Star Ruler 2

Star Ruler 2

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Thy Reaper  [developer] Jun 24, 2014 @ 1:27pm
Reporting Bugs
When reporting bugs, please provide details about what happened, and anything that may have led up to the bug, and upload relevant screenshots, logs, minidumps, and saves.These files can be located in "Documents/My Games/Star Ruler 2/" on Windows and ~/.starruler2/ on Linux. There is a log, log.txt. If you are reporting a crash on Windows, a minidump named "SR2_yyyy-mm-dd_hh-mm-ss.mdmp" will be created, and the related log will be copied with the same name as a .txt file. Saves and screenshots can be found in the folders of the same name.
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Showing 1-15 of 15 comments
Etgfrog Jul 23, 2014 @ 4:12am 
So what do you do about crashes that happen that leave an empty log and no .mdmp file?
Thy Reaper  [developer] Jul 23, 2014 @ 9:40am 
We cry a little inside. You could upload a save if the issue replicates, or just describe what may have led up to it.
Fugitive Utopian Jul 29, 2014 @ 7:02pm 
i have a save that crashes every time, i have loaded it and tried diffrent actions to see if the crash would keep happing, it does. how/where do you want me to upload it?
Thy Reaper  [developer] Jul 29, 2014 @ 8:11pm 
You may upload it to any file hosting service you choose.
Socialist Dec 15, 2014 @ 5:21am 
The "stop colonizing planet" option seems to not work.
Thy Reaper  [developer] Dec 15, 2014 @ 10:14am 
Please report bugs in a separate thread.
Von Kluge Sep 18, 2015 @ 6:24pm 
Hey guys, I just tried SR2 and yet I already have to go on this thread x). Anyway first I would like to say that I was really excited about this game, and that it is up my expectations, so I'd like to thanks the developpers for this great game.

There is something however that bugs me a lot, and as far as I know this game has been out for a year already so to be honest I am really surprised it hasn't been reported and corrected yet.

It is not an improbable glitch that happened under one-in-a-million circumstances; it has to do with lines of fire.

In order to make communication as smooth and easy as possible let me define a few things. Anyone with some understanding of the game mechanics will agree that we can characterize 12 "directions of fire" when dealing with the direction from which damage is taken (this is obviously due to the hexagonal nature of the ship layout). I will refer to those directions as with the trigonometric circle, with degres values (so going from 0° to 360° with a 30° increment).

I had fun trying stuff in the sandbox mode, and it quickly appeared that there must be some kind of error in the way those directions of fire are defined. I mean come on guys, who hasn't already noticed that for two ships facing each other perfectly, the damage is always dealt with a 30 degres angle. And not like 30 degres on the left or 30 degres on the right, that would statistically even out, no, always 30 degres on the left.

So my first hypotheses was "maybe all directions are rotated with an angle of 30 degres towards the left direction, i.e. in the trigonometric direction (a.k.a. counterclockwise).

But no, as further investigation easily shows: the left (90°) and right (270°) directions are okay, yet the back direction (180°) is also messed up, but with a 30° difference towards the right this time. In other words, both front and back directions are bent towards the left.

I hope make myself clear, I am sure any developper will instantly see what I am talking about. I am looking forward to hearing from you, whether this is a problem that can be fixed (I have faith it is) or there is some kind of reason (that I am currently unaware of) that brings sens to this.


dolynick Sep 18, 2015 @ 11:35pm 
What your describing sounds like a byproduct of the hex system. Damage travels in "lines" but in accordance with hex faces in the design. Each face will cover a 60 degree range, starting as a polar coordinate starting at 0. You're probably seeing 0 and 180 both going "to the left" because of rounding of ranges. 0-60 for first face, 61-120 for 2nd face, 121-180 for third face, etc.

In essence this would mean that all damage is shifted to the nearest median. 30, 90, 150, 210, 270 and 300 degrees "straight" lines, starting from the hex it impacts at.
Von Kluge Sep 19, 2015 @ 12:39pm 
Well your point would be true if there were only 6 directions of damage, the 6 you mentionned. But there truly are 12.

There is a very quick and simple way to support my claim: just build a big hexagonal bulk of sheer armour with a dot of control deck at each of his 6 corners. Then attack it with a laser.

You can see that the damage progression travels "as a frontline", that is straight, and hence you can define the damage direction as the perpendicular to that line.

Thanks to the scale grid we can easily play with the angle from which your attacking vessel will damage the immobile hexagonal target (only thing you need to know is that tan(30°)=0,58), and you can see that the 60°, 120°, 240° and 300° are well-define. So there is no logical reason why the 0° and 180° ones could not be.

In other words, the rounding of ranges system should shift (-15°) - (+15°) to the 0° direction, 15°-45° to the 30° direction, etc...

It does it well for every directions BUT the front and the back. Try what I described and you will see the point instantly.

I'm just trying to help make a great game perfect you know x)
Crucible Dec 1, 2015 @ 9:22pm 
For some reason whenever I save my game it doesn't show up in the load menu.
m007kuzya Jan 11, 2016 @ 7:45am 
I find some minor bugs:
1. with Mono i can not upgrade a lvl 0 planet to lvl 1 planet, if it has only lvl 0 resources or without resources. So it is no reason to me to colonize a planet with iron or aluminium, because it gave me only 4 (6) labor with cost of 80k maintenance +150k and time to produce population(+FLT shards). Factories with some upgrades can give 11+ labor for 150k maintenance and only 20k cost to build... And factory do not use pressure!
2. I toggle repeat query button, to make cyclic construction 1b population. Then i add some orbital construction in this query, for example - outpost. When planets finish currently constructing population - it start to construct outpost, and place construct 1b population into query. It is ok. But when planet finish construction of outpost - he is do not remove it from query and again place outpost in next query after construct population. If i press "cancel outpost" (because outpost is already ready) - outpost are magically disappear :)
3. zoom in spiral Galaxy are broken. Very often when i try to zoom in to some of "lower" system in it - it not zoomed, because interface think that i try to zoom in to some "upper" system and it is already max zoom here :( it is big headache to manage zoom with spiral galaxy. So i avoid to create such type of galaxy in the my games.
m007kuzya Jan 11, 2016 @ 8:06am 
upd: also, i don't know are this is bug or not, but if any planet has noxious atmosphere (-1b population cap) and i construct a population over limit - this addition population does not increase generated pressure. May be this is indeed, but this is not truly logical:) Mono is truly robots, and problem with atmosphere must be indifferent for them :) If i can produce 8b population on planet with 7b population cap, why this population can not produce recurses (use or export pressure)?
Der Liebe Frankie Apr 30, 2016 @ 10:31am 
Touch pad support: Missing.

I have a laptop with a touchpad. So there are no mouse dual mouse buttons.

I run into the following 2 issues:

1) I can't rotate a turret. Object rotation is not listed in the key bindings.

2) I can't do the tutorial as it is documented because zoom is shown as either pull the mouse-wheel (there is none) or click both mouse buttons at the same time while dragging (can't click both buttons at once on the mouse-pad).

A workaround is in the key bindings to use the keys I and O for zoom, but that isn't explained in the tutorial dialog, so it will confuse other new players using a touchpad.


I recommend trying to play the game on a touch-pad laptop for QA, or worst-case (I'm kidding here) listing a mouse as a system requirement and saying touch-pads are not supported.
Thy Reaper  [developer] Apr 30, 2016 @ 10:36am 
Zooming can be done by moving the mouse with both mouse buttons pressed. That should work on a touchpad.

Also, please report issues as a separate thread, not as a reply to this thread.
Last edited by Thy Reaper; Apr 30, 2016 @ 10:36am
ageofinformation Jan 9, 2018 @ 4:13pm 
Ship cost discrepency between purchasing on planet and purchasing from fleet menu: decimal is misplaced. 1.5 million support ship costs 15 million when built from planet menu. Am I missing something here? Does the planet force me to buy lots of 10?
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