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Messages - dalolorn

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Bugs & Support / Re: Asteroids, and also a Debris event
« on: May 02, 2016, 02:10:32 AM »
1. Sounds like a bug.

2. It spawns 4 debris fields throughout the galaxy and gives you vision of them. You need to race to scan them before the enemy finds them.

Bugs & Support / Re: Mods won't load on Steam
« on: January 09, 2016, 01:57:24 AM »
Well, that one sure sounds new...

Bugs & Support / Re: Savegame crash
« on: December 13, 2015, 04:42:03 AM »
Oh, I know - I actually wound up telling an ABEM player that he'd have to get a better torrent or just buy the game outright when it turned out he had a version of the game that was too old to run the mod. He bought the game. :D

On the bright side, at least we're not seeing anyone with Early Access builds... I hope...

Bugs & Support / Re: Savegame crash
« on: December 11, 2015, 12:39:04 PM »
This problem is caused by game versions that were updated incorrectly. There is v1.0.3 out, but that only fixed some windows 10 compatibility issues.

If you have this problem:

From Steam: Use "verify integrity of game cache".
From GoG: Redownload the base version of the game and use 'check for updates' from the main menu.

Wasn't there a Gamergate option or something similar, too? If so, then I'll point out the obvious and say that the procedure for that is the same as for GoG.

From the bay of booty: Get yourself a torrent from someone that didn't screw up the update process. Or just buy the game.


Modding / Re: Any mods wanted
« on: December 02, 2015, 01:40:58 AM »
Wasn't that disabled or something?

Modding / Re: Any mods wanted
« on: November 27, 2015, 10:48:19 AM »
While it sounds like Reaper's going to resolve your issue, I'd like to note that there's more than one SR2 mod off the Workshop.

Most or all of Darloth's mods can be found at, my mods can be found at or and the Alternate Balance Expansion Mod can be found at or

I might also be able to poke dolynick with a stick until he uploads his 'Faction Addon' and shipsets. :P

Edit: There's also a few mods posted in this forum, and a multitude of modding-related questions or examples. (Not as many as there could be, mind you, but they're there.)

There's also more questions/examples in the Steam modding forum, and the occasional post in the discussions for the various Workshop addons, and you could analyze the commits to the GitHub repositories I linked to in order to figure out how things work. (Some day, I hope to get access to SR2Beta again to get more stuff to analyze... :D)

Bugs & Support / Re: yet another load game crash
« on: September 30, 2015, 03:16:49 AM »
The AI could perhaps change resource allocation from asteroids and planets. It could not, however, influence orbitals, and at no point could it delete resources unless it destroyed a Megafarm/Hydrogenator. (I just checked, though, and my previous post about Orbitals no longer having Resources by default was incorrect; they still have them, they just don't do anything with them.)

You're definitely right about resources.length() returning -1, though. When it wrapped around to UINT_MAX, it'd make the game try to initialize a huge array when loading the save, which fits the errors from the previous posts.

What I can't understand right now is what could possibly be convincing arrays that their length is -1 (this is an AngelScript function, so it's unlikely that the devs could have made a mistake there), and why it'd be happening on such a small subset of the game's population. It's obviously a localized issue, or there'd probably be a lot more people reporting broken savegames, but... why you?

Bugs & Support / Re: yet another load game crash
« on: September 18, 2015, 03:46:35 AM »
Orbitals trying to load resources in 1.0.2? What nonsense is this?

This should not be happening. As far as I remember, OrbitalScript::load() doesn't try to load a Resources component unless the save is from a version where Orbitals -had- Resources components. That, or they read a boolean to determine on a case-by-case basis whether or not this particular Orbital instance had a Resources component; either way, there is nothing in a proper installation of vanilla 1.0.2 that could make this happen.

The only exceptions I can think of are A: that you don't have a proper vanilla 1.0.2, that it's been corrupted by undeleted data from previous updates or clumsily done DIY modding, or B: that this is a symptom of something else entirely going wrong with the save that causes OrbitalScript to read the wrong bits at the wrong place.

The former is (sort of) easy to fix; reinstall the game from scratch, don't rely on Steam's crappy verification. The latter, on the other hand... you'd have to figure out where the corruption takes place before you could fix the underlying issue. (Of course, the former could still be causing the latter.)

Star Ruler 2 Discussion / Re: do verdant have any use at all?
« on: September 04, 2015, 03:46:41 AM »
They're a different way of playing the game. All of the lifestyles are, to one degree or another.

In ABEM, one nice thing about them is that they can't be boarded. (Also, they're the only AI race with even the most basic understanding of sensors.)

Star Ruler 2 Discussion / Re: steam forum need some people there.
« on: September 03, 2015, 03:36:21 AM »
The Blind Mind side isn't much better off. :P

Bugs & Support / Re: Game crashes on new game
« on: September 02, 2015, 04:31:37 AM »
Compatibility profile? That doesn't sound good.

Try disabling any compatibility settings your OS or other software may have automatically enabled.

I don't see the point in making duplicate threads. (That being said, I probably should have replied in this one.)

Modding / Re: make privateers / special funds more useful?
« on: September 02, 2015, 04:28:07 AM »
You could use those special funds to improve your economy through indirect means. Terraforming, building stuff, etc.

Suggestions / Re: playing as the human race
« on: August 23, 2015, 05:07:14 AM »
1. The Terrakin are supposed to be humanity, though they don't entirely look the part.

2. There's an SR1 portrait mod on the Workshop, including a pretty good human portrait. If this is not an option due to your having a non-Steam version of the game, I can only point you in the direction of the Alternate Balance Expansion Mod - it contains a modified form of Vincent's mod. (It also contains a bunch of other stuff, so ABEM is not necessarily a good choice for a new player. Way much more to learn.)

If you're interested in ABEM, you can get ABEM 0.3.0 from ModDB, GitHub, or the Steam Workshop, where you can choose between 0.3.0 and the 0.4.0 beta.

Modding / Re: Alternate Tech Grid
« on: August 09, 2015, 04:38:30 AM »
It is functionally similar, with the only major difference being that Steam players can upload their mods to - or download other people's mods from - the Steam Workshop. There certainly is no DRM, and mods will work the same on Steam and non-Steam versions alike, but they are not 100% identical. (Aside from the mod bit, the differences are, IIRC, minor stuff like a slightly different ID when using the ingame IRC client and having to tell the game to check for updates.)

As far as the game's files themselves are concerned, I think the only difference is that non-Steam versions don't have a .steam file and instead have an updater.exe - other than that, it's just a bunch of if-else blocks checking if it's being run through Steam.

Modding / Re: Cheaper Buildings/Maintenance
« on: August 06, 2015, 06:26:20 AM »
Good point.

Modding / Re: Cheaper Buildings/Maintenance
« on: August 05, 2015, 04:40:45 AM »
I still think you should consider ModDB, and only make a reference to your ModDB listing down here.

Modding / Re: Target Tolerance
« on: July 31, 2015, 10:06:15 AM »
Target tolerance?

Modding / Re: Alternate Tech Grid
« on: July 30, 2015, 06:23:53 AM »
No, I meant Steam versus every other distributor. :P

Modding / Re: Alternate Tech Grid
« on: July 29, 2015, 12:13:57 PM »
I would recommend either ModDB or the Steam Workshop, depending on which version of the game you have and/or are targeting. (No harm in having both, for that matter.)

Modding / Re: Replace Tool
« on: July 29, 2015, 05:32:55 AM »
Hmm, perhaps it would be possible to use the AddBind() function, as demonstrated in client/ and Sadly, I can't guarantee that it'll work, because I can't find any scripts regulating keybinds (which means they're probably in the binaries, not something we can touch), but it's worth a shot.

Bugs & Support / Re: ABEM Ringworlder/Harvester Ships
« on: July 25, 2015, 10:51:07 AM »
Definitely not. They're slow by design - otherwise, you'd eat up half of the galaxy and automatically win by virtue of depriving all the other empires of their precious resources. (Especially since you can also Harvest colonized planets!)

Basically, Harvesters are supposed to be slow, poorly armed and bulky so that people can engage and destroy them if they get too close - or if they want to slow the Bluuhbi player's advancement. Making them do their work quickly would negate the whole point of it - the ships are bad at fending off attackers, but they still have to be tough enough to merit tactics other than 'run in with a small fleet, blast the Harvester and run back out despite being outnumbered ten-to-one', which means that in order to be stoppable, they have to work slowly.

Mind you, there HAS been a patch yesterday that's made a few buffs and fixes to both Bluuhbi and Vanguard races as a whole - no more trouble with planets orbiting out of the Harvester's range, no more waiting three minutes before sending the Harvester to the next planet, and Vanguard Victory is a lot cheaper now.

Basically what you said. If I have no Cultivation cards to spare, and need more food than I can find in vicinity, I'll start building Megafarms. Until then, though, simply colonizing a food planet is cheaper, as is using Cultivation (80k upkeep, versus the 100-190k upkeep of a Megafarm depending on the amount of developed tiles or the maintenance-free food from the 5-Influence Cultivation card).

Bugs & Support / Re: ABEM Ringworlder/Harvester Ships
« on: July 19, 2015, 04:45:10 AM »
Well, I'm not sure this is the right place for mod bugs, but okay. :P

More to the point: Known issue, not sure how to fix it. (The part where they run off into deep space is weird, though. Can't say I've encountered it before.)

Star Ruler 2 Discussion / Re: Confused about planet resource chains
« on: July 14, 2015, 02:58:04 AM »
From what I can tell, your homeworld (top node of the right tree) is just fine. It doesn't need to import that water asteroid, though - and it could do with a level 2 resource or two.

Your Hydroconductor planet is more complicated, though. First, you're one food short of having enough food for level 3. (Unless you have a Megafarm.)

Furthermore, you need another level 1 resource. The Neutronium planet that acts as the Hydroconductor's level 2 resource is importing two level 1 resources - one of those should be exported to the Hydroconductor itself.

However, neither of those two level 1 resources are set up correctly. The Explosives planet has enough food to export its resource, but has two waters when it only needs one. The Plastics planet, on the other hand, doesn't have any food, so it's useless.

Recommendations: To make your Hydroconductors work, colonize two more food planets or build one Megafarm on the Hydroconductor planet, and one Megafarm on the Plastics planet. (Colonies are preferred, though a Cultivation card would be just as nice.) Then export the Plastics to the Hydroconductor planet.

To deal with the excess water, either abandon both of the water planets currently feeding your Explosives planet and route the water from your homeworld's water asteroid to the Explosives planet, or colonize two more foods (in addition to the ones I mentioned above) and two more level 1 resources, routing excess water from your homeworld and the Explosives planet.

Modding / Re: Fleet templates
« on: June 28, 2015, 04:38:42 AM »
The empire class is not entirely abstracted away. There's a nice bit of data in data/empire_states.txt. (Mind you, Lucas' variant of adding data tends to be the better one.)

Modding / Re: Replace Tool
« on: June 27, 2015, 02:55:42 PM »
Because of various UI issues like having duplicate keybind groups to work with, one of which would serve no purpose, I'd strongly recommend you add it globally.

Modding / Re: Replace Tool
« on: June 27, 2015, 05:11:31 AM »
I posted a response in your Steam thread that might contain the solution. Did you try that?

Edit: Okay, I've added the keybinds and put in a reference in your script to call those keybinds. (Also, gotten rid of the boatloads of extraneous localization and added some you overlooked.) Testing as soon as the game comes up.

Re-edit: Intriguing. It would seem that the game does not take kindly to attempting to redefine an enum that has already been defined. My tests yesterday worked, but I modified the base file directly instead of using mods.

I'd bring this to Lucas' attention in the IRC (if he and Reaper haven't already noticed the two threads you opened on the topic, that is :)), as it sounds like a bug. (Or, if not a bug, then something that needs some expert guidance from a dev to figure out.)

In the meantime, I have these observations to make:

1. You do not need to override locales/ui.txt. You can make a locales/ToolMod_ui.txt and put your locale keys (DESIGN_REPLACE_TOOL and KB_DESIGN_TOOL_REPLACE are needed, with the latter being modeled after KB_DESIGN_TOOL_# in locales/options.txt) in that file.

2. Once you define your keybinds correctly, you will need to make sure the design editor knows what to do with those keybinds. You probably already noticed that and left it out because you couldn't get the keybinds working, but I'm mentioning it just in case. :P

Modding / Re: Fleet templates
« on: June 26, 2015, 05:23:51 AM »
1. I think you'd actually need to work with JSON here. An example of this is in or whatever it's called, which exports your designs.

2. If you figure out how to make a decent GUI, you'll be the first one to do so. All of my fiddling with those scripts for ABEM has been simple copy-pasting of simple elements - nothing as complex as what you seem to want to do. :P

3. If you can figure out the GUI side of the matter, I'd say it'd be easy to tackle the underlying code that lets the template get added to the list.

4 and 5. Uhhh?

Well, good luck with this.

I should note, though, that to my knowledge, the only way to see a black hole in the base game is to play a Spiral Galaxy with more than X systems, which causes the galaxy to spawn with a black hole in the center. For the moment, multiple black holes in one galaxy can only occur in ABEM.

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