Whoa fuck how did I miss this thread?
Fuck yeah Star Ruler 2!
[img]http://dl.dropboxusercontent.com/u/12875849/reactions/emot/emot-holy.gif[/img]
The gameplay changed quiet a bit since the first one it seems. The new gameplay looks interesting though.
We are proud to announce that Star Ruler 2 will be available on Steam's Early Access this Friday for $20.00 USD (and comparable amounts in other currencies)
[video=youtube;_8EEYfVJrgA]http://www.youtube.com/watch?v=_8EEYfVJrgA[/video]
This pleases me greatly.
This is causing quite the issue in my pants.
Firgof, I am hype as hell for this. What timezone should we expect it to land in?
Mid-afternoon, last I heard. We're EDT and CDT-based.
A long time ago, we small Indie Devs from this fine community made a video game.
Today, we release its sequel (to Early Access).
Hope you enjoy it!
[url]http://store.steampowered.com/app/282590/[/url]
Aw yus.
Too bad steam is still using 1 dollar = 1 euro though.
On the experimental branch we've just pushed content y'all might find interesting.
[url=http://data.glacicle.org/misc/uhoh/ssssh.png]The New and Improved Planet Tab[/url]
[url=http://data.glacicle.org/misc/uhoh/MONEY.png]It can also show you where your money ...[/url]
[url=http://data.glacicle.org/misc/uhoh/productionmode.png]... and, in fact, all your resources are coming from.[/url]
For those unfamiliar with the Planet tab you can arrange imports and exports from this tab as well. We've made it easier by now allowing you to drag and drop entire branches and sections of the tree to establish trade links, letting you easily set up or tear down your own 'pyramids'.
Also in this upcoming patch are two new shipsets to replace the temporary one we launched with (which has now become the 'remnant' shipset). In both these screens my Empire's color is Orange.
[url=https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot8.png]Here's the first one.[/url]
[url=https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot9.png]And here's the second.[/url]
These aren't the final versions of the shipsets - we only have their low poly models at this time and there's still some variety we'd like to push into these first two.
If you'd like to wait, these changes (and some other improvements and bugfixes) should be coming out on the main branch very soon (assuming we don't run into dire bugs).
thanks for keep it real-time.
the StarDrive devs have decided to make their sequel a turn based game, so I don't want to play it.
Star Ruler remaining an RTS is whats selling it for me, and the wide range of options and technologies available, plus the unique diplomacy system
I'm not sure if I like the change away from the size-based system of ship design into a grid-based one. I haven't played 2 so I'm not sure how limiting it is in comparison.
I never played enough of the first to be familiar with its ship designing, but with SR2 its not as abstract
[QUOTE=redsoxrock;45509881]I never played enough of the first to be familiar with its ship designing, but with SR2 its not as abstract[/QUOTE]
There was nothing abstract with it, you have a size limit and you put stuff in until you reach the limit, the stuff closer to the edge of the circle takes damage first than the stuff closer to the center, that's pretty much it.
I'm just sad I probably won't be able to have planet sized ships with literally hundreds of guns like in the first game.
You can still make planet sized ships (some folks who bought in to Early Access already have from some of the screenshots I've seen). Also, while in SR1 you could only have up to 64~ guns you can now have potentially over 100 because each hex can be its own gun.
We've kept the subsystem and ship size systems -- they've just changed a little to be easier to use and understand.
[QUOTE=Electrocuter;45510008]There was nothing abstract with it, you have a size limit and you put stuff in until you reach the limit, the stuff closer to the edge of the circle takes damage first than the stuff closer to the center, that's pretty much it.
I'm just sad I probably won't be able to have planet sized ships with literally hundreds of guns like in the first game.[/QUOTE]
Other than the fact that it amounted to put circles representing parts into the bigger circle
[QUOTE=Firgof Umbra;45510247]You can still make planet sized ships (some folks who bought in to Early Access already have from some of the screenshots I've seen). Also, while in SR1 you could only have up to 64~ guns you can now have potentially over 100 because each hex can be its own gun.
We've kept the subsystem and ship size systems -- they've just changed a little to be easier to use and understand.[/QUOTE]
Oh ok that's cool to hear that the size system is still in.
Also I swear I was able to put more than 64 guns into ships in the first game, must have been part of a mod.
Is a demo planned?
[editline]27th July 2014[/editline]
After looking closely at some ship design screenshots it seems that some hexes are stacked? Is this a gameplay thing or just visual?
By the way thanks for clearing my doubts Umbra, looking forward to the game.
[QUOTE=Electrocuter;45510496]Oh ok that's cool to hear that the size system is still in.
Also I swear I was able to put more than 64 guns into ships in the first game, must have been part of a mod.
[/QUOTE]
Galactic Armory (and a couple other mods IIRC) let you resize objects in increments of 0.125 rather than the default 0.25, so you could put more subsystems in.
I ended up buying the early access version - I like it overall and it's better then the first in my opinion.
I haven't been able to build a ring world or blow up a star and the research section is pretty confusing - how many levels do I need for each technology? I miss the old research tree.
Perhaps I should just play the blasted tutorial.
Wanted to update folks on where we're heading with the next patch.
First, we're now requiring folks to have actually met other Empires before they can engage in Diplomacy with them. We've been yakking behind closed doors about alliances lately and we think you'll enjoy what we've been considering. Nothing's quite ready to be taken out of the oven yet so I can't say much - I just wanted y'all to know that we're pondering. Also being pondered on are orbitals (which we're thinking of significantly mutating) and megastructures.
The long awaited combat update is finally going to start rearing its head in the next update. This will include the introduction of Ship Behaviors, which should significantly alter the tactical landscape with things such as ships which actively block incoming fire from striking the flagship. We're also looking into the introduction of subsystems which compliment these new behaviors.
Racial customization should also be getting a few important tweaks and mutations such as providing race-specific LV3 planet bonuses.
As for myself, I'm currently busy trying to get us some new subsystem art into the game. Things so far have been proceeding smoothly on that front, albeit with some bumps in style.
For example, here's a conceptual prototype I made for the Hyperdrive subsystem.
[img]https://dl.dropboxusercontent.com/u/80991744/TRON/hyperdrive_bunches.PNG[/img]
[media]http://www.youtube.com/watch?v=RJzXTuc_8c4[/media]
Finally, amongst the many interesting new features of the upcoming update, Jon Micheelsen has been helping us glitz up our particle effects. We think it's going swimmingly as Starflare continues to surprise us with just how much it can handle in real time. Together with the combat update combat should look and feel significantly improved.
Now that's a battle.
will ships drift aimlessly if their sensors and engines are disabled with the crew trying to recover things? that would be a nice detail
They currently do. If a ship's engine's core is destroyed it provides no thrust, which means the ship keeps its former velocity until it has functional engines.
Edit:
We reshot the stress test in HD for folks who want to see it in higher resolution.
[media]http://www.youtube.com/watch?v=6ChMEMQxQLw[/media]
[url=http://steamcommunity.com/gid/103582791435727010/announcements/detail/248016123204011079]We've pushed another patch out to the stable branch. Patch notes available here.[/url]
To celebrate the launch of our third patch here are three redeemable keys for Star Ruler 2. Be courteous to your fellow FacePunchers and please post whenever you've taken one and which one you've taken. We hope you all enjoy this update to the game and look forward to reading your feedback and reactions.
[sp]4KF9Z-5XXA9-FRLQR[/sp] [b]Snagged by Kolmala![/b]
[sp]RK0QK-2K0NH-V83GV[/sp] [b]Confiscated from Ownederd by some Combine guy![/b]
[sp]3I0LA-99F3W-H6HWD[/sp] [b]Saber15 appears in a flash -- and a key vanishes with him![/b]
[QUOTE=Firgof Umbra;45694530][url=http://steamcommunity.com/gid/103582791435727010/announcements/detail/248016123204011079]We've pushed another patch out to the stable branch. Patch notes available here.[/url]
To celebrate the launch of our third patch here are three redeemable keys for Star Ruler 2. Be courteous to your fellow FacePunchers and please post whenever you've taken one and which one you've taken. We hope you all enjoy this update to the game and look forward to reading your feedback and reactions.
4KF9Z-5XXA9-FRLQR
RK0QK-2K0NH-V83GV
3I0LA-99F3W-H6HWD[/QUOTE]
Got the first one. Many thanks.
I shared the second one with my friend 'Combineguy'. It's been taken.
[QUOTE=Firgof Umbra;45694530][url=http://steamcommunity.com/gid/103582791435727010/announcements/detail/248016123204011079]We've pushed another patch out to the stable branch. Patch notes available here.[/url]
To celebrate the launch of our third patch here are three redeemable keys for Star Ruler 2. Be courteous to your fellow FacePunchers and please post whenever you've taken one and which one you've taken. We hope you all enjoy this update to the game and look forward to reading your feedback and reactions.
[/QUOTE]
Got the third one. :dance:
Thanks, Firgof!
Well that was fast! I hope y'all enjoy the game, such as it is.
There are many more updates to come and tomorrow those of y'all who weren't lucky enough to have been on to snag a key but wanted to check the game out are nonetheless in luck!
Tomorrow (August 15th) at 4PM EDT/10PM CEST we will be holding a Free For All match as part of a new thing we're starting: "Dev-astation Fridays". Each Friday we'll host a game where y'all can play with us devs. The rules and so forth will change each week and be announced at the top of the Steam Community Discussion board.
[url=http://www.twitch.tv/BlindMindStudios]Though the game will be closed to spectators who wish to watch from inside Star Ruler 2, we will stream it through our official Twitch channel as well.[/url] We will also post the match to YouTube -- which gives us extra incentive to be at the top of our game!
We hope some of y'all will drop by and/or participate - with Drasca and SanderB (both of them are A-list players in the community at this time) both potentially playing in the game it's going to be one hell of a match.
Ok so I bought this. I like it.
I like how you have to fuel your burgeoning empire with the stuff it needs... resources. The whole point of expanding is to get these resources which is good and it mimics real empires. So I really felt that I was expanding for a reason, not just mindlessly but for a real goal.
Problem is I felt I had won it on my second playthrough. I quit the first playthrough after 10 minutes because that was just a test run to get to grips with the game and understand the mechanics etc. In the 2nd playthrough I ended up quitting because none of the other 7 empires could defeat my fleet and I was just annexing territories 1 after the other with influence.
Any news on the AI front? They are very weak for me atm.
Lots of changes coming down the pike this week as we'll be pushing out another update to the Stable branch of the game.
Upcoming to this patch:
* [b]Rebalance of all the weapons (but particularly support ships) and a lot of the subsystems.[/b]
* Support ship logic has been revised and they'll now do things like hunt for holes to fire at the flagship of enemy fleets and move themselves to fire around planets at enemies.
* Weapons weren't consistently firing, which was making everything but beams fairly worthless.
* Added the first official formation to the game.
* Added two new galaxy types: Corkscrew and Clusters
* Empires can now be assigned to Teams.
* [b]We've thrown out the old Orbital system and put in a new one. (This one is a somewhat temporary change)[/b]
* [b]The Defense Platform can now be designed like a Ship.[/b]
* [b]Treaties and Alliances have been added to the game.[/b]
* [b]Surrender/Subjugation was added.[/b] Empires which have surrendered to another can no longer win the game themselves (they can only ensure their parent wins), can't sign treaties, and are automatically at war with whomever is at war with their Parent.
* [b]The Economy has been majorly rebalanced, including the money costs of planets, flagships, and support ships.[/b]
* You can now set the spacing between systems in map generation.
A full list of the changes is available here: [url]http://steamcommunity.com/app/282590/discussions/1/34095131841548402/[/url]
We expect the weapon rebalance to continue into next week and then we should start getting new subsystems for y'all to play around with. Also we're smashing on orbitals with our large monkey wrenches and with luck by next week they'll be fun.
[quote]Any news on the AI front? They are very weak for me atm.[/quote]
Have you tried changing the difficulty of the AIs? They default to normal difficulty at this time where their 'normal strength' is at Hard. Are Savage AIs too weak?
You might also try fighting against players. On our IRC Sander is always looking for an opponent, for instance, and he's a very competent player.
Edit: Patch is out now. The official announcement will be posted to SR2's announcements and linked here when it's live.
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