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Messages - JackVonFlippen

Pages: [1] 2
1
Star Ruler 2 Discussion / Re: steam forum need some people there.
« on: December 13, 2015, 11:57:12 PM »
The game is so deep, it keeps me coming back. But there is very little info on how to use all the races special ways. Or at least some clarification. I think we would have more people.

2
Star Ruler 2 Discussion / Re: steam forum need some people there.
« on: September 10, 2015, 02:43:41 PM »
haha

3
Modding / Re: make privateers / special funds more useful?
« on: September 02, 2015, 02:19:53 PM »
true, i did ending up doing that, but it wasnt enough to really "pay the debt" quick enough. however I am going to try again now that I know more on how it works.

4
haha just in case it was missed. but anyone like us scours most of the threads anyways

5
Modding / make privateers / special funds more useful?
« on: September 01, 2015, 11:14:38 AM »
in an effort to try something funny I wanted to play around with my own type of piracy. So i built a few privateer ships and jacked the civilian eco trade ships really high and began playing my idea of space 1800's era trade hijacking.

what I found out was special funds are great! they spend only when YOU want them to be spent! this allows you to build huge ships to the point that your budget that runs off of taxes cant support... thus driving you so far in the negative zone your ships are throwing dust and can no longer do damage and you eco growth Grinds to a hault.

so my question is this... is there a way you can roll special funds into your budget? if not? there should be some way to do so. because this was a heck of a way to play. it wasn't always economical to take every planet the enemy had, but it was to blow up its trade. So I would throw a ship down with some minimal supports in the trade route path and stop trade to his bigger systems / higher tier planets. This was a legit strategy. It forced them  to engage and keep a picket group there. (when the AI was smart enough)

the dynamic would have brought the ship sizes smaller to deal with many threats all over the place. but the AI just had three huge hammer ships trying to keep up with all the theaters of war. Of course I could not stop them with tiny ships but I was effectively keeping them bankrupt, and i have 80 million in special funds that I could not spend on eco growth. so we were effectively both broke. which is dumb.

To me this dynamic did bring more ways to play the game into vanilla that wasn't just Tech up, their up, and scale up then smash. It was bleed them and make them fight it your way. You can still do it as long as you can keep your economy growing along with it. (is hard but i was able to pull myself out of being personally rich to being wealthy and having my empire begin catching up.)

so for future updates or mods... Possible way in the dropdown on how to spend the rollover money could there be a special fund "pay off the deficit" by so much per turn, or as much as possible to be zeroed out? 

6
in an effort to try something funny I wanted to play around with my own type of piracy. So i built a few privateer ships and jacked the civilian eco trade ships really high and began playing my idea of space 1800's era trade hijacking.

what I found out was special funds are great! they spend only when YOU want them to be spent! this allows you to build huge ships to the point that your budget that runs off of taxes cant support... thus driving you so far in the negative zone your ships are throwing dust and can no longer do damage and you eco growth Grinds to a hault.

so my question is this... is there a way you can roll special funds into your budget? if not? there should be some way to do so. because this was a heck of a way to play. it wasn't always economical to take every planet the enemy had, but it was to blow up its trade. So I would throw a ship down with some minimal supports in the trade route path and stop trade to his bigger systems / higher tier planets. This was a legit strategy. It forced them  to engage and keep a picket group there. (when the AI was smart enough)

the dynamic would have brought the ship sizes smaller to deal with many threats all over the place. but the AI just had three huge hammer ships trying to keep up with all the theaters of war. Of course I could not stop them with tiny ships but I was effectively keeping them bankrupt, and i have 80 million in special funds that I could not spend on eco growth. so we were effectively both broke. which is dumb.

To me this dynamic did bring more ways to play the game into vanilla that wasn't just Tech up, their up, and scale up then smash. It was bleed them and make them fight it your way. You can still do it as long as you can keep your economy growing along with it. (is hard but i was able to pull myself out of being personally rich to being wealthy and having my empire begin catching up.)

so for future updates... Possible way in the dropdown on how to spend the rollover money could there be a special fund "pay off the deficit" by so much per turn, or as much as possible to be zeroed out? 

(Edit): Grammar and spelling

7
Modding / Re: Cheaper Buildings/Maintenance
« on: August 04, 2015, 10:59:18 AM »
whoa is this on Steam workshop?

8
Star Ruler 2 Discussion / Re: When is a good time to use super farms?
« on: August 03, 2015, 04:24:22 PM »
Ok so it is the last resort when you start running low on food and water worlds. awesome.
thanks for the money breakdown, I have since found the cool button that shows that you are losing money on which worlds. been very helpful.

9
IT is time to play the Nylli I see... Excellent.

10
Star Ruler 2 Discussion / Re: Research paused
« on: July 23, 2015, 09:01:13 AM »
might check the dipno screen and see what was passed, might have been some sort of research hold card.

11
Star Ruler 2 Discussion / Re: Confused about planet resource chains
« on: July 23, 2015, 08:47:36 AM »
there are some youtube vids out there of people walking through this:

https://www.reddit.com/r/starruler/comments/39w9me/5_tips_for_new_players/

12
Star Ruler 2 Discussion / When is a good time to use super farms?
« on: July 23, 2015, 08:44:19 AM »
been watching some youtube vids of the game to improve my play style and noticed people building farms at the start of the game. I usually do it when I run out of food planets. What is ya'lls take on this?

13
Star Ruler 2 Discussion / Re: Inspiration?
« on: August 25, 2014, 02:23:57 PM »
Oooooh... this is why SR2 has moments where I feel like this is Catan in SPAAAACE!

14
Star Ruler 2 Discussion / Re: Player=Character
« on: May 19, 2014, 04:02:24 PM »
its Airforce 1 all over again XD

"Get off my SHuttle!"

15
Star Ruler 2 Discussion / Re: Dev Live Stream
« on: May 15, 2014, 02:53:12 PM »
cant wait!!!!


16
Star Ruler 2 Discussion / Re: Steam early access?
« on: March 17, 2014, 04:14:58 PM »
There's only one version. The one that runs with or without steam.

Like every game should be.

17
News / Re: Livestream! (1/30 @ 6PM EST)
« on: February 21, 2014, 11:02:59 AM »
Please Please please more of this!!

just record a few games you play as you test! Feed me!!! I dont care if it is 5 minutes or 2 hours!

18
Star Ruler 2 Discussion / Re: My suggestions for Star Ruler 2
« on: February 21, 2014, 10:49:06 AM »
You could make Races very different and in need of different resources as well... however I think that is really when You as a player build ships through the editor that are enough different based on the tech tree you choose to play against players who went different directions.

The very fact I can choose to make bloated and fat ships that shoot forever and take damage for minutes on end, but are slower than a snail is my prerogative. My entire fleet doctrine will have to change if I begin to fight a much more agile opponent. I will either have to change the fundamentals of my races ideals of how to fight using my current units and tech, or change fleet doctrines with new designs and play a way that forces me to change. If you don't change then you will find yourself losing.

If you made races so fundamentally different that you corral the ability to design your empire and ships in the infinite way currently possible, you lose why this game is fun.  If they did design in races that are so different from the get go, then still have races you can mold from the beginning.   SR 1 had all those stats you could change at the beginning of the game before you set foot into the universe. which is all well and good for a random play and the fact that resources were pretty much all over the place so you could have it fit your play style.

It would be fun however to modify SR with SR 2. since maps are now much more like Civilization with important resources, molding a race now to the environment is more important and natural. also much more ways to play the game.  In this new way in SR 2 being able to choose many of the same race bonuses and negatives while you build your empire would be great. Just do it as the game progresses... much like the research tree or have it based on some sort of colonization deal. Of course you would need to set the foundation Race stats, like your race grows slowly, and are green thumbs etc... When it comes to the Tech or the empire building, I think there would be some first 5 - 20 minute into the game race design points as you lay it down in the universe and see what cards you have been dealt in planets and resources.  This would be a natural adaptation to the environment a race and empire grows into. It would make sense why a race would choose a tech strategy that gave them more speed in their ships - they have a resource near by that can really build on that. Course that closes the door on something else, like engine space has to be a little bigger for the % boost. Give and take is the name of the game. Penalties make a race unique. It is how they overcame the obstacle. Bonuses really kinda hinder your growth because you center around something maybe too much, so it is really important to have negative effects when dealing with this part of a game.

19
Star Ruler 2 Discussion / Re: Silly question about the game
« on: February 21, 2014, 08:37:01 AM »
haha! advanced empire problems.

20
Star Ruler 2 Discussion / Re: My suggestions for Star Ruler 2
« on: February 20, 2014, 01:28:10 PM »


"More options is not always a good thing - more meaningful decision making is a good thing. "

this ... is going on a wall plaque...and possibly ground into my monitor frame as well.

21
Star Ruler 2 Discussion / Re: My suggestions for a carrier mechanic
« on: February 20, 2014, 11:27:49 AM »
 I can understand the pull of graphics and resources this might be. However the gold you find is having players FTL the equivalent to a battlestar full of bombers near a planet that is important and pouring out dps then packing up and leaving at the first sign of a fleet. maybe make a carrier's fighters the "ammo/fuel/ that bar I cant remember the name too"?

depending on how big you make your hangars means how many fighters you have in reserve. then have a fighter CIC bridge for how many fighters you can have in space at once. much like the control module you use for cap ships currently for the fleet, you can have one for fighters specifically.

this opens up a special using your energy resource. Alpha Strike. it would Launch all fighters for a short time. IE the bombers would drop everything then return to the hangar, fighters would make a few passes on support craft and redock. then it would relaunch the amount it can handle minus anything that was lost in the alpha strike.

22
Star Ruler 2 Discussion / Re: Complexity and variability
« on: February 20, 2014, 11:25:14 AM »
you have me intrigued.

23
Star Ruler 2 Discussion / Re: Possible Suggestion For 'Nomadic' Races
« on: February 20, 2014, 11:21:00 AM »
not sure that will work in Vanilla SR2 as it didnt work great in SR 1. I tried as well. it was a pain. however the mods that will spill off of this game I am sure there is a following for such a way of play.

24
Star Ruler 2 Discussion / Re: Silly question about the game
« on: February 20, 2014, 11:19:05 AM »
w0000t this surprised me now! w000t again :P

Also thank you for the answers! Gonna buy SR2 for sure. SR1 was way too awesome to miss out on SR2 :)

haha just a jump drive, no need for  an engine XD

25
Star Ruler 2 Discussion / Re: System specialization
« on: February 20, 2014, 11:17:07 AM »
well, that definitely makes choke points in the universe. I like it.

26
Star Ruler 2 Discussion / Fleet movements
« on: February 20, 2014, 10:50:37 AM »
Fleet engagements to me are just as important as the rest of the game. I want to be as involved or at least be able to give an order of battle to a fleet if I am busy somewhere else in the galaxy at the time. My ship build are usually very unique to a certain order of battle that requires some micro management because it isn't made to stand up toe to toe with a wall of capital ships. however with that said I can take on that wall and win by using my ships in the specific arrangement they were built for.

currently the fleets act much like Sins of a solar empire. Sit there and shoot the crap out of each other. It is not a bad mechanic, but we were treated with Homeworld like mechanics in SR1, and that was so lovely. It allowed us to use fleet doctrines that were of our creation.   one tactic I really enjoyed was the ability to get momentum on my fleets and drive through a system at full burn firing large quantities of ammo, then haul back to your ammo ships and reload then fling yourself back through. skirmish fleets were fun but took alot of time to micro manage. I was wondering if there will be a type of aggression setting that  can help with this. Example: In SR 1 you could set min and max engagement ranges. would it be possible to set the capital ship to stay at max range when engaging? possibly set it to skirmish with a hostile fleet(s) in the system it is defending? or anchor it in the System you wish to skirmish in?  This would make use of missile fleets and push the player to build smaller faster interceptor craft and get them away from HUGE capital ships. ( i tend to like to force players to ship down)

second question: you mentioned that fighters might be a thing. I can understand the pull of graphics and resources this might be. However the gold you find is having players FTL the equivalent to a battlestar full of bombers near a planet that is important and pouring out dps then packing up and leaving at the first sign of a fleet. maybe make a carrier's fighters the "ammo/fuel/ that bar I cant remember the name too"?

depending on how big you make your hangars means how many fighters you have in reserve. then have a fighter CIC bridge for how many fighters you can have in space at once. much like the control module you use for cap ships currently for the fleet, you can have one for fighters specifically.

this opens up a special using your energy resource. Alpha Strike. it would Launch all fighters for a short time. IE the bombers would drop everything then return to the hangar, fighters would make a few passes on support craft and redock. then it would relaunch the amount it can handle minus anything that was lost in the alpha strike.

and one last thing. Ship models, now that we wont be zoomed out to see the massive array of icons kicking eachothers shins on each side and actually get to see our ships, will there be a large array of models? Or will it be customizable and dependant on how the hexes are laid out and then it skins it?

I loved everything I saw in SR 2's video, the Diplomacy play is absolutely Brilliant. this is by far the best I have seen for its use outside of Civ 5. thank you thank you thank you. if the fleets will have this level of micromanagement, then all my prayers will have been answered in one game.

27
Strategy / Re: Is there any good tutorial out there?
« on: June 22, 2013, 08:17:45 AM »
http://forums.blind-mind.com/index.php?topic=5064.0

this is GOLD.

I was like  you too, hen I read this and took over the map.

28
Galactic Armory / Re: C++ RUN TIME ERROR
« on: April 07, 2013, 09:15:16 PM »
My friend and I figured out that he doesn't have enough ram to run the game, 93% Ram used then Crash. 2 gigs is not enough.

this is running 32 bit processor.
cant see all of his ram on win 7 or XP.

Does anyone know if GA 2.0 will be less ram hungry?

29
Galactic Armory / Re: GA 1.9.2. crashes after loading stuff
« on: April 07, 2013, 09:15:02 PM »
My friend and I figured out that he doesn't have enough ram to run the game, 93% Ram used then Crash. 2 gigs is not enough.

this is running 32 bit processor.
cant see all of his ram on win 7 or XP.

Does anyone know if GA 2.0 will be less ram hungry?


30
Galactic Armory / Re: C++ RUN TIME ERROR
« on: April 03, 2013, 11:32:57 PM »
bump-

still under going issues.


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