• Star Ruler 2
    239 replies, posted
We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or [url=http://steamcommunity.com/games/star-ruler-2/announcements/detail/216496541941331111]click this link for a full detailed changelog.[/url] [img]http://i.starruler2.com/posts/maw.png[/img] [b]Major New Stuff![/b] * Ships are no longer constricted to predefined hulls. * We have introduced a Game Settings tab to the New Game window, allowing you to further customize your game universe. * Community tab which lets you upload, comment, download, and rate other people's designs. * A victory screen, complete with a statistical breakdown showing how the universe ended. * Planets have gained "conditions" - unique properties which add to the planet's natural resource(s). * A new galaxy type: Dumbbell We've also updated the AI to be a stronger challenge against players and taught it how to understand more of the game and removed the distance cost from Fling beacons (now it only costs an FTL amount proportionate to the ship's size!)
Aww yes freeform designs.
Got another update for y'all! [img]http://i.starruler2.com/posts/research.png[/img] [b]Research![/b] We've overhauled research entirely, including the addition of a few new subsystems for y'all's enjoyment. [b]New map![/b] [i]The Expanse[/i] is more than just a new map shape - it's an entirely new approach to expansion. [b]Improvements galore![/b] Barren worlds to make playing in large galaxies more fun, ships pathing around objects instead of just trying to move or shoot through them, changes to defense, and more! For a full breakdown of what's in this release, check out the full patch notes here: [url]http://steamcommunity.com/gid/103582791435727010/announcements/detail/217625696784316927[/url]
Coming soon: * Shields [finally] * New orbital mechanics * New buildings and Revamped Biomes [Biomes do things now] [thumb]https://dl.dropboxusercontent.com/u/80991744/TRON/screenshot61.png[/thumb] * New music (we hope) * (maybe) The long-awaited upgrade to our 3D art [shaders + higher-poly models] [thumb]https://dl.dropboxusercontent.com/u/80991744/TRON/pbr_progress01.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/80991744/TRON/pbr_progress02.jpg[/thumb]
For that picture that's saying "volcanic (undeveloped)", I recommend you have some sort of contrast instead of that black border around red text on that dark ground. Either you should put it in a tooltip style box, or have a light border or text color. This is coming from someone who has pretty severe colorblindness and as it is right now, that hurt my eyes to try and read it.
That'll be improved, yeah. Not sure exactly what approach we'll be using to make that more readable but it has some pretty bad contrast issues right now even with a black stroke.
[thumb]http://i.imgur.com/bjaO1sL.png[/thumb] There's been a lot going on with Star Ruler 2 since December. We've pushed in unique races and changed the race trait system, added planet/star destroying weaponry, moons and floating continents, scaling resources, the nebula system, planetary thrusters, and a bunch more. [thumb]http://media.moddb.com/images/articles/1/180/179534/auto/armageddon.png[/thumb] [thumb]http://media.moddb.com/images/games/1/35/34075/282590_screenshots_2015-02-19_00004.jpg[/thumb] [thumb]http://media.moddb.com/images/games/1/35/34075/282590_screenshots_2015-02-18_00001.jpg[/thumb] If you haven't launched the game lately now is a good time to check it out. We expect to be launching before May this year and the game is rapidly approaching its polish stage.
You don't know how happy I am to see ya'll are still working on this! Can't wait for launch!
Nothing to worry about if you're nervous we'd stop working on it - we're in it to finish (and win) it and have the money, drive, and desire to do so. I just don't like double-posting in this thread and usually folks just rate instead of replying - so you get long stretches of nothing going on here as a result.
I never really got into SR1, but it was such a great concept, and a bold one, too. Can't tell you how happy I am for you that it worked out well enough for you to go ahead and make a sequel. You rock!
Wow, this is (somehow) my first time hearing about this! I've never played the first Star Ruler either; but this looks fantastic. Probably purchasing it right when I get home from work. Nice job guys and keep up the good work!
Thanks, Coridan and Don Merino! Hope to see you in the IRC, Coridan, and I hope you enjoy the game.
Can't wait for more updates about this game.
I havent played SR2 since it's debut on Steam. Definitely going to give this another spin.
I wonder what these are? [img]http://i.imgur.com/PPRmEDV.png[/img]
[QUOTE=Firgof Umbra;47231118]I wonder what these are? [img]http://i.imgur.com/PPRmEDV.png[/img][/QUOTE] AI modes? I keep seeing this thread occasionally flying up to the top. At some point I hope to recapture that first time SR1 feeling of zooming out, seeing the whole galaxy, and deciding that [I]it all has to go.[/I]
[QUOTE=Firgof Umbra;47231118]I wonder what these are? [img]http://i.imgur.com/PPRmEDV.png[/img][/QUOTE] AI for player ships.
[QUOTE=Firgof Umbra;47231118]I wonder what these are? [img]http://i.imgur.com/PPRmEDV.png[/img][/QUOTE] Nice. If this is what I think it is, I can't wait to design mission-specific supports instead of just multi-role ones.
[QUOTE=blazingfly;47231221]AI modes?[/QUOTE] You are correct, sir/ma'am! In other news: [I]Hold on to your butts![/I] We're going to try and launch by the end of this month, folks. Our ship parts model kit is nearing completion and when that's ready I'll be kitbashing ships into the game left and right. Jon Micheelsen is applying my paint templates to the models as you read this. [img]http://i.imgur.com/rbV223k.png[/img] Things are going to start moving real fast as we spool up to full power to try and meet that target date. We apologize to anyone on experimental for the potential flurry of updates that might start raining down.
[QUOTE=Firgof Umbra;47246298]You are correct, sir/ma'am! In other news: [I]Hold on to your butts![/I] We're going to try and launch by the end of this month, folks. Our ship parts model kit is nearing completion and when that's ready I'll be kitbashing ships into the game left and right. Jon Micheelsen is applying my paint templates to the models as you read this. [img]http://i.imgur.com/rbV223k.png[/img] Things are going to start moving real fast as we spool up to full power to try and meet that target date. We apologize to anyone on experimental for the potential flurry of updates that might start raining down.[/QUOTE] One thing I noticed from the trailers is that combat looks very static - no dogfighting, just two fleets facing off and throwing lasers and projectiles. Has that changed at all?
With the upcoming support ship changes that'll be changing somewhat, yes. Ships will be going to and fro between fleets, moving in groups, bunching up to block shots, and so on. Combat should feel much more fluid by the time this next patch hits stable.
Will there be a wider variety of weapons and will the tech tree change at all? It feels pretty weak right now
We suspect the reason the web feels a little weak right now is just due to interface issues. There's actually quite a lot in there if you sit down and dissect the thing. That said: We may potentially add a few more techs into the web before launch, yes.
Just as a heads-up, Avast just picked up the Star Ruler 2 exe as malware. Make of that what you will.
[QUOTE=Firgof Umbra;47246785]We suspect the reason the web feels a little weak right now is just due to interface issues. There's actually quite a lot in there if you sit down and dissect the thing. That said: We may potentially add a few more techs into the web before launch, yes.[/QUOTE] Seems more like it's just the same incremental techs spread out across the tech tree. Its like Infrastructure, Targeting, Destruction, and a couple more are on the tech tree all over the place, not to mention the like 10 techs that are just the same two techs that incrementally improve shields shields
When I last played, the best strategy was simply spamming colonies and taking the galaxy within half an hour, with the AI simply unable to outmatch my huge empire. Is that changed at all? It was a few months ago I think.
[QUOTE=ImperialGuard;47247018]When I last played, the best strategy was simply spamming colonies and taking the galaxy within half an hour, with the AI simply unable to outmatch my huge empire. Is that changed at all? It was a few months ago I think.[/QUOTE] That's generally the best strategy in most RTS/4X games. It sure was in [I]Star Ruler 1[/I]. There really isn't any mechanics (like rebellions from discontent citizens ala [I]Civilization[/I]) to dissuade against aggressive expansion. You can bankrupt yourself but that's a temporary setback.
[QUOTE=Pilotguy97;47246962]Just as a heads-up, Avast just picked up the Star Ruler 2 exe as malware. Make of that what you will.[/QUOTE] Yes, that's likely because we have a built-in IRC client. Some malware comes bundled with IRC protocols and so on so that it can be controlled remotely - this trips false positives in games like SR2 which include a built-in IRC client. [quote]Is that changed at all? It was a few months ago I think.[/quote] The AI has been improved in the past few months, yes. However, if what you're describing is the result of playing on a large (larger than 80 systems or more than 20-25 systems/empire) map then yes, the AI will have some trouble keeping up. [quote]Seems more like it's just the same incremental techs spread out across the tech tree. Its like Infrastructure, Targeting, Destruction, and a couple more are on the tech tree all over the place, not to mention the like 10 techs that are just the same two techs that incrementally improve shields shields[/quote] Well, of the 177 nodes on the web there are 26 technologies which only appear once (many more if we allow 2 instances). There are 13 subsystem unlocks, 1 hull unlock, and 3 building unlocks. There are 78 unique technologies in total on the web; of those, 62 are non-upgraded versions of a base technology (excluding Science). A full listing is available here: [url]http://pastebin.com/ZDAH7brf[/url] [quote]There really isn't any mechanics (like rebellions from discontent citizens ala Civilization) to dissuade against aggressive expansion. You can bankrupt yourself but that's a temporary setback.[/quote] If you get too aggressive, all of your fleets will lose strength and your population growth rate can reach near-zero; which is a lot harder to come back from if you keep expanding with zero population regeneration rate.
Can we still blow up the quasar at the galactic core and cause half the galaxy to go nova? That was always fun.
[quote]Can we still blow up the quasar at the galactic core and cause half the galaxy to go nova?[/quote] Stars and planets are currently destructible via the Graviton Condenser or the Buster Machine artifact, but the Quasar [I]presently[/I] does not "Ultranova" when killed. By the time we launch we expect that we'll have an effect similarly impressive to the effect of SR1's Ultranova, yes. On the current patch it just acts like a star when it blows up, dealing incredible amounts of damage to objects in the system by a slowly expanding sphere of death.
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