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Messages - Ynglaur

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Star Ruler 2 Discussion / Re: Is SR2 ready for release?
« on: March 24, 2015, 03:38:27 PM »
I still haven't figured out the ins and outs of this game; they've added features faster than I can keep up.  I'd say its ready for launch.  :)

Congrats Firgof and Thy Reaper and team.

The "Capture Cursor" option works when the user is in the Options screen, but upon returning to the game the cursor is captured even if the option is de-selected.
Restarting the game resolves this issue.

News / Re: Star Ruler 2 Announced!
« on: May 30, 2014, 09:18:37 PM »
Holy shit the crap you guys put up with... :o

News / Re: Dev Diary #3: FTL
« on: March 17, 2014, 08:27:07 AM »
A interesting suggestion to avoid the destruction of stargates and other FTL structure would be making this act something incredibly dangerous and foolish. For example, destroying a stargate would make the same explode with energy enough to destroy a entire solar system (including all ships inside of it) and leaving it completely and permanently uninhabitable.
That would only encourage people to use them as weapons.  I would happily build stargates at all of my opponents' systems, and then destroy them.

News / Re: Dev Diary #3: FTL
« on: March 14, 2014, 08:53:24 AM »
I really love the idea of having a FTL resource, however I am not crazy about having a mcguffin (FTL crystals) when there are so many other hard science fiction concepts to pull from. For example replacing the FTL crystal with a solar array that generates exotic particles. This would seem to be more in line with the hard sci fi setting that i love about star ruler.

Maybe the FTL crystals are used in the solar arrays.

Star Ruler 2 Discussion / Re: Silly question about the game
« on: February 13, 2014, 01:22:46 PM »
Awww...I kind of liked that.  Yes, please put 30 size-4 plates on your ship.  I hope you have long-range weapons or a jump drive.  Or both.

Help & Support / Re: Mining Laser never starts up
« on: October 08, 2013, 11:17:48 PM »
Well, that explains it then.  I guess I'll stick to putting them on ships and using Mining Lasers on asteroids then.

Does this mean that, once you can fabricate Electronics and Advanced Parts in orbit, you can (and maybe should) dedicate planet space to Mines, and just push them into orbit?

Help & Support / Mining Laser never starts up
« on: October 07, 2013, 11:53:07 PM »
I have mining stations around my planets, and "Use Tool" is the first Order, but their mining lasers never start.  They have surplus energy and crew, so that doesn't seem to be the issue.  Any ideas?  Do they have a very short range?

Star Ruler 2 Discussion / Re: Kickstarter?
« on: September 26, 2013, 07:14:21 AM »
While you do bring up some good points, and I certainly think kickstarter as a whole has been a force for good on the indie community, there's a number of reasons why I think kickstarter was not the right fit for us here.

This looks like it'll become a long post on my views of the development process, so be prepared ;). These also may or may not agree with Reaper's actual reasons for not doing a kickstarter, so don't take my word for everything.

First of all, as you alluded to a little bit in your post, there are issues of training and downtime. A common addage in the software development business is that throwing extra programmers at something will rarely make it go faster, and I feel that would be true for this project as well. Trying not to sound overly self-congratulatory, we would have to find a programmer who not only fits our rather eccentric style of work, they would also have to have the needed amount of programming experience to work with our pretty complicated engine internals.  Those kinds of programmers are hard to find at normal software company wages, let alone trying to find one that will work at an indie wage for a game they did not help envision. While such programmers may exist, it could take quite some extra time to find them.

In addition, I do not think programming has been or will be the bottleneck to our development speed. Generally speaking, when we do something that is solidly designed, the programming gets done quite quickly. Most of our main development time bottlenecks have been getting the engine and the game design right: making the engine work comfortably and fast, as well as coming up with coherent game mechanics that are fun and interesting together are the major challenges.  I doubt hiring additional personnel would have helped in any major way for those.

If we were to do a kickstarter, and we should be leaving that open as somewhat of a last resort option, it would mostly be to raise money for purchasing art for the game.

Speaking more generally on kickstarter as a whole, I think it's a great system for consumers to support ideas for games to be developed, but there are certain things to be thought about from both the market and the company perspective.

For starters, there is a problem of kickstarter saturation. Because there are so many kickstarters nowadays, it's harder for people to find or get excited for particular things. This may not be a big problem yet, but as the amount of kickstarters keeps growing, I think it will eventually start showing. I feel there is also a certain quality of respect you lose being 'the umpteenth kickstartered 4X game'.

From a company perspective, you have to realize that in a niche market like this, development costs aren't significantly lower than the sales income of a game. There are exceptions to this, of course, but developing SR2 is basically taking all the budget from SR1. What that means for using kickstarter is that now that you're taking your development costs from the income of the game you're creating, there is a good chance you will not be left with the budget for another game afterwards. The result is that unless your game was a huge above-average success (and not every game can be this), you will need to use kickstarter for your next project as well. That creates a sort of kickstarter-dependence, as well as limiting you to making projects that are "easily marketable" so you can obtain the kickstarter funds.

I may be taking an overly negative view on the results of using kickstarter here, and I may very well be completely wrong about it. The truth of the matter is that we can probably/hopefully finish SR2 without the need for crowdfunding, and most of the reason was likely just because we wanted to focus on the game rather than making a kickstarter successful.
This is a solid piece of analysis, and should be considered by anyone using crowd-sourcing for funding.  It doesn't go into the potential benefits (and pit-falls) of crowd-sourcing versus other forms of external financing (e.g. angel investors, hedge funds, IPOs), but does a good job distinguishing between self-funded initiatives (i.e. SR2) and non-self-funded initiatives.

A similar analysis was done when Jeff Atwood decided to fund Discourse with external funding.  (I can't seem to find the link at the moment...)

Help & Support / Re: Ships dieing randomly
« on: September 25, 2013, 02:29:52 PM »
Power running out and insufficient life support due to damage can cause this.

Currently running 3200 systems (100 per AI), and the framerate recently started to dive.  I'm thinking of restarting with 800 worlds instead, though I think things would get better if AIs started to get eliminated.

Better question: what drives processing requirements the most?
1. Number of systems/planets?
2. Number of AIs?
3. Number of created objects (ships, stations, etc.) in the universe?

What have people typically found to be the maximum number of star systems while using the maximum number of AIs?

Stock game: no mods
Windows 8 64-bit
Intel Core i7-3740QM @ 2.70 GHz
24 GB RAM (I'm not RAM-bound)
GeForce GTX 680M

Well, we do deal with packets, and it is our responsibility to deal with missing data, but I can't know how well we will handle particularly bad connections. We do of course handle missing packets, but when there are too many it's inevitable the game will begin to make mistakes, sometimes severe ones.
Thank you for the correction.  I wasn't aware that game designers had to handle network code at such a low level.

You should also make sure Star Ruler handles missing packets well too.  I lose a lot of packets being on the world's crappiest internet, and Star Ruler 1 freaks out about that by doing strange crazy things.
Packets are pretty far down in the OSI model from "application", so expecting a game to effectively repair such connections on the fly is a bit much.  I may be misinterpreting what you're saying, however.

Thanks!  Will purchase alpha access as soon as you make it available.

I have 24GB of RAM on this laptop...and I'd like to use it.   :)

Star Ruler 2 Discussion / Re: Steam early access?
« on: August 12, 2013, 10:17:52 PM »
I liked the first one well enough I'd definitely purchase access to an alpha build.

Modding / Re: Mod that removes grid lines in System Plane?
« on: May 21, 2013, 09:08:46 AM »
Thanks - I'll probably use this too.

Star Ruler Discussion / Re: Live Patch Notes
« on: July 03, 2012, 10:52:43 AM »

Help & Support / Very, very slow scrolling
« on: March 14, 2012, 11:26:51 PM »
It doesn't seem to matter what I set the horizontal, etc. sensitivity to.  Even using Shift+arrow doesn't make the scrolling fast enough.  In the past, re-starting the app has fixed the problem, but that doesn't see to be working this time.

Any ideas?

Almost forgot: does it benefit Space Ports?  (I'm 90% certain the answer is "no".)

I understand higher populations benefit Metal, Electronics, and Advanced Component production.  Does it also benefit Research Laboratories, Farms, Goods Factories, or Luxury Factories?

Star Ruler Discussion / Re: Live Patch Notes
« on: February 15, 2012, 03:24:14 PM »
No pressure.  If whatever you're working on as your next project is at all in the genre's I like, I'll probably buy.  SR has been fantastic.

Modding / Re: Range Conversion
« on: February 06, 2012, 11:29:08 AM »
1. Select object.
2. Hover over other object.
3. Range displays in AUs.

Now I have to go break out MoO3 again, get it installed on my new laptop, modded, etc. etc.

Strategy / Re: Haulers in start
« on: January 27, 2012, 10:28:06 AM »
Running a Core i7-970 (the desktop version w/4 x hyperthreaded cores running at 3.2GHz) and 12GB RAM.

Star Ruler Discussion / Re: How to break salvagers (further).
« on: January 27, 2012, 10:26:39 AM »
Not quite instant: it does take ticks to move material to/from the planet itself.  Having a storage buffer on the planets helps in this case.

Strategy / Re: Haulers in start
« on: January 23, 2012, 11:06:47 AM »
Heh - I started with indebted and forgot to build haulers, and then wondered why my planets weren't building their structures.  Fortunately I figured it out, and after the 20-minute indebted limit turned off all production at my homeworld.  The bank filled up, and things are starting to get built.

5000 systems, 30+ AIs...we'll see how things go.

Modding / Re: Ship/Star explode sounds
« on: November 17, 2011, 05:05:22 PM »
Your English is quite fine, though unfortunately I don't know the answer to your question.

Has anyone ever figured out how to export ship models from GalCiv2?  It's a great lego-like system.

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