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Messages - Space Voyager

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1
Suggestions / Re: Bring the game to GOG
« on: July 03, 2015, 06:29:19 AM »
http://www.gog.com/game/star_ruler_2

I WILL buy it there soon. :)

2
News / Re: Dev Diary #3: FTL
« on: September 01, 2014, 11:50:45 PM »
Right, unless it breaks the gameplay, in which case I don't care too much for logic.

3
Star Ruler 2 Discussion / Re: Engine questions
« on: June 09, 2014, 05:02:01 AM »
Small ships are assigned to large flagships. You command flagships, and all of their support ships react to those orders.

This. Is. Good.

4
News / Re: Dev Diary #3: FTL
« on: June 04, 2014, 06:50:29 AM »
Also, tachyons (http://en.wikipedia.org/wiki/Tachyon) are in accordance with Einstein's equations, making them physically plausible, however improbable.

5
News / Re: Dev Diary #3: FTL
« on: June 03, 2014, 06:32:37 AM »
IMO crystals are ok. We find new materials every day, so crystals with exotic properties are perfectly plausible. I know I'm digging too far and frankly further than my actual knowledge of physics, but... those particles that would be gathered with crystals seem less plausible to me. Not their existence but their ability to propel matter FTL. For instance - tachyons are theoretically possible particles that would, should they exist, always move FTL. The less energy they have, the faster they move.

So, let's say they exist and we have crystals to collect them. Somehow they are trapped in that crystalline structure and so forth. That does not help with moving any other matter FTL. You would need to find a way to transform the regular matter into tachyons to move FTL.

Thinking about it, there might be an explanation... These particles could be naturally "producing warp bubbles" and you need a lot of them to fit a ship into their bubble. Hmmm... like photons can be massless despite the Higgs field. No other particle known so far is without interaction with Higgs field, so one could say photons have their own anti-Higgs bubble. These particles might be moving through space in a warp bubble and are not interacting with the space at all.

Then again, one can't bathe in photons and be massless. Probably. :D My head is starting to hurt.

Bah, gone waaaaaay over my head. Please, physicists, tear this apart and find a better solution.

6
News / Re: Dev Diary #3: FTL
« on: May 26, 2014, 07:49:23 AM »
Ah, but the devil is in the detail... An ugly detail will make the big picture look bad, no matter how good it might be.

Besides, we don't know the big picture yet, so details are all we gnaw on. ;)

7
Star Ruler 2 Discussion / Re: Player=Character
« on: May 20, 2014, 06:20:54 AM »
Frankly I wouldn't want a grand scale strategy game to revolve around a single person. Perhaps it could be done right, though.

8
As far as biology in space goes, I'd like space monsters more than actual ships being grown.

9
Star Ruler 2 Discussion / Re: An interview at SpaceSector
« on: April 15, 2014, 02:13:28 AM »
Most true, XTRMNTR2K.

I've seen the article on FTL methods. I was pleasantly surprised by the addition in general, not by the individual FTL. Different ways of travel complicate the game development and balancing, which is probably the reason that they are so rarely included in games. For the player they add a lot more to think about, too - which enemy can reach me in what way and what do I need to do to stop it from happening. I hope it won't be too much for a real time game.

10
Star Ruler 2 Discussion / An interview at SpaceSector
« on: April 09, 2014, 05:17:03 AM »
I loved all of it.

The info on fleets is great, I wanted a game that would not give too much importance on every single ship but rather on the fleet composition. I hope SR2 will be the game to bring it.
Will there be fleet commands available in some form? Like fleet actions, manoeuvres and such? Frankly my biggest wish is not to be even given an ability to give single-ship commands, but I did notice on many occasions that most people do not share my point of view, at least not entirely.

Committing genocide having serious ramifications is just as good. Will there be other options available, like incorporating other species into your empire so you can still claim a planet without killing all inhabitants?

Incorporation of several FTL travel has been known before, but I do have to ask whether Sword of the Stars has been at least some of the inspiration for this. SotS has done it with excellence and it seems weird that it was never even mentioned.

11
Ah, you're not concered about ship design, but with how ships look like. That is true, as far as I know, you can only create sets of ships, which will not result in individual ships in the game. Unless you only make one ship from each size class.

12
Star Ruler 2 Discussion / Re: My Thoughts On the Livestream
« on: February 15, 2014, 02:31:27 PM »
Thank you for the additional explanations, much obliged! I'll just wait for more pieces of the puzzle to fall into place in future updates.

13
Star Ruler 2 Discussion / Re: My Thoughts On the Livestream
« on: February 15, 2014, 04:28:45 AM »
1) FTL is a large topic, do you have specific questions about it?

2) Resources being tied to planets is a fundamental component of the game. Despite the thematic issues, this approach gives us a great variety of gameplay opportunities that wouldn't be available with a typical approach to 4X economies.

1) Well, the whole idea of "FTL energy" seems far-fetched. Like, what is this? Another sort of energy that can't be produced in a plant aboard a ship, yet it magically recharges from space? I know this is a game design decision to add additional gameplay element, but some kind of rational ground is nice to have in a sci-fi game.

2) This is a nice touch and it is present in many other games. In Endless Space for instance you find new planetary resources through research. The principle is great, I only "have an objection" about..., well, apples and the likes.  ;D

What I loved the most in SR1 was complete freedom of ship creation. You want a ship building carrier, capable of colonization? You got it. You want one that can also harvest resources on the go? You got it, just add the needed modules. If possible, please keep this aspect, it is unique so far.

14
Star Ruler 2 Discussion / Re: My Thoughts On the Livestream
« on: February 14, 2014, 08:00:54 AM »
Moving my thoughts into this thread...

Just a few random thought on the stream;
-FTL energy... is such a handwavium element really needed? Besides, at least in the stream the colonizers travel at almost the same speed as FTL of the scout, but at this stage of the game this is irrelevant.

-Is there a way to create FLT colonizers?

-I'd prefer 3D map ala SotS

-Is there a penalty for super fast colonization? In the stream it seems one can colonize everything ASAP, as if a colony is immediately self-sustaining. Is there any cost to it?

-Some resources seem a bit weird. Apples and plastics for instance seem like something one would grow/produce, not as a resource tied to a planet.

-How does one know when a fleet is full? How do you build a bigger fleet?

-Can you set automatic reinforcement building and keep the fleets full without micromanagement?

-I liked the old ship designer MUCH more. Looked slick, nice little pics. Now the ship designer looks like a child's doodle.

Ok, this much for now, sorry for being a bit negative. Loved the first game and some things were awesome, wouldn't want to see them changed. Like FTL colonizers - you were able to create just about anything. This may have been a bit confusing when one started playing but in essence, it was perfect.

15
Star Ruler 2 Discussion / Re: Steam early access?
« on: August 26, 2013, 07:50:39 AM »
I'll agree for late access if I can get the game DRM (including Steam) free at GG or GoG...  8)

16
Star Ruler 2 Discussion / Re: About Ship Designing
« on: August 22, 2013, 08:53:59 AM »
Yeeeeeeeeessss? Details, please! ;)

17
News / Re: Dev Diary #1: The Galactic Economy
« on: August 13, 2013, 06:34:58 AM »
Phenomenal news! Been waiting for this for quite a long time.

I hope you don't complicate the game too much with huge variety of necessary resources though. This becomes tedious in turn based games, too, while it may be completely unmanageable in real time...

Have all the confidence in the devs, naturally. I've seen what they can do. 8)

18
Galactic Armory / Re: It's been a while
« on: July 21, 2013, 02:51:21 PM »
Check the "GA 2.0 Dev Update #1 - Research explained" thread's last page, it will explain a lot.

19
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: July 04, 2013, 05:55:51 AM »
*facepalm* There are no secrets on the internet, I swear we hadn't talked about that anywhere but the GA Dev forums.

Most likely yes, been modding SR for over two years now and haven't played the game for almost a year of that apart from testing and started to move onto other projects. Also being the main coder of the team and the fact that 2.0 is very heavy on coding without anyone to help with the work load its a daunting proposition for something I don't really play anymore. XT is also very busy with real life stuff and Cause as well I think. We might have one final release of an updated spiral galaxy map and possibly pirate mechanics but for the most part 2.0 has gone to the breakers.

Ouch, sorry. The info was given to me more as a remark than anything else and I thought I simply missed an official statement here. I apologize to the author of the remark.

I guess I'll have to try out GA as is, which is aplenty.

20
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: June 30, 2013, 02:44:26 PM »
Ehm, are you guys really ditching GA 2.0?

21
I can't believe I missed this thread... Stunning!

22
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: May 24, 2013, 05:39:12 AM »
I understand your concern, dmaiski. And I agree, research should be worthwhile. Though I'd like it more if a research had an end, too. Whether the end is marked by limiting the number of stages or by making it not worthwhile at a certain point is both ok by me. Perhaps the latter option is even more realistic as each technology has its limits at least as far as further investments into it go.

Rather than always continuing in the same research new research options that open seem better. Those can make the qualitative (and costly?) jump one wants from a new research. Also this prevents age old ships from being constantly upgraded.

23
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: April 24, 2013, 05:33:42 AM »
Still here and looking forward to it!

 8)
This.

24
Galactic Armory / Re: Governors on GA latest version
« on: January 10, 2013, 03:46:10 AM »
On the side; does SR vanilla also use a global variable?

25
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: January 03, 2013, 05:28:03 AM »
Agree completely, XTRMNTR2K.

26
Galactic Armory / Re: Mirage Shipset - Work In Progress.
« on: December 07, 2012, 06:05:33 AM »
Really cool looking ships.

27
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: November 22, 2012, 08:16:37 AM »
They look good to me. They need to be basic...

28
Galactic Armory / Re: GA 2.0 Dev Update #1 - Research explained
« on: November 13, 2012, 06:06:12 AM »
The changes planned for research seem great. I really do not like the system used in vanilla, especially the fact that I was creating ultra fine tuned ships just to find out that after some research the fine tuning was completely gone - suddenly the mining laser output and refinery input were not at all equal etc. I admit, at least it never made ships consume more energy, which would leave them floating dead soon, so I can't be too harsh on the system, but still - it took some of the fun with ship design out.

As far as I gather you are changing it more towards SotS stile, which is good. I would love randomness, too, but that would demand a whole lot additional technologies etc..

Anyway, if you come through with all explained in GA 2.0, it will be a very different game. Much better. I'll have to install it all over again... Luckily I still checked the threads once in a while.

29
Galactic Armory / Re: GA 2.0 Dev Update #2 - Exploration Concept
« on: November 08, 2012, 03:22:02 AM »
Damn, I'll have to go over these notes carefully... So far it seems as though you're changing SR into best space strategy ever.

30
Star Ruler Discussion / Re: Cheating the logistics.
« on: July 30, 2011, 01:54:24 PM »
I did implement ship that start with 25% stock when built in FRB; they automatically try to fill themselves as they leave planets / drydocks. Seem to work nicely and does cause a bottleneck if you try to build huge ships you don't have the needed ammo/fuel for them. I believe my system could be easily adapted to the stock game.
That's a great idea!

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