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Messages - Hazzard

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1
Help & Support / Re: Steam and 1.2.0.0
« on: April 12, 2012, 09:21:51 AM »
S U P E R slow

2
Star Ruler Discussion / Re: Aggressive AI
« on: April 02, 2012, 12:22:53 PM »
Basically.... get aggressive. This game is all about the combat. There are no other victory conditions.

I suggest you put the difficulty down to trivial. Even then I get my ass kicked but I am shit :P.

If you are looking for an arena to experiment with just set one other AI opponent on trivial. That should give you breathing room and someone to play around with.

3
Suggestions / Re: Diplomacy Information
« on: March 13, 2012, 04:00:44 AM »
I think it would be worth it in my opinion - baring some terribly complex work requirements.

Just limit knowledge to contact through scouts in peace time and galaxy vision. When neither of those terms are met the 'last known' information is displayed.

You could make it optional on game start or turn it off and on in the options.

 

4
Suggestions / Diplomacy Information
« on: March 11, 2012, 02:56:54 PM »
Could you make the leader of each category visible? Military, Research, Colonization, Economy.

It would be very useful to know who I should be trying to squeeze research deals out of for example. I can think of no reason thematically why this shouldn't be the case. Maybe this information is only apparent once you have shared empire vision with them. If the empire vision has run out it should only display the last known capabilities of that empire in that category.

Basically something that can tell me a little more about the standing of each faction so I can make more informed decisions about what I am offering them or asking them. Right now pretty much the only things I have to go on are my positions in the categories and the scale of their empire... which really only tells me roughly what their colonization is like.

5
Star Ruler Discussion / Diplomacy Glitch
« on: March 11, 2012, 01:17:16 PM »
It is possible to con the AI into dropping large amounts of resources (if they have them) into your coffers by simply promising them a transaction, per second, that you can't uphold. They accept the deal, you get the one off payment but the over all deal is cancelled because you can't hold up your end of the bargain. You get whatever you asked for, a lump some of resources, they get nothing in return.

Is there a consequence for continually not upholding your bargains? Does it impact on the AI's attitude towards you? Does it make them cease communications with you or stop dealing with you? Make them hostile?

If not this should really be fixed... maybe have a clause in per second for lump sum transactions that sustain for more than 5 minutes or a depostic scheme, I don't know.

6
Star Ruler Discussion / Re: New Here. Give me some epic stories.
« on: February 28, 2012, 02:33:05 AM »
Building a ring of defensive planets around my central core worlds. Blockading all traffic through those border worlds I developed and deployed hundreds of super long range artillery stations along the ring.

The moment an enemy empire declared war on me I would pause the game and painstakingly designate targets all along my borders to each of the artillery stations. I was able to wipe out or cripple an enemy empire in a fraction of a second after a declaration of war.


7
Star Ruler Discussion / Re: Wiped out in 3 hours, need tips!
« on: February 21, 2012, 06:26:06 AM »
There a possible criticism in this guys comments though.

He makes a point. He "only" colonized three systems in three hours. You know what I find fun in this game? Expanding, perfecting and solidifying my holdings. I get the same sensation as when I play a game like Simcity. Making a bustling, clockwork startopolis that I can sit above and gloat over. One thing this game does very well is that it gives me plenty to get on with well before I even leave my first system. This is where I think making the game so combat focused falters... or at least it doesnt match the pacing.

I have encouraged many people to play this game and every single person has come back with this exact complaint - Thought I was doing well, got steam rolled by an almighty armada of million HP enemies.

It's a situation, and scale that just isn't even comprehensible for most people.

Now you can argue that "this is star ruler" but personally I think there are so many hidden gems lost under a blanket of overwhelming combat mechanics and ridiculously efficient AI.

There are the select few out there who find this game incredibly easy on the hardest difficulty. You have already sold the game to those folk but those folk won't be filling your bank accounts with money because they are few and far between. Have you ever seen an IQ chart? You want to appeal to the largest percentile. Currently the appeal sits squarly with the 10th percentile. It's not a bad thing, it's good to think about them, but if you want money to do what you love you have to produce something that will ideally, appeal to both parties.

Currently the game is far to unintuitive. Nobody EVER expects those attacks and new players always think they are doing well, and feel proud of themselves right up until that attack. Then they feel useless, stupid and overwhelmed... all the emotions that will stop a player from ever playing again. You want to nurture the positive feelings whilst maintaining a balance of challenging game play.

Currently you have the worlds best sandcastle bully simulator. Player makes sand castle, player loves sandcastle, AI bully comes along and kicks sandcastle into players eyes.

Understandably the game is complete and won't be changed significantly from this point on but that analogy is worth remembering should you revisit the project and for any projects your make in the future.

I would say there is a hidden sandbox game ruined underneath almighty hulking boots flying around.

8
Modding / High Quality Race Images
« on: February 13, 2012, 12:40:19 PM »
Hi everyone,

I went back and updated the race profile pics, adding backgrounds and improving any little snags that were bothering me. The sizes aren't consistent but they make better wallpaper type stuff than they did previously with horrible grey backgrounds.

Feel free to use these for marketing purposes Blind Mind guys.













Enjoy :)

9
Modding / Re: Kilora Shipset - WIP with images
« on: January 12, 2012, 02:23:24 AM »
Not bad at all.

10
Modding / Re: Modding Artillery?
« on: December 14, 2011, 02:36:24 AM »
Its been one of my biggest wishes for a long time :(.

11
Suggestions / Re: Givin' Nanotechnology Some Love
« on: December 13, 2011, 04:55:55 AM »
Sounds pretty cool!

I'd merge Replicator and Disassembler maybe?

Good stuff!

12
Suggestions / Re: In the spirit of amazingly overpowered super-weapons...
« on: December 12, 2011, 07:13:01 AM »
The Remnants Galactic Senate allows you to transport planets.

Its fun to warp your enemies core worlds into systems that are swarming with your ships :).

13
Star Ruler Discussion / Re: Writing checks my empire can't cash
« on: November 23, 2011, 04:52:08 AM »
Yeah if you want to delay the inevitable war declaration if you don't have the resources just ignore the request.

Personally I find the whole diplomacy system redundant and unfulfilling.

It's obviously playing the game in the most efficient manner but they completely and utterly lack any personality or perception of personality what so ever which is very important for a diplomacy section.

It's probably my biggest criticism of the game though so meh. There is always room to improve it in the future I suppose.

14
Star Ruler Discussion / Re: finding the enemy
« on: November 23, 2011, 04:49:23 AM »
Batch build the number of systems in the galaxies worth of scouts. Make sure multiple systems and flee are turned off in the AI.

Release the scouts, wait until they all reach their destinations. Have a look around and look for unobserved systems... it means the scout you sent has been destroyed and thus that system has enemies in it.

15
Help & Support / Re: I'm tired of the grey ships...
« on: November 15, 2011, 04:33:38 AM »
Are you increasing the speed of time?

I've noticed this can cause your power ticks to skip beats and kill your ships. Especially when the numbers of ships get huge.

16
Star Ruler Discussion / Re: Questions from a newbie / Star Trek
« on: November 14, 2011, 03:42:09 AM »
Luckily this game is very easy to mod. For your own personal use I would recommend finding some Star trek models for ships, star trek character photos for avatars, changing the names of planets and tinkering about with the settings to get what you want.

You can also find a decent jump drive mode which changes the behavior a bit also.


17
Star Ruler Discussion / Re: Live Patch Notes
« on: November 07, 2011, 04:20:54 AM »
Are the new profile pics being added ;)?

18
Modding / Re: Race Profile Images Finals
« on: October 30, 2011, 06:43:55 PM »
If and when I find the time I will stamp them, put nice backgrounds on them and lay them out for wallpapers.

19
Modding / Re: Race Profile Images Finals
« on: October 30, 2011, 04:57:37 PM »
ALL 6 COMPLETE! WOOT!

20
Star Ruler Discussion / Re: Just bought Star Ruler...
« on: October 26, 2011, 03:45:07 PM »
You have quite a lot of control over the tech levels I think. In the set up menu for a new game you can alter the tech level quite a bit I believe.

21
Modding / Re: Katani Shipset (image intensive) (WIP)
« on: October 22, 2011, 01:02:28 PM »
Nice work!

I shall be interested to see what variations you can come up with :)

22
Suggestions / Re: Battle simulations
« on: October 12, 2011, 12:24:17 PM »
+1

23
Modding / Re: Race Profile Images Finals
« on: October 03, 2011, 03:54:46 AM »
Just an update:

Two more profiles are incoming very soon (sometime this month) one is complete the other is nearly complete.

Due to real life issues I have been unable to dedicate as much time as I would like to my personal artwork, but rest assured they are coming.

When I get home tonight, if I can remember, I will post a WIP of the insect dude. I am trying different body types at the minute and so far I've been pretty unhappy with the results which is why it's taking so long.

24
Help & Support / Re: What wrong with my miner design?
« on: October 02, 2011, 06:47:06 AM »
Can you list the subsystems, or better yet take a screenshot of the blueprints page along with your AI settings?

25
Help & Support / Re: Defense Stations don't work
« on: October 02, 2011, 06:40:27 AM »
It sounds like you may be exceeding the maximum power requirements of the ship with that one shot. This is particularly bad if you have computer controlled ships as this will shut down your computer and everything else in turn will shut down causing your ship to self destruct.

The design screen should tell you whether or not your power output is stable but sometimes it won't take everything into account, such as offensive actions or jumpdrives etc.

The best solution is to make sure you have redundant power output. Add capacitors or increase your power to use ratio just to be sure.

To test your station, build a scout and send it to within range of the stations weapons. Force attack the scout with your station and see if the new power output is enough to compensate.

Hope that helps :)

26
Help & Support / Re: max systems - playable
« on: October 01, 2011, 08:04:11 AM »
I play with 60-90 systems. I think it makes for a better game personally. It makes every system more important rather than just shot gunning colonies across the stars and throwing numbers at each other.

27
Modding / Re: Customizable Missiles
« on: September 29, 2011, 12:58:05 PM »
Quote
Only problem I see is that ATM all ships/missile in a shipbay get launched simultaneously, thus missiles would have an "unlimited" fire rate...

Make it so that a ship bay can only hold one missile at a time?

28
Modding / Re: Customizable Missiles
« on: September 28, 2011, 05:42:50 PM »
+1 to Yahg!

29
After Action Reports / Re: Remnant Gate Array
« on: September 28, 2011, 05:22:17 PM »
When I found the Remnant gate array system I slowly captured all systems around it until it was safe from other empires. Then I designed and built a long range artillery system around every planet in every system surrounding the gate array system. Two or three on each planet in fact. The artillery stations had plenty of range, enough to hit anything within the Remnant system.

Then I began to slowly seed scouts into the system to get eyes on it, selecting my artillery, pausing it and bit by bit selecting every single enemy in the system. It took a while but I was able to win a flawless victory, picking apart their defences and fleets with concentrated long range shelling.

Very tedious but oh so satisfying. It is still my super duper extra special probably never going to happen happy wish that artillery stations can spot targets outside the system they are in... because I like to turtle and because my long game strategy uses these artillery stations it can be very tiresome having to manually fire them, I just wish they could pick out and fire on targets of a certain size anywhere within their range freely.

I understand why this can't happen, but hopefully with SR 2 who knows ;) ;) ;) ;)

30
Star Ruler Discussion / Re: ship movement
« on: September 28, 2011, 05:14:08 PM »
I'm not sure the newtonian movement is really a bad thing. It is very refreshing and cool. I think my ONLY issue with it is how the AI use it.

In a hypothetical universe such as SR, where sentient beings and AI are driving these massive vessels of war, I can't imagine jousting would be the most efficient way to fight.

I'd love to have an indepth discussion on the forum about how a scenario like this might play out, other than jousting. I imagine weaponry being designed to hit targets from a very long distance away... so missiles and or lasers would probably be the weapons of choice in this universe. As said time and time again, adding newtonian physics to ballistics would ask for crazy math, but the same could be said for these weapons in a realistic scenario. Would they use rail guns? Would the accuracy required for a successful firing solution be reliable enough over 1 or 2 astronomical units? It's all speculation ofcourse, and ballistics weaponry add a nice variation to the weapon selections, but I guess realistically they would be the most difficult and ineffecient form of weaponry so with that in mind with the understanding that missiles and lasers would more than likely be the weapons of choice because of their accuracy what kind of movement behaviour would arise in combat? How would over the horizon combat transfer to space where there is perfect line of site 99% of the time. Would these vessels rely more on armour and shields for defence against enemy weapons, rather than engines to out manoeuvre, can you out manoeuvre in space? I can't really see how, I would assume weapons delivery systems would be designed to have as large a firing arch as possible, with redundant delivery systems dotted around it (pretty much how SR handles it now).

So maybe in SR as it is now, when engagements begin, the AI on both sides should seek to close within the boundaries of weapons range with the enemy and if the AI decides it is going to loose the engagement it seeks to leave weapons range. This may be a solution to the jousting behaviour. Pursuits would still occur as they do in game currently but it may give more of a sense of a brawl (IE Homeworld) rather than a joust.

I don't know, it would certainly be interesting to see some experimentation in this area for sure :).

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