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Messages - Volley

Pages: [1] 2 3 ... 5
1
Star Ruler Discussion / Re: Achievement Ideas
« on: August 03, 2012, 05:58:10 PM »
"Excellent! Now we can attack in any direction" - well, not exactely sure how to define a good archievement for being surrounded, but i like that quote :)

2
GA: Help & Support / Re: GA Crash
« on: July 26, 2012, 12:10:13 PM »
i think i remember that the developers of SR somewhere wrote that running in over 1x speed hurts the AI gameplay. =(

Well, from the AI point of view, the Speed button is a "Slow the Humans Interactions"-Button.
I doubt it hurts the AI.

3
Star Ruler Discussion / Re: Live Patch Notes
« on: July 11, 2012, 03:04:20 AM »
[Added] Players connecting into a multiplayer game after it has already started can choose to spectate rather than take over an empire (provided the host has not disallowed it).

Maybe a stupid question, but since the game actually allows quite a lot of things being done simultaneousely: could the game handle multiple players controlling one empire?

4
Help & Support / Re: Computer Buzzing during play
« on: April 14, 2012, 06:39:29 AM »
It is about 21°C in here.  If I'm just working in Photoshop, Dreamweaver or even 3DS it stays around 30-37°C.

Looks way too high for me.

For some reason starting Star Ruler, it started that beep sound within about 10 seconds of starting a game.

Because in contrast to the other things you mentioned, realtime simulations with a lot of Units like StarRuler are a bit CPU bound.

I wonder if there is any software that can test a machine and see what happens.

Lots.
To test your CPU (where imho your temperature problem is), have a look at Prime95 or CPU-Burn.

5
Help & Support / Re: Computer Buzzing during play
« on: April 14, 2012, 05:50:28 AM »
So what should I do?  Dump ice in my tower?   :o
The system itself I bought in parts from NewEgg and it came as a package.  Should I get a different fan or one of those liquid things?

First find out what is actually wrong.
At the load shown in your screenshot with normal air cooling i'd expect to be somewhat like 10°C above room temperature.
Is the fan actually connected and turning?
Or is your room temperature 50°C? In that case you might want to ... try a different room for your PC :)

6
Help & Support / Re: Computer Buzzing during play
« on: April 14, 2012, 05:30:07 AM »
I'd say there is something terribly wrong with your cooling.
Your CPU is far from full load (16% or so) and you already have reached 60°C.
AMD says the maximum safe temperature to run any FX-series processor at is 61°C.

I don't dare to think of what might happen when you put that System under load.

7
Star Ruler Discussion / Re: Aggressive AI
« on: April 02, 2012, 02:45:41 PM »
Also refrain from increasing the game speed.
i frequently see inexperienced people increasing the game speed and then wonder why they get steamrolled.

( Just to clarify: only set the gamespeed to 10x when you are able to act 10x as fast, because the AI will )

8
Help & Support / Re: [German version] Update problem
« on: March 29, 2012, 01:24:28 PM »
Das Interface kannst du nicht bekommen, das ist aus einer älteren Version.

Kommt drauf an welchen Teil des Interface du meinst.
Die "Kreise" um die Sternensysteme sind noch immer im Spiel, über die Graphikoptionen aktivierbar.
Der Infopanel am Unteren Bildschirmrand ... den könnte man vermutlich mit etwas programmierkenntnissen aus ner alten Version des Spieles nehmen und so anpassen das er mit der aktuellen noch funktioniert.

9
Suggestions / Re: Small but practical suggestions
« on: March 29, 2012, 03:46:19 AM »
Dear Devs and all,
I don't know much about code but ...

Now that can be fixed i guess :D

For the system window, a filter that can filter in or out certain planets which have more or less then a certain number of total slots

Go to sys_win.as, add a few more filter menu entries to planetFilter (around line 526) and add the handling for them to the switch (around line 1330) and you are done.


If you really want to top it off make the level and HP gain curve of an exact square root of 2! Manually typing in 1,41 doesn't cut it! After 10 levels of research the gain curve is no longer a neat result of 2^(Level/2). It would be a special treat to the mathematically inclined and star ruler has many of those types.

You are insane, you know that? :)

10
While the notifications on planet colonisation or treaty do work  (sound, small icon below eventlog, ...) this doesn't seem to be the case when having researched a new Tech!

I kinda did think i missed something when joining a Game, so i did verify by locally hosting a private game, join with a 2nd instance of the game, and just start to research.
While i the server instance had the blue research icon popping up, the guest instance remained silent and with little feedback.

I also think the event log is not always getting all updates it should get ...

11
Star Ruler Discussion / Re: orientation vs damage
« on: March 24, 2012, 05:35:15 AM »
Skye: I would assume that the "don't turn" setting is only a visual setting that doesn't affect game mechanic - but i'm not sure about that.

SanderBuruma: In so many places i don't remember :)
http://forums.blind-mind.com/index.php?topic=1796.msg11889#msg11889 for example.
I'ts a simplifyed system with a pre-calculated list in which order subsystems take damage for the 4 cardinal directions.

12
This discussion belongs to the bug repots section, but 1.2.0.0 does fix a bunch of Multiplayer fixes.
I did have a few matches allready, and i think i had no problems unless packet loss was greater than 10%.

However, i admit that sometimes there is packet loss and network glitches that are a bit hard to track down / hard to explain. Like once i hosted and while my upload was only at 10-15% usage, the profile_network reported 25% packet loss and the client had all kinds of problems, and both of us couldn't find a Problem with our Network.

I guess the best thing would be that now with a fresh new version and a lot of known issues gone, we start some fresh and clean discussions in the help and bug reports section, and hope we discover something.

13
1k 1M thanks for the patch!
As far as i could test, things are way more stable now, didn't yet have a single crash
( tough i have not yet battled YAHG, which would be the ultimate stability test ).

I'll be doing lots of testing ... to verify the fixes in the changelog are really done! :D

14
Star Ruler Discussion / Re: Wish for next version
« on: March 23, 2012, 04:36:24 PM »
But when you are not at war, there is no blockade either from that ships!
( And when you are at war, the colony won't last anyway :D )

15
Star Ruler Discussion / Re: My outposts are self destructing?
« on: March 20, 2012, 04:14:11 AM »
Energy is always fluctuating a bit, and if you calculate too tight you will run into problems.

16
Star Ruler Discussion / Re: My outposts are self destructing?
« on: March 19, 2012, 11:27:39 AM »
If they blow up and not just turn grey, i assume you use Antimatter generators?
They blow up if something goes wrong.
Since they don't need much fuel i doubt that you are running out of it.
So question would be: is your Design very tight in [ Energy | Live Support | Control ] ?

Can you watch them blow up? (save game, wait for it, load, select station in question, check power, fuel, crew, ... )

17
Help & Support / Re: Very, very slow scrolling
« on: March 15, 2012, 01:07:08 PM »
Does middle-clicking some Planet or Star help?

18
Strategy / Re: Starting out guide help
« on: March 06, 2012, 05:54:23 PM »
then kicked things into high speed
You mean you increased the game speed to like 10x or so and the 25-30 minutes you were talking about earlier were actually 4-5 hours?

Yeah, it's totally normal that after that much time tech levels are so high that ships have the hitpoints of a planet and deal enough damage to destroy stars.

And yeah, it's also totally normal that if a human player handicaps himself by slowing his actions down to 1/10 of normal human speed, that eaven a easy AI out-colonizes and techs him. Unless he is really damn good. And fast. And efficient.

19
News / Re: Forums Updated
« on: March 03, 2012, 09:38:11 AM »
Yay, the forum feels way faster than before!

Not as fast as nntp of course, but quite good for some web thingie ;D

20
Star Ruler Discussion / Re: Life support on colonisers
« on: February 29, 2012, 03:55:14 AM »
When i once tried to reduce life support size below the requirement shown in the blueprint, i noticed that colony ships don't immediately, but somewhen later randomly die. The Colony Module was blinking and eventually the ship went grey.

Could you verify that it really makes a difference to put multiple small life support modules instead of one big?

21
Star Ruler Discussion / Re: New Here. Give me some epic stories.
« on: February 28, 2012, 05:02:31 AM »
Well, when you battle one that is of similar skill, the epicness kinda manifests in the blood being shed, not in the events.
I remember all-out-wars starting at gametime 0h30 and ending at 1h30 with the defeat of one, with countless ships being built and destroyed. Epic battles, where there not necessarily was some epic event, but the battle in total was epic.

But i also remember epic events or things i've done. Finding a weakness in your opponent usually leads to epicness for example.
Or you just outrun your opponent in economy, tech and colonisation - then quite everything you do is going to be epic :)

22
Bug Reports / Re: AI appearing in game setup, Cannot connect to server
« on: February 28, 2012, 03:35:32 AM »
Well, in that case i recommend hanging out in the IRC and ask other people to try to connect to both of you to sort that out.

23
Bug Reports / Re: AI appearing in game setup, Cannot connect to server
« on: February 28, 2012, 01:54:09 AM »
Strange when it just worked fine before.
Did both of you successfully host before? A lot of people have a hard time hosting for the first time because of their router and/or firewall.

Another thing that comes to my mind: after the disconnect - could it be that who was hosting got a new IP address and the gamelist didn't get update quick enough?

24
Suggestions / Re: Blueprint Management Overhaul
« on: February 27, 2012, 12:47:03 PM »
Regarding the "blueprint macro management" what I meant is for things like AI.

Ah, i see.
That sounds more possible  :)

25
Suggestions / Re: Blueprint Management Overhaul
« on: February 27, 2012, 03:01:52 AM »
Uhm ... i can't exactely follow.

I mean yes - there have been discussions about what could be done to get blueprints better organized and easier imported/exported, but your suggestion i don't seem to really understand.

What do you mean with profiles?
What do you mean with "carry over to the next game without having to import" ? If you try to use designs at gamestart that you had used at the end of the previous game, then they either won't import because of the tech difference, or they were ... kinda horribly outdated.
What do you mean with making the same change to all 20 or so blueprints? I can't even imagine one change that could be done identical to more than one blueprint, unless you include logic that would make my head burst. And nobody will code "Replace all generators of size 0.75 or greater with fusion generators and scale them down so the power reserve is about 10-20%, ..."

However, i had a look at the source of the blueprint dialog a while ago and i think it would be possible to do some modding there that for example allows the usage of subfolders or something like that.

26
Star Ruler Discussion / Re: How to have the longest games
« on: February 24, 2012, 02:42:07 AM »

Well, by increasing the number of planets you increase the time it takes to colonize a little bit, but also increase the "base" for economy and research - leading to a higher overall research speed.

Question is: what would actually lead to a long game?
Long flight times for sure, but would this be fun?
Slow research also probably prolongs things.

If i remember correctly, one of my longest matches was actually a game in a small galaxy where for a really long time i was about as strong as my opponent.

Some (but by far not all) Strategy games do have some Mechanics that would make big empires a bit weaker. Corruption increasing with the distance to your capital, Unrest, etc ...
I guess if we would come up with a clever Mechanic that dampens the biggest players strength a bit, this would also prolong the game. ( Mod Time! : ) )

27
Are Adv. Parts on the planet you try to take from?
Does the Hauler have free cargo space?
Is there maybe some AI Setting on the Hauler that will immediately supply or deposit the Adv. Parts again, or some AI setting on a nearby unit that immediately fetches them?

28
Star Ruler Discussion / Re: Wiped out in 3 hours, need tips!
« on: February 21, 2012, 09:16:22 AM »
@ Hazzard :

I see your point regarding the new player who is being overwhelmed.
Basically that is why everybody recommends for new players to first play against trivial AIs.

But when i played other RTS the first time, i got steamrolled by the AI quite some times. It only would not happen if either the Map didn't offer much more Resources than what you had at your starting position or the AI would always attack at the same predicatable spot which you then turn into a clay pigeon shooting range. An additional requirement for not being steamrolled would be a low Unit Limit and quite a limited Tech Tree.

Also i know of no RTS that would not get you steamrolled by the AI if you play it like SimCity where there is no Enemy. If you want to play like there is no Enemy, you maybe shouldn't add Enemies!

Don't get me wrong, i do think that things can be improved for new players, but what exactely do you suggest?

29
Star Ruler Discussion / Re: How to break salvagers (further).
« on: February 21, 2012, 04:52:41 AM »
it should be enough to get the bug fixed for balance reasons while also making Volley cry. Any help in this matter is appreciated.

Why would it make me cry? :)
I did some experiments with salvagers myself months ago, and concluded it is abuse. So i didn't use it in a "real" match. Not to mention that my matches with YAHG rarely reached the point where you could do so.

I also remember discussions with GGLucas about what do do about it, and i think the best we came up was to use mass or size instead of hitpoints, because the real cost is not available anymore at the point of the salvage calculation.

30
Suggestions / Re: Less is more.
« on: February 20, 2012, 03:32:20 AM »

What you say makes me think.

I go with the "Less is more" approach quite sometimes myself, and especially when it comes to Galactic Armory Mod, i prefer vanilla because GA has too much for me.
However, taking planet management out of the game would make the game way too boring for me during non war times.
The basic concept right now translates to: You can let the governor do his job, but you can optionally tweak yourself to get a bit more out of it if you want to.
One could probably say Planet Management is to Economy what Ship Design is to Battle.

What you suggest basically is a totally different game.
The beauty here is, that even if we disagree, you can still have that with StarRuler too if you want. I think you can do most of what you suggest as mod. Except for the Ship Movement part ( which works well as long as you don't use fleets ), which can't be in the modable scripts for obvious reasons.

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