Star Ruler 2

Star Ruler 2

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GGLucas  [developer] Aug 24, 2016 @ 7:44am
Featured Mods
This is a thread for collecting some of the largest mods for Star Ruler 2, in no particular order. There are many great smaller mods, but these featured ones are definitely worth looking at for anyone interested in exploring more content and gameplay.

Think your mod should be here? Leave a post!

DOF
http://steamcommunity.com/sharedfiles/filedetails/?id=485910456
An extensive collection of races and factions to play, with many unique mechanics added. The main factions mod comes with a number of significant gameplay changes, but the individual shipset mods can be installed independently for use in vanilla games as well.

Rising Stars
http://steamcommunity.com/sharedfiles/filedetails/?id=355873534
The successor to vanilla SR2's ABEM mod, Rising Stars comes with new races, many new technologies and features, and a drive to keep inventing new ways to mod the game.

Alternative Interface
http://steamcommunity.com/sharedfiles/filedetails/?id=566170674&searchtext=interface
If the base game's UI and iconography isn't to your liking, take a look at this complete overhaul of the UI style. For a version compatible with the Rising Stars mod, see this item.


And a big thank you to all you SR2 modders out there, featured here or not, for the awesome stuff you put out!
Last edited by GGLucas; Sep 16, 2016 @ 1:15am
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Showing 1-12 of 12 comments
Dalo Lorn Aug 24, 2016 @ 7:53am 
*chuckles* Seems it's official now... DOF's somehow second fiddle even when ABEM's at its weakest. xD

*shakes the GitHub repo, hoping something new will fall out of it*
dolynick Aug 24, 2016 @ 8:00am 
Originally posted by Dalo Lorn:
*chuckles* Seems it's official now... DOF's somehow second fiddle even when ABEM's at its weakest. xD

*shakes the GitHub repo, hoping something new will fall out of it*

Lol. Well you do have over twice as many subscribers. I don't mind, it's fitting in that respect. If I was feeling competitive though, I'd point out that they are "in no particular order" ;)

A big thank you to Lucas and crew though. It's always nice to make the short list and I appreciate that they included my effort.
Last edited by dolynick; Aug 24, 2016 @ 8:02am
Dalo Lorn Aug 24, 2016 @ 8:03am 
Eh, the subscription thing's probably because ABEM dates back to Early Access whereas DOF popped up a few months after release. The discrepancy is probably offset by the fact that most of those people seem to have stopped playing. :/
Alarcarr Aug 24, 2016 @ 1:29pm 
ABEM started in EA with the only purpose of trying another values for subsystems and things myself.I had no intention of doing a mod back then.Somehow we end where we are.
Swizzler Feb 19 @ 8:52pm 
Ordpus, thanks for the API ref.
dolynick May 28 @ 10:35am 
Non-Steam Workshop versions of the DOF mods can now be found at http://www.olynick.net/sr2/ for GOG users.
Thanks, I wanted to try them all at once (that may have been a mistake) but holy mother of god.

Not sure if this is an incompatibility between Rising Stars and the Shipset or just a Star Ruler 2 Issue.

I simply cannot install all shipsets unless I install maybe 16-32 Gigabytes of RAM in my System or something like that (making a hyperbole here)

I mean look at this O_o https://imgur.com/a/y2L04

is this "known"? I don't expect you to fix it (you probably can't anyways) but that's crazy.

At least I know the game makes use of every bit of hardware it gets its hands on in some circumstances ;)

Edit: Swap File is ~10 GB - I could, of course increase the size of that, lemme try (since its on an SSD this isn't as bad as it might sound at first) - on second thought, nah, I set up an extra partition just for that (no space left) and don't want to slam a pagefile on other partitions - its not a big deal anyways)

Edit2: Ah it is kind of known when one reads the Description of the Faction add-on: "-The high number of added shipset resources (when enabled) may cause problems for older hardware." - well I wouldn't call 8GB Physical RAM and ~10 GB Swap on SSD old, but I get the idea ;)
Last edited by Engine Of Darkness; Jun 4 @ 6:08am
dolynick Jun 4 @ 10:15am 
is this "known"? I don't expect you to fix it (you probably can't anyways) but that's crazy.

Yes. It is known and expected. SR2 can't use compressed textures in memory so having that many high resolution textures in play at once can use a lot of memory. Think of it as having BMPs loaded into memory instead of JPEGs - Not accurate, but you get the idea. I recommend at least 16 GB of RAM if you want to use the whole collection at once at high/Ultra settings. It's also simply a huge amount of content with it all enabled - Like running SoA2, SGI, Fall of Kobol & SW Interregnum all at once in SoaSE. I think it's pretty amazing that the game can actually do it, but yes, there some hardware requirements well above the recommended specs for the game needed to pull it off smoothly (mainly memory).

If memory is an issue you can:
A) As you say, add some swap file. This will perform poorly but should work ok if it's not an extreme amount of swap to physical memory.
B) Turn down the texture detail slider. You'll lose a lot of detail and things will start to look muddy but SR2 can and will scale down the textures to as low as 1024x1024 max at the lowest setting.

The shipsets were done with the idea that older PCs with less resources would use the detail slider if they had to. It made more sense to me to provide the best quality (at the time) and allow the downscaling voluntarily than to limit the quality for high-end and future hardware setups. That's not to say that I couldn't have done a better or more efficient job on some stuff, but that's how things stand.

Also, DOF main should work more or less fine if you do choose to leave out one or more shipsets to cut your load. The Homeworld 2 shipset is more of a bonus project and isn't actually directly supported (atm at least) in DOF main either, so you can leave that one out without missing anything if you are so inclined.

Edit2: Ah it is kind of known when one reads the Description of the Faction add-on: "-The high number of added shipset resources (when enabled) may cause problems for older hardware." - well I wouldn't call 8GB Physical RAM and ~10 GB Swap on SSD old, but I get the idea ;)

That was written back when the mod was more or less Stargate only and shipsets weren't even split out of yet. 8 GB would have been fine then but DOF and its shipsets have expanded greatly since then as well. Both in terms of quantity and quality. I haven't changed the statement because I think it's more or less still appropriate. These days I'd say it's pretty common to see 16 GB of memory in a system and I'd say serious builds are moving to 32+ GB. I personally wouldn't even consider building a new PC without at least 8 GB as the bare minimum unless I knew it had a very limited usage scope that wouldn't need more than 4. Opinions will vary of course and older systems will be what they will be since they often don't get upgraded and just replaced eventually instead.
Last edited by dolynick; Jun 4 @ 10:39am
It's all fine. I was just a bit surprised about the Overall RAM usage while being in the Main Menu (should've said this screenshot was made being in the games main menu). Almost seemed like some sort of memory allocation bug where large textures / meshes would exacerbate an existing problem.

I agree with your approach to use the texture slider. I honestly forgot it even existed in this game (silly me).

At least the game can address more memory in this way. There are other games I play which due to their 32bit nature cannot and it sucks (because there I do get out of memory crashes due to graphical mods).

So I'd rather have a game which uses quite a bit more memory but can do so without problems than a game which uses little memory but happens to get out of memory crashes once going over a threshold.

And regarding PC upgrades - Yeah, my system is some sort of Frankenstein in need for a replacement. But I mostly play old, modded games, so I'm indefinitely pushing upgrading back time and time again. It's really just me being lazy more than anything else actually...

Edit: For Future reference or others trying this:

Having all Shipsets active (except the homeworld one) I need to go down to "Medium".

Trying to use High still resulted in my system running out of memory (8 GB physical ram + 10GB swap file filling up)

Also, generating all the icons in the "New Game" Menu will take quite some time (1-2 minutes, if game is installed on an ssd which may be a factor). And the icons need to regenerate at each game start it seems, not sure how this affects loading games to be honest.
Last edited by Engine Of Darkness; Jun 4 @ 12:59pm
It's all fine. I was just a bit surprised about the Overall RAM usage while being in the Main Menu (should've said this screenshot was made being in the games main menu). Almost seemed like some sort of memory allocation bug where large textures / meshes would exacerbate an existing problem.

SR2 loads ALL assets immediately, so it's to be expected even in menues. It doesn't do selective or "as-needed" loading like some other games. This means that it eats up way more memory at launch/menu and takes longer but it should never have "loading" delays in-game once it is done.

At least the game can address more memory in this way. There are other games I play which due to their 32bit nature cannot and it sucks (because there I do get out of memory crashes due to graphical mods).

So I'd rather have a game which uses quite a bit more memory but can do so without problems than a game which uses little memory but happens to get out of memory crashes once going over a threshold.

Yes, I love that SR2 is 64bit and is more or less effectively unlimitted outside of hardware. I don't know what happens with the 32bit client as I've never used it but I consider it to be for "legacy" systems/hardware.

SoaSE uses DDS textures which can remain compressed in memory. Most of those mods I listed above would probably crash out even used individually if it weren't for the DDS usage as they'd all most probably be over the 2GB (3GB with LAA) limit of the 32 bit game.

I agree with your approach to use the texture slider. I honestly forgot it even existed in this game (silly me).

Thanks and I'm glad you agree. It's not perfect but seemed like a reasonable compromise. The downside to doing it this way is that it may not be immediately apparent or occur to people if they do have issues. I try to suggest it whenever it comes up but there will always be those players who aren't aware of it or who forget.

And regarding PC upgrades - Yeah, my system is some sort of Frankenstein in need for a replacement. But I mostly play old, modded games, so I'm indefinitely pushing upgrading back time and time again. It's really just me being lazy more than anything else actually...

No worries. Have to work with what you've got. I'm just glad to hear you did find settings that worked acceptably well for you. Hope you enjoy your time with the mod.

Having all Shipsets active (except the homeworld one) I need to go down to "Medium"

This (Medium) is limiting textures to 2024 x 2024 in size. Most supports in DOF use that size or smaller. Flagships typically start at that size and go up, with a fair few using 4k textures and a small number using larger than that yet. Things will probably look ok on most flagships but some will have "ugly" details like lights at medium and may be a little muddy in some cases.

Just for reference High allows up to 4096 x 4096 max.
Ultra allows up to 8192 x 8192 max.

There are a only handful of textures in the DOF shipsets that are over 4k x 4k (5k x 4k or 6k x 4k) and the largest currently sits at 8k x 4k (of which there are 2 I believe).

Also, generating all the icons in the "New Game" Menu will take quite some time (1-2 minutes, if game is installed on an ssd which may be a factor). And the icons need to regenerate at each game start it seems, not sure how this affects loading games to be honest.

This is normal.

SR2 uses PNG format for all its textures and icons. PNG is a lossless compression format (whereas DDS is lossy) but has to be decompressed and inflated into memory, unlike DDS.
White boxes in place of icons (and also white textures) are textures that haven't been loaded into memory yet. The load time is the result of the time to transfer from disk and to inflate the image into memory. The more stuff to load (IE shipsets, etc) the longer this will take, and will vary by your storage device, cpu and memory performance. The white boxes are intended and are a "feature" of SR2. The devs intended for you to be able to start a game before all assets are loaded and most of the time it will work just fine. If you do run into stability problems though while that is happening, waiting for it load everything is worth a shot.

Using all DOF shipsets (except HW2) at Ultra does take some time even from my 850 Pro and 32 GB of RAM. In truth, this doesn't make me happy but it's either cut quality (or content) or put up with the delay. One day, I hope to see how much improved it is when loading from NVMe with x4 the speed but that's not in my upgrade budget for my desktop for the time being (also no proper support on this motherboard, so extra issues). My new HTPC has one though, so maybe one of these days I should give it a test on there.
Last edited by dolynick; Jun 4 @ 10:47pm
Alarcarr Jun 4 @ 10:40pm 
As dolynick explained , shipsets take a huge amount of RAM but u can use either his mod or ours with almost no memory usage.
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