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Messages - Septimus Oraka

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Star Ruler 2 Discussion / Re: Music and SFX Feedback - Post here!
« on: April 19, 2015, 06:27:23 PM »
When we have this soundtrack available for sale on Steam?

News / Re: Dev Diary #3: FTL
« on: December 25, 2014, 06:44:01 AM »
One thing that I really don't like about SR2 flt approach is the fact that capital ships use FTL resources from a single pool from anywhere.

I believe it would create much deeper game if individual fleets had their individual FTL chargers, which would have to be refill from, say a star or planets with certain resource, after jump(s). Also having a cool down on FTL hyperdrives would be good idea too. Basically before you would use FTL you would have to make sure you would have place to refill and you would have enough time to cool down/recharge in case of an attack.

So basically making people manage their fleets and resources that required for FTL travel instead of one click trolololo hopping over the galaxy.

Sorry, but I am against micromanagement - and that includes the management of my fleets. Personally, I think that the FTL is good the way it is now. Of course, your idea about individual fleets having their own hyperdrives and the hyperdrives having a cooldown time is interesting.

Suggestions / Re: Customize ships Aesthetically?
« on: November 09, 2014, 09:52:19 AM »
Well, when I talked about customize the aesthetic of our ships, I was talking about change the color of the hull, add (customizable) icons/banners and add little details (like for example, bloodstains and/or rust in the hull), etc. Something like that, you know?

Emm, would it be possible to publish the script of index2? Maybe there are some familiar with php.

Good idea! :)

With as busy as I've been working on Star Ruler 2, I haven't had an opportunity to fix this issue. I'm not immediately familiar with the system, so it's a rather involved effort to fix it.

That is a shame. I was anxious to upload (and download) some new designs. :(

These sections were offline in recent months - what happened? why you don't do something to fix this problem? I wanted to download some new designs to my copy of SR1, but that is impossible while this problem persists.

Suggestions / Re: Customize ships Aesthetically?
« on: September 26, 2014, 09:48:11 PM »
Please, add this feature! it would be cool to be able to personalize the aesthetic of our ships and orbitals.  :)

News / Re: Dev Diary #3: FTL
« on: September 17, 2014, 03:45:31 PM »
My thoughts exactly.  8)

Star Ruler 2 Discussion / Re: [ShipSet] Mirage by cause792 [WIP]
« on: September 17, 2014, 03:30:41 PM »
Cool!  :D

News / Re: Dev Diary #3: FTL
« on: August 09, 2014, 06:51:23 PM »
I REALLY hope this changes. I want the option to research another way to FTL later, such as having gates and hyperdrives.

Look, I don't have nothing against using beacons/stargates/stardrives/whatever for FTL travel, but if my civilization(s) in SR2 will use any of these ways to conquer the galaxy, I would like to see these beacons/stargates/stardrives being their only way of achieving FTL travel - without any other option available.

Of course, if there is an option, I would like to see this option being extremely difficult to being researched, to avoid any unbalance in gameplay.

P.S: sorry for my grammar. I'm brazilian and my English is suffering of Cosmic Rust (

Star Ruler 2 Discussion / Re: Nascent and ancient races
« on: June 29, 2014, 08:02:15 PM »
That is a interesting idea, my friend!  :)

Hi, I'm having another problem: when I'm playing SR: Galactic Armory or the vanilla game, the colors used to denote systems belonging to different empires are not appearing. Instead, all systems are showing marked in blue. What is happening???

Please, Thy Reaper! fix this problem. I want to download and upload some designs, but this is impossible while the Design section is down.

Star Ruler 2 Discussion / Re: Racial Traits For StarRuler2
« on: May 28, 2014, 11:58:27 AM »
I have many ideas about how racial traits with realism in mind will work. Here are a few of my own with their definitions.

Diverse Biology: Due to radically different weather conditions, numerous continents, and a diverse range of life on your homeworld your race is able to easily colonize a wider range of worlds than most.
Single Biology: Due to non-extreme weather conditions, little geothermal activity, and biology not common on most habitable worlds your race will have a harder time colonizing most worlds.
Extremophile: Due to the extreme conditions of your homeworld your race can easily colonize worlds that most races have trouble colonizing but worlds in the Goldilocks Zone will be harder to colonize.
Aquatic: Your race lives in water.
Terrestrial: Your race lives on land.
Atmospheric: Your race lives in the air.
Psionic/Psychic powers: While most races ether lack or suppress this power it is very common among your race allowing your kind to understand the universe and read and control the minds of others.
Psionic/Psychic resistance: While your race lacks this power your kind can not be affected by it for unknown reasons.
Impossibly working technology: For unknown reasons, your kind is able to create crudely made technology that somehow works no matter how poorly made it is and it cannot be welded by others.

That's all for today so reply with your ideas because I honesty just want this game to have a more diverse and in-depth look for races.

Personally, I find the idea of a spacefare aquatic species ridiculous. The ships of such species would have to be loaded with tons of water - and that means too mass added to the mass of the ships, meaning that too much fuel would be used. I suggest using an Anphibian Species trait instead.

That's a problem I, too, faced in the beginning, you have to turn on the GPU-kompitability, or what it is called in English, in the Graphics menu, the problem should be solved by that...

I done like you said and it worked. Thank you! :)

News / Re: Dev Diary #3: FTL
« on: May 26, 2014, 05:32:25 PM »
I think it's safe to say it's a good sign that people get worked up over minor designations instead of gameplay mechanics.

Besides, I'm pretty sure all references to "FTL crystals" could be changed for something else within minutes. Hell, with all the fuzz that "apples" and "FTL crystals" have caused so far, I'm willing to bet money that the first mod to be released will be a "NO CRYSTALS AND APPLES MOD"! ;D

Kkkkkkkkkk! I don't have any doubts about that.  ;D

News / Re: Dev Diary #3: FTL
« on: May 26, 2014, 05:31:49 PM »
The crystals aren't the source of FTL, they're just a naturally occurring substance that collects the particles. Other means of producing FTL rely on capturing these particles through other means, and don't produce crystals.

Well, that explains a lot. But I still prefer the idea of collecting hydrogen in some orbital facility/specialized mining ship and use it to create "FTL particles"...

GPU??? what is this?

Talking about issues, I have a question: why there are blue squares surrounding all the stars in my galaxy??? ???

News / Re: Dev Diary #3: FTL
« on: May 24, 2014, 05:55:17 PM »
I was asking myself the same question: why crystals? why not use some sort of exotic particle? In the Orion's Arm universe, hydrogen can be collected from stars and jovian planets and used as feedstock to creation of exotic energy used in wormhole manufacture. Why don't use something similar in Star Ruler instead of these FTL crystals?  ???

Modding / Re: Amarr Shipset
« on: May 08, 2014, 08:25:40 AM »
Não sei se eu tenho esse "WinRAR.exe", mas eu vou checar.  :P

Modding / Re: Amarr Shipset
« on: May 07, 2014, 11:47:58 AM »
Thanks!  ;D eeeerrr. what is this ".rar" thing?  ???

News / Re: Dev Diary #3: FTL
« on: May 07, 2014, 11:46:08 AM »
Good idea. But I still think that it would be better if those FTL crystals were replaced for some sort of manufactured exotic particles.

Modding / Re: Amarr Shipset
« on: May 04, 2014, 02:16:02 PM »
OK!  ;D

The Ship Designs, Mods and Maps sections in Star Ruler's site are still down... :P

Modding / Re: Shipset compilation
« on: May 02, 2014, 06:12:17 PM »
Thanks Leovev. I wish you luck.  ;D

Star Ruler 2 Discussion / Re: My suggestions for Star Ruler 2
« on: May 01, 2014, 07:58:53 PM »
Oh, yes... I forgot to say that there is one thing I would like to see being avoided in SR 2: the creation and coexistence of planets and supermega structures (yes, Ringworld! I'm looking to you!  >:() in the same star system. It would be much more interesting if we could (using the Ringworld Generator) literally dismantle  each world of a star system (and neighboring systems) and be able to use all this material in the creation of megastructures like Ringworlds and Dyson Spheres/Shells. At least, that would make much more sense than see planets and Ringworlds existing in the same place without any disaster of biblical proportions happening because of it.

Star Ruler 2 Discussion / Re: My suggestions for Star Ruler 2
« on: May 01, 2014, 07:49:00 PM »
One of the things in star ruler I always wanted are space stations dedicated to farming like the ones in X3: Terran conflict and X rebirth.

Good idea. If we can have station manufacturing ammo, electronics and, why we cannot have farming stations producing food?

News / Re: Dev Diary #3: FTL
« on: April 28, 2014, 02:10:29 PM »
Planckatron?! this name seems like something coming from SpongeBob Squarepants!  ;D

Note: I know that the name planckatron comes from Max Planck, the father of quantum theory.

Modding / Re: Shipset compilation
« on: April 27, 2014, 08:55:34 AM »
Sorry, but I deleted the files from my PC when I found they were not working. But you can find the files right here:

If you are really able to fix the problem of this ship set, could you please post it back in the Amarr shipset (;prev_next=next#new) thread? Oh, and sorry, but for not giving my email to you, but I had some (serious) problems (too much problems) with it in the past.  :(

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