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91
haha just in case it was missed. but anyone like us scours most of the threads anyways
92
Star Ruler 2 Discussion / steam forum need some people there.
« Last post by hellatze on September 02, 2015, 08:18:36 AM »
please help steam forum  :-\ there are empty
93
Bugs & Support / Re: Game crashes on new game
« Last post by dalolorn on September 02, 2015, 04:31:37 AM »
Compatibility profile? That doesn't sound good.

Try disabling any compatibility settings your OS or other software may have automatically enabled.
94
Star Ruler 2 Discussion / Re: so question about special funds / fun with privateers
« Last post by dalolorn on September 02, 2015, 04:28:57 AM »
I don't see the point in making duplicate threads. (That being said, I probably should have replied in this one.)
95
Modding / Re: make privateers / special funds more useful?
« Last post by dalolorn on September 02, 2015, 04:28:07 AM »
You could use those special funds to improve your economy through indirect means. Terraforming, building stuff, etc.
96
Bugs & Support / Game crashes on new game
« Last post by captainradish on September 01, 2015, 05:00:52 PM »
I played the tutorial without any problems but I cannot start a new game. It crashes every single time after the screen where I change races and options. The error log has nothing in it and the other log simply has this:

01 Sep 2015 17:37:50
Initializing sound
Initializing window system
Loading engine settings
Initializing OpenGL Engine
Registering mods
Starting 7 threads on 6 processors.
Loading mod(s)
OpenGL vendor 'ATI Technologies Inc.', renderer 'AMD Radeon HD 6700 Series'
       version '4.5.13399 Compatibility Profile Context 15.200.1062.1004'
Loaded in 5.9 seconds
Shadow scripts: 263ms load, 2389ms compile
Server scripts: 266ms load, 4712ms compile
Client scripts: 273ms load, 6762ms compile
Loaded in 7.1 seconds

If I run it with -verbose i get this:

01 Sep 2015 18:50:17
Initializing sound
Initializing window system
Loading engine settings
Initializing OpenGL Engine
Registering mods
Starting 7 threads on 6 processors.
Loading mod(s)
CloudInit started at 0.0s on thread 7
Preparing tasks took 0.2 ms
CloudInit took 128.3ms on thread 7
CloudMods started at 0.1s on thread 1
CloudFiles started at 0.1s on thread 8
CloudFiles took 1.4ms on thread 8
CloudMods took 226.2ms on thread 1
ModInit started at 0.4s on thread 20
ModInit took 29.9ms on thread 20
LocateScripts started at 0.4s on thread 1
GameConfig started at 0.4s on thread 7
Effects started at 0.4s on thread 6
EmpireStats started at 0.4s on thread 19
ObjectTypes started at 0.4s on thread 8
EmpireStats took 0.7ms on thread 19
GameConfig took 1.1ms on thread 7
Shaders started at 0.4s on thread 20
ObjectTypes took 1.9ms on thread 8
Effects took 2.0ms on thread 6
Fonts started at 0.4s on thread 7
Sounds started at 0.4s on thread 19
Models started at 0.4s on thread 8
Generics started at 0.4s on thread 6
Generics took 0.2ms on thread 6
NodeTypes started at 0.4s on thread 6
NodeTypes took 1.0ms on thread 6
Components started at 0.4s on thread 6
Sounds took 9.9ms on thread 19
Shaders took 18.5ms on thread 20
Effectors started at 0.4s on thread 20
Models took 22.1ms on thread 8
Components took 17.1ms on thread 6
Materials started at 0.4s on thread 8
Effectors took 4.4ms on thread 20
Events started at 0.4s on thread 20
Events took 4.6ms on thread 20
ProcessSounds started at 0.4s on thread 19
ProcessSounds took 0.0ms on thread 19
States started at 0.5s on thread 20
States took 3.0ms on thread 20
ObjComponentOffsets started at 0.5s on thread 19
ObjComponentOffsets took 0.1ms on thread 19
SubSystems started at 0.5s on thread 20
LocateScripts took 82.2ms on thread 1
Window started at 0.5s on thread 1
ShaderStateVars started at 0.5s on thread 19
ShaderStateVars took 0.0ms on thread 19
PreloadScripts started at 0.5s on thread 19
PreloadScripts took 0.3ms on thread 19
Materials took 73.8ms on thread 8
Particles started at 0.7s on thread 19
Particles took 14.2ms on thread 19
SubSystems took 224.9ms on thread 20
ResourceBinds started at 0.8s on thread 19
ResourceBinds took 0.1ms on thread 19
Shipsets started at 0.8s on thread 20
Fonts took 492.4ms on thread 7
SkinStyles started at 1.1s on thread 7
SkinStyles took 7.4ms on thread 7
MaterialBinds started at 1.1s on thread 7
MaterialBinds took 0.5ms on thread 7
Shipsets took 377.4ms on thread 20
MenuScripts started at 1.2s on thread 7
OpenGL vendor 'ATI Technologies Inc.', renderer 'AMD Radeon HD 6700 Series'
       version '4.5.13399 Compatibility Profile Context 15.200.1062.1004'
Window took 2113.4ms on thread 1
Errors started at 2.6s on thread 1
Errors took 7.0ms on thread 1
CompileShaders started at 2.6s on thread 1
ProcessImages started at 2.7s on thread 19
ProcessImages took 54.4ms on thread 19
CompileShaders took 137.7ms on thread 1
ProcessTextures started at 2.7s on thread 1
ProcessTextures took 27.7ms on thread 1
ProcessModels started at 2.8s on thread 1
ProcessModels took 54.1ms on thread 1
MenuScripts took 3781.7ms on thread 7
Loaded in 5.0 seconds
Tasks used a total of 7.9 seconds (58% faster)
Preparing tasks took 0.2 ms
ServerScripts started at 0.0s on thread 99
ShadowScripts started at 0.0s on thread 100
ClientScripts started at 0.0s on thread 101
ProcessImages started at 0.0s on thread 102
ProcessSounds started at 0.0s on thread 103
ProcessSounds took 0.1ms on thread 103
ProcessImages took 456.1ms on thread 102
Shadow scripts: 341ms load, 2150ms compile
ShadowScripts took 2491.9ms on thread 100
Server scripts: 203ms load, 4251ms compile
ServerScripts took 4455.1ms on thread 99
Client scripts: 193ms load, 5578ms compile
ClientScripts took 5772.0ms on thread 101
CleanupScripts started at 5.8s on thread 103
CleanupScripts took 13.6ms on thread 103
Loaded in 5.8 seconds
Tasks used a total of 13.2 seconds (127% faster)
Map generation: 416.7ms
Link generation: 0.1ms
Elevation grid took 12ms to calculate.

Any help would be appreciated. I really enjoyed Star Ruler 1 and want to play SR2.
97
Modding / make privateers / special funds more useful?
« Last post by JackVonFlippen 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? 
98
Star Ruler 2 Discussion / so question about special funds / fun with privateers
« Last post by JackVonFlippen on September 01, 2015, 09:47:47 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... 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
99
Star Ruler Discussion / Re: Ships won't attack planets
« Last post by antibor on August 30, 2015, 07:01:34 AM »
Please check the design, AI Settings tab and within it Targeting Settings (on the left). Target Planets is to be marked.
100
Suggestions / Re: playing as the human race
« Last post by dalolorn on August 23, 2015, 05:07:14 AM »
1. The Terrakin are supposed to be humanity, though they don't entirely look the part.

2. There's an SR1 portrait mod on the Workshop, including a pretty good human portrait. If this is not an option due to your having a non-Steam version of the game, I can only point you in the direction of the Alternate Balance Expansion Mod - it contains a modified form of Vincent's mod. (It also contains a bunch of other stuff, so ABEM is not necessarily a good choice for a new player. Way much more to learn.)

If you're interested in ABEM, you can get ABEM 0.3.0 from ModDB, GitHub, or the Steam Workshop, where you can choose between 0.3.0 and the 0.4.0 beta.
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