Star Ruler 2

Star Ruler 2

39 ratings
dolynick's Faction Add-On v2.
Type: Mod
File Size
31.627 MB
Jul 21, 2015 @ 7:51pm
Jul 13 @ 7:39pm
84 Change Notes ( view )

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dolynick's Faction Add-On v2.

Adds various popular Sci-Fi factions to the game. It offers custom races, subsystems, sounds, pre-configured designs and some reworking of base game systems. There are also several shipsets available for use as well, see below.

Currently Included Factions
Those factions marked with (WotH) require the Wake of the Heralds expansion/DLC for access.
Stargate: Atlanteans (WotH), Asgard, Goa'uld (WotH), Tau'ri (WotH), Wraith
Star Wars: The Empire, Republic/Rebels
Battlestar Galactica: Colonials (WotH), Cylons (WotH)
Star Trek: The Federation (WotH), The Klingons (WotH), The Borg (WotH)

Gameplay Changes
-Planet, Star & Galaxy sizes are greatly increased. Ship scaling has also been adjusted to provide more visual disparity between Size settings.
-FTL drives have been adjusted accordingly for increased galaxy size, but sublight engines are at a greater disadvantage than in the default game.
-Shields systems have been modified and can be considerably stronger.
-Many new weapons and subsystems have been added, some generic and others faction themed.
-Additional Government types with different benefits have been added.

Optional Shipset Packs
There are a number of shipset pre-configured packs available for use in conjuction with this mod:
-DOF-Shipset-Star Wars
-DOF-Shipset-Battlestar Galactica
-DOF-Shipset-Star Trek (Partial race support only)
-DOF-Shipset-Homeworld 2 (shipset only)

Please note that if you do not use a particular shipset, pre-made designs will still function but they will default to models other than their proper respective ship. You may tailor your system load by enabling only those shipsets you require for your game session.

Foundation Mods
The following mods were used as starting points and may or may not have portions still in use.
All credit for the remaining portions goes to their respective creators.
-Astronomical Names (by wolfenray73)

Known Issues
-It is best to wait for the mod to complete loading (all icons fill in from white boxes) before attempting to start a new game. Some users may experience crashing if they do not wait.
-Some things may not work correctly upon first in-game loading of the mod. To be sure, restart the game after first enabling the mod. Starting the game with the mod already enabled should be fine.
-The high number of added shipset resources (when enabled) may cause problems for older hardware.
-Balancing: There may be any number of balancing issues with the factions. I do want some semblance of balance but it's a work in progress.

Special Thanks
-Dalo Lorn for his help in getting to know the coding aspects of the engine.
-GGLucas for having the patience to deal with my questions on how to handle and implement some things.
-The Copyright Holders of the various materials referenced in this mod for their imagination and hard work in its original creation.
-piccolo255 for coming up with a fix for system links in map generation.
-vaaish for Oko default designs.

Non-Steam Downloads
Non-Workshop downloads for DOF mods can be found at

Change Log
-Adjusted the formula for money income of Civic Sections.
-Attempted fix for a bug that would allow exceeding the normal restrictions for the number of Civic Sections allowed in a design.
-Increased the energy cost of Hydroponics Satellites.
-Corrected mistagging of BattlestarHull.
-Removed the restiction of Hangar Bays forbidding labor export as it was conflicting with other exportable labor.
-Corrected some issues with Hangar Bay construction and UI behavior.
-Hangar Bay hexes now have some health and DR like other subsystems.
-Hangar Bays may no longer export labor.
-Repair from stations and orbitals is now properly capped at a max of 1% total health per second.
-Removed the AI's ability to retrofit Repair Stations due to possible serious game performance issues. May be restored later if a proper fix is found.
-Fixed some bugs and issues with Hangar Bays interfering with existing construction abilities.
-Fixed some issues with Wraith Hiveship design availability.
-Increased the size limits of fighters to 28 and bombers to 60 to better reflect source material sizes.
-Integrated Hangar Bay buff into design stats to make it easier to guage effectiveness.
-Size adjustments to several default designs.
-Fixed support cap reduction on level 6 planets of destroyer based factions.
-Wraith Hiveships support cap penalty now applies only to Support Cap modules and not Hangar Bays. Default designs no include Hangar Bays.
-Adjusted shield generator power usage to be more in-line with the current stock game settings.
-Greatly adjusted stellar light output so that light from a secondary star now reaches neighboring systems at default system spacing.
-Removed erroneous maintenance cost from support Deflector Shields, Phasers & Photon Torpedoes.
-Integrated FXAA mod.
-Fixed starting fleets missing from Republic faction.
-Hydroponics stations no longer require 100 research points to build. They now cost 0.25 energy/s to maintain.
-Revised Supply amount and maintenance cost of Supply Crates on support ships. They should now be lightly more cost efficient than flagships.
-Added Fighter and Bomber Hulls to support ship hull types.
-Added Hangar Bay subsystem.
-Revised designs for many (over 500) default designs.
-Support ships designs are now full sized by default.
-Custom default designs are now sorted into flagships and supports categories.
-Revised Government type starting fleets to reflect changes to support ships sizing and designs.
-Increased minimum formation distance radius to better accomodate support ships larger than their commanding flagship.
-Implemented new custom Oko designs for default Fling FTL type (designs courtesy of vaaish).
-Modified default Quickbar settings to enable more common options automatically.
-Reduced required Titans to 3 for Colossus hull unlock.
-BSG Colonial flagships now have a custom Battlestar hull.
-BSG Colonials may no longer unlock Shield technology.
-Added Hangar Defense station designs to all factions.
-Saved games from previous versions of DOF may no longer work (particularly those containing an Oko AI).
Popular Discussions View All (4)
Dec 14, 2016 @ 10:17am
Balance and Content Ideas
Sep 19, 2016 @ 10:12pm
DOF Scaling Explained
Apr 26, 2017 @ 7:37am
Map links
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ShadowDragon_79 Apr 23 @ 11:09pm 
Thanks, I'll check.
dolynick  [author] Apr 23 @ 11:06pm 

That most likely means that either your game version is older than the version the mod is made for (IE, you need to patch) or, more likely, you have another mod already enabled that conflicts with it. Scroll to the end of the description and it will usually tell you in bright red letters what the problem is and why it can't be enabled.
ShadowDragon_79 Apr 23 @ 12:33pm 
The "Enable"-button for this mod is green for me, but darkened and I can't click it... :/

Any idea what's wrong?

The separate shipsets do work fine, though. :)
dolynick  [author] Dec 16, 2017 @ 9:52pm 
The Texture Details setting is main game control for controlling texture load. The other tool being selective use of the DOF shipsets themselves. If you're looking to run them all, then the Detail level is the thing you may want to adjust. It all depends on your system of course.
Itharus Dec 16, 2017 @ 3:25pm 
So it's just texture detail that I should adjust?
dolynick  [author] Dec 16, 2017 @ 3:24pm 
That's because the base game is exceedingly efficient in it's texture memory usage. Most (all?) of the shipsets use one shared texture set. Whereas in many cases elsewhere, each different ship/object has it's own set of unique textures. The DOF shipsets are all the latter so you have ~150x more texture sets in play, some of them higher resolution than the base game's too. It uses a lot more memory. The texture detail slider lets you restrict maximum texture resolution though and limit the memory usage as needed.
Itharus Dec 16, 2017 @ 2:18pm 
Oh wow that much? That must be it then... I only have 8gb RAM. I can run the base game maxed out with no problems with thousands and thousands of ships blowing eachother up and it just slows down a little bit... but if these shipsets take that much memory... yeah... probably RAM killing me lol. Thanks all :)
MysticVoid7x9 Dec 16, 2017 @ 5:09am 
The shipsets can also be used without any other mods as well if you just want to play a normal game with a new look.
dolynick  [author] Dec 16, 2017 @ 1:16am 
piccolo255 & MysticVoid7x9 are correct. The shipsets are optional, for if you want the full visual treatment. It lets you tailor your load. The other reason they're separate is so they can be freely used with other mods (such as ABEM/Rising Stars).
MysticVoid7x9 Dec 15, 2017 @ 5:04am 
In short This mod has all the gameplay effecting changes and is independent of the shipsets.

The shipsets themselves are only for looks and don't effect the gameplay in any other way.