Star Ruler 2

Star Ruler 2

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GGLucas  [developer] Jan 7, 2015 @ 4:53pm
Patch Notes (r4257, January 23rd)
Added
* Add new "Nebula" unique system.
* Adding some more race portraits.
* Add a game option to hide the locations of other systems/stars until an adjacent system is explored.
* Add planetary thruster building.
* Add singularity lab orbital.
* Add orbital frame constructor artifact.
* Added graviton condenser subsystem that can be activated to damage and eventually destroy stars and planets.
* Add cloaking mesh subsystem.
* Added a few 'scalable' resources, resources that don't have a required level, can't be exported and gain more benefits depending on the level of the planet they are on.
* Added Muon Cannon (support) and Muon Cannon Battery (flagship) weapons.
* Add Titan Hull, can be researched and used for various benefits and more interior space on ships.

Changed
* Small improvements to the looks and usability of the fleet support ship management interface.
* Bonuses/penalties for highest/lowest contributor in votes are now integrated over time instead of only checking the final votes of each empire. The vote tab displays which empires are currently considered highest and lowest contributors.
* Ship designs are now based on a static hex size with a limited amount of space available, instead of stats scaling based on the percentage of the ship covered. This invalidates many old ship designs.
* Removed adjacency hp bonus from armor.
* Armor on the outside of a ship does not count towards ship interior space limit.
* Flagships and defense stations are now in separate quickbars instead of together in the fleets quickbar.
* Peace proposals now use the treaty system.
* Flagships now need to rotate in the direction they're moving in before starting to thrust.
* Planetary wonders have been removed.
* Food and Water resource effects have been removed.
* Planets now go up to Level 5, resource requirements for level 4 have been lowered.
* FTL Crystals are now a scalable resource that provides more FTL/s as it levels up.
* Completely rework the layout of technologies in the research grid.
* Changed the bonuses Zeitgeists give to the highest/lowest contributors in the vote.

Fixed
* Fix remnants leaving their systems in The Expanse.
* Fix bug with selecting different locales.
* Hyperdrive speed can now recover due to repair even during FTL.
* Homeworlds can no longer be gimped due to being mostly ocean/lava.

AI
* AI now has a basic understanding of treaties.

Modding
* Empire attributes are now generated automatically whenever a hook uses a previously unknown one. New attributes are initialized to 0 by default.
Last edited by GGLucas; Jan 23, 2015 @ 12:52pm
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Showing 1-15 of 80 comments
Vollmetal Jan 7, 2015 @ 6:16pm 
yay for generated attributes, ty lucas :)
MuiLaV ← Jan 7, 2015 @ 6:48pm 
Is it possible to add unicode support to the game for locales? That would be great.

Currently umlauts aren't displayed (for german) and ä, ü, ö, ß etc. has to be replaced with ae, ue, oe, ss instead. =)
GGLucas  [developer] Jan 7, 2015 @ 6:55pm 
The game has full unicode support, but locale files need to be saved in UTF-8 format (without BOM) in order for them to work.
MuiLaV ← Jan 7, 2015 @ 7:10pm 
Yes, perfectly, i'm going to love the game. Thanks for the answer. :happymeat:

http://steamcommunity.com/sharedfiles/filedetails/?id=371378647
Dalo Lorn Jan 8, 2015 @ 2:40am 
Nebula, neat.

As for generating attributes, that reminds me... is it possible to override, say, Planet.tick() without having to make your own Planet class from scratch? (Or directly modifying the core game scripts, forcing me to keep them up to date.) I'm not entirely sure how extensively I can use inheritance in the scripts. (The fact that I'm making subclasses of StatusHook, AbilityHook and WhateverHookTypeYouCanComeUpWithHook without making functions for each one of them suggests that this is possible, but I'd like to check before I spend hours trying to rewire the thing.)

Before you say anything, I know I'd have to alter a few data files to actually make the transition work. It's just a "yes or no" question.
Dalo Lorn Jan 8, 2015 @ 5:31am 
Bug report and question:

Bug: Remnants see just fine despite the reduced vision debuff in a nebula. They bombed me long before I found them.

Screenshot uploaded, just gotta link to it. I'm working on it. http://steamcommunity.com/sharedfiles/filedetails/?id=371548021

Question: Is a nebula supposed to be a featureless region of space? I expected... well, a gas cloud of some sort. All I got was blank space, like a star system without a star.

Screenshot also uploaded. http://steamcommunity.com/sharedfiles/filedetails/?id=371548004
Last edited by Dalo Lorn; Jan 8, 2015 @ 5:34am
Firgof Umbra  [developer] Jan 8, 2015 @ 5:40am 
Last edited by Firgof Umbra; Jan 8, 2015 @ 5:41am
Dalo Lorn Jan 8, 2015 @ 5:43am 
Strange. I'll try again - the first time I tried, I had ABEM enabled. The second time (which is when i took those screenshots), i disabled ABEM from within the game. However, as we already know, the mod disabler isn't QUITE working as intended; it could be that it didn't manage to load the vanilla game's files. (Though why it wouldn't have done so when ABEM was running baffles me.)

Edit: Eh, this looks a bit like a dust cloud. Maybe you should give it a bit more color. :P

Re-edit: You would think I'd notice that I'm running with galaxy gas disabled. I even checked my graphics settings before I posted!

Re-re-edit: Uh, to rephrase my above edit: I figured out what's wrong. :P
Last edited by Dalo Lorn; Jan 8, 2015 @ 5:48am
Firgof Umbra  [developer] Jan 8, 2015 @ 5:50am 
This is their first pass. We'll be improving them before we push it to stable.
Dalo Lorn Jan 8, 2015 @ 8:48am 
*chuckles* Oko... I wonder whether it's intended to mean "Eye" or "About/Around"... ;D
Firgof Umbra  [developer] Jan 8, 2015 @ 8:50am 
It's a take on 'Oak' actually - figured they should have a name that sounds woodish, given their appearance.
Dalo Lorn Jan 8, 2015 @ 8:52am 
Well, it doesn't sound woodish to anyone from Croatia (or, presumably, any of the former Yugoslavian territories), that's for sure. xD

Still, having just mentally checked the English pronunciation, I think it did a good job. :)
Fox Jan 14, 2015 @ 8:41pm 
I have to admit, I'm a noob at ship design, the infinite number of permutations hurts my head, but I'm not sure what this means:

Ship designs are now based on a static hex size with a limited amount of space available, instead of stats scaling based on the percentage of the ship covered. This invalidates many old ship designs.

If this is so obvious it causes you to face palm then my apologies - but I'm most interested in how old ship designs may be invalidated (so I can consider that now in my current designs). Thx.
GGLucas  [developer] Jan 14, 2015 @ 9:22pm 
Unless you're familiar with the way ship design stat calculation worked in previous versions, the only thing you'll be visibly noticing is that the amount of hexes you can use in a ship is now limited, as you can see in this picture:

http://data.glacicle.org/sora/sr2/interior_space.png

The stat calculation basically means that instead of stats being calculated by % of the ship used (that is, a ship with a laser that took up 20% of the ship would do the same amount of dps regardless of whether the ship was 100 hexes and it was 20, or the ship was 10 hexes in total and the laser was 2), now each hex just adds a static amount of dps when you add it. This will not make a difference for ships that use the maximum amount of hexes.
Dalo Lorn Jan 15, 2015 @ 12:53am 
Is it a bad thing that instead of "yay, they changed the system into a better one", I'm thinking "oh crap, ABEM's balancing has just gone down the drain..."? :o
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Date Posted: Jan 7, 2015 @ 4:53pm
Posts: 80