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Messages - seronis

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Galactic Armory / Re: Tweaking the Game Data Files
« on: October 02, 2016, 05:20:48 PM »
The files arent read-only unless you have issues with your anti virus or on windows with UAC.   Make sure the game is installed someplace like  c:/games/starruler and NOT in    /ProgramFiles/ and it will avoid UAC issues.  You'll need to look up specific info if its antivirus related.

Other than that the majority of all files you mod are just text.  So editing with Notepad++ shouldnt give you any problems as long as something else isnt interfering.

Looking for ways to optimize my gov scripts so that im not polling the research web more often than needed.


While doing a quick test game before pushing my changes to the repo I noticed that the console log had a new line.

"Unable to bind all functions for module planet."

Normally if you get a message like that you also have several script compiling error lines but there are no compiling errors listed, and in game I didnt notice any ill behavior.  This line doesnt show up when running a standard game and it doesnt show up when using a 100% unmodified file in my mod.  Which probably means its not referring to the onQueueEvent or onRepair functions that are commented out by default in that file (and thus not bound).

Anyone able to help me figure out what I did wrong or if this can be safely ignored?


Reaper pointed out to me that error is related to import statements at the top of the file not finding a match for a function you try to import. This was the answer as I forgot to add an older file i edited to my current copy of the mod.

Modding / [resource] A more diverse empire color set
« on: May 09, 2016, 07:07:04 PM »
Attached is a replacement EmpireColors.txt  (should be placed in ".../Star Ruler/Mods/[modname]/Game Data") that expands the empire color choices from their default 9 to 30 semi-bright colors evenly spread along the color spectrum from red to violet. There are no pastels or desaturated tones. There are also 6 shades of gray including black and white for a total of 36 options.

Star Ruler Discussion / Re: Custom RingWorld texture
« on: March 28, 2016, 08:35:14 AM »
I own the Civ games, Cities XL, Banished and such.  Factorio is definitely MY type of game and I think its one of the best in its genre but its still a niche game.  Id recommend you grab a copy off to try it out before purchasing. I dont regret my purchase IN THE LEAST and I've got a few friends to also buy copies but I hate the idea of anyone regretting a purchase.

Star Ruler Discussion / Re: Custom RingWorld texture
« on: March 27, 2016, 08:16:34 AM »
Looks good.  Currently a bit occupied with Factorio but next time im playing StarRuler i'll be sure to use this

Modding / Re: Working on a new mod. Anyone else doing so too?
« on: January 25, 2016, 08:11:18 AM »
0 == destroyed.   So that would be bad.   Setting it insanely large and then doing the regeneration thing is easiest way to make it immortal.  Well immortal except against ships the size of solar systems that blow up the whole planet in one shot.

Modding / Re: Working on a new mod. Anyone else doing so too?
« on: January 22, 2016, 02:39:46 AM »
Well I will assume you know where the definition for the galactic capital is in structures.txt.   I dont think any buildings specifically have an immortal flag that you can set.  So what I would probably do is have a custom effect added where that effects definition just sets current health to max health.   Or you could edit the file and in the tick() function you could check if the galactic cap is on the planet and heal it if so.   Either method should work unless the capital (and entire planet) is taken out in a single blast.

Modding / Re: Working on a new mod. Anyone else doing so too?
« on: January 12, 2016, 05:27:42 AM »
Will love to check it out if you end up making the mod.  I only got partway through my galactic bank stuff when I had to reinstall my computer because of a failed windows update and forgot to backup my game folders.  So lost the work and never restarted it.  May get around to it someday though right now Im going through another Skyrim playthrough. 

Modding / Re: Any mods wanted
« on: December 03, 2015, 02:35:58 PM »
Steam changes the url format that downloads the mods, and the guy who manages the script updates it to use the new protocol.  yes it gets disabled periodically and very quickly works again.

Modding / Re: Any mods wanted
« on: December 02, 2015, 01:37:17 AM »
It should also be noted that its trivial to DIRECT DOWNLOAD any mod from steam whether or not you own the game through steam.  Requires one greasemonkey/tampermonkey script installed.  Google for instructions

Modding / Re: Alternate Tech Grid
« on: August 08, 2015, 08:05:46 PM »
At least with Star Ruler 1 they didnt include steam binary stuff in the game.   Utterly steam/drm free.  Did this change in SR2 ?

My point is the version on steam should be the exact same version as hosted anywhere else.

Suggestions / Re: Bring the game to GOG
« on: July 03, 2015, 10:17:15 AM »
The steam version of Star Ruler is utterly drm free.  It doesnt even require steam to run.  You can copy the folder between computers and it works fine.  its the reason I bought copies for a couple friends. I appreciate having the game JUST WORK without hassle and I put my money behind that preference.

Star Ruler Discussion / Re: Hello from a new Star Ruler!
« on: June 11, 2015, 06:05:39 PM »
Generally the AI will target the least defended opponent team. So the only thing you really need to do is have a slightly larger defense force than the next guy and you will be left alone.

Scripting / Re: Food no tradeable
« on: May 14, 2015, 01:48:31 PM »
Well I notice this post is a little bit old but i'll still try to provide a bit of info.   First off you at least had the right file.   In there the funciton you will be editing is the tick() function which handles all updates for the planet objects.  To stop food from being traded you just need to look for all the food related things.  The first major one is where the weight of potentially traded food is calculated on line 393/394 and where that value is added to the 'total weight' on line 405/411.  These weight values are the limits your space ports allow.  Since you want infinite trade you need to edit this either way but since you dont want food traded at all you should remove where its calculated and where its weight is added to the total for starters.  Dont forget to tweak/remove 438-442, 451, 458, and 465.

All line numbers are based on an unmodified install.

Modding / Re: FRB 2.1.5 for SR fix
« on: December 18, 2014, 11:05:43 AM »
That is the latest official version of the mod.  Which means its not compatible with the latest version of the game.  The copy at the top of this thread was updated by someone else, NOT the original mod author.  And the updated copy is now lost unless someone who downloaded it has a copy.

If you want to use the official version you will have to take the time to update it to be compatible with the current game.

Modding / Re: FRB 2.1.5 for SR fix
« on: December 14, 2014, 11:49:16 AM »
I have his contact info.  Will see if it can get reposted or if its lost


Sorry but seems the entire computer the original was on no longer even exists.  You would have to hope someone else has a copy that eventually speaks up.

Star Ruler Discussion / Re: A couple of questions
« on: November 15, 2014, 02:37:46 PM »
2. Default is just the ones that get built at the same time the carrier itself gets built.  After the carrier is built you can load any ship you want into it as long as it has empty space.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 08, 2014, 10:34:50 PM »
Its also worth considering that 20 ships at scale 50 will cost SIGNIFICANTLY fewer materials (and thus be faster to build) than a single scale 1000 ship would be.  Also a single scale 1000 weapon can only spread its total damage across all of 1 target.. while 20 scale 50 ships can spread their damage per second across 20 targets.

The tech called megaconstruction is very important when you start trying to build huge ships. Its tech level is what determines the penalty applied to large things making their cost go up faster than their size.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 08, 2014, 12:56:03 PM »
1. Currently the bottleneck is your tech level and the rate your spaceports are importing from the galactic bank. So swapping to 3-4cargo per 1construction wouldnt perform better NOW..  but it means your current spaceport at scale 250 would not be the bottleneck for much longer than it will now.

2. yes orbital construction needs a dedicated spaceport planet to be efficient.

3. Yes governors can be modded. I have a governor mod which makes the default ones a LOT more intelligent in building placement. Its in the mods section of the forums. I dont personally have an  "Orbital Efficiency" governor but one can be created as easily as any other.  If you decide to try out my mod make sure you grab the one thats listed as being for the vanilla game. I have two versions posted and one is meant as an add-on to Galactic Armory mod instead of being for the vanilla game. I should probably update it to add a basic 'spaceport gov' option. That wouldnt need to be as complex as a fully 'Orbital Construction' governor.  My end goal for that latter would be one that also manages constructing and renovating the orbital station for you instead of only managing the planet.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 08, 2014, 11:56:29 AM »
1. planet had 'no governor' selected.  As stated above you should choose  "renovate only" governor. That way the planet will upgrade its spaceports, cargobays, cities, etc without your direct intervention and start transferring materials from the galactic bank faster on its own as your tech increases.
2. looking at the space station it completed its entire 'labor' requirement for your 1024 scale ship when only 16% of the resources had been collected from the planet. This just means labor is not a bottleneck in the least for the scale of ships you are building.
3. the planet had 16 spaceports with a net trade capacity of 24k.  This is far above the 3k you mentioned and looking at the economy screen the planet WAS successfully transferring the full 24k it was claiming to be able to transfer.  Starting a new construction job on the space station and pausing after 2 seconds showed roughly 50,000 units of materials had been applied to the ships construction meaning your space station is fully utilizing the planets transfer rate.  This means there is no problem at all with the planets setup. Its efficient and being fully utilized.

When the ship your station is building hit about 35% 'complete' it had fulfilled its requirement for advanced parts (because it needs the fewest of these). When this occurs your planet itself is still utterly empty of advanced parts because it had been transferring everything to the station.  So for about 10 seconds it will be refilling its adv part reserves till they are at capacity again.  During this time the station isnt collecting advanced parts so that small portion of your planets spaceport capacity wont be used for building the ship.  As soon as the planet as refilled its advpart reserves its entire 24k capacity will be bringing in only electronics/metals and the stations production rate goes back to max.  The same slowdown will occur as the ship no longer needs additional electornics.

All in all everything on Kampaca 1 is perfect (after the governor is set)


One thing to note.. You should reverse the construction bays and cargo bays on your orbital station.   You need between 2 and 4 cargo bays PER construction bay in order for the station to be able to use materials as fast as it produces labor. 

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 06, 2014, 06:38:32 PM »
Really no clean up would be needed at all. I wouldnt need to play the game to completion. Just look at the one planet, its building selection, and the stats on the construction station.

Also you should consider an orbital construction yard as able to build any ship INSTANTLY.  The labor they generate per second is so high per scale unit of the construction bay that they will build anything you want insanely fast. An orbital station can also INSTANTLY transfer materials from the planet to its own cargo stores.  Thus the bottle neck is purely a factor of how much cargo space is on the orbital station, and how many resources are currently on planet.

It does seem odd to me that your entire planet (with almost exclusively space ports built on it) is only transferring 3k units of materials from the galactic bank per second.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 06, 2014, 02:59:32 PM »
Feel like uploading your save file?  Im willing to take a look and give specific advice if you can upload the file and let me know which planet has the issue.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 05, 2014, 06:47:23 PM »
Does all of this sound like it might explain why construction is proceeding so slowly?  ::)

Lesson learned.  Thats the important part =-)

Anyways yeah just that little bit of manual tweaking and you'll be set. Remember to set the governor to "Renovate Only" before you tear down stuff to build the space ports. If you forget this step then the governor might decide to rebuild what was originally there and undo your changes.

Star Ruler Discussion / Re: Where is my bottleneck?
« on: November 05, 2014, 12:47:56 AM »
Once you get into building those huge ships you will not be building them on the planet.  The planets sole job  will be space ports to feed an orbital construction station. Your planet thusly needs 1 or 2 cargo buildings and the rest as many space ports as you have available slots except for enough cities to supply the workers.

Your orbital stations basically cheat when it comes to gathering resources from the planet. They dont have a bottleneck for transfer rate other than their own cargo space. So your orbital station needs a ton of cargo space (to increase rate materials can be taken from planet) along with a construction bay big enough to supply 'labor' at a rate you're comfortable with.

Star Ruler Discussion / Re: Can Cargo Bays hold Ammo?
« on: October 30, 2014, 09:42:06 PM »
Code: [Select]
System: AmmoStorage
Appearance: Ammocache
Explosion: fuel_cell_explode lasting 1.2

Tags: Storage, Storage:Ammo
Tied To: ShipSystems 1, Cargo 1

Available: (Techs.ShipSystems.Level > 0) && (Techs.Cargo.Level > 0)
Level: ceil((Techs.ShipSystems.Level + Techs.Cargo.Level) / 1.5)
Size: Scale
HPLevel: Techs.Materials.Level-1 As Level
Durability: HEALTH_MULT * 60 * Size * pow(HEALTH_CURVE,HPLevel)
Mass: 50 * Size

Costs: Metals[200 * Size], Labr[2 * Size]
Complexity: 0.4

Tick Rate: 1

vAmmoStore: Size * 125 * (4 - decay(pow(LEVEL_GAIN_CURVE, Level), 25) - decay(pow(LEVEL_GAIN_CURVE, Level), 125) - decay(pow(LEVEL_GAIN_CURVE, Level), 625))

Provides: AmmoStorage with

Hints: Ammo[vAmmoStore]

If you look inside  StarRuler/GameData/SubSystems/ship_systems.txt you will find this entry about halfway down the file. You can edit the line with vAmmoStore to increase the amount of ammo contained to a value that you consider reasonable in relation to what a cargobay can hold.  If you feel guilty about boosting a component like this then consider adding a line to it like

PreDamageOrder: -8

You can put that line in there to effectively make the ammo storage externally mounted on the ship.  Meaning it can take damage from enemy fire easier. You can safely place it anywhere but if you feel unsure about adding new lines to random locations just put it right after the line for complexity.  Thats where i place it in my mod snippet for an actual externally mounted ammo bay

Star Ruler Discussion / Re: Tankers refuelling ships in hostile systems
« on: October 28, 2014, 01:25:14 AM »
As far as I know the ships only consider the system they are in for getting or supplying fuel or ammo (or for auto upgrading).
this is accurate. they will not travel between systems automatically for resupply needs.

However early in the game two size 8s might be cheaper than one size 16.
This is also accurate. One of the techs you have is megaconstruction.  Basically as the scale of a ship you are building gets bigger the ship gets more expensive to build 'per size unit'. The megaconstruction tech reduces this penalty significantly so that larger and larger ship sizes cost closer to optimal to build.

Star Ruler Discussion / Re: Ship Scale (newbie)
« on: October 19, 2014, 03:01:05 PM »
If you update a blueprint and save it with the same name your already created ships with that blueprint name can choose to retrofit at planet with a shipyard to get the size/weapon changes. Its slightly cheaper than just building a whole new ship.

Even if you dont change the blueprint, the fact that your technology levels have changed means a produced ship will be different and its worth retrofitting.

BTW: winning AT ALL on your 2nd game is still an accomplishment. Dont feel bad that it took you awhile. Also for your first few/several games the most you might do on blueprint design is a tiny tweak like increasing the ship scale. Thats fine. You'll get used to what the different weapon systems do with a little time and designing your own ships wont be worth it until you've developed some preferences.

Also scaling a ship from size 8 to size 32 will significantly increase the ships hull points and damage output. Bigger is better. Technically you can take that 'fighter' or 'bomber' blueprint you got, scale it up to 5,000,000,000 and start shooting stars themselves (which tend to blow up all the orbiting planets when they go nova)

Strategy / Re: Is anyone out there?
« on: October 14, 2014, 08:40:27 PM »
... I'm not acting fast enough?
Basically.  At least this was my own problem for my first several games.  But you speed up as you get used to things.  Also dont leave the game unpaused while you're designing ship blueprints.  Thats suicide if you have a nearby and aggressive AI.

Strategy / Re: Is anyone out there?
« on: October 13, 2014, 04:15:35 PM »
Dont send colonizers to other star systems unless you have a couple military vessels to send with them for protection.  Later into the game when you can build larger ships in general, you should also build larger colonizer ships so that the planet they colonize starts out with more initial buildings and can become productive to your galactic bank account faster

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