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Topics - Akidi

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Star Ruler Discussion / Build queues
« on: September 05, 2012, 12:39:07 PM »
Any way to automatically remove buildings with a build queue? IE planetary capital?

Bug Reports / Cargo Storage ( Planet Strucutre )
« on: September 03, 2012, 07:43:57 PM »
Cargo Storage ( Planet Structure ) prevents food from being exported from the planet to the GB ( unless I am missing something )
What was witnessed:
Once cargo storage is built and after it has topped off refuses to export food to the GB

What was expected:
Cargo storage adding to available food storage then after 50%+ is filled exporting to GB as usual

Reproduction Steps:
  • Start a game
  • Let planet build until after it is exporting food ( so you know you should have enough )
  • Build cargo storage and wait indefinitely for it to send to GB

Edit: Upon further examination it does send food up,but it ranges from 100% of food storage to 200% of food storage before it does so.

In ship_systems.txt (line 744 with vanilla Star Ruler) hunt for this line:
Provides: FabElects with
      Rate[vRate], MtlCostPer[1]

Shouldn't it be
Provides: FabElects with
      Rate[vRate], MtlCostPer[2]

Too match up with electronics factories?

Star Ruler Discussion / Couple Questions
« on: August 22, 2011, 05:39:37 PM »
Looking at the subsystem alterations file specifically makeRapidMount. What does it mean when it says 1.f or 4.f what I am specifically trying to do is find out how much extra power the silly thing will use (ie: 0.25 miner with a 4.00 rapid mount) so that I know I will have enough when I create it without it exploding all over the solar system.

What is the general output of the system at full load and the power generators? I know in the above scenario it doesn't tell you until after it has exploded that you do not have enough power output to house that many mining lasers. Looking at ship_systems.txt doesn't say what the variance is ( or it does and I am missing it it could, I don't know what decay / weight are or where to find their associated formulas )

Suggestions / Latest macro patch?
« on: March 29, 2011, 04:44:20 PM »
What is the latest macro patch from is it still just If so, any chance of getting an updated one?

Star Ruler Discussion / Farms
« on: October 24, 2010, 12:13:28 AM »
With regards to farms, how many farms to how much population will it maintain? ie: 5.00k of food will sustain x amount of population?

Help & Support / Unlikely bug.
« on: October 20, 2010, 05:43:20 PM »
So, I got the AI to accept a peace treaty for 31,536,000 seconds ( 1 real life year ). Seems, when working with those extreme values, the timer doesn't decrement. If you need a copy of save game it is attached.

Help & Support / Save crashes ~5 seconds after entering
« on: October 17, 2010, 01:17:42 AM »
Game crashes after about 5 seconds ( as titled suggests ). Here's the save game, as well as log and mini dump

[attachment deleted by admin]

Suggestions / AI treaties
« on: October 16, 2010, 12:00:04 AM »
I have always thought it odd that the AI will request treaties from an empire it doesn't effectively 'know' exists ( meaning no systems scanned where the empire lives ). Would this be something worth implementing? Also, if so, have the empire screen shows only the number of empires ( ie: 1-10 ), but  question marks for their names until they are 'discovered'.

Also, on treaties screen is there a way to put which clauses are active and for what duration without jumping into the treaty? ie: Peace Treaty 6,200 seconds ( or better yet ) 1 hrs 43 mins 20 sec

Star Ruler Discussion / Range
« on: October 13, 2010, 07:14:23 PM »
When the game says my weapons have a range of 90.2 ..... what is that referring to? 90.2 what.. km.. m.. miles.. alien sexual appendages? Would love to see what a 'typical' solar system ranges in er.. range so I can see what distance I need to be shooting at to have something on one end of a solar system to protect an item on the other.

Suggestions / Simple ( hopefully ) request's
« on: October 12, 2010, 12:41:35 AM »
1: Node reciprocation. I invest research time into Energy Sciences and unlock Chemistry ( either through just happenstance while researching or through node direct ). Energy Science's node icon for Chemistry lights up, but Chemistry's node for Energy Science is still a question mark, it should automatically change to the correct icon ( you already know there is a link ).

2: Dead Ends. I'd like to see instead of dead ends being a complete waste of time, perhaps 'donate' some of the amount of research points it took to the parent node, as you are still doing research on that particular field, simply trying to find an fancy uses for it ( at least this is how I see it ). Research should never be 'wasted', not 100% fruitful sure. But never a downright waste.

3: Cumulative affect. I have 1 space port, it delivers 1.5M / sec, great. Now, I have 15 of them, I'd like to be able to also see now that I can theoretically deliver 22.5M / sec materials. Also, if more 'workers' are needed to fully utilize a space port, I'd like to see how far off I am from being totally 'efficient' If that makes sense ( or is this a figment of my imagination? ).


Suggestions / Cumulative Patch
« on: October 08, 2010, 04:34:10 PM »
Don't suppose we can get a patch -> 1.0.16 patch can we? That's 8 patches needing to be installed in order ( if I read things right )

Suggestions / Unpowered Flight Time
« on: September 29, 2010, 08:54:02 AM »
As the title suggests, if you use ( say ) solar power for your ships ( which I do quite often ), just how long will your ship fly before running entirely out of power? Also, with solar power the 'fetch fuel when low' should also attempt to find the nearest star if running low on power ( a quick stop near a star instantly refills your charge ).

Oh, and it took me awhile to figure out what charge actually did. So for those of you curious if your ship no longer has power ( say power core destroyed, or more specifically to the topic, if you leave system and cannot receive anymore power ) the charge is how much reserve you have ( think fuel cell ). It is depleted by the amount of power draw/s if my numbers are correct. To find out what that is, remove whatever power generator you have and it will tell you the total system draw.

Star Ruler Discussion / Ship yards
« on: September 27, 2010, 11:42:21 AM »
Question on ship yards in regards to creating extremely massive structures ( think 50M + labor required ). Does the number of ship yards affect the speed of labor increase more when building a ship compared to the inherit bonus labor simply having a larger population gives.

In short, cities end up giving MORE labor / building, than ship yards do after certain tech levels are reached. Does that go then that with 1 ship yard and a boat ton of cities is more efficient at building massive structures than massive amounts of ship yards?

Help & Support / Crashing on accelerated time
« on: September 25, 2010, 04:18:19 PM »
I do thoroughly enjoy this game. However, when using accelerated time ( 2x - 10x ) the game will inevitably crash. I've collected several dump files and my latest log.txt for your viewing pleasure all zipped up. I usually use 10x when building something that will take a long time, or in the beginning when I REALLY do not wish to wait for the colonizer to lumber its way towards a planet or nearest star. The crashes happen more readily on 10x than any other speed.

Any other assistance I can provide? I've also dumped my dxdiag with it for a full readout of system

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