Star Ruler 2

Star Ruler 2

34 ratings
Rising Stars
File Size
9.023 MB
Dec 5, 2016 @ 6:02am
Nov 9 @ 12:39pm
11 Change Notes ( view )

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Rising Stars

The year is 722 AP. For the first time in years, the galaxy is at peace. On one side, a loose coalition of like-minded races encourages trade and peaceful coexistence between its members, defending themselves against anyone who would conquer them. Defeated but not destroyed, its opponents have retreated to their space to rebuild their armies and regain their strength. It is but a brief respite - but it is a welcome one nonetheless.

It is a respite that is about to come to an end. On one side, refugees from a distant galaxy are claiming worlds near the edges of civilized space, resupplying - sometimes violently so - as they prepare to flee from a mysterious galaxy-devouring entity. Elsewhere, worlds which were once lush and bountiful are being stripped of resources, violated by a technology the likes of which has never been seen before. It is the beginning of an invasion whose omens had largely been ignored for over a decade. It is the coming of the Vanguard.

Amidst the chaos, a world of machines awakens from its indifference. The last remnant of an ancient empire, older than the Ulthaar, foresees its doom and scrambles to defend itself - but the rest of the galaxy may not agree with its methods, or cooperate with it...

A large-scale mod that seeks to expand and improve various aspects of SR2's gameplay. Designed primarily for use with the Wake of the Heralds expansion. While the mod should still function normally, some content may be missing.

Current version: 1.2.0 (Coming of the Vanguard)

The current release of the mod features the following:
  • Five new lifestyles with various pros and cons
    • Berserkers, exemplified by the warlike Rahta race
      • Be the finest warriors in the galaxy, but be wary of galactic peace, for your internal strife will cripple you
    • Pacifists, such as the telepathic Fasshi
      • Peace is a means and a purpose to your people, but war disturbs them greatly
    • Researchers, exemplified by the determined Alipha
      • Stop the impending Overlord invasion through the power of superior technology
    • Progenitors, represented by the ancient, recently reawakened Ulthaar
      • Rebuild your broken civilization and awaken the Remnants to reclaim your heritage
    • Ringworlders, the first 'Vanguard' race, exemplified by the hedonistic, sedentary Bluuhbi
      • Funnel the galaxy's resources to your Ringworlds as you work to reassert your dominance over the Vanguard and gain the favor of the Overlords by ensuring their conquest of this galaxy
  • A fully transformed tech grid, bringing back the organized nature of the ABEM grid and reintroducing its specialization system
  • More than a dozen new subsystems, including Ferrofluid Armor, Miner Hulls, Covariant Shield Generators, and Singularity Cores
  • A complete overhaul of weapon balancing
  • Several new orbitals - Stellar Shield Generators, Power Transmitters, Subspace Telescope Arrays, and others
  • Several new buildings, including Command Centers and Centralized Coordination Complexes
  • Increased control over the way the game plays, with settings such as First Contact Mode, Research Effectiveness Decay, and more being changeable during game configuration
  • New gameplay mechanics:
    • Derelicts - flagships not using Sinew now have a chance of being disabled rather than destroyed when they lose all their Control, depending on how badly damaged they are
    • Stellar phenomena - the unique 'Nebula' system of the base game is now a variety of non-unique nebulae with all sorts of different effects and valuable resources, while black holes hold valuable 'Ancient Hubworlds' that are guarded by powerful Remnant fleets, and are no longer limited to galactic cores
    • Boarding - send troops to attack the enemy from within and take their ships for yourself
    • Vanguard Victory - races such as the Bluuhbi can construct Portal Stabilizers on Ringworlds and Artificial Planetoids, working to summon an unstoppable alien armada
  • New maps:
    • Precious Clouds - 4-player map; race to rule the rich nebulae at the heart of this small sector

Full patch notes can be found in the forums.
Rising Stars on GitHub:
Rising Stars on ModDB:
Rising Stars wiki:
Rising Stars forums:
Rising Stars Discord chat:
Support Rising Stars on Patreon:
Patch notes:
Popular Discussions View All (8)
Jun 7 @ 11:00am
Powering Down
Dalo Lorn
Feb 19 @ 9:41am
Some Feedback (DaloLorn asked)
Engine Of Darkness
Feb 27 @ 1:55am
Feedback: Missing localization(s)
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Imortis317 Nov 27 @ 10:02pm 
Yeah I really like wha you did with the tech tree. It is much easier to map around than the original. Plus eachs ection has has its own set goal.
Gestalt Nov 23 @ 11:07pm 
Thanks for the mod, it's awesome.
Imortis317 Nov 23 @ 9:59pm 
Thanks. Your advice helped along with me lowering the number of mods down to only 6.
piccolo255 Nov 23 @ 8:37pm 
If you run big overhaul mods (RS or DOF), you're pretty much limited to that mod + shipsets due to mod conflicts.

I don't recall any game crashes in 300+ hours of playing with mods, so it's probably fine. Of course, YMMV, etc. The game itself is quite stable, but sometimes mods are buggy or they uncover some buried bug in the game.

To reiterate Dalo Lorn's advice, when you start the game up, you should wait for everything to load before starting/loading a map, just to be on a safe side. A good way to confirm this is to click on the "new game" and leave it on the race selection screen. When there are no more white icons on that screen, it's safe to proceed or return to main menu and load :)

Loading shouldn't take long with vanilla or gameplay mods, but if you're running heavy stuff like DOF shipsets on an HDD (like I do...), it can take a few minutes.

Finally, after enabling/disabling mods, you should quit and restart the game, or it could crash when loading map.
Imortis317 Nov 23 @ 1:17pm 
Ah ok. Though what would you recommend for the amount of mods that should be run in this game? Is there a certain point when the game becomes unstable?
Dalo Lorn  [author] Nov 23 @ 1:12pm 
Yeah, running more mods can make things worse. It helps if you wait a bit for everything to load, though. (White icons indicate a texture hasn't finished loading yet.)

Also, some mods can conflict without being detected by the mod loader.
Imortis317 Nov 23 @ 12:56pm 
Like I said I barely got this game yesterday and I am wondering if anyone has trouble running mods at all. Though it maybe due to me trying to run 7 to 8 mods. Is there a specific number of mods one can run in this game before it becomes unstable. For me I notice that the icons become white and sometimes the game even crashes while still in the main menu.

Hopefully this clears things up a bit.
Dalo Lorn  [author] Nov 23 @ 11:52am 
Your issue's a little... vague. That being said, yes, mods can make the game more unstable, particularly under certain conditions. RS shouldn't have too much of a negative effect on its own, but without more info I can't guarantee anything.

It's probably not a Win10 issue, though - I've got it too, and I rarely experience any major issues.
Imortis317 Nov 23 @ 1:59am 
I have a question. I just got this game, but I found that mods just cause it to become unstable and crash. I am not sure if its just because I am using windows 10 or something else. Have you had this same problem?
Dalo Lorn  [author] Nov 12 @ 11:22am 
Finally got the 1.2.0 patch notes wrapped up. I think I need a break now... I'll put it up on ModDB sometime this week when I have the time. (Hopefully Monday.)