• Star Ruler 2
    239 replies, posted
[QUOTE=Firgof Umbra;47247427]Stars and planets are currently destructible via the Graviton Condenser or the Buster Machine [B]artifact[/B], 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.[/QUOTE] Oh, so it's not something you can research? That's a shame, I quite liked the idea that you can become powerful enough to destroy planets and stars at will without it feeling like you're stealing off some precursor tech.
The Graviton Condenser is a subsystem unlocked through the research web; sorry for the confusion.
I used the cheats and fucked around with the graviton condensor a bit, I hope hypernovas when they eventually appear won't blow up EVERY galaxy just the one it's in.
Nope. It'll just blow up most of a standard sized galaxy at the moment.
Ultranova?
I'm not sure we've invented a word that sufficiently describes the destruction 'detonating a quasar' would cause to the galaxy - and universe - at large. Also, asteroids may be changing significantly in the next update. [thumb]http://i.imgur.com/xPGchvM.jpg[/thumb]
So, I remember hearing there were planetary thrusters in this game. Does that mean you can crash a planet into another planet?
Official trailer's out. We're releasing March 27th. [media]http://www.youtube.com/watch?v=3OFhVtqfDBQ[/media] Now that our partkit is available, I've been kitbashing models together as fast as I can. Here's what I've gotten so far. [thumb]http://i.imgur.com/lhYMfVi.png[/thumb] [thumb]http://i.imgur.com/mWZKo2n.png[/thumb] [thumb]http://i.imgur.com/JLLSxeA.png[/thumb] [thumb]http://i.imgur.com/AKBAqJT.png[/thumb] [thumb]http://i.imgur.com/L4NumgP.png[/thumb] [thumb]http://i.imgur.com/qrXfbsz.png[/thumb] [thumb]http://i.imgur.com/H9CuhTY.png[/thumb]
Any idea as to why Nvidia's Shadowplay record feature doesn't work with SR2? It doesn't seem to be detecting it as a fullscreen application or something, as recording doesn't work and the Shadowplay icon isn't showing up. It doesn't work in SR1, either. Pressing ALT-ENTER to toggle between fullscreen and windowed doesn't seem to do anything. I want to make a stress-test video showing tens of thousands of ships in the design sandbox going at it. :v:
Sorry, Saber. No idea. I use OBS to record all my stuff. A new shipset is underway (we're calling it "Robo" as it's inspired by Robotech): [thumb]http://i.imgur.com/H1pjg9P.png[/thumb] We're hoping to have it completed by launch. All manner of new stuff coming in this next stable branch update. We're about to deploy some new megaconstructions, a merging of the prior asteroid system with the new one, some new subsystems, and a bunch of other cool stuff. [thumb]http://i.imgur.com/c8uhXES.jpg[/thumb] The PBR upgrade wasn't able to make the latest experimental build, sadly. There were some bugs in the shader which prevent it from functioning how it ought to in-game, resulting in dark ships and giving them a harsher glow than intended. We're working quickly to resolve it however so it should be in the next update after this one. You may also note in this screenshot that we've upgraded the topbar both aesthetically and functionally - your Global Defense is now a resource which is displayed in the bar and, accordingly, there's a new Welfare that increases your Defense generation. We also upgraded the context window on objects to display the name of the Empire which owns that object - meaning you can tell who specifically owns what ship/planet now. Edit: Also, Volkur 2.0 is on its way. [thumb]http://i.imgur.com/6etiglH.png[/thumb] [thumb]http://i.imgur.com/AvtIjV9.png[/thumb]
We liked it so we put a ring on it. [thumb]http://i.imgur.com/quwJqdC.png[/thumb] Two more days until we go into feature-freeze. Then it'll be a week of debugging and polishing the smaller bits of SR2 - and then we launch! There's lots going on lately behind the scenes. We got [U]Scott Manley[/U] interested in doing an overview on the game, for one. An interview with eXplorminate, some reviews in the works, and the [b]two[/b] new shipsets, the orbital model replacements, and so forth are coming along nicely. All in all things are looking good for launch - we don't think we'll be able to pack in everything we wanted to before the game goes live - but we're already past the lion's share. Speaking of: If you have a Let's Player who you'd think would enjoy the game, give us a shout! I've got a stack of keys looking for a home and I could use your help in searching out all the best people to send them to. We'll talk more specifically about post-release content and updates when we get closer to our launch date.
Personally I dont mind watching Sips give this game a try though I'm not sure if its his type of game. [editline]22nd March 2015[/editline] also just bought the game :B
Well, he did play Offworld Trading Company and that's pretty much a 4X from what I know of it. I wouldn't be surprised if he wound up enjoying it. Not sure if I'd be able to penetrate the tidal wave of requests the YogsCast staff gets every day but I suppose it's worth a shot. Edit: Can also confirm we'll be having a 4-pack bundle and a SR1+SR2 bundle at launch. Edit 2: The Release Candidate is now available on the Stable branch of the game. [url=http://steamcommunity.com/gid/103582791435727010/announcements/detail/126438500983066427]Patch notes can be found in our v1.0.0 announcement.[/url] [thumb]http://i.imgur.com/fzA4Gja.jpg[/thumb] We look forward to Friday's launch and all the post-release support we hope to follow it up with.
The 4-pack bundle and SR1/2 Bundles are live and, I expect in an hour or two, the game will officially transition from Early Access to launch. There'll be no difference in the build you receive between now and then if you want to go ahead and purchase it, so feel free.
Is there likely to be a demo for this game at all? I'd like to be sure it works on my machine before I buy it!
I'm afraid we don't have a timeline for a demo.
Finally I can play The Day of Sagittarius III for real! But man, fuck USD. So hyped and this thing is $32 AUD. Will definitely buy next sale or I've scavenged enough dropped change from under vending machines
Forgot to screencap, but thank you FlyingDog. You are a legend with good taste in everything and probably have a big [[whichever body part you wish to be proud of]] I'm really excited to play this. Developed by facepunchers, gifted by a facepuncher. This is why I love this community.
How do the FTL travel methods fit together? Can you unlock and utilise all of them or just pick one and be stuck with it? If it's only one, I'm hoping a mod soon adds the ability to use them all - no reason to be limited to just one if you could research all of them! [editline]29th March 2015[/editline] It seems like you can only pick one. That's a shame, maybe using more than one will be added as an option or something? Is it actually possible to mod yourself more FTL options?
It's possible to mod a [i]lot[/i] of things. Simply put: Star Ruler 2 itself is essentially just a mod for the StarFlare Engine. Bunker did a video a while back which just went over what the in-game Mod Editor can do. But the game is built nearly entirely out of .AS (AngelScript, a text-editor readable c++ like scripting language) and .TXT files. If you'd like a rundown on the sorts of things the in-game Mod Editor can do (spoiler: a [b]lot[/b]): [media]http://www.youtube.com/watch?v=OIwA8Xw_NA4[/media]
[QUOTE=Firgof Umbra;47416248]It's possible to mod a [i]lot[/i] of things. Simply put: Star Ruler 2 itself is essentially just a mod for the StarFlare Engine. Bunker did a video a while back which just went over what the in-game Mod Editor can do. But the game is built nearly entirely out of .AS (AngelScript, a text-editor readable c++ like scripting language) and .TXT files. If you'd like a rundown on the sorts of things the in-game Mod Editor can do (spoiler: a [b]lot[/b]): [media]http://www.youtube.com/watch?v=OIwA8Xw_NA4[/media][/QUOTE] Hmm, how hard do you think it would be to reshuffle all these FTL options onto the techtree as unlockable ...things? Any idea?
The ABEM mod has already done so, I believe.
Bought the game earlier today. Pretty damn fun so far.
Anyone got any good starting out tips? Should I start research early or wait for my homeworld to be upgraded first? Is the fleet you get at the start enough for a while? Things like that.
[QUOTE=DrugUnit;47417155]Bought the game earlier today. Pretty damn fun so far.[/QUOTE] I also did buy the game earlier today, but didn't have the chance to play it yet. I got a too large catalog of games and not enough time. Maybe I will be able to play it in 2 years
[quote]Anyone got any good starting out tips?[/quote] I find it is usually most productive to go for research starts and trying to immediately upgrade my Budget through the Commerce technologies - though going for an Influence start also has its perks if an early Zeitgeist shows up and you have the cards and influence to push it to a pass or fail. Energy start is a little rougher. Defense start if you want to rush opponents and try to subjugate people. By 'Start' what I mean is what you're spending your Welfare on and what you're attempting to capture with your first 5 or so planets. In the early game, I wouldn't swim against the current much. If you've got Explosives as your home-system's L1 you might start building towards a Defense Start, for instance. Also, I would clear out your Remnant camps and scan your Anomalies as quickly as possible. Shoot for the Remnants with similar strength to your ship - without the Aggression option checked they'll sit in space and eventually run out of supplies through repeated combat. What you're looking for are things like Mining Bases and Drydocks (securing a Remnant Ixion in the first 30 minutes of the game is a tough challenge, but if you can pull it off it pays large dividends with the power of those ships) - stuff like Luxury Tokens and Ancient Knowledge cards are really nice - but they're only useful to you if they're a part of a bigger Influence strategy you're working on. If you've got energy, make use of artifacts as quickly as you can. The Remnant Seed Ship (we call it 'Santa' internally) will drop by Empires who diminish their amount of Artifacts and make and spend lots of Energy. Seed Ships carry a whole bunch of artifacts themselves and are a good pinata to destroy but are very hard to do so with because they have super-fast engines. They are, however, as with all ships, vulnerable to being Ion Cannon'd. If you can get one dead in the water you might be able to take it out early, which should dump a whole mess of artifacts in the system. If you kill a Seed Ship, another one will drop by to replace it. If you get a Dread Pirate in your systems, know that the DP attacks Empires who have high trade/wealth and low security/defense. Its job is to attack your civilian traders, steal their cargo, and then head off into space to store it in "hordes". It can target all Empires and, if you destroy the Hordes, you get all the money it has stored in them. You can only find Hordes by scanning in deep space (all your ships have scanning equipment and passively scan around themselves) but Star Ruler 2 uses newtonian motion - which means if you can plot the course of the Dread Pirate from its heading, you can get a pretty good idea of where its horde might be. Nebulae are a good thing to shoot for in the early game with your Scouts if you've run out of things to explore. You can find planets, anomalies, and artifacts in Nebulae - but they're usually guarded by a Remnant fleet so be cautious with how you explore them. I could keep going but this post is long as-is!
I think I only understood about half of that, but thanks anyway! Played some more today and had a bunch of fun until I realized I hadn't grown my fleets at all and they were getting wrecked. :v:
My game gets to the start menu, is okay for a couple of seconds, then crashes :( Crash Log [quote]Loaded in 13.3 seconds Unhandled exception in thread 3 Building minidump C:\Users\Trevor\Documents\My Games\Star Ruler 2\\SR2_2015-3-29_14-6-52.mdmp Native: Startup Attempted to upload exception to the cloud [/quote] Specs [url]http://pastebin.com/fNNawLai[/url]
Known issue. Update your AMD Drivers and that'll fix it.
[QUOTE=Firgof Umbra;47418977]Known issue. Update your AMD Drivers and that'll fix it.[/QUOTE] It worked!
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