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Messages - Starmage21

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1
Bug Reports / Ship Designs website broken
« on: June 09, 2015, 08:43:19 AM »
Code: [Select]
Warning: Unexpected character in input: '\' (ASCII=92) state=1 in /home4/reaper/public_html/starruler/index2.php on line 36

Parse error: syntax error, unexpected T_STRING, expecting ',' or ';' in /home4/reaper/public_html/starruler/index2.php on line 36

I get the following error trying to access it.

2
News / Re: Star Ruler 2 Announced!
« on: August 07, 2013, 09:03:56 AM »

3
GA: Help & Support / Possible Bug in 1.9.4
« on: June 22, 2013, 09:03:27 AM »
I say "possible" because its my first foray into Galactic Armory and I dont know if it is intentional: You cant fit backup power to shield generators. The circle highlights as if the two are connected, but the power it supplies to the shield generator is not recognized.

4
Star Ruler Discussion / Re: Windows 8
« on: November 26, 2012, 09:51:30 AM »
Put windows 8 on my home game machine. Runs perfectly fine after running the OAL installer.

Something about the nvidia drivers for my GTX460M do not like Star Ruler.

5
Star Ruler Discussion / Re: Windows 8
« on: November 01, 2012, 09:08:56 PM »
Awesome. That gives me some additional places to look. I've got geforce drivers for win8 for my 460M but no clue if knowing something is wrong specifically with the drivers for that particular card.

6
Star Ruler Discussion / Re: Windows 8
« on: November 01, 2012, 04:27:14 PM »
On this laptop, I'm running nvidia gtx460m with the latest drivers available for win 8.

1.2.1.2 wouldnt run at all fresh off of Steam until I ran OALInst. Then I got the station on the white screen.

Not necessarily a driver missing, but perhaps some supplementary program.

7
Star Ruler Discussion / Windows 8
« on: November 01, 2012, 04:18:01 PM »
Playing around with Windows 8. Installed Star Ruler on it.

At first, it wouldnt run at all, but I tried OALinst.exe and got it to run. It runs on an all white background, the station loads but turns at about 1 frame per second.

Some version of directx or something I dont have installed?

8
Strategy / Re: Haulers in start
« on: January 22, 2012, 01:37:51 PM »
Hi,

I am having trouble with using haulers. I build them in the start and they start randomly wandering in system and hauling any of the resources around. It is slowing down development as resources are not available in the bank and at that point I don't have surplus that I can sacrifice in random transit.

Are they meant for later in the system development or is there a way to optimize their hauling?

Haulers in your starter system + stockpiling protocol + in-debt racial quality = hax.

9
Strategy / Re: Fighter dodge chance vs stealth hull miss chance
« on: September 19, 2011, 06:55:46 PM »
The idea behind the fighter hull is great, but in practice it just plain sucks. Even with orbit targets AI setting checked, they still get picked off as they reach 0 velocity during their little jousts. Use the stealth hull + stealth field for a more predictable miss curve.

10
Suggestions / Re: Extinct empires
« on: August 31, 2011, 09:18:59 AM »
The problem is then, that even at #1 research for the entire game, the AI ships have millions of HPs by the time that I defeat them. That takes a long time to decay, and is functionally inevitable DERP indefinite.

11
Star Ruler Discussion / Re: Jump drives and colony ships
« on: August 27, 2011, 09:40:43 AM »
jump-drives are a manual-only tool. Apparently theres some limitation on the way the game is coded that prevents it from being automated.

12
Suggestions / Extinct empires
« on: August 23, 2011, 02:49:54 PM »
Extinct empires leave a lot of detritus all over the galaxy in the form of ships that sit between systems. Would it be possible to add a script that removes all those semi-dead ships from the galaxy when their controlling race goes extinct?

13
Modding / Re: [WIP] SpaceBound 0.6 for SR 1.1.0 (Updated Aug 13, 2011)
« on: August 15, 2011, 11:06:11 PM »
tagged for later fun.

14
Star Ruler Discussion / Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« on: August 11, 2011, 11:38:23 PM »
We haven't yet sent off the build to Steam, I'll be doing so within 30 minutes. We've been busy with dealing with the retail release, and there was no time to upload the build yesterday. Apologies for the delay.
TY for the head's up. Hopefully we'll see it on Friday!

15
Star Ruler Discussion / Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« on: August 11, 2011, 01:53:50 PM »
Still waiting on this to hit steam ><

16
Suggestions / Re: Research Station
« on: August 08, 2011, 02:24:34 PM »
I hate to mention it, but the Master of Orion series had research modules that could be installed on ships, that added to your global research as long as the ship was alive. MoO3 wasnt horribly broken in the balance department, but the tech levels were spread out pretty wide.

17
Suggestions / Re: Research Station
« on: August 08, 2011, 12:38:48 PM »
apply emergency power to hull, power fluctuations gone! :D

18
Bug Reports / Re: 1.0.9.0 Multiplayer LAN Bug
« on: August 07, 2011, 11:16:19 AM »
OK more info time.

We were both playing on laptops, using a wireless connection via a router supplied by AT&T's DSL and cable service. I actually dont know much about it since we were at his place.

Truth be told the game was buggy the whole time we played while I was hosting on 2 separate occasions. Both games got worse after 2-3 hours when I had thousands of ships moving about the galaxy.

We were both using the Steam version of the game.

Hmmm what else...

Could it have been the result of a crappy connection to each other?

19
Bug Reports / 1.0.9.0 Multiplayer LAN Bug
« on: August 06, 2011, 11:28:58 PM »
When starting a game with higher than default tech, in this case a checkmark unlocking all technologies and starting them at level 1, a multiplayer LAN game revealed that only the host of the game received that change. The other player was able to show that his tech was still at the default level.

I havent tried to reproduce this yet, so I dont know if it's a 1-time fluke or something repeatable.

20
Star Ruler Discussion / Re: Dry Docks
« on: July 29, 2011, 12:11:04 AM »
Well one way to balance Import Docks, is to force the user not able to colonize planets. Maybe. I am making a spacebound trait and toying with import dock mechanism.

Might Have to to limit it to a specilized station hull.

um, AWESOME

21
how long until Steam gets this patch distributed?

22
Star Ruler Discussion / Re: Live Patch Notes
« on: July 18, 2011, 02:07:35 PM »
because the functionality means that you both add a percentage and then subtract it.

23
Scripting / Re: How to have carriers use Dry Docks
« on: July 16, 2011, 03:21:31 PM »
They do it automatically in 1.0.8.2. They'll refill fighters at ANY construction facility, be it a planet or dry dock in orbit.

24
Suggestions / Planets with Dry Docks...
« on: July 16, 2011, 12:21:43 PM »
Dry docks are awesome for production of ships & stations! The problem: you MUST micro them.

Solution: The system menu ((that you get by double-clicking a star, or via the menus)) includes entities in the system with construction bays. A refinement of this menu could select ONLY entities with construction bays and NOT planets themselves (so that you dont build ships on planets that dont have great building capability, as theyre designed to fuel the docks)).

25
Star Ruler Discussion / Re: Dry Docks
« on: July 12, 2011, 08:20:29 AM »
Wouldnt the simplest way to balance them be to make sure that they are less effective at planetary scale (1K?) than a planetary structure at the same tech level?

26
Bug Reports / Re: Ships flying backwards
« on: July 07, 2011, 11:01:37 AM »
They always way overdo it though. Ship combat looks more like a jousting match. The jousting matches work GREAT for fighters, since speed for them is armor. But unless you configure ships with big guns that are slow to reload, youre wasting your time. Until the battles get really big, a whole lot of time is wasted between shots because your fast reloading guns have no targets.

Artillery is awesome for this, early game.

27
This game is wonderful. Its everything I couldve wanted in a 4x game, and I'm freaking amazed at how small a package it came in (~300MB REALLY?!). Plus, I got it for cheap too, and I've played it nonstop since the steam 1-day sale almost exclusively. That said, for some reason I still cant win against the AIs. I dont usually play a game I cant win at long, and the fact that I've been playing for this long nonstop in spite of not being able to win says something about it's fun factor.

If it werent for a couple of nit-picky things that keep ruining my experience, I'd give this game a solid 10.

28
Based on a sample of 10 games, where I used the default settings for galaxy generation, plus balanced start, plus flattened the galaxy:
All distances measured from star to star, by selecting the star of the home system and mousing over the stars targetted for measurement.
In 9/10 entries, the next closest star is between 5-9 AU
6 games, 1 enemy started within 40AUs of home system
5 games, at least 1 enemy started within 25AU of home system
3 games, at least 1 enemy started within 20AU of the home system.

29
Bug Reports / Re: The enemy AIs always start close. *screenshots*
« on: July 01, 2011, 09:30:12 PM »
This is not a bug, you were just unlucky.

the acronym SNAFU comes to mind, because it would seem that I have a random chance*** of the game being even more brutal than it already is

***Less than random chance, if 9 games out of 10 is unlucky, I'm falling way outside the normal distribution.

30
I checked this actually. Pretty much without fail (I DID have a few aberrations), one of the AIs started effectively adjacent. Posted screen shots in the bug forum.

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