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Messages - VasVadum

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Star Ruler Discussion / Re: Star Ruler updated today?
« on: November 18, 2014, 11:39:51 PM »
Ah, I was hoping for some stability updates.  Ah well.  :P

Star Ruler Discussion / Star Ruler updated today?
« on: November 14, 2014, 11:13:27 AM »
I got an update today, 18 megs or so.  No change log with it or anything though.

What was changed/updated?

Help & Support / Re: Ships dieing randomly
« on: April 04, 2014, 12:33:58 AM »
Sorry, forgot to check back a while back.  I know that my power source and life support weren't issues.  The ships had infinite fuel time and no life support requirements at all (My race is always dependent on computers).

Galactic Armory / Re: Hopefully small request
« on: September 06, 2013, 08:39:34 PM »
Guess it's not gonna happen.

Help & Support / Ships dieing randomly
« on: August 29, 2013, 01:11:34 PM »
I'm not sure if this is an issue with Star Ruler, or GA but my mining ships have always and still keep randomly dieing out of the blue.  They have infinite fuel and stable power.  They can't export the metal they mine all that fast though.  Could they be dieing because of the export rate not high enough?  As in not enough room to store ore or metal so they just die?

I'll try to get my fitting for it and post it here in a bit.

Star Ruler 2 Discussion / Re: Star Ruler 1 & 2
« on: August 29, 2013, 12:57:57 PM »
I had a few more ideas and wishes for Star Ruler 1 and 2.  :P

I'd like to see smart colonization.  Like when I was colonizing the solar system, with the GA mod. I set up a map with 500 systems and no enemies to test some things.  I noticed the method of colonization changed from capturing best planets first to capturing nearest systems first.  Adding an option to have your colonies choose best planets of all the systems rather than just get the first system and fill it up, or to colonize full systems first before moving on, would be nice.  This way, if I set auto colonize on the 10 solar systems around me, my ships will get best planets first before filling the entire system up.

This also gave me another idea.  I selected all 500 solar systems and set auto colonize on all of them.  The issue was that I couldn't do the above method to get perfect setups.  I'd like to have been able to tell my ships to change any planet with 14 slots or more into an economic planet, any planet with 12 or 13 slots to a farm planet, and any with 11 or less into research.  That way I could just build 3000 colony ships and take everything with little to no effort.

Of course my game lagged like crazy.  lol, but yea.  It at least gave me those 2 ideas.
Question, are Ringworlds going to be in Star Ruler 2?

EDIT to prevent double post:
I though of something new yesterday.

Scuttle all at nearest option.  So I can select all ships in multiple systems, and scuttle them all at their nearest planet.  AKA, If I've built 5 defense satellites at each and every single planet in my solar system and I want to get rid of them all.

Galactic Armory / Found a slight small typo bug.
« on: August 29, 2013, 12:51:39 PM »
The game guide says you unlock EMP missiles at level 8 missiles and level 8 shields.  But it is actually unlocked at level 9 on both.  Thought you'd wanna know.  It's just a tiny typo really, easy fix I bet.  :P

Star Ruler 2 Discussion / Re: Star Ruler 1 & 2
« on: August 28, 2013, 01:05:53 PM »
I hope the early access beta doesn't cost a fortune like on some of those games who say "Buy this package and get this this that this and early access for $___".  :P  Would really like to be able to afford the game. xD  Been fighting disability office for nearly 2 years now. x.x

As for the post, all of my stuff is based on experience with the game.  I can't give good input till I'm able to try the new game.  So hopefully if I can get in on the beta, then I can find some ways to improve it that everyone would like and that wouldn't be to hard for you to do either.

Star Ruler 2 Discussion / Re: Star Ruler 1 & 2
« on: August 28, 2013, 11:21:17 AM »
Still, planetary jump drives would be a much more effective way to move a planet, right?  Maybe thrusters for the nice ability of making a planet into a ship, but the jump drive can let you instantly move a planet to the desired location.

I actually turned one of my planets into an asteroid yesterday.  I put max thrusters on it, and made it fly to one end of the map.  Then when it got to that end, I t old it to go to the other end.  As soon as it reached the mid way point, I deleted all thrusters and it continued at the same speed.  Then turned invisible after it went off the edge of the map.  Eventually the planet ended up 50,000 AU away.
I actually had to build a ship with 6 antimatter engines at 4.0 size just to catch up.  :P

Also a side note.  Newtonian physics says no on your propulsion.  You need an infinite amount of energy to reach the speed of light because the closer you get to the speed of light, the more power it takes to go faster.  So basically with infinite energy, you'll go 99.999999999999999999999999999999999999999% the speed of light, and it'll just keep adding more 9s to the end of this number and will never reach 100%.  In this game, ships go AU/s.  Speed of light is 0.002004 AU/s (299,792 km/s).  Though I do realize that if you actually did the game with full Newtonian physics. it would get to be very very long and boring.  :P  I just assume the ship enters warp as soon as it starts accelerating and can gain speed during warp.  Then again turning while in warp is also impossible.  So maybe warp drives should be added for interstellar travel in Star Ruler 2?  Ships can travel without warp to other planets, but can't leave the system without a warp drive?  Or if they do, they'll not be able to go very fast.  This wouldn't be a module to add to the ship.  Or if it is, it wouldn't take any size.  It'd basically automatically put your ship in warp when it gets a long distance move order or something.  I dunno, to complex.  xD

I wish I could get in on the alpha tests for Star Ruler 2 :P  I always have lots of ideas for games but since I always come in after it's all done, none of them get looked at.

Help & Support / Port Forwarding - Need some help here.
« on: August 28, 2013, 09:48:46 AM »
I tried to forward the ports on my router but it doesn't seem to have worked.  In fact, forwarding ports doesn't work at all even in the slightest on my router.  It never has.  I think my ISP may have some way of blocking my ports from being able to forward or something.  I'd like someone to verify my network setup and tell me if I did something wrong. - My static IP setup. - Port Forwarding

Amazing.  Not a single reply.  Nevermind then.

Star Ruler 2 Discussion / Star Ruler 1 & 2
« on: August 28, 2013, 09:38:15 AM »
I love the game, quite a bit.  As I'm sure many others do.  Though there have always been frustrating bits in the game that kinda kill it for me.  I play the Galactic Armory mod always as well because it adds so much more to the game, stuff I'm hoping will end up inside Star Ruler 2.  There are some other notes here though that I'd like to point out for you to think on while designing this game.  This is basically a list of suggestions, changes I'd like to see in Star Ruler 1, but stuff you could defaultly integrate into Star Ruler 2.

First off, the research.  Research needs to not give you infinite boosts.  It was stated before in another topic, lemme see if I can find it.  They said research should be linear rather than exponential.  LINK

Next, I'd like to talk about super weapons.  Stuff that detonates stars from several solar systems away.  Weapon ranges should be modified so that they can't attack anything inside of a solar system without being inside the solar system.  Lets say because their sensors can't keep up with the gravitational changes from that distance.  So when outside, they can attack anything outside a solar system at their max range, as gravity is nothing or next to nothing.  This would stop anyone from being able to detonate stuff from a safe distance.
Another thing, the enemy needs to declare war before they can attack a star in a solar system that someone is currently in.  If I have 1 or 2 planets of a 10 planet system and someone wants to blow up my star, they have to declare war on me first.  This will stop someone from randomly blowing up stars before you have a chance to react or save yourself or defend yourself.
One more thing on these super weapons.  There should be a system wide upgrade, much like the ring world, that puts a force-field around the star like on planets.  This system should be upgradable as well to a 3 layer shield or a level 3 shield.  Obviously with high research required and it would be a ring like the ring world, but only around the stars, putting shield around the stars from the outside, aka the metal would be outside the shielding.  So if someone wants to attack the  star, they have to attack the device first.  These shields would let friendlies bypass to mine the sun still.  No war targets allowed in or out of the shielding.
As seen here in my crappy horrible paint.exe drawing: (blue lines orbit patturn, green planets, rest should be obvious)

That previous idea also sparks a solar system wide shield.  This would be like at level 50 shield research of course, a shield that requires you to shoot it down before you can even enter the system to attack it.  Keeping scouts out of the system even.  The shield generators would be a ring the size of the system putting a shield outside of them.  It would be a weak shielding, more like an early detection system.  A shield that large wouldn't be able to have much strength, it'd be exerting it's maximum energy just to hold a thin layer up.  Any half decent ship could take it down in a few shots.  Would have to decide on this some more later.
Another badly drawn example: dark grey represents the device, the blue is shield.

Adding thrusters to a planet kinda does strange things and takes a bit of the logic out of the game.  How about instead of a thruster, you give planets a jump drive?  A planetary jump drive would only let a planet jump  to another location in any solar system you can currently see (aka you gotta have someone in it already to see where you're going to land).  Unlike jump drives currently (i forget if this is GA only or not), that require you to jump to a specific object, these would let you specify a location in that system, and when the planet lands there, it starts it's orbit at that distance from the star.  With a 30 to 60 minute cool down timer on the jump drive as well. Even if you delete the jump drive structure,  the cool down timer should stay on the planet to prevent abuse.  It should take 5 minutes to complete the jump, and during this time it should not be able to build anything.  2 min, jump, 2 minutes 30 seconds poof, 30 seconds landing and ajusting orbit, building allowed again.

Star Build Menu.  The star should have a build menu, which takes any available spots in the system for building.  AKA "Planets I, III, V, VII have nothing building, planet V is on the avoidance list.  Using I, III, VII."  This would put all 3 of those planets to work on the task.  Or maybe the sun build menu will tell you to select which and only one planet to do this task.  Probably easier.  Lets also not forget you should be able to select a shipyard.  If someone built a shipyard, so long as it's in the system, it should be on the list too.  Anyhow, reason I brought this up is because some of these things effect the solar system, not just your planet.

Ringworlds are great.  But they are a bit overpowered aren't they?  Then again they do cost a lot.  What if you make them in tiers?  This would be a building you need to edit through the star.  When you start, it'll have 1 tab called shields.  Letting you modify the shielding around the star from tier 1 to 3 at a cost.  Then a tab for ringworlds.  Tier 1 ringworld would be the current ringworld you have, only maybe thinner, and one layer of metal.  Tier 2 would be an additional layer.  Tier 3 would be another layer.  Tier 1 would have maybe 60 structure support.  Tier 2 would have 200 structure support.  Tier 3 would have 500 structure support.  Exponential costs here.  There is another thing that making a ringworld should do.  At tier 3, it should convert your planets into nothing, making the tier 3 ringworld hold all of your system's population.  As the only planet in the system.  This could be exploited though by someone jump driving their planets out of system, so maybe when it's mentioning costs, it should add planets as a cost and let you select which ones.  If you did this then all 3 levels should have a cost.  T1 1 planet, t2 3 planets.  t3 10 planets.  For 14 total planets taken.  With planetary jump drives, you'd be able to take useless planets with only 4 slots and use them in the creation of a ringworld.  Not only would this remove stress on the server (less planets to calculate all the time) but it would simplify everything into one large structure.  Like planets, it would have HP and shielding.  Sorry, this was a big bit here.  Probably come out looking like a wall of text.  I'm not very good at formatting things.  If a mod could help out making this look nice, that'd be great.

Artificial stars.  Hell yea, wouldn't it be nice to create your very own star?  Maybe you send a ship in to an asteroid belt and sacrifice the asteroid belt to make it collapse into a star.  Turning this starless system, into a system with a star!  Perhaps even making some of the asteroid mass into randomly generated planets containing no buildings at all (when you capture it, it would just have your capital).  Lets say someone goes in and blows up a star in a solar system and now the system just has several stray planets floating around in it.  This ship could go to the center and sacrifice it's self to create a new star.  Depending on the ship size would depend on the strength of the star.  If smallest allowed size, it would probably create a red unstable star.  If the ship was the size of a star, maybe it'd create a quasar.  :P  Anyhow.

A better character race profile system would be nice.  One that even lets you import a character race image that people would be able to see.  It would also let you see a quick review of your stats like in the bio area.  After you type your bio, it would display all the changes in the checkbox area you've made.  For example, this ship displays it's custom bits at the bottom of it's description.  Saying what percentages of bonuses it gets, what things it can or can't do.  etc.  I believe you understand me, right? If not, I'll try to describe better.

The Remnant race should be very hard, but not impossible.  It shouldn't require me getting to ships of size 1000 just to defeat them and that's when I set them to 0.1 strength.  It was ridiculous that the small defense satellites had infinite attack range it seemed.  They attacked my fighter crafts as soon as they entered the system from the opposite side of the star.  Yea sure maybe if those satellites were size 100 maybe but not at the size they were.  Should take some time to think about the Remnant AI on how to improve it, without making it impossible.  Making them have 5 levels research higher than anyone else in the system would be a start, not giving them infinite boosts in defense and range would be another.  When I mention research, I mean if I have level 5 shields and level 1 beam weapons while my friend or foe has level 5 beam weapons and level 0 shields, the remnants would have level 10 shields level 10 beams.  This is with the linear research method by the way.  If you choose exponential then this would be of near impossible difficulty.

A camera lock option.  I accidently right click and drag my camera around a lot.  I'd like to be able to lock it so it can't be twisted and turned anymore.  I play this game like Starcraft, RTS style looking in, not from top down but at a slight angle.
I also want to be able to tell my friend "Look at ____ star, it's to the right of my cluster." and him know where I'm talking about.  Maybe instead you should just add a ping option here.  So you can basically send a flare, a ping, telling someone where you want their attention.  Even go so far as to add anonymous ping which'd alert anyone and everyone with a white ping on the map lasting a certain amount of time.  To a green flare/ping which lasts same time but is only visible to allies and a red ping that alerts everyone but everyone knows who sent the ping.

NPC AI needs to be made better.  When I first start each game, I start with full contact.  Less than a few minutes in, the enemy sends me the most rediculous offers.  "I will give you pitiful amount of this for ungodly amount of that".  Like, wtf? Who the hell needs 2 million metal right now when we all only have one, maybe 2 planets so far and have nothing that even uses that much and why the such horrible horrible offer, as if it's a demand not a request.  "Puny empire, even though we all just started, I demand you send me 2 quadbilliontrillionzillion metal, I'll even throw in 3 electronics if you do this! And no, I refuse to wait for you to gather the supplies first."

Add contract expire timers.  Allowing me to set up a contract with a timer.  "If no answer within ___ seconds, fail contract".  Just like the NPCs are able to do automatically because they are AI and can focus on every single aspect of the game simultaneously.

Modify contracts that were rejected.  Leave the contract up for a time for you to quickly adjust and resend.  Mostly for NPC sake because NPCs can't alter, they just deny.

One more contract related change.  Public contracts.  Open up a contract with the universe so ANYONE can accept.  "I will trade ___ metal for ___ electronics and ___ advanced parts.  Contract will expire in ___.  Anyone can accept | Allies only | Enemies only" (enemies only would be a good way to offer an enemy a method of making peace.  So if you leave the contract up and one of your 3 enemies sees it and sees that if he accepts  the terms of the contract, it would end the war at least temporarily)

Player Requests Speed change!  Allow players to click a Plus, Minus, Pause button.  This would send a notification in the speed area of the game to let everyone know xxx player wishes more|less|pause speed change.  Allowing either only server op to accept change, or a server wide vote.  Majority or unanimous.  This would be an option during server setup, letting the server host choose if speed changes should be majority, everyone, or him only.

I dunno if this change is possible, but if you lose connection and reconnect, it should give you back your empire and say "These changes were made in your empire while you were away." and show a list of things.  "Planet x gov change, planet y 2 star ports added."

I know development for Star Ruler 1 has come to a halt and GA is also no longer being worked on.  But most of this could be done in Star Ruler 2 while it's being developed.  That way it doesn't become a hassle to add it later on.  At least while making the game leave these options easily available so it may not require some massive rewrite for someone to mod it in.
You should also try and stabilize multi-core support so things can run smoothly.  There probably isn't a single processor made now days that isn't multi-core or multi-thread.  I mean who the hell wants a processor that can only do one thing at a time.  :|  Even if it does it at light speed, it's still one thing at a time!

Please let me know what you think on this, I may add more things later if I think of anything else.  I have very bad memory really, and get most of my ideas while playing.  My ISP has somehow managed to make it impossible for me to unblock ports and host servers of any kind, even though the router I own is netgear and owned by me.  So I have to wait for him to host games before I can practice and try new things.  Otherwise I'd host games all the time, publicly for everyone even!  (Maybe a network guy here can help me figure out why it's impossible to unblock ports here.  >.> but that'll be in a different topic.)

As I said somewhere in the middle.  I'm not very good with formatting stuff to be friendly reading material.  If a mod can edit this post and correct some of my errors and make it look nice.  That'd be wonderful.  I went through 3 times looking for dyslexic mistakes, I think I got them all though.  Thanks for taking the time to read this.

Star Ruler 2 Discussion / Re: Propulsion...
« on: August 28, 2013, 08:09:39 AM »
I like Newtonian physics.  It works really well for us.  Helps people get in the mood for learning even.

Galactic Armory / Re: Hopefully small request
« on: August 26, 2013, 11:46:08 PM »
Another idea would be to have a game where each player gets a cluster that is 1 system in size but has 10 good planets each cluster, set up like our solar system actually.  And a center system with 15 planets to fight over.  So you could have 3 systems with 2 players or 5 systems with 4 players.  Possibly add a few asteroid belts around each person's system.  I like this idea better.  I wish I could do it myself, but I don't know how.

So if we did systems like our real life systems,
Mercury, would have 6 build slots with 15 terraforming slots.
Venus, would have 15 build slots, with 10 terraforming.
Earth would have 45 slots, 5 terraforming.
Mars would have 20 slots, 5 terraforming.
Jupiter would have 60 slots, 0 terraforming. (People would be living on the moons)
Saturn would have 40 slots, 10 terraforming.
Uranius would have 30 slots, 15 terraforming.
Neptune would have 35 slots, 15 terraforming.
Pluto would have 4 slots, 5 terraforming.

Of course the planet names are just there to show you the order of planets.  In game they'd be randomly named.  But each system would have these same planet slot amounts except the center which'd have all planets with 50 slots each and maybe 10 terraforming.

This would make a great battle ground, I'd love to play this map often.  :P

You should also make sure Star Ruler handles missing packets well too.  I lose a lot of packets being on the world's crappiest internet, and Star Ruler 1 freaks out about that by doing strange crazy things.

Galactic Armory / Hopefully small request
« on: August 25, 2013, 04:40:48 AM »
I love Galactic Armory, as I'm sure most people do, and I see that you stopped development as well.  I was hoping it might be something easy to do though.

I want a custom map type.  One that has specific set settings.  3 clusters of solar systems, in a line but spread out from eachother, but each cluster has the systems in it close to each other.  Maps have settings per map chosen, right?  Well, if you add settings, it should allow for you to choose the specific cluster size.  So if you choose 10, the map will have 31 systems in it (the extra 1 will be the center of the middle cluster in which will be the center star), then the 2 players will take the big main home system in their clusters at opposite ends of each other.  Both systems having the same star type and same planets.

I did my best to draw out an explanation of what I want. I want it to be the same stuff on each side.  So both players start out with the same systems, their only difference is their leadership skill set that they chose pre-game.  I like to have a staging area for battles so we can continue with our own progress without really hurting each other.  It would be nice to have a middle ground to fight for control over.  Practicing strategies and such.  There have even been times where the enemy started out with a home system having only 3 planets, including his home planet.  Same has happened to me, it's not really fun when you start out so badly.

Anyhow, if you can set it up, can you make the following options?
Cluster Size: (Value that indicates the amount of systems in each cluster)
Distance between systems: (Between each system in the cluster)
Distance between clusters: (between each cluster)
Checkbox, Randomly place asteroid fields? (To add asteroid fields throughout the map, adds 1 for every 4 systems in the map)
Checkbox, randomize systems? (Returns randomness to the systems generated, but keeps cluster sizes and distances)

At very least the cluster size so we can set an amount of systems we both get and fight over.  Maybe, even move the quazar star system, up above so that it's not in with any cluster at all.
Oh, and I like things flat, I don't want to be flying up and down to get to systems, I already don't use any other map types because of the camera controls.  :P  So a flatten map option would be nice unless you have it generate flat by default.

So, is this an easy thing to do?  Would someone be able / willing to make a map like this for me?

Before I download this, has terraforming been fixed? I don't want my server crashing again every time someone terraforms.  It was like a 30% chance of a crash last time.

Help & Support / Re: Pixelated error around every star
« on: March 29, 2013, 06:52:26 PM »
There was an error in the corona shader that didn't show up in older versions of the driver. I've attached the fixed shader, replace the file materials/shaders/corona_anim_ps.txt with it and the problem should be fixed.


Nvm, I had to replace the same file in the mod as well.  Didn't realize it  till I went and checked the specifics.  Still, this should come out as an update to the game at some point so people don't have to go fix it manually.

Help & Support / Re: Pixelated error around every star [Hotfix inside]
« on: March 29, 2013, 06:42:02 PM »
Is there any chance this pixelated star bug can be fixed in an update? Sure you may have posted a fix here, but what of those who don't use the forums or don't know what to do with the file?

I'm just thinking about the rest of the star ruler players is all.  I got a friend to buy the game yesterday by pointing it out to him.  :P  So the star ruler community is at least still gaining new members.

Modding / Re: Is this game dead?
« on: December 04, 2012, 08:51:09 AM »
Well I think I give up now.  The normal game is unbalanced and the mod is broken to a point where remnants are impossible to defeat.  I'll start a new topic with issues with the Galactic mod later when I've had a better chance at it.

Modding / Re: Is this game dead?
« on: December 03, 2012, 11:05:11 AM »
You know... We have stargates, too. You just have to capture them first. :P

Yea, I don't like capturing, I want to build them.  Anyway, the Galactic Armory mod is to broken to use.  It crashes my game when I use terraforming and my ships randomly detonate for no reason whatsoever and this "heat" issue is not possible to understand.  Things that produce heat should be bad, not good.  I don't see how adding dangerous objects should make the ship cooler rather than hotter.  I can get a list of examples of issues in this mod and start a new topic about it later  if you wish.

Modding / Re: Is this game dead?
« on: December 01, 2012, 02:34:13 AM »
I shall give the other mod a try, but I really wanted the stargates I saw in the other.

Modding / Is this game dead?
« on: November 30, 2012, 06:58:48 AM »
I recently bought it and found that all mods do not work, and this forum is the main site and it's barely used at all.

I tried the Expanded Universe mod and it's broken.
I tried another mod and it's also broken.
I checked the forum and apparently the modders have been gone for more than a year.

Is it possible anyone can revive the Expanded Universe mod?

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