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Messages - Firgof

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Star Ruler 2 Discussion / Re: Not a fan...
« on: May 21, 2015, 10:45:46 AM »
Star Ruler 1 made significant strides away from this tired paradigm, whereas this edition appears to be a step backwards.
It used to require you to build within a predefined hull - but that was a thing that went away a long time ago.

The only difference between SR1 and SR2 in ship design is we allow your subsystems to be even smaller than they were in 1 and you have more control over their exact size.  SR1's default hull had a 15 space limit (with subsystems able to occupy down to 0.12 or up to 4.0 space), SR2's hulls have an internal space limit as well; the only difference is in the numbers we use.

There are no predefined hulls in either game.  The idea of a hull, yes, and space limitations, sure - but neither game restricts the actual shape of your ship.  SR2 is more restrictive on where you can put things (e.g. weapons must be able to fire outwards without colliding with another subsystem, engines must face left and have nothing blocking their thrust - exception: graviton) but doesn't restrict the overall shape.

The main difference between SR1 and SR2 in subsystem/components is that SR1 was both more restrictive and expansive.  SR2 takes a moderative approach - we hardly restrict the player and try to insure that the design system itself is abusable - but we have specifically avoided allowing things like invincible ships, undefeatable stations, and uncapturable planets this time about in the game balance.  Support ships are more limited than flagships, which is a distinction that does not exist in SR1, but nothing is stopping you from making a fleet of nothing but flagships but your budget.

Star Ruler 2 Discussion / Re: Is SR2 ready for release?
« on: March 22, 2015, 07:25:58 PM »
I'm James Woodall and I approve this message.
You hear that, guys? Throw more resources at them! :D

Modding / Re: A bunch of modding questions
« on: February 03, 2015, 01:42:20 PM »
IIRC it added delay to components like weapons.  So, for instance, it might've added a temporary 0.1 sec delay to the next shot fired by a railgun.  Whenever the railgun fired all the temporary delay penalties would be removed.

So it was a 'stagger' effect.

Help & Support / Re: Font size problem
« on: January 05, 2015, 09:23:17 PM »
Ctrl +/- changes the size of all interface elements.  Ctrl-0 sets the interface to its default scaling.

Feel free to adjust the size of the interface to the scale that you like.

Star Ruler 2 Discussion / Re: Is armor directional?
« on: November 30, 2014, 07:38:57 PM »

Star Ruler Discussion / Re: Can Cargo Bays hold Ammo?
« on: October 30, 2014, 10:08:32 AM »
IIRC, Cargo Bays hold economic resources (Metal, Electronics, Adv. Parts, etc.).

Star Ruler 2 Discussion / Re: small supports and hulls later in game?
« on: August 15, 2014, 10:00:31 AM »
Are size 1-8 supports useful once you start building size 96-200 flagships? Or is it just better to design and build bigger supports?
They're still useful -- but you'll probably get more bang for your buck by up-scaling your support ships.

Bugs & Support / Re: Crashes upon startup
« on: July 25, 2014, 11:29:24 AM »
Is there anything in your log.txt?  (Located in my documents/my games/star ruler 2)
Additionally if there are MDMP files with long names we'd appreciate if you uploaded the MDMP and the TXT file with the same name as the MDMP.

Also, are you on the main branch or the experimental branch?

Star Ruler 2 Discussion / Re: Slow frame rate
« on: July 24, 2014, 03:41:14 PM »
In that case then it's likely that as ThyReaper indicated that your processor may simply be not powerful enough to run that scale of galaxy very well in SR2 as SR2's galaxies are much more complex and much more is going on.

Star Ruler 2 Discussion / Re: Slow frame rate
« on: July 24, 2014, 02:56:27 PM »
I've experienced dramatic slowdowns when I set the texture quality to beyond what my Graphics card was capable of.  I've got a 1 GB card myself and I think we're using more than 1GB VRAM at the moment on the ultra quality setting.

Does lowering the texture quality setting immediately increase your performance?

Star Ruler 2 Discussion / Re: A few of my ideas
« on: July 21, 2014, 11:04:46 AM »

Star Ruler 2 Discussion / Re: Blueprint system and Custom 3d models
« on: July 21, 2014, 11:04:00 AM »
Should work just fine for folks who take the time to add hull types based on those models.

Star Ruler 2 Discussion / Re: Worth a buy
« on: July 18, 2014, 04:46:29 PM »
It is lobby and server list based, yes.  I'm not sure what MMR is?

Oh Multiplayer Matched Ranking?  If so: No.

Star Ruler 2 Discussion / Re: Worth a buy
« on: July 18, 2014, 04:19:04 PM »
Multiplayer is functional and available, yes.

News / Star Ruler 2 is now Available on Steam Early Access
« on: July 18, 2014, 03:40:13 PM »
After 3 years of development the first publically playable version of Star Ruler 2 is now available for purchase at $20.

Store Page and more information about what Early Access means

Actually, it's likely to be something more like 1-3 hours from now (assuming there are no delays). :D
Thanks for your support -- we hope you like what we've done with the place!

News / Re: SR2 is hitting Early Access!
« on: July 16, 2014, 04:18:50 PM »
We aren't selling it directly at this time.  (Also though I appreciate bribes I'm afraid I can't accept them either  :P)

News / Re: SR2 is hitting Early Access!
« on: July 16, 2014, 04:06:50 PM »
We're aiming for Friday, mid-day (we're EDT/GMT-6).

News / SR2 is hitting Early Access!
« on: July 16, 2014, 03:34:22 PM »
We are proud to announce that Star Ruler 2 will be available on Steam's Early Access this Friday for $20.00 USD (and comparable amounts in other currencies).

News / Re: Livestream! (1/30 @ 6PM EST)
« on: June 18, 2014, 05:55:30 PM »
We showed off artifacts, the new influence system, and other things as well as recapping the features we went over in the first video.
It was also much more of a competitive match and we also all were using different FTL methods for each of our Empires.

I think it was also a six player game?  I think it was anyway.

News / Re: Dev Diary #4: Energy and Artifacts
« on: June 16, 2014, 12:08:44 PM »
It's a 'quantum' kind of 'soon'.  The kind of 'soon' you feel in your gut as 'yeah, that's soon' when you hear it.

Of course we eat a lot of pizza and soda so our gut-feelings may not be directly comparable.  But it's what we've got.

Star Ruler 2 Discussion / Re: System requrements
« on: June 07, 2014, 08:22:11 PM »
And for that humorous and witty response, +1 Karma for you.

News / Re: Star Ruler 2 Announced!
« on: May 31, 2014, 12:30:15 AM »
We put up with it for the benefit of others.  Folks are allowed to have opinions and we'd rather they be expressed than unexpressed.

If you'd like to help: Spread the word!  Just because we're not in our big marketing push yet doesn't mean you can't do your own.

SR2's Early Access program should be coming up soon - though we're reluctant to put a specific date on it just yet.  You won't be waiting long however if you're just dying to help us improve the game and get a peak at the bones of the thing before it's finished.

Star Ruler 2 Discussion / Re: Artem Bank
« on: March 13, 2014, 05:36:13 PM »
SR2's soundtrack is being composed by Daniel Swearengin and Jason Miller.

Star Ruler 2 Discussion / Re: Silly question about the game
« on: February 12, 2014, 04:14:02 PM »
Sorry for bothering you with this, but I loved the huge Star/Planet killer cannons/ship sizes in SR1. Will we be able to eradicate entire systems in SR2 as well?

Also as a side note, I hope you wont be able to stack unlimited armor into ships, this bug presented in SR1 when I was playing with it.
Not a bug; design decision.  It cost you more materials and labor and slowed down your acceleration the more armor you put on a vessel.

In SR2 you won't be able to stack unlimited armor on ships.

News / Re: Livestream! (1/30 @ 6PM EST)
« on: January 31, 2014, 10:20:23 AM »
Also, will infinite tech be possible with mods?
Simply making techs 'sinkholes' where you can just hurl a point on one to gain its benefits again I imagine wouldn't be hard.  But, no, really: you could swap out that entire system.  I don't think I can stress enough how modable Star Ruler 2 is.

I suspect you are already considering this, but for blockades, why not tie it in to the capturing system? when you start capturing a planet, it is also blockaded and the level of other planets start to decrease?
From my experience playing the game so far I'd imagine such a change would make defending an Empire much harder, especially since you could siege a relatively weakly defended planet to capture a strongly defended planet so long as they're in the same system.  Kind of side-steps the whole orbital defenders thing.

Keep it up!
If anything, all the positive feedback has recharged us; we're not stopping now!

The queuing of exports before a colony is even created was also quite nice to see.
It's a pretty handy system.  I've gotten to the point that I can plot out an entire Level 2 world mentally and just leave my planets to handle it.

I know there are concerns about blockades/raiding of those freighters being way too overpowered, but if you guys do manage to find a way to balance things out I believe non-player controlled freighters would be a nice addition.
I've had some suggestions along those lines but indeed the devil is in the details with how to implement it so that it's something you care about but something you can also ignore.

News / Livestream! (1/30 @ 6PM EST)
« on: January 29, 2014, 05:15:06 PM »
We're doing a live stream of Star Ruler 2 as well as a Q&A at 6 PM EST tomorrow, the 30th of January.

We'll be streaming on Twitch.

We hope to see y'all there!


The stream is now over, but you can watch the vod on twitch:
Or watch it on youtube:

Star Ruler Discussion / Re: Fantastic Game
« on: October 10, 2013, 02:26:26 PM »
Thanks much, MizzouRah!
I hope you'll enjoy our upcoming sequel to Star Ruler as well! :D

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