Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Snaphaan

Pages: [1]
News / Re: Star Ruler 2 Announced!
« on: August 23, 2013, 05:27:39 AM »
This is the best game development news this year!!!  ;D

Galactic Armory / Re: GA Officers, poltics etc.
« on: October 31, 2012, 11:58:28 PM »
Fair enough. Just thought I try to pitch it another way. :)

Your pitch was spot-on! I think the pregame map option (as you suggested) for these random planetary encounters will be really great. ;)

Galactic Armory / Re: GA Officers, poltics etc.
« on: October 31, 2012, 01:13:03 AM »
*this may or may not hold true. Actual development time may range from 1 day to 50 years.
That is terrificto hear!  ;D

We can still consider adding more variety and stuff to discover to the galaxy.

Looking back at my post and suggestions I think I should have put a guard before my keyboard. I kind of got swept away by ideas that are irrelevant to what Star Ruler is about. The captain idea for instance might be a tad too much if you have a gazillion ships.
But what about something different. This is thousands of years in the future.

Maybe these commanders could be massively expensive computers that are used to make tactical decisions. Instead of a bridge and crew you could decide to have a fragile computer component that costs a arm and a leg and will run a combat ship at 15% more efficiency.  Also, bigger ships need larger amounts of these super computers. Or you might have to research new tech to be able to use it on different hulls.

[ I stilll think my senile captains would be awesome ]

Is it possible to make this an option on map startup much like Remnants and pirates?

Good idea. I never thought of that. 

Galactic Armory / GA Officers, poltics etc.
« on: October 30, 2012, 11:31:09 AM »
1) Was just wondering about the implementation of captains and officers with traits. This idea actually came from reading up on Aurora - has anyone played it - seems like a F-- monster.
I'm no coder but couldn't a captain be added to a ship like a must-have subsystem attached to crew quarters or something? If the captain is lost then the ship runs at -% efficiency until the new captain gains experience. Just a thought.

2) Running your empire as capitalist, communism, Feudal or whatever. Would it be possible? Maybe changing the Civil Acts screen options depending on your political state. 

3) Troop invasions. I was quickly looking at;topicseen#msg27242 but not sure if this has been implemented or will be.

4) Just to give some planets a bit of a life/history personality, how about disasters that strike certain types of planets. Like volcano worlds could be ravaged from time to time by huge earthquakes and explosions. Remnant Relic planets has the chance of causing a weird alien disease.

5) I don't know if any of you have read the two books by Scott Westerfeld, Risen Empire and The killing fields. Epic Space Opera at it's best. I loved them! To my question: Would it be possible to incorporate sensors. If a scout enters a system he would be invisible to the fleet as long as he avoids there active sonars. If both the scout and enemy have active sonars turned off then they are invisible to each other except for some-type-of-sensor running on infrared and at very close range. Could be a hassle with the AI but a nice tactical addition if it was possible.

6) Maybe adding a few advisers with different personalities. Could also be beneficial to newcomers.

Well, I haven't really jotted my thoughts down with a great number of specifics but I just want to get a idea of what is possible. So far I love the game but it needs a bit of a,... human touch? ;)  It's crazy, but if this game can let you colonize and develop 10 000 planets and even try and make you love them all it would be phenomenal.

From what I gather (haven't really played - I'm a bit intimidated) Aurora is a MF crazy deep game. But without even realizing it, it seems to create through spreadsheet after spreadsheet a picture in your mind of who and what every part of your universe is. And you start to care. Star Ruler does not have to do this, it just needs to add that touch of empathy through some means. Weird crazy advisers, captains that grow old and senile and gets distracted in battles (that would be awesome), colonies that suddenly get sweeped up in the next fad and suddenly your workforce is running at 50% or colonies that are used too little suddenly evolve into some weird alienated cultural phenomena that you need to deal with. This is the stuff of life and I think it would give Star Ruler, a already phenomenal space opera, that extra flare to make it SPECTACULAR.

Thanks for your time!  ;D

[ B.t.w. Since Scott Westerfeld I haven't found anything as epic and incredible. Could anyone recommend other great epic Sci-Fi? Maybe I should open a thread for this. ]


GA: Help & Support / Re: Too much space taken by susystems (bug?)
« on: October 28, 2012, 03:35:22 AM »
Thanks Azalrion

Well, if it is memory I can sure as hell do something about that. I've wanted to add more RAM a long time ago.

Dunno if it means something but when the game "crashes" I can just minimize the error window and continue playing. If I happen to stumble on a situation as you mentioned ( a more consistent error) I will post again.

GA: Help & Support / Re: Too much space taken by susystems (bug?)
« on: October 27, 2012, 04:20:56 PM »
It seems to crash a lot less today. Here's another file.

GA: Help & Support / Re: Too much space taken by susystems (bug?)
« on: October 27, 2012, 09:22:18 AM »
Her is the log file

Just for interest. When my game displays the crash window I just minimized it and went on playing without any further issues.

GA: Help & Support / Re: Too much space taken by susystems (bug?)
« on: October 27, 2012, 03:11:19 AM »
We have scale limits on our subsystems and hulls. For hulls you need a specific technology level to build above or below certain sizes and for subsystems they require a certain sized hull to be available on it.

Your problem is most likely the previous one, so try typing in lower scale values and it should work. Can't actually remember the formula XT came up with it.

Ah, terrific!! I forgot to mention that it does work up to scale 70 but it seems I was under the wrong impression that huge scales were possible right from the start. I am pretty relieved. :)

You'll need to attach your log.txt file, found in YourUser/Documents/My Games/Mods/GalacticArmory/ before I can give you more information.

I didn't see a log file in the mods directory. I will get back to you. I checked this post out and will try that -Verbose parameter.

Thanks for the help so far!

GA: Help & Support / Too much space taken by susystems (bug?)
« on: October 26, 2012, 03:58:31 PM »
Hi everyone

This game is simply amazing! And this GA mod just incredible. Well done to the developers and the modding team. And thank you :)

I do have two small issues though. Let's start with the most annoying:

1) I get a "Too much space taken by subsystems error" every time I try to type in a scale factor. But when I pick from the whole-ship  scale list it works fine. So I guess it's a GA bug? Is there any way to add my own sizes to the whole-ship scale to circumvent the problem?

2) My game crashes about 3-5 times per hour. Is that normal? I've read a number of posts where people have crash problems. I lowered my texture resolution to low, no-anti aliasing and playing no bigger than the default 150 systems. I only have two Gigs RAM and a HD4890 1GB card. I'm not really complaining since the game restarts pretty fast ;) I've installed the MS Run-time library and OpenGL drivers from Star Rulers directory, deleted my profile settings in My Documents, reset everything on start-up etc. Any other tweaks I could try?

Thanks for your time!

Pages: [1]