selected planets or dry docks.
[Changed] Explicitly ordering tools to fire now works when the ship is on 'Hold Fire' stance.
[Changed] Boarding Parties can be explicitly fired from the right click menu, letting you set 'Hold Fire' and board without destroying the other ship.
[Changed] The Directed Spatial Manipulator no longer fires independently, but must be ordered from the right click menu to prevent wasting shots on insignificant targets.
[Changed] Updated Polish community translation. Thanks maxi!
[Balance] Halve all planetary damage reduction.
[Balance] Halve population reproduction rates.
[Balance] Halve population reproduction rates again when the planet is under attack.
[Balance] Decreased hull absorption rates to 30%/50%/70% for Light/Medium/Heavy hull respectively.
[Balance] Buff boarding defense.
[Added] Players can now toggle planets to allow or disallow importing or exporting resources.
[Added] Detonating the quasar now creates a chain reaction that causes most of the stars in the galaxy to be destroyed over time.
[Added] Added option to keep the mouse cursor in the window.
[Added] Added compatibility option for Intel Integrated GPUs.
[Added] The system planes now display bars/pips around the edge representing the military strength of empires in that system.
[Added] When hovering over a system or star you no longer have vision over, the time since you last had intel is displayed.
[Added] Research automation checkbox: when turned on, automatically research the lowest level tech when you're not researching something else.
[Added] Right-clicking a star or system now also shows a "Build Ships on All..." option.
« Last Edit: July 08, 2011, 03:06:59 pm by Firgof Umbra »
Logged

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #698 on: July 08, 2011, 03:08:04 pm »

Quote
[Added] Players can now toggle planets to allow or disallow importing or exporting resources.
:)

Quote
Detonating the quasar now creates a chain reaction that causes most of the stars in the galaxy to be destroyed over time.
:o Are you trying to tease players into shooting the quasar or something? Because now, EVERY player will have to do so in order to say they have played the game to the fullest. :P

Sadly, I got it through Steam, and I like Galactic Armory. So I'll have to wait.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #699 on: July 19, 2011, 11:55:40 am »

We could use everyone's vote on this poll:  It would help us figure out what we would be looking at in interest for an expansion to the game as this may be the last feature-full patch.

http://forums.blind-mind.com/index.php?topic=4062

Also, here's what's upcoming in the next patch:

Quote
[Fixed] Ships on hold or defend position stance will no longer move because of work with tool orders.
[Fixed] Homeworlds had less hitpoints than was normal for planets.
[Fixed] The game did not render while maximized.
[Fixed] Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
[Fixed] Boarding defense did not work.
[Fixed] Number suffixes on dates when saving were slightly wrong.
[Fixed] Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
[Changed] The balanced start map option is now on by default.
[Changed] Reduced modification factors for shift/alt on camera movement.
[Changed] Notification icons can now be right-clicked to dismiss them.
[Changed] Planetary conditions are now visible after exploring, instead of only after colonization.
[Changed] Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
[Changed] Shipyards now provide a small ammo generation / storage.
[Balanced] Targeting Sensors now increase range by a much larger amount relative to their size.
[Added] New ringworld model. Thanks WarStalkeR!
[Added] 5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
[Added] System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
[Added] Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
[Added] Redid the tutorial to be more interactive and (we hope) more interesting.
[Added] New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
[Added] New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
[Added] Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
[Added] Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
[Added] Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
[Added] Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
[UI] Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
[UI] Ordering a tool to fire that requires a forced order now prompts for it.
[UI] Queue Management window for Dry Docks now displays resource cost/progress.
[UI] Added notification icon for when someone declares war on you.
[UI] Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
[UI] Added notification icon when a planet is colonized or lost.
[UI] The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
[UI] 'New Game Menu' settings are now remembered between games. You may also save and load these settings.
[UI] Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
[UI] Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
[UI] Multiplayer window now remembers the last IP/Port entered for connect.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Star Ruler: Thats no Moon!
« Reply #700 on: July 22, 2011, 09:44:53 am »

You do want to keep expanding as much as you can early game but if you overexpand your economy will crash, resulting in slower construction speeds across all the new colonies which do not have their own infrastructure yet.  You should also look in to creating Artillery platforms around your planets to deal with Pirates.
I bought this game a few days ago and haven't got the hang of it. So it's auto-fail if just send out 15 colony ships early?
Enemies just come and kill my defenseless planets. Do I really need to put defensive ships/stations around all 20-50 of my planets?

Would be nice if there was some indication, say in the ticker, that "you are spread too thin, all your 15 colony planets will build very slowly for the next few centuries." Or a bar-chart showing empire economy/crisis status. Just "+6.3k" in a box somewhere does not tell much.
I guess judging from the population growth rates, one player-second is .2 to 1 years.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Star Ruler: Thats no Moon!
« Reply #701 on: July 22, 2011, 11:21:18 am »

If you did the tutorial you'd know that there is an economic report for the empire bank you can pull out for more detail.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #702 on: July 23, 2011, 03:10:15 pm »

if you find you over expanded, you can shut down governors of planets not building resources.

if you are short of only one resources, you can click on 'empires' and 'civil acts', to mandate the production of one resources in spite of the others.

if all resources are short, just stop all the governors, and start building mines and other factories in order. without other planets sucking up the resources, you can recover quickly.
Logged

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #703 on: July 26, 2011, 11:30:19 am »

Patch 1090 is likely to launch today, here's where we're at:
Quote
[Fixed] Ships on hold or defend position stance will no longer move because of work with tool orders.
[Fixed] Homeworlds had less hitpoints than was normal for planets.
[Fixed] The game did not render while maximized.
[Fixed] Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
[Fixed] Boarding defense did not work.
[Fixed] Number suffixes on dates when saving were slightly wrong.
[Fixed] Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
[Fixed] Under attack alerts would only appear once per system.
[Fixed] Choosing a govern via the right click menu didn't automatically enable that governor.
[Changed] The balanced start map option is now on by default.
[Changed] Reduced modification factors for shift/alt on camera movement.
[Changed] Notification icons can now be right-clicked to dismiss them.
[Changed] Planetary conditions are now visible after exploring, instead of only after colonization.
[Changed] Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
[Changed] Shipyards now provide a small ammo generation / storage.
[Changed] System Window now lists Dry Docks (can be filtered out).
[Changed] Build on Best/Build on All from right click menu now take Dry Docks into account.
[Changed] Carriers on 'Hold Fire' stance no longer undock their fighters to engage.
[Balanced] Targeting Sensors now increase range by a much larger amount relative to their size.
[Balanced] Positive planetary conditions are now slightly more common than negative ones.
[Added] New ringworld model. Thanks WarStalkeR!
[Added] 5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
[Added] System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
[Added] Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
[Added] Redid the tutorial to be more interactive and (we hope) more interesting.
[Added] New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
[Added] New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
[Added] Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
[Added] Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
[Added] Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
[Added] Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
[Added] Button on the message ticker to open a log window that displays a scrollable list of previous empire messages.
[Added] 'LAN' tab on the multiplayer menu to discover LAN games without needing to find the local IP manually.
[Added] New object information panel displaying more graphical information and with individually cancellable orders.
[Added] Added new weapon effects from Galactic Armory, thanks XTRMNTR2K!
[UI] Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
[UI] Ordering a tool to fire that requires a forced order now prompts for it.
[UI] Queue Management window for Dry Docks now displays resource cost/progress.
[UI] Added notification icon for when someone declares war on you.
[UI] Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
[UI] Added notification icon when a planet is colonized or lost.
[UI] The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
[UI] 'New Game Menu' settings are now remembered between games. You may also save and load these settings.
[UI] Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
[UI] Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
[UI] Multiplayer window now remembers the last IP/Port entered for connect.
[UI] There is now a button directly opening the civil acts window next to the empire bank display.
Logged

Firgof Umbra

  • Bay Watcher
    • View Profile
Re: Star Ruler: Thats no Moon!
« Reply #704 on: July 26, 2011, 02:07:13 pm »

The patch is now live for non-Steam clients:  http://starruler.blind-mind.com/patches/SR_v1.0.8.2-v1.0.9.0.exe

Please let us know if you encounter any bugs, etc.  Also, check out the brand spanking new tutorial! :D
Logged
Pages: 1 ... 45 46 [47] 48 49 ... 54