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Messages - Dadekster

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1
Modding / Re: Race Profile Images Finals
« on: July 25, 2011, 05:47:47 PM »
Wow, a lot of talent in that artwork! :o

You've somehow managed to breath life into the standard staple of sci-fi creatures that we strive to exterminate in our 4x games and truth be told, I've played a lot of 4x games (in essence killing lots of sentient races) so that's saying something. :P

ps- if you do an insect type creature please oh please make it something other than something based on a darn ant or praying mantis please. ;) I looked it up right quick but there are supposed to be like between 6-10 million different species of insects out there...there's got to be something other than an ant or praying mantis for inspiration!!  :P

2
I'd pay 10-20 bucks for an expansion but I could care less about piloting ships in the game. I'd buy it assuming it expands on the core gameplay, not for gimmicky stuff which imo flying a ship around in game the scope of ST is. PC gaming is rife with stories of games that tried to be several things in one package and that ended up crashing and burning. It's like friends, you can't make them all happy and if you do all you end up with is a bunch of pissed off friends. Do as others have suggested and stick to what makes this game different from the others. I'll be the first to admit there are many things I don't like about this game (I'm not much of a RTS fan) but what I do respect about you guys is the fact that you know what you wanted to do and you did it and you were committed about it (the patches omg the patches  8) ).

IF you want to do a flight thing, make it a separate game and treat it the same way you have with ST. I'd buy it.

Examples of things that I consider 'expansion worthy' and of which the listed stuff is usually a combination of.

1. New races that have unique abilities
2. New types of maps that allow for different gaming styles
3. New weapon types/ship classes
4. New resource type - not a big one but can add a wrinkle or two.
5. New techs
6. Updated interface/ UI tweaks - of course this would never be pushed out solo, more of a add-on/gravy for expansion.

DLC level stuff

1. Shipsets
2. Campaigns
3. Artwork - blackholes, planets, etc

3
Star Ruler Discussion / Re: Star Ruler: Galactic skies
« on: July 25, 2011, 03:48:49 PM »
Reminds me of X3 tbh.

http://en.wikipedia.org/wiki/X%C2%B3:_Terran_Conflict

Pretty strong fan base from what I understand but not everyones cup of tea.

4
Star Ruler Discussion / Re: Live Patch Notes
« on: July 25, 2011, 03:45:23 PM »
Wow, been a while but you guys have been busy :) This is almost a completely different game it looks like and I look forward to digging into this when you drop this patch. I'll probably buy the retail version in support of the hard work you guys have put into it as well.

5
Star Ruler Discussion / Re: Live Patch Notes
« on: February 04, 2011, 04:13:59 PM »
Is there a laymans explanation of how you solved the diplomacy/hidden empires until phyical contact issue came about? Last I read it seemed to be a pretty tough nut to crack.

However you did it though....flip'n awesome. That first X just got much more interesting.

6
And the really big question...does the AI do this?  :)

7
I am always in favor of limits myself which flies in the face of what this game is all about of course  ;) I appreciate limits as to me it ties into realism and I like a bit of realism as it goes into how immersive a game is for me. All strictly my opinion and I understand it's a game etc etc but that's just how I like my games. I don't want to decend into micro-managment hell, but where that point of no return is different for each person in pc gaming.

A diminishing return imo is something I'd love to see in this game in regards to empire size. Tbh there is a diminishing return in the game already just based on its scope. That being as you brought up already Foraven that as your empire gets bigger and bigger you lose track of the ability to manage things as efficently as possible both as far as your worlds/systems go and your fleets. The more you have to handle the less effectively you as a human can do it (varies on human being and sobriety level of course). I would say after a certain point if your PC doesn't buckle under the sheer amount of stuff going on in a game that the AI would at some point just be more effective as well as it can multitask to the point you can't keep up...good thing there's that pause button eh?  :P

8
Star Ruler Discussion / Re: Little wallpaper doodle
« on: January 21, 2011, 02:50:15 PM »
hehe, I assumed they were propulsion exhausts as well, probably because they are glowing red  :P

9
*anymore.

lol nice  ;D

Touching on what eRe4s3r (I feel like I am typing in a password  :P ) said I have all sorts of grand ideas floating around in my head, like many people probably do, but not the first lick of talent to put any of that in visual form. I envy your skills and look forward to seeing what you come up with.

10
Random Noise / Re: Does Reaper Sleep!!!???
« on: January 20, 2011, 03:26:18 PM »
Hehe, some of the lines posted remind me of Stig-isms.

An example -

Some say he never blinks, and that he roams around the woods at night foraging for wolves...

 ;)


11
It would make for some interesting lines of thought on various races imo. Many times I have noticed that if one person does all the artwork, even it they try really hard to make things distinct, there is a general theme that resonates throughtout all the artwork. Different people would make it seem that each race developed independently assuming that's what the 'plot' required.

12
After Action Reports / Re: Pausing Play Style
« on: January 13, 2011, 05:28:10 PM »
I make use of the pause button a lot as well as do most fleet fights at reduced speeds. Even then I find myself jumping from one battle to another to fine tune things. My play style is one reason I'd like to see limited number of capital ships that last longer in fights. I'm not interested in building 10k cruisers and steam rolling systems. I prefer a more tactical approach even if this is a more strategic scale based game.

13
Star Ruler Discussion / Re: Live Patch Notes
« on: January 13, 2011, 05:21:22 PM »
You mean like this?

I'd say that's pretty close to the sweetspot imo. Awesome addition guys, maybe I won't get vertigo now after a gaming session.  :P

14
Random Noise / Re: Don't make me do it!
« on: January 06, 2011, 09:05:00 PM »
I remember reading that one a while back, I lol'd my ass off since it does have a large amount of truth to it.  :)

15
Star Ruler Discussion / Re: Live Patch Notes
« on: January 03, 2011, 01:07:57 PM »
Quagmire from Family Guy - cheerleader in the stall

+1 to you good sir  :)

Not too hard to figure out with the caped hero known as Google.  ;)

16
Suggestions / Re: Staggerd weapons fire
« on: January 02, 2011, 11:24:48 AM »
There is a mod for multi-targeting out already.  ;)

17
Star Ruler Discussion / Re: Live Patch Notes
« on: December 31, 2010, 08:57:48 PM »
It may be sooner than you think...

Dear diary....JACKPOT!

:P

+1 to who knows what that's from btw.  :)

18
Modding / Re: Lock system ownership circle possible?
« on: December 31, 2010, 04:43:24 PM »
I can see that, I have problems sometimes as well since there are no fixed reference points to align yourself with. I Would love to see some sort of 'snap to' command if that makes sense or even a compass or something. I understand it's space and 3D but I'm human damnit and have problems without a horizon  :P

19
Holy crap...had no idea this was even possible  :o

20
Star Ruler Discussion / Re: Live Patch Notes
« on: December 31, 2010, 04:37:07 PM »
[Added] Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.

You're kidding, right? Most of the game isn't documented!

At the rate they update and add things I don't blame them for not documenting every single little thing. They'd have to hire an extra person just to keep up lol.

21
After Action Reports / Re: System full of dead ships
« on: December 28, 2010, 01:59:04 PM »
You should be able to make a ringworld out of all those spare parts :o

22
Modding / Re: [Manual] The Dev Tools
« on: December 28, 2010, 01:53:37 PM »
 :o

23
Scripting / Re: Attempting the taboo ... Multi Targeting
« on: December 28, 2010, 01:46:43 PM »
I'm at the family's for Christmas.
When I get back to the home PC Ill update with newer code.

I've been merging it with other concepts to try and make a full mod of my own, but I should be able to get it working solo again. :)

I've noticed you've been asking a lot of questions about various things and thought you might be up to something like a mod :P I sincerely look forward to seeing what you come up with. Good luck and happy holidays.  :)

24
Suggestions / Re: too many resources
« on: December 24, 2010, 05:21:11 PM »
I was actually thinking the opposite of this, I think the game needs more resources :P

Ditto for me. It's a play style thing but I enjoy games like Settlers etc having to use resources to further your goals.

25
Scripting / Re: How to make hull size hardcaps
« on: December 22, 2010, 02:18:56 PM »
Another reason I like limits on ships is that they become so much less throwaway, especially if they take a bit to make.

26
Star Ruler Discussion / Re: Official Star Ruler IRC
« on: December 22, 2010, 02:06:42 PM »
Official IRC in-game is made of Awesome, Sauce, and Win.

Ok I lol'd on that variation of.  ;D

27
Bug Reports / Re: [1.0.4.0] AI ship blueprints are DOA.
« on: December 22, 2010, 02:05:39 PM »
If this is a stock, correctly patched game that's a bit disheartening.

28
Modding / Re: [GFX] Subsystem XMAS Blowout
« on: December 22, 2010, 01:56:55 PM »
Yep, nothing wrong with gratuitous amounts of eye candy. :P

29
News / Re: New Patch: v1.0.4.0 and v1.0.4.2
« on: December 22, 2010, 01:43:16 PM »
Don't burn yourself out guys, remember its a marathon not a sprint.  ;)

30
Star Ruler Discussion / Re: About other empire contact
« on: December 21, 2010, 01:57:07 AM »
Sorry if I repeat stuff, I really try not to and I read a topic before saying something, but I admittedly don't follow all that is said on the forum and surely not all that have been said, as I bought the game recently. If I find an idea that I want to expand I try to do this in a follow-up.

 Next: well I'm pretty sure creating a game like SR requires quite a bit of fiction creation/borrowing (from fiction literature) anyway.

No worries, I was just looking to see if a dev would shot down our similar ideas as its different than attempting to track thousands of objects in the game. Wasn't trying to call you out or anything.  :)

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