Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - GGLucas

Pages: [1] 2
Localizations / Locale Updates and Repository
« on: August 04, 2014, 02:20:52 PM »
We put our locale files in a public github repo to make it a bit easier to track changes.

Localizations / [HOWTO] Translating the game into Japanese
« on: July 22, 2014, 01:22:04 PM »
As promised, here's a quick post to explain how to translate the game into a japanese locale.

A warning before we start: the game is unfinished, and the translation strings will change a lot in the future. If you choose to attempt translation, be aware that you may need to update your translated files frequently.

First, download this zip

The zip contains a copy of all the locale files, renamed as locales/japanese, simply copy them to the game folder to add it.

In order to use the language, go to Options -> Game and choose the language:

You will need to quit and restart the game afterwards to switch to the new language.

You will then be able to change the text to translate the game, but the game accepts UTF-8 only, so you will have to set your text editor to the UTF-8 encoding.

News / Dev Diary #4: Energy and Artifacts
« on: May 16, 2014, 05:25:05 PM »
As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2.

A Curious Device
Scattered throughout the galaxy are strange and powerful artifacts, left behind by an ancient race for elusive purposes.

Activating artifacts is the primary use of the game's Energy resource. By colonizing and developing planets with energy resources, you can generate the vast quantities of raw energy needed to activate the artifacts you find.

Each different type of artifact has a different effect when activated. Take the Power Cell one of our exploration vessels found, pictured above. By expending energy to activate and refurbish the power cell, we can equip it to a flagship and greatly boost the combat effectiveness of one of our fleets using the artifact.

Examples of other artifacts one might find are the Arcology, which greatly boosts the maximum population of one of your worlds, or an abandoned Ancient Embassy orbital to be reactivated at your whim.

Perpetual Manufacturing
Most of the artifacts you will find can only be used once. After consuming their energy cost, the artifact gets used up in the process of creating its effect. Fortunately, the ancients ran into this issue as well, and created a fleet of automated seed ships to manufacture and distribute new devices. Long after their masters are gone, these massive ships still roam the galaxy, looking for signatures of extreme energy use to distribute their handiwork to.

"You better watch out. You better not cry."

Seed ships are attracted by empires with large energy incomes, and will cut a path through the galaxy, dropping off new artifacts in the solar systems they pass by.

On Playstyles
From the beginning, we've wanted to create a game where a variety of different playstyles and ways of building your empire existed. From the diplomatic dominance of an influence empire to the interstellar mining operations of a labor-focused economy, the resources you find and the way you make use of them has a fundamental effect on the way the game is played and won.

News / Dev Diary #3: FTL
« on: March 12, 2014, 03:57:32 PM »

As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2.

From the very start of Star Ruler 2's development, it's been our goal to create a unique system of FTL travel; a system where the way you use your faster-than-light engines requires thought and has major impact on the progression of the game. We ended up designing four distinctly different methods of travel, for players to choose from during race customization.

Units of Goes-Fast
Unlike most games, FTL travel in SR2 is not unlimited or trivial. The various devices that enable it require a special kind of FTL Energy to operate, of which you have a limited amount available. If you do not have a sufficient amount of FTL, your ships will not be able to use their drives, and will have to make it to their destination at slow sublight speeds.

Specific planets in the galaxy contain FTL Crystals, which are used to gather and store the energy, increasing your capability to rapidly FTL fleets.

Hyperdrives are the simplest and most flexible form of FTL travel. Flagships equipped with hyperdrives can shift in and out of hyperspace, and travel greater distances in shorter amounts of time. The further away you FTL a ship using hyperdrives, the more FTL energy it costs.

A flagship charges up its hyperdrive.

Unfortunately, hyperdrives are also the slowest form of FTL travel. Ships still need to travel some distance in hyperspace and the size of their hyperdrives determines how fast they can do this.

Fling Beacons
Fling Beacons solve some the problems that ship-borne hyperdrives have. A fling beacon is a massive orbital containing a hyperspace pulse device, capable of causing ships in its vicinity to temporarily shift into hyperspace, pushing them forward to their destination. Flinging ships is much more cost-effective than hyperdrives, and goes much further much faster.

Fling Beacons can FTL ships extremely far away.

Using fling beacons is ideal for getting ships to places fast, but the need to have a beacon nearby to go into FTL means your ships will frequently be unable to return without spending large amounts of time slowboating. Setting up beacons close to highly contested areas is vital to success.

Putting very large slipstream generators on specialized ships lets them use FTL energy to tear holes in the fabric of spacetime. These Slipstream Tears can then be used by all your other ships to move through, and instantly appear on the other side.

Ships can move through artificially generated slipstream tears.

Generating a slipstream tear costs a lot of FTL energy, and although the tears are temporary, they last a reasonable amount of time: 10 minutes and up, depending on the size of the generator ship. Your ships will automatically use slipstream tears to move to their destination faster.

Colony ships automatically pathing through a nearby tear.

Slipstream tears fundamentally alter space, and as such have no concept of ownership. If a tear exists, every empire can move ships through it, and even use their sensors to gain vision over the system on the other side of the tear.

Gates are large orbitals used to create more managable types of wormholes than slipstream tears. After setting up a network of gates, ships will automatically move from any gate to any other gate in your empire by establishing the proper wormhole connection. Since the wormholes are generated at will by the gates, there is no time limit on their operation, nor can enemy empires make use of them.

Gates cost a lot of FTL to set up and maintain, but allow instant travel to any other gate.

Unlike all other forms of FTL, gates can sustain trade routes. Any territory with at least one gate can trade to any other territory with a gate, letting gate-based empires expand in ways unavailable to other races.

News / Dev Diary #2: Diplomacy (Or: Blog of Squid)
« on: September 26, 2013, 05:05:55 PM »
As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2.

Like many regular players of 4X games, we think diplomacy features are one major area where the genre has failed to innovate. Interactions between races come down to the same old system - carbon-copied poorly from classics like MoO2 or the early Civilization games - with few interesting choices to be made. Diplomacy has become the ultimate also-ran of 4X games.

For better or for worse, we intend to change that. In this dev diary, I will be talking about the basic principles of our influence and diplomacy system and how we hope it will improve the gameplay as a whole.

The artwork shown in this post is temporary dev art created specially by Firgof. The final game may or may not feature a variety of differently colored tentacles as the only playable races.

This is the diplomatic overview of the great Nosu'us Republic. From the time they spend as the tiniest purple strings in the ground, each member of the Nosu race has only one goal: To prove that theirs is the greatest tentacle nation in the universe.

This screen represents the basics of their knowledge of other empires, their strengths, and the current happenings in the Galactic Senate.

Over the course of time, empires accrue 'influence'. This represents the amount of power they have to get things done - whether gained through the support of the citizenry or through other means.

When an empire tries to find a diplomatic way to get something done, they do so by petitioning a proposition. During this proposition, empires can employ Diplomatic Actions to try and sway the opinion of the public and the Senate in their favour. The Nosu'us have a limited choice of diplomatic actions right now, but as the game progresses they will earn different types of actions through improvement or circumstance.

Let's take a look at a couple of the actions available to us.

Each action has an Influence Cost: the amount of diplomatic capital that needs to be spent in order to successfully execute it. It also has a Weight, which represents how heavily that action sways the proposition in one direction or the other.

Remember from before that we currently have a proposition to end our war with the Kappan Conglomerate. Unfortunately, the Cyritan Empire is currently at war with them, and would like our continued support in fighting the Kappan together. The negotiations for such a proposition could go something like this:

The negotiations screen shows how empires are leaning on a particular proposition, and is used to play diplomatic actions and negotiate with other empires. It seems that the Cyritan have managed to convince our ally, the Lawrence, to oppose this proposition together. They have used the "Will of the Galaxy" action to sway the proposition in their favor.

Fortunately for us, the Kappan want a non-aggression treaty as well, so we spend some of our influence points to negotiate to swing the proposition back towards passing.

The Cyritan are desparate to stop this peace treaty from happening. In a risky move that could put them at war with both of us, they declare that the friend of their enemy is also their enemy, and threaten to fight us as well.

The Nosu'us are a proud race, and would not normally give in to threats of this nature, but we value the alliance with our friends the Lawrence, so we will let it go for now.

The votes are currently against the proposition, but in order to prevent giving the Kappan more time to consolidate their influence and make the proposition pass anyway, we decide to withdraw the proposition for a non-aggression treaty.

The goal of SR2's diplomacy system is to give players things to do that affect the state of the universe in interesting and meaningful ways - not just inside the diplomacy system itself but through all of the game's mechanics. Diplomacy can be used to annex planets, instate trade embargoes, subjugate empires to your will, and even win the game through galactic unification with you at the head.

We hope to create an environment where the player uses the votes and actions to support whatever goal or stance they have, rather than limiting diplomatic involvement to what the system allows.

News / Star Ruler 2 Announced!
« on: August 02, 2013, 07:52:46 PM »
We at BMS are proud to announce the upcoming game we've been working on, Star Ruler 2!

News / Dev Diary #1: The Galactic Economy
« on: July 31, 2013, 07:45:11 PM »
Originally posted on

As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2.

Good evening! As our first dev diary, coupled with the announcement of the game, we thought it would be a good idea to describe one of the core mechanics of the game: The Galactic Economy.

In our previous game, Star Ruler 1, the economy was both too simple and too complex. You had access to a number of different resources, generated with arcane mathematical formulas and deposited in your galactic bank. At the same time, most of the economy management came down to choosing what type a planet should produce, and each type of resource became an almost interchangeable currency.

Currencies and Infrastructure

In SR2, managing the infrastructure and cooperation between your planets becomes vital. Only through setting up your empire correctly can your planets produce the four main currencies, and finding the right resources to continue building up your empire is key.

The main currency resources in the game (Money, Influence, Energy and FTL Fuel) will be discussed in later dev diaries.

A System Called Hate

This is Hate I, the homeworld of the race we will be following today. As a nice terran class homeworld with a shipyard and a research station orbiting it, it's ideal to start our expansion into space.

As all homeworlds in the beginning of the game, Hate Prime is a 'Level 1' planet.  A planet's level indicates their level of population and infrastructure and can range from Level 0 - a low population fringe world, to Level 4 - a utopolis of activity, producing many resources and benefits.

This is the Hate system. There are three other planets in the system aside from our homeworld indicated by the green border (if I were to represent the Hate empire with any color, it would without a doubt be bright green).

On every planet in the galaxy, there are raw materials present to produce a particular type of resource. This is indicated by the icon displayed on the planet. We can colonize the planets in our home system to produce Water, Grains and Textiles.

Improving our homeworld to Level 2 comes with some nice benefits, so let's go into the planet management overlay and see what we need to upgrade it.

So we need a type of food: Fish, Fruits or Grains. And one type of what's called 'Level 1 Resources'. These consist of, in order: Chemicals, Oil, Plastics, Rare Metals and Textiles.

Because staying in your own system is for empires with wussy names, we'll start construction on a mighty <strike>War Fleet</strike> Scouting Fleet.

A simple expedition fleet consists of a flagship, a Dreadnaught in this case, and a number of smaller support ships to accompany it.

<img src="/images/diary1/5_fleet_popup.png" alt="Dreadnaught tooltip." width="360">
<img src="/images/diary1/6_fleet_support.png" alt="Gunship tooltip." width="360">

Off to <strike>conquer</strike> seek out new worlds we go!

Our scouts have found a nearby system within our tradable region. It contains two planets that can produce plastics, one with more grains and a planet that can produce fruits.

Fruits sound like something useful to send back to the people back home, so we decide to colonize this newly discovered planet.

A caravan of colony ships containing fruit farmers is sent off from our homeworld.

After colonizing the planet, our empire borders expand and our tradable region now contains some newly neighbouring systems.

In order to make use of the fruits on our homeworld, we need to tell our new planet to export them to Hate Prime.

Now that our homeworld has access to fruits, let's see how its upgrade requirements have changed.

We've fulfilled the need for another type of food, but we still have to find a Level 1 Resource to send back home. One of the discovered planets that can produce Plastics should do just fine.

Newly colonized planets start at Level 0. Since Plastics is a Level 1 resource, we need to upgrade the plastics planet to the next infrastructure level first, before being able to produce and use its resources.

Let's see what the requirements are to upgrade our plastics planet.

So our plastics planet needs a Water and one type of Food (Fish, Fruits, Grains or Meat).

We'll colonize the Water and Grains planets in our home system and export them to the plastics planet we colonized to upgrade it. This grants us the ability to export the produced plastics to our homeworld.

As you can see, the Plastics planet's border changed to indicate it is Level 1, while the homeworld is now indicated as a Level 2 planet. Level 2 planets produce far more money than Level 1 planets, and have access to more types of structures and orbitals.

Looking at what the homeworld requires to reach Level 3:

That's quite a bit! First of all, we need another different type of food and another Level 1 Resource. Note the absence of Fruits and Plastics; Higher level planets require access to different types of resources, not just more resources in general.

In addition to that, we need one type of Level 2 Resource. This can be Electronics, FireArms, Medicines or Uranium.

After expanding for a little while longer, our homeworld finally reaches Level 3. When attaining this, your empire might look somewhat like this:

Star Ruler Discussion / v1.2.1.0 → v1.2.1.2 Changelog (Released)
« on: August 15, 2012, 01:13:50 PM »
Patch Notes for version
Download →

Previous Patch: v1.2.0.0 →  v1.2.1.0

Changes: Not Final
[Fixed] Crash with retrofit orders when using non-standard resources for construction (ie Ammo/Fuel in GA).
[Fixed] Reset camera on middle click was doing weird things with the camera in non-freeform mode.
[Fixed] Object.getMass() was not defined for const Objects.
[Fixed] 'SubSystem Unlocked' empire messages were not correctly linking to the stellar-pedia.
[Fixed] Stations built from other stations could sometimes not exchange resources with the original planet correctly.
[Fixed] Failed research sharing treaties could sometimes permanently remove research points from empires.
[Changed] Keybind for 'Reset Camera' now resets the camera to the angle it is in at the start of the game.
[Changed] Keybind for 'Reset Camera to Top-Down' now resets to an actual top-down view again instead of the default angle.
[Added] Bindable keys for zooming in and out.

Star Ruler Discussion / Achievement Ideas
« on: June 27, 2012, 06:49:19 PM »
Since something we're not allowed to talk about is coming up, I decided to take a break from our next project and spend a week or so doing some minor things in good old SR. (Incidentally, if you have any minor features you want to see, now would be the time to suggest them, but I can't promise anything)

Today I made a basic ingame achievements system. I'm running low on ideas, so if anyone in the forums here has any good achievement ideas, this is the thread to post them :)

Note that various ideas may be unimplementable for performance reasons - try to stray away especially from things that happen in real time (for example, something like "deal 10000 damage in one hit" would need to hook into the damage system, which is generally too slow).

These are the achievements that I've currently got implemented. Names and descriptions are all pending and may change.

Ringworld - Construct a ringworld.

Red Team, GO! - Succesfully board an enemy ship.

Upstart Emperor - Colonize 1000 planets.

Galactic Conquest - Colonize 10,000 planets.

The Sea of Stars - Colonize 100,000 planets.

The Mothership - Create a ship of at least scale 1000.

That's no Star - Create a ship of at least scale 10,000.

Planet on the Windshield - Create a ship of at least scale 100,000.

The Big Guns - Damage a star enough to detonate it.

Scorched Galaxy - Detonate the Quasar. Godspeed.

Carriers All the Way Down - Dock a carrier into a carrier of the same blueprint.

Milky Way Grand Tour - Move a planet out of its original system.

I Read the Manual! - Complete the tutorial.

Small Steps - Win a game against at least one trivial AI.

Giant Leaps - Win a game against at least one hardest AI.

Rocket-Powered Hop Skips - Win a game against at least one hardest cheating AI.

PS. Yes, mods will be able to implement their own mod-specific achievements.

Star Ruler Discussion / v1.2.0.0 → v1.2.1.0 Changelog (Released)
« on: April 10, 2012, 12:23:16 PM »
Patch Notes for version
Download →

Previous Patch: v1.1.0.0/2 →  v1.2.0.0

Changes: Final
[Fixed] Null pointer exceptions caused by scripts could cause the JIT to crash instead of reporting an error in the console.
[Fixed] Tutorial would get stuck at a certain point.
[Fixed] Some alterations to fleet movement improving formation cohesion and mitigating overshoot caused by fleets.
[Fixed] Wedge formation not being very wedgey.
[Fixed] Mods derived from other mods were not functioning correctly.
[Fixed] objSetting01 through objSetting07 object flags for mods were not functioning correctly due to MSVC compiler badness.
[Added] "Select Planets" option to system/star right click menu.
[Added] Moddable achievements system.
[Added] Submenu on the right click menu for uncolonized planets that lets you set the governor/queue to use beforehand.
[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).

Star Ruler Discussion / v1.1.0.0/2 → v1.2.0.0 Changelog (Released)
« on: October 17, 2011, 11:48:40 AM »
Patch Notes for version
Download →
Download →
German users, check this as well

Previous Patch: →

Changes: Final
[Fixed] Fix being able to trade research back and forth infinitely.
[Fixed] Fix colonizers with weapons never firing at anything.
[Fixed] Fix crash related to buildings being destroyed in OnGlobalDamage events.
[Fixed] Fix crash when planets marked for autocolonization get destroyed.
[Fixed] Batched ship construction orders would not repeat correctly.
[Fixed] Rally points on dry docks would not save.
[Fixed] Fix some inaccuracies in the german translation.
[Fixed] Fix engines never activating when boarding a disabled ship.
[Fixed] Fix importing blueprints with no automation orders resetting to default automation.
[Fixed] Fix crash related to loading transfer orders.
[Fixed] Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress.
[Fixed] Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started)
[Fixed] Many simple data types in scripts were calling destructors needlessly.
[Fixed] Many simple data types in scripts were also using reference counting needlessly.
[Fixed] Fixed a crash in treaties.
[Fixed] Possibly fixed mousing over objects that weren't near the cursor.
[Fixed] Fixed star surface animation on newer NVIDIA drivers.
[Fixed] The Automate Research setting was not being saved if there was no queued research.
[Fixed] AIs are smarter about trade-per-second agreements.
[Fixed] Fixed some abusable aspects of the trade-per-second agreements.
[Balanced] Repair rates on nano armor are more sensible now.
[Balanced] Reverse inductors and Mind Sappers now use correct level scaling so they aren't uncounterable.
[Changed] Planetary shields now block chemical bomb damage to population.
[Changed] Updated AngelScript to the most recent version.
[Changed] Shields now wobble less and are less opaque until attacked.
[Changed] Improved error reporting for missing shader constants.
[Added] Added AngelScript JIT compiler! Significantly improves the performance of many aspects of the game, leading to generally improved framerate.
[Added] Added two new race portraits courtesy of Hazzard!
[Added] The Particle Editor and Model Configurator now have customizable backgrounds (see Game Data/EditorBackgrounds.txt), and can return to the main menu and quit from the interface.

Quick note for modders: Script classes may no longer have a method and member named the same. I'll be checking for this in the major mods and letting you know if there's any compatibility concern long before the patch goes out.

Star Ruler Discussion / v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« on: August 03, 2011, 01:22:09 PM »
Live Patch Notes for version
Download →
Previous Patch: →

Note: This is a bugfix patch, and will be the build shipped on the retail discs in september.

Changes: Final
[Fixed] Multiplayer clients could not create treaties.
[Fixed] Multiplayer clients could not retract treaties.
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
[Fixed] Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated.
[Fixed] Second planet granted by "Developed Empire" trait now has regular amounts of HP.
[Fixed] Using modifiers on armor no longer causes the armor to take up space.
[Fixed] Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit).
[Fixed] Page Up/Down keybinds would not save.
[Fixed] Auto-colonize planet now works for multiplayer clients.
[Fixed] Auto-colonize lists are saved/loaded.
[Fixed] Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
[Fixed] Planet rings/moons are saved/loaded and work for multiplayer clients.
[Fixed] Disabled ships are removed from control groups.
[Fixed] Research automation toggle is saved/loaded.
[Fixed] Selecting a planet after a ship with an obsolete blueprint no longer shows the planet as obsolete in the object information panel.
[Fixed] Fix system window becoming unresponsive after dry docks or planets got destroyed.
[Fixed] Fix selected object list scrolling to the top automatically.
[Fixed] Ships could stop moving altogether for multiplayer clients in high-lag situations.
[Fixed] Ore isn't erroneously shown in mouse overlay for ships with cargo bays.
[Fixed] Multiplayer clients would not always receive blueprints when capturing enemy ships.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.
[Fixed] Race profiles could not be saved for mods installed in My Games.
[Fixed] Number of owned planets listed in the system window for home systems to multiplayer clients was off by 1.
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.
[Fixed] Various display glitches related to structure removal and renovation for multiplayer clients.
[Fixed] Planetary conditions removed by the natural terraformers trait would still appear for multiplayer clients.
[Fixed] "Game Lost" message would not show up for multiplayer clients.
[Fixed] Asteroids created by planets being destroyed would not show up for multiplayer clients.
[Fixed] "Continue" main menu option did not work for mods installed in My Games.
[Fixed] AI could not properly cope with high starting technology levels.
[Fixed] Shipyard labor pool scaled asymptotically instead of exponentially, leaving labor severely throttled at high tech.
[Changed] The current value for stats are displayed on the object information window without hovering.
[Balanced] External mounts are now equivalently massive to the hull.
[Added] Complete, official, german translation of the game.

Star Ruler Discussion / v1.0.8.2 → v1.0.9.0 Changelog (Releasing)
« on: July 13, 2011, 03:24:21 PM »
Live Patch Notes for version
Download →
Previous Patch: →

Changes: Final
[Fixed] Ships on hold or defend position stance will no longer move because of work with tool orders.
[Fixed] Homeworlds had less hitpoints than was normal for planets.
[Fixed] The game did not render while maximized.
[Fixed] Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
[Fixed] Boarding defense did not work.
[Fixed] Number suffixes on dates when saving were slightly wrong.
[Fixed] Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
[Fixed] Under attack alerts would only appear once per system.
[Fixed] Choosing a govern via the right click menu didn't automatically enable that governor.
[Changed] The balanced start map option is now on by default.
[Changed] Reduced modification factors for shift/alt on camera movement.
[Changed] Notification icons can now be right-clicked to dismiss them.
[Changed] Planetary conditions are now visible after exploring, instead of only after colonization.
[Changed] Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
[Changed] Shipyards now provide a small ammo generation / storage.
[Changed] System Window now lists Dry Docks (can be filtered out).
[Changed] Build on Best/Build on All from right click menu now take Dry Docks into account.
[Changed] Carriers on 'Hold Fire' stance no longer undock their fighters to engage.
[Balanced] Targeting Sensors now increase range by a much larger amount relative to their size.
[Balanced] Positive planetary conditions are now slightly more common than negative ones.
[Added] New ringworld model. Thanks WarStalkeR!
[Added] 5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
[Added] System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
[Added] Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
[Added] Redid the tutorial to be more interactive and (we hope) more interesting.
[Added] New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
[Added] New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
[Added] Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
[Added] Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
[Added] Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
[Added] Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
[Added] Button on the message ticker to open a log window that displays a scrollable list of previous empire messages.
[Added] 'LAN' tab on the multiplayer menu to discover LAN games without needing to find the local IP manually.
[Added] New object information panel displaying more graphical information and with individually cancellable orders.
[Added] Added new weapon effects from Galactic Armory, thanks XTRMNTR2K!
[UI] Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
[UI] Ordering a tool to fire that requires a forced order now prompts for it.
[UI] Queue Management window for Dry Docks now displays resource cost/progress.
[UI] Added notification icon for when someone declares war on you.
[UI] Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
[UI] Added notification icon when a planet is colonized or lost.
[UI] The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
[UI] 'New Game Menu' settings are now remembered between games. You may also save and load these settings.
[UI] Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
[UI] Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
[UI] Multiplayer window now remembers the last IP/Port entered for connect.
[UI] There is now a button directly opening the civil acts window next to the empire bank display.

Star Ruler Discussion / MOVED: [Fixed] Colony Ships
« on: June 29, 2011, 01:55:27 PM »

Star Ruler Discussion / v1.0.8.0 → v1.0.8.2 Changelog (Releasing)
« on: June 28, 2011, 09:16:17 AM »
Live Patch Notes for version
Download →
Previous Patch: →

Changes: Final
[Fixed] Taking over planets from AIs would sometimes prevent the planet from importing a particular resource.
[Fixed] Deleting a savegame deleted the wrong entry in the list.
[Fixed] Opening the options menu twice at the same time from the escape menu would crash the game.
[Fixed] Attractors did not function.
[Fixed] Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun.
[Fixed] You couldn't access a mod's effects in the particle editor.
[Fixed] Loading a game for multiplayer would allow clients to join the empire the host was controlling.
[Fixed] Effector data mismatch error could occur when loading saves with accented characters in blueprint names.
[Fixed] Jump Drives would sometimes retain orders in their previous system after jumping, causing them to fly back.
[Fixed] AIs would propose treaties involving goods and luxuries to empires with the "Eusocial Society" trait.
[Changed] AIs in the tutorial will no longer declare war on the player themselves.
[Changed] Updated French community translation. Thanks Mikey5887!
[Changed] Planet conditions are now tinted green or red according to whether they are beneficial or harmful.
[Changed] System rings are now off by default (replaced by the new information on the system plane).
[Changed] The system plane is now colorized to the color of the dominant empire in that system.
[Changed] The total available slots on a planet can now be seen after a system is explored, even if you no longer have vision.
[Changed] Using the right click menu to build ships now builds those ships on all selected planets or dry docks.
[Changed] Explicitly ordering tools to fire now works when the ship is on 'Hold Fire' stance.
[Changed] Boarding Parties can be explicitly fired from the right click menu, letting you set 'Hold Fire' and board without destroying the other ship.
[Changed] The Directed Spatial Manipulator no longer fires independently, but must be ordered from the right click menu to prevent wasting shots on insignificant targets.
[Changed] Updated Polish community translation. Thanks maxi!
[Balance] Halve all planetary damage reduction.
[Balance] Halve population reproduction rates.
[Balance] Halve population reproduction rates again when the planet is under attack.
[Balance] Decreased hull absorption rates to 30%/50%/70% for Light/Medium/Heavy hull respectively.
[Balance] Buff boarding defense.
[Added] Players can now toggle planets to allow or disallow importing or exporting resources.
[Added] Detonating the quasar now creates a chain reaction that causes most of the stars in the galaxy to be destroyed over time.
[Added] Added option to keep the mouse cursor in the window.
[Added] Added compatibility option for Intel Integrated GPUs.
[Added] The system planes now display bars/pips around the edge representing the military strength of empires in that system.
[Added] When hovering over a system or star you no longer have vision over, the time since you last had intel is displayed.
[Added] Research automation checkbox: when turned on, automatically research the lowest level tech when you're not researching something else.
[Added] Right-clicking a star or system now also shows a "Build Ships on All..." option.

Star Ruler Discussion / Adventures of an Erudite AI
« on: April 17, 2011, 10:04:14 AM »
As some of you might be aware, we are currently working on redoing large portions of the game's AI code. What some of you might not be aware of, however, is a friendly competition going on between ThyReaper and myself. For the past few weeks, we have both been working on our own separate AIs, which we intend to pit together in the deathmatch of the century... once we're both finished.

For fun and profit, I have decided to log some of my findings while testing my new AI, which I have dubbed the "Erudite AI". What follows are the adventures of a humble AI-in-training as it attempts to become a true champion.

Diary 1: Onward, Pioneers
In this test, I decided to pit the expansion logic of the erudite AI against 3 of the hardest difficulty, non-cheating, basic AIs (the basic AI is the current AI that is in Star Ruler).

Starting in a nice 4-planet system, the Tophat Empire uses its newfound capabilities for traversing space to send out a few waves of brave scouts, the first of our great peoples to see the distant universe out in the black.

After two game minutes, a party of settlers is sent to a nearby planet in our glorious solar system. We hope that they may fare well and bring back many riches.

As an industrious race, we complete development of our home system within 11 game minutes. Finally, it is time for our pioneers to set sail for the stars!

After an unfortunate incident involving what we now know to be an Izla decorative spoon, the Tophat have begun preparations to defend against incoming assaults from the filthy purples. Imperial expansion efforts seem to be proceeding without a hitch otherwise, and we have conquered 53 separate planets in a single game hour.

The glory of the headwear shall prevail! The galaxy itself shall be tamed to serve us !

(I may have underestimated just how much of an exponential effect this expansion algorithm has, it almost doubled its empire size in the span of 15 minutes.)

Fly, my countrymen! Onwards to the far reaches of the universe.

After a long two game hours, the galaxy is finally ours! Our great empire controls all but a measly 50 coastal planets. For some mysterious reason they have held out against our legionnaires so far, but they will certainly not last much longer!

Diary 2: The Forever Spam

After implementing routines to construct orbital defenses and defensive strike craft where necessary, I decided to put some of it to the test. I added multiple erudite AIs to a game, waited until two of them colonized planets in the same system, and declared war manually.

At first, both sides started building defenses and strike craft as expected. Neither party able to break through the opposing defenses, fighters were massacred left and right.

The frontline shifts between different planets as waves of fighters and bombers intercept, attack and are shot down by orbital flak.

After a quick bomber strike from the nearby planet, one of the green planets is finally about to fall to the bombardment. The poor fighters are unable to reach their world in time, and can do nothing but watch as millions of their people are mercilessly slaughtered.

The Hewaz autonomous government wastes no time quarrelling and decides to send out a ship with new building supplies and people to establish an outpost on their lost world once more.

In the nick of time, the settlers set up camp on the planet before the enemy does. The planet is secure... for now.

As this is happening, an unexpectedly large strike force attacks green's main two planets in the system. Another planet is lost to the assault, and holding out seems an impossible task for the only remaining developed world. Luckily, the defenses are still standing.

After gaining the upper hand in a long battle, the green empire now sends out its own assault wave against the enemy defense stations.

This attack, too, proves unfruitful. The two empires may well be locked into war... forever.

(Or at least until I implement fleets and they can get help from other systems ;) )

Star Ruler Discussion / v1.0.7.4 → v1.0.7.6 Changelog (Releasing)
« on: April 17, 2011, 07:26:17 AM »
Live Patch Notes for version
Download →
Previous Patch: →

Changes: Not Final
[Fixed] Fixed a deadlock caused by selecting a ship as it was about to dock.
[Fixed] Advanced Parts Assembler used up resources even if there was no space to put advanced parts.
[Fixed] Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available.
[Fixed] Mega Construction had a link to itself.
[Fixed] Linked sub system modifiers did not work for designs made by multiplayer clients.
[Fixed] Ships parked in orbit would not de-park after moving for multiplayer clients.
[Fixed] Crash related to supply orders for construction resources.
[Fixed] Internal Defenses would not function on ships without crew.
[Fixed] Keybinds specified as key numbers with # would not load from controls.cfg.
[Fixed] GUI Script keybinds no longer override options menu keybinds, which was leading to being unable to bind certain keys.
[Fixed] The natural terraformers race trait would remove the ringworld bonus from ringworlds.
[Fixed] "Close" preferred engagement range was not being calculated.
[Fixed] Planets moved into deep space would be invisible upon loading a game.
[Fixed] Fixed a bug that made trading food behave strangely when a planet had cargo storage.
[Changed] Dry Docks can now have rally points.
[Changed] Drag selecting will select only military ships if there are any military ships in the selection (can be turned off from the options menu).
[Changed] Multiplayer games start paused until all players have finished loading.
[Changed] Order strings ("Attack ...", "Defend System", etc) can now be localized.
[Changed] Auto-colonize now picks the largest planet in the closest system first, rather than always the closest planet.
[Changed] Supply orders for ships in fleets now only supply ships in that fleet.
[Changed] The "Efficient" race trait now also affects EcoStore.
[Changed] Changed how objects are ticked to make planets behave more similarly, rather than the first planet in a system getting more resource priority all the time.
[Balance] Slightly reduced planet reproduction rate, and decreased effectiveness of their passive Damage Reduction.
[Balance] Repair Bays and Salvagers are now linked to the Material Sciences technology, and Salvagers are unlocked sooner.
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.
[Added] "Allow other ships to supply resources" AI behavior setting. Tankers will not supply ships with this set to deny.
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.
[Added] When using control to build multiple ships of the same type, a checkbox "Batch construction" can now be checked. This completes all the ships before launching them all together.
[Added] An entirely new AI that should provide a harder challenge. The old AI is still available as separate AI profiles, but will not be chosen when selecting "Random".

Star Ruler Discussion / v1.0.7.2->v1.0.7.4 Changelog (Releasing)
« on: April 15, 2011, 08:09:36 AM »
Live Patch Notes for version
You may update by clicking "Check For Updates" in game. Note: The patcher incorrectly states what version you've updated to, but it will patch correctly.
Download →
Previous Patch: →

Changes: Final
[Fixed] "Invalid Common String reference" error caused by loading savegames with supply orders. Saves displaying the error will be loadable again with this fix.
[Fixed] A deadlock caused by two blueprints updating at the same time.
[Fixed] The governor selection for planets in the system window opening and closing randomly.
[Fixed] Selecting a ship in a fleet not selecting the entire fleet.
[Fixed] Automation orders did not update when adding new components to the design or changing the docking settings.
[Fixed] Treaties sent from the host to a client player when there was already an active treaty between those two would be instantly accepted.
[Added] Clicking "Add Pin" while having an entire fleet selected now pins the fleet.
[Added] "Ships Turn to Decelerate" option that can be toggled off. When off, ships will always face their target instead of turning around to slow down.
[Added] "Flag: FakeRotation" for model definitions to mark specific models as not needing to turn around to decelerate.
[Added] Planets in the system window can now also be sorted by used and free slots.
[Added] "Send Resources Once" treaty clause to... send resources once... rather than trade them every second.

Star Ruler Discussion / v1.0.7.0 → v1.0.7.2 Changelog (Releasing)
« on: April 10, 2011, 02:38:08 PM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Changes: Final
[Fixed] New treaty notification icon was not disappearing when opening the empire window.
[Fixed] Ship build cost would not appear in the hover information on planets with no empty slots.
[Fixed] Holding shift while clicking a top bar button would not correctly open a new window of that type.
[Fixed] Automation orders did not import from exported designs.
[Fixed] Could not select the shipyard world governor in the planet window.
[Fixed] Large odd numbers of flags in the race customization window would make the last flag disappear.
[Fixed] Divide by zero crash when adding 4 or more shipsets.
[Fixed] Automatic blueprint updates would reset automation orders.
[Fixed] Heavy Hull level was too high, causing it to have much more hitpoints than the other hull types.
[Fixed] Negative mood did not display correctly in the planet window.
[Fixed] Items in the pinned list would still display after returning to the main menu.
[Fixed] Random freeze/crash caused by a deadlock. Frequently appeared when lots of scouts were auto-exploring at the same time.
[Fixed] GUI Elements could disappear in some situations (chat box when working in the layout window, scrollbar in system window).
[Fixed] Shipborne factory systems would use up resources even if there was no place to store what was being fabricated.
[Fixed] Fixed a bug in multiplayer clients that would cause weirdness and instability.
[Fixed] Planetary bunkers weren't correctly absorbing damage.
[Fixed] Fixed timestamps on saves being off by one hour (or worse).
[Changed] Object list's filter box is now case-insensitive.
[Changed] Added Ere4s3r's corrected smoothing groups to the Neumon.
[Changed] Cargo storage no longer always unlocks Armor at level 4 by paying the link cost.
[Balance] Reworked Coolant System to cause more significant increases in weapon firing rates, but also dramatically increase running costs for the connected weapon.
[Balance] Flak range and delay now scale the same as all the other weapons.
[Added] "Declare war if this treaty fails" clause. If the treaty fails due to either party having insufficient resources, declare war now.
[Added] "End all existing treaties" clause. If accepted, all previous treaties are nullified.
[Added] "Ammo lifetime damage" stat to detailed statistics page. Shows how much damage a full load of ammo can do before being depleted.
[Added] "Supply Resource" automation order. Used for tankers to automatically supply ships with fuel.
[Added] Added an automatic patcher. Downloads and runs necessary patches automatically. Access by clicking 'Check for Updates.'
[UI] Making the research window small enough now hides the queue.
[UI] The empire window now loses information in the top area more gradually when resized down.
[UI] When hovering over a system, the name is colored the same as the ring.
[UI] The top left ticker now displays research rate.
[UI] Holding shift while pressing the import button in the blueprints window attempts to import all designs in the profile.
[UI] Blueprints in the planet and system windows can now be sorted.
[UI] Blueprints sort can now differentiate between ascending and descending.
[UI] Add option to sort planets in system window by name, slots or governor.
[UI] Link icons in research window are hidden on zoom levels smaller or equal to 0.30x.
[UI] The top left ticker displays research progress by coloring the text from left to right.
[UI] Percentage complete is now shown behind the name of the current building item in the planet window.
[UI] Added a "Continue" button to the main menu, which will load the newest save (including autosaves).
[UI] F7 will now open the civil acts window.
[UI] F10 will open the escape menu without closing any windows. (Used to be F12)

Star Ruler Discussion / v1.0.6.2 → v1.0.7.0 Changelog (Releasing)
« on: March 06, 2011, 08:42:22 PM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Changes: Final
[Fixed] Fix issue when importing blueprints with a "Manage Docked"/autoundock order.
[Fixed] Bridges only needed half as much crew as they were reporting.
[Fixed] The orders given by the trade automation order were reversed.
[Fixed] AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
[Fixed] Crash on load when docked objects had been given orders.
[Fixed] After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
[Fixed] Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
[Fixed] Fixed a crash in multiplayer related to losing a planet.
[Fixed] Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.
[Fixed] "Ancient Ruins" now works with "All Techs Available" enabled.
[Fixed] Energy weapons would display the wrong power cost when modified to fire faster than once per second.
[Fixed] Declaring war was not cancelling all previous treaties with that empire.
[Changed] Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
[Changed] Tweaked the AI profiles homeworld build orders to work better with the economy.
[Changed] Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
[Changed] Shipyard governors no longer remove farms.
[Changed] When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
[Changed] Tweaked Metals and Electronics fab images for a bit better readability.
[Changed] Redid the layout of all technologies.
[Balance] Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
[Balance] Increased the various lasers' damage by 33%.
[Balance] Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.
[Added] Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
[Added] Exact stored resources and storage capacity can now be seen per resource on the economy tab.
[Added] "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
[Added] Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
[Added] Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
[Added] Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
[Added] Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
[Added] Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
[Added] Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
[Added] Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).
[Added] Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.
[Added] When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.
[Added] Global empire population stat in the empire window.
[Added] Flags can now be selected from the race customization menu and are displayed in the empire window.
[UI] Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
[UI] Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
[UI] Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
[UI] Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
[UI] The escape menu is now handled in the scripts, and is centered on the screen.
[UI] Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
[UI] Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
[UI] Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
[UI] Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.
[UI] Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
[UI] Diplomacy window: Reorganized the window to be easier to use.
[UI] Treat window: Reorganized the window to make who does what clearer.
[UI] Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.
[Removed] Removed the dark purple empire color.

Scripting / Generated API Listings
« on: January 28, 2011, 02:36:53 PM »
Since the wiki is outdated and incomplete, I have made the game output a list of every function signature it knows of that is bound to the scripting engine.

There are no argument names or function descriptions as of yet, so its usefulness is limited. For anyone it might still be useful to, however, you can find the lists here:

Server Engine API
Client Engine API

Star Ruler Discussion / v1.0.5.2->v1.0.5.4 Changelog (Released)
« on: January 20, 2011, 02:45:06 PM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Changes: Final
[Fixed] Fix civil acts that have a group not correctly loading.
[Fixed] Fix racial bonuses affecting ship components not correctly applying.
[Fixed] Crash on game start when having shaders disabled.
[Fixed] Dry Docks could be ordered to scuttle or retrofit at themselves, making them disappear.
[Fixed] When starting at a higher tech level from traits, structures on the homeworld did not start at that level.
[Fixed] Fetch orders did not behave properly with resources that have a "required" (eg Crew).
[Fixed] Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space.
[Fixed] The set_owner and destroy console commands now work with all selected objects.
[Fixed] Fixed a very rare crash bug caused by moving between systems/galaxies.
[Fixed] The minimap was horizontally flipped.
[Fixed] Objects that are under attack can no longer be docked to prevent exploits.
[Fixed] Construction progress would jump suddenly at times.
[Fixed] Construction completion percent is now the average of the lowest percentage of a particular resource, and the average percent per resource.
[Fixed] Scripted planet governor entries were breaking saves.
[Fixed] Shields no longer consume more power at higher levels.
[Fixed] "Supply This" was willing to tell planets and stations to supply objects.
[Fixed] Ships built from dry docks with auto park on would not park at the correct distance.
[Fixed] Fixed nano-armor reducing the ship's total apparent health in the absence of repair systems.
[Changed] Tweaked governors to maintain a stronger economy and empire.
[Changed] Tool names are now localizable.
[Changed] Automated attack orders are now lower priority, so ships will break attacks to fetch fuel and ammo unless manually ordered to attack to the death.
[Changed] Cut space damage in half.
[Changed] Repair tools can now only repair ships and stations.
[Changed] Fleets now stay in formation while attacking (can be toggled off with a button next to the formation buttons).
[Changed] Cargo Structures now also have a store for each dedicated resource, making them more useful in many cases.
[Balance] Artillery now has a minimum range of 10% of the maximum range.
[Balance] Goods factories now produce 30% less goods.
[Added] Added 'Automatic' option for default governor type to choose based on the conditions of the planet.
[Added] Objects now use a much better algorithm to search for targets in a system, improving behaviors at very large ship counts.
[Added] Ships now detect if they are likely to kill an enemy target and will select additional targets for their other guns when they are.
[Added] Added the 'Aggressor' personality by Superking.

Star Ruler Discussion / Dedicated Server Howto
« on: January 15, 2011, 01:55:54 PM »
Running a Dedicated Server
To run a dedicated server, just run the srds executable. The defaults should work fine to start with, but you'll probably want to modify some things.

Server Settings
When starting srds.exe, you can add command line parameters. For example:
Code: [Select]
srds.exe +servername "My Dedicated Server" +serverpass "Secret" +quickstart "dedicated"
This names your dedicated server and sets the remote command password. It also runs the quickstart profile "dedicated", which decides your game settings.

If you are connected to your dedicated server, you can remotely run console commands by using "remote <Password> <Command>". For example:

Code: [Select]
remote Secret set_speed_factor 10
Running a mod

You can start a dedicated server running a mod you have installed by adding the following to the command you use to run the server. For example:

Code: [Select]
srds.exe ..... +mod "ModDirectory"

Where ModDirectory is the name of the directory that the mod is installed in in Mods/.

Game Settings
Game settings are decided in Game Data/quickstart.xml. Create a new profile in there called "dedicated" (or whatever profile name you used in your command line). You can use some special settings in here. A typical profile would look like this:

Code: [Select]
<profile id="dedicated" name="Dedicated">
<map file="" /> <!-- Sets the map used -->
<!-- Map settings -->
<SYSTEM_COUNT val="60" /> <!-- Amount of systems to generate -->
<MAP_SYSTEM_SPACING val="3000" /> <!-- Spacing -->
<MAP_FLATTEN val="0" /> <!-- Flatten the map? -->
<AI_COUNT val="6" /> <!-- Amount of AIs to put on the map -->
<AI_DIFFICULTY val="5" /> <!-- Difficulty of the AIs -->

<SV_AUTO_PAUSE val="1" /> <!-- Whether to pause when no players are connected -->
<SV_PUBLIC val="1" /> <!-- Whether to announce the server to the master server and list it -->
<SV_PORT val="12100" /> <!-- Port to host on -->
<SV_ENABLE_VOTES val="1" /> <!-- Whether to enable !votes -->
<SV_RESTART_INTERVAL val="0" /> <!-- Amount of minutes a game lasts before an automated restart -->

<!-- Amount of players that can be connected at a time. Note only
AI_COUNT players can actually play as an empire -->
<SV_MAX_PLAYERS val="6" />

Star Ruler Discussion / v1.0.5.0->v1.0.5.2 Changelog (Released)
« on: January 15, 2011, 10:59:02 AM »
Live Patch Notes for version
Previous Patch: →
Download (Patch from

Changes: Final
[Fixed] Orbit circles in the minimap were not showing up for multiplayer clients.
[Fixed] Crash when loading transfer orders out-of-order.
[Fixed] Planets in binary systems would get offsets on their orbits.
[Fixed] Use tool orders were stopping out of range when used on large objects.
[Fixed] Using the race customization and irc windows at the same time would lead to strange behaviour and crashes.
[Fixed] Colony ships already built when giving an auto-colonize order would move to random planets instead of prefering the closest.
[Fixed] Some new shaders were referencing a slow system call. This is now cached, resolving the slowdown.
[Changed] Updated german translation.
[Added] Configurable hotkey to toggle system planes.

Star Ruler Discussion / v1.0.4.4->v1.0.5.0 Changelog (Released)
« on: December 23, 2010, 10:57:36 AM »
Live Patch Notes for version
Previous Patch: →

Download (Patch from

Changes: Final
[Fixed] A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect).
[Fixed] Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby.
[Fixed] Tips files were showing up as languages.
[Fixed] Freeze when holding alt for range rings while hovering on an enemy unit.
[Fixed] Antimatter generators would not explode when disabled due to lack of control.
[Fixed] Queue management commands did not work for dry docks in multiplayer.
[Fixed] Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.
[Fixed] Ships can now be retrofitted / scuttled at dry docks.
[Fixed] The victory message was not showing up when eliminating all enemy teams in a team game.
[Fixed] Docking stations into planets or carriers could crash.
[Fixed] Starting a multiplayer game with teams could crash due to timing issues.
[Fixed] When hovering over a sub system with a modifier/link attached to it, the correct stats will now be shown on the left.
[Fixed] Overriding controls that had a default key assigned to them would create duplicate bindings and not be displayed correctly in the options menu.
[Fixed] Hotkey groups are now saved and loaded.
[Fixed] The Rack Mount was misbehaving at small scales. It now behaves much more sensibly at all scales.
[Fixed] Fixed jittery movement of ships in multiplayer (except in very high-lag situations).
[Fixed] Manual transfer orders did not work for MP clients and did not save.
[Fixed] The order list on completely idle ships would not properly display for clients.
[Fixed] Boarding defenses were not scaling up, making them wholly ineffective.
[Changed] Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.
[Changed] Multiplayer server names now default to "<nickname>'s Game".
[Changed] Clicking the planet lost message now zooms to the system the planet was lost in.
[Changed] Version compatibility is now checked before joining the lobby, instead of after starting the game.
[Changed] When a treaty ends prematurely because of one party lacking the required materials / research, a message is now displayed.
[Changed] Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.
[Changed] Stations built from orbital dry docks now correctly orbit the original planet.
[Changed] System Searches (used by the AIs) should now be faster.
[Changed] The hovered object poll now uses the OctTree, improving performance by ~10% in large galaxies.
[Changed] Arrow key movement speed now changes more drastically with zoom level, instead of being exceedingly slow when zoomed out.
[Changed] Zoom in now locks on to the system plane, so missing a target will no longer zoom "through" the system.
[Changed] The Remnants now use designs with more advanced technology in them. Analysing or boarding their designs will let you build high-tech toys much earlier.
[Changed] The system rings are now larger so as to fully contain the bounds of the system.
[Changed] Space damage is now percentage based.
[Changed] System ring owner color is now based on military strength rather than pure ship count.
[Changed] Systems are only marked as under attack if either you or the enemy have military presence.
[Changed] Systems that are contested now glow rather than their ring changing color.
[Changed] Distant icons for ships that are taking damage now glow.
[Balance] All armor levels are now equalized, making more advanced armor more viable.
[Balance] Ablative armor now scales the same way as other armor, giving it significantly more hitpoints at higher tech levels.
[Balance] Torpedoes now use less ammo.
[Balance] Planets now have a damage resistance related to cities, capitols, and bunkers. This scales with level, increasing their longevity late-game.
[Added] Savegames may now be deleted in-game.
[Added] Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.
[Added] Dedicated server binary to run a server without playing or rendering the graphics.
[Added] UPnP support: port forwarding is no longer necessary to host a server when using a modern router that supports UPnP.
[Added] Moving your mouse to the edge of the screen now moves the camera. (Can be turned off from the options menu).
[Added] Options menu settings for ambient brightness and multiplayer server autosave.
[Added] 3D movement orders: Double right clicking and holding the right mouse button now lets you adjust the vertical component. (Also works by holding control, single right clicking and holding)
[Added] Added support for scripted planet queues. Use '<script call="Module::Function" />' in a queue to use a function of the type 'bool Name(Planet@).' Return true to prevent the rest of the queue from running.
[Added] A grid is now displayed on every system's XZ plane. (Can be turned off from the options menu).
[Added] Added 'OrderList::leaveFleet()' to remove a ship from its fleet.
[Added] Added a new weapon: Artillery. Huge range, massive damage, but very slow fire rate. May only be equipped to stations.
[Added] Added log & log10 functions for formulas.
[Added] Added new planet conditions: Plains (Cheaper buildings), Volcanic (Weaker buildings), and Geothermal vents (Faster electronics/advanced parts production).
[Added] Empire messages now have a category. Categories can be toggled on or off when expanding the ticker display.
[Added] Options to control the display or hide the distant icons for ships, stations and planets.
[Added] Race Customization: before the game starts, you can pick traits affecting your empire in various ways. Traits are picked with a point-buy system.

Star Ruler Discussion / v1.0.4.2->v1.0.4.4 Changelog (Released)
« on: December 19, 2010, 08:16:15 AM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Changes: Final
[Fixed] Dry Docks could get stuck fetching resources from another planet in the system.
[Fixed] Asteroids in normal systems would be destroyed instantly instead of when they ran dry.
[Fixed] Missiles were not consuming proportionate amounts of ammo.
[Fixed] Multiplayer clients could crash when holding alt.
[Fixed] Legacy mod for was missing, resulting in abnormally slow thrusters when loading games in
[Fixed] Default level health gain was 1.25 instead of the intended 0.25.
[Fixed] Repeat mode was crashing after completion.
[Changed] The IRC window can now be minimized.
[Balance] Computers generate a bit more control to make up for their large power consumption.
[Balance] Torpedo bays no longer gain bonuses from coolant systems / targeting sensors.
[Removed] Legacy and games are no longer supported.
[Removed] Removed the patcher, as it was entirely non-functional in most cases. Instead, Star Ruler links to a list of patches for your version.

Star Ruler Discussion / v1.0.4.0->v1.0.4.2 Changelog (Released)
« on: December 17, 2010, 06:04:13 PM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Changes: Final
[Fixed] Choosing to auto-update would crash the game.
[Fixed] Multiplayer clients were not loading the galaxy map.
[Fixed] Certain xml files would not load from mods.
[Fixed] Certain AI designs did not have enough power and would go disabled.
[Fixed] Ships would sometimes run out of control even though they had a surplus available.
[Fixed] Internal Defenses subsystem would not get unlocked.
[Fixed] Fixed various designs being mis-localized or unstable.
[Changed] Updated translations: French.
[Added] /who can be used to list users in the IRC.

Star Ruler Discussion / v1.0.3.0->v1.0.4.0 Changelog (Releasing)
« on: December 02, 2010, 09:31:25 AM »
Live Patch Notes for version
Download (Patch from
Previous Patch: →

Modding Note: A sub system file, defenses.txt, was added. You will need to add a file of the same name (even if it's empty), or you will encounter errors.

Changes: Final
[Fixed] Multiple colonizer modules on one ship now correctly sums the structure count.
[Fixed] Crash on return to main menu for mods using tag{} blocks in shipsets.
[Fixed] Ships moving to a target that gets destroyed flying towards the quasar.
[Fixed] Disabled ships getting station icon on load.
[Fixed] Ships following a planet after a transfer order.
[Fixed] Loading a game with 0 research rate would lead to an empty sub system / structure list.
[Fixed] Crash when constructing ships on a planet / dry dock in deep space.
[Fixed] Ships with control but without fuel could still use their thrusters every second tick.
[Fixed] Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
[Fixed] Space port trade now happens in the planet tick, leading to less wasted trade rate.
[Fixed] Fetch orders were not leaking control to subsequent orders until fetching for the first time.
[Fixed] Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
[Fixed] Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
[Fixed] Ringworlds were being constructed at the wrong position.
[Fixed] Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
[Fixed] The ringworld structure size bonus was not applying correctly.
[Fixed] Using a jumpdrive could render the jumping ship unselectable.
[Fixed] Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
[Fixed] Offline planetary structures could not be removed.
[Fixed] Asteroids and comets were not working for multiplayer clients.
[Fixed] Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
[Fixed] Capturing another empire's design will no longer spam duplicates each time.
[Fixed] Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
[Fixed] Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
[Fixed] Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
[Fixed] In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
[Fixed] We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
[Fixed] Sub-menus in the right-click menu will no longer move off screen.
[Fixed] Objects could push each other to ridiculous speeds.
[Changed] Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
[Changed] Objects larger than scale 3600 are now visible everywhere to everyone.
[Changed] The system window's build on best algorithm now prefers shipyards over other structures.
[Changed] The main menu planet now chooses a random texture.
[Changed] Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
[Changed] The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
[Changed] Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
[Changed] Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
[Changed] You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
[Changed] When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
[Changed] Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
[Changed] The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
[Changed] You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
[Changed] You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
[Changed] Sped up base panning speed.
[Changed] Updated Translations: Polish.
[Balance] Shields are now more effective, particularly for larger ships.
[Balance] Planetary shields are now much stronger.
[Balance] Increased power cost of middle-tech weapons.
[Balance] Power generators produce significantly less power.
[Balance] Bridges and Computers produce significantly less control.
[Balance] Increased mass of armor.
[Balance] Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
[Balance] Missiles and Torpedoes now have longer range.
[Balance] Increased overall laser damage to compensate for their short range.
[Added] The blueprints tab now displays statistics for the currently selected design.
[Added] The loading screen displays random gameplay tips from a moddable / localizable list.
[Added] "Stockpiling Protocol" civil act: makes space ports keep resource levels at 95% instead of 50%.
[Added] You may now check for updates from the main menu. Note: Steam users won't see this option.
[Added] Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
[Added] AI Personalities may now specify a shipset for the AI to use.
[Added] "Refresh Automation" option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
[Added] Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
[Added] Added three new tracks by Artem Bank.
[Added] Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
[Added] Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
[Added] New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
[Added] Lobby System to Multiplayer and Singleplayer.
[Added] Detailed Statistics sub-window for the Blueprints window.
[Added] Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
[Added] "Give Vision" clause for treaties. Does what it says on the tin.
[Added] Ability to set teams between players before starting the game.

Modding / MOVED: 4999.999932485
« on: October 27, 2010, 07:45:00 AM »

Pages: [1] 2