Star Ruler 2

Star Ruler 2

Shores of Infinity
309 Comments
soloriens  [author] May 8 @ 11:18am 
I am glad people still enjoy this :steamhappy:
Kazeck Dec 24, 2024 @ 2:27pm 
I adored this, and still play with friends to this day!
Rizack May 27, 2024 @ 3:09am 
thanks for making this!
Ridesdragons Sep 1, 2021 @ 8:13am 
yea I getcha, no worries
soloriens  [author] Sep 1, 2021 @ 2:26am 
My algorithm is supposed to be applied to any ship that moves so I don't have any idea right now. I did notice some ships being catapulted for no reason at all sometimes. It's probably some hole somewhere in the vanilla code exposed by my changes. I'll take a look someday... This kind of constant side effect bugs are a big part of why I take frequent breaks to be honest, as I spend more time chasing them than actually working on the mod itself and it feels like a chore to me.
And yes, I'm still on a break, and yes, I still want to come back.
Ridesdragons Jun 17, 2021 @ 7:04am 
is there anything you can do to fix this? or, alternatively, is there any way I can change it on my end or remove it? higher game speeds are useful with systems being so far apart, but having my ships slingshot past my gates into empty space because the 5x calculations made them go faster than light is very frustrating
Ridesdragons Jun 17, 2021 @ 7:04am 
hey, I can see that you're on your break, but I just thought I'd stop by and let you know. the thing I said before about going over the speed of light? turns out it's not based on having too many techs. it happens even with 0 techs. started a new game and built a couple of scouts, and after a while of doing their thing, I went to check on them only to see they were often shooting way off course. decided to watch them and - yep, they're accelerating to and exceeding the speed of light, and proceeding to lose control. I mean, thing's literally just one giant ship-shaped rocket engine with a cockpit and a radar.

before I thought it was a vanilla bug, but after re-reading the body of what this mod adds, I realized it's probably a bug caused by the relativistic modification you added. well, it's probably still a vanilla bug, but only appears once you add in relativity.
Arphar Feb 28, 2021 @ 3:28am 
good work with this mod, wishing you the best dude.
soloriens  [author] Dec 31, 2020 @ 7:49am 
I'm OK, thanks. I still don't feel like resuming modding or even simply playing games though which is a shame. Have fun and take care guys.
General Brasch Dec 19, 2020 @ 5:35am 
Hope your doing well OP, really loving the mod so far
soloriens  [author] Aug 31, 2020 @ 1:16pm 
Basically like Dalo said, I'm on a break. I caught a bug with the AI during my last play test, most likely vanilla, that made me seriously mad. Then there's a real bug out there, that I'm trying not to catch (hope you don't either, heh). And cherry on the cake, pretty serious personal issues. So yeah, lights out for now, spending my free time working on SoI is the last thing I want.

I will be back though, when the time is right and my head is clean.
KeyOneGodSun Jul 23, 2020 @ 9:35am 
He just updated some months ago. Patient and steady.
Dalo Lorn Jul 23, 2020 @ 12:55am 
I would not be surprised if there were.

Sol has taken a few breaks before - just like I have with Rising Stars. Just... be patient.
Rizack Jul 23, 2020 @ 12:17am 
will there still be work done on this mod?
Toc Jun 18, 2020 @ 9:13pm 
To be clear, the two mods are not compatible and you need an edited version like the one I linked below for it to work.

Please rate and favourite the main mod on this page to show support, since the file below is just a copy.
Toc Jun 18, 2020 @ 9:10pm 
@kinngrimm
The mod has options for 1 or 5 population at a time, but I've made an edited version that changes that to 1, 3, 8, and 10 at a time.

It won't update automatically with the main mod, and you'll need to manually unzip the file into *\Steam\steamapps\common\Star Ruler 2\mods

It should look like "\Steam\steamapps\common\Star Ruler 2\mods\Shores of Infinity - Mono Edit" once you are done.

https://www.dropbox.com/s/blvk7d4m6079q7h/Shores%20of%20Infinity%20-%20Mono%20Edit.zip?dl=0
kinngrimm Jun 18, 2020 @ 1:24pm 
Hi there i just downloaded your mod and read threw the release notes. First of all, damn this seems liek quite some huge changes and i am looking forward to testing this out. Now i do have a concern of another mod i have installed and like a lot.
"Mechanoid MAss Producgtion"
https://steamcommunity.com/sharedfiles/filedetails/?id=415373322
I got carpal tunnel syndrom and loosing that mod would be a bummer so the question is if it is compatible as i saw you also tweaking the meachnoids.
Have a good one:)
Ridesdragons May 25, 2020 @ 11:12pm 
@ubai check the guides tab. go to library and select the game, under the "play now" button are a bunch of buttons that lead to places like the workshop, one of them says "guides".
Ubai May 25, 2020 @ 7:00am 
Thanks for the mod! Is there a beginner guide for us noobs?
Lone May 17, 2020 @ 7:13am 
Oh, so its automatic. Thank you.
Ridesdragons May 17, 2020 @ 7:10am 
turning planets into specialized worlds like mining worlds? I dunno about agriworlds since I don't play as filthy meat bags, but for mining worlds it explicitly tells you what you need to do. right under the description of the mine, it says "requirements: 3 mines". build 3 of them and your settlement will turn into a mining world.
Lone May 17, 2020 @ 5:37am 
A dumb question, but can someone please tell me how to turn planets into x words ? I notice some resources and certain building note that i can turn my planets into mining/agri worlds, but i cannot for the life of me, figure out how.
Ridesdragons May 15, 2020 @ 8:44am 
save: https://www.dropbox.com/s/y1s335pylfkp3tg/destroyer%20breaking%20the%20light%20barrier.zip?dl=0

only mods I'm using are this mod and more trait poinst (https://steamcommunity.com/sharedfiles/filedetails/?id=876300201)

only edits I made were to the gamerules file to allow access to all secret projects
Ridesdragons May 15, 2020 @ 7:59am 
hmm. something I wasn't expecting might matter as well. I'm trying to play the game at 10x speed. the ship didn't go stupidly overboard when I redid it at 1x speed, but jumped all the way to 1.08x speed when I upped it back to 10x speed. does game speed reduce the number of ticks/calculations, or bunch up the calculations instead of calculating them in order (instead of calculating the speed added by acceleration 10 times with respect to the speed of light, it calculates it once, and then adds that number 10 times)?

also I can't seem to break my fleet at all with going over lightspeed, it's -just- the destroyer that breaks the light barrier lol

I'll upload my save in a second
Ridesdragons May 15, 2020 @ 7:43am 
thinking it might just simply be accellerating too fast (it's going 212 u/s^2, I tried moving my other fleet (size 1k flagship with size 128 supports with the slowest speed being 178 u/s^2), but that fleet takes a long time to ramp up speed, unlike the destroyer which hits light speed in seconds, so it doesn't encounter the same issue. I'll try researching more thrust techs to see if I can't break that fleet too, if I can I'll comment again with the number where it breaks
Ridesdragons May 15, 2020 @ 7:42am 
I'm having a frustrating issue that I think might be a bug (OOB error or the like). I have this design I made 2 years ago that I decided to build in my current game, it's a destroyer with a 10k size (pictured here: https://puu.sh/FKLJ5/561a3d0385.png) . I also researched the infinite techs a bunch of times (they now have a cost at around 5300 research points) which is probably related to the bug

so I build the destroyer and tell it to head to my opponents and... several minutes later I wonder why it's not there yet. I go to check and it's in the middle of empty space. it was trying to go to the wormhole gate but instead accellerated so fast it ended up going 1.05x the speed of light and slingshotted past it. and for some reason it can't really slow down once it goes past the speed of light. so the ship is utterly uncontrollable. notably, once it does get below the speed of light, it quickly stops moving, so I think the thrust just simply isn't working once it breaks the light barrier
Vibby May 13, 2020 @ 5:44pm 
Oof. I know nothing about coding, except copying it and tweaking it slightly and hoping it works. Good luck!
soloriens  [author] May 13, 2020 @ 12:17pm 
Well the elusiveness of this magic piece of code is very, very frustrating.
Vibby May 12, 2020 @ 5:07pm 
Having support ships not affect siege up to a certain threshhold does sound like a good idea, yeah. It would fix the issue, while also giving the AI a chance to actually spawn ships during siege.
Vibby May 12, 2020 @ 5:04pm 
They don't have a single patriotic surge card. I think their homeworld is just a tank. Heck, to even begin to planet bust their planet until only 1 billion pops remained (which didn't seem to help, actually), and even then I still had to send two 31 million size fleets into orbit for about twenty in-game minutes before they stopped spawning support.

In the future I think I'll just switch over to playing as the AI and have them give up the planet.
soloriens  [author] May 12, 2020 @ 2:47pm 
An oversight: patriotic surge also gives 5 loyalty to the target planet, which could very well counteract any loyalty loss from a siege. I looked at the code and I didn't see anything that could lead to the AI playing any card 'for free', though. If you still have this game Vibraxis, you could press F2 and choose to play as your enemy to check how many patriotic surges it has in store...
soloriens  [author] May 12, 2020 @ 1:45pm 
So unless I missed something, that leaves only patriotic surge as a mean to break a siege without a fleet for the AI and I don't see how it could use that indefinitely. And even then, loyalty should eventually drop to 0 from all the repeated attempts. Do you have any saved game I could use Vibraxis?

I'm not too keen on simply preventing from spawning support ships under siege. That defeats most of the purpose of defense reserve and patriotic surges. It will also break things (like using aforementioned actions and wasting resource with no effect) that I will have to fix as well. It will also break the AI. I'm more in favor of preventing support ships from breaking siege itself, up to a certain threshold depending of the strength of the attacking fleet. As for troop invasion... Well, I smell a complete overhaul coming. Ugh.
soloriens  [author] May 12, 2020 @ 1:43pm 
Thanks for your input Dalo. I checked some code. That was pretty interesting.

The description of broadcast antennae is pretty misleading, but indeed, that Propaganda status only reduces pressure. Troop invasion is also canceled by support ships. Any kind of loyalty loss is interrupted as soon as there is at least one support ship in orbit, whatever the size. And this is the very first check in this process. This... makes no sense.

A planet under siege cannot build and spawn support ships from defense. The AI however can use patriotic surges (not defense reserve, or the code for this is very well hidden). This is vanilla.
Another thing is that lost loyalty is not regained instantly when a siege is broken but over time. This means that in the case we're discussing, the planet should eventually be taken over at some point.
Dalo Lorn May 12, 2020 @ 2:07am 
I'm tempted to say it might even be worth putting into the Community Patch. I know it's going into Rising Stars, one way or another...
Vibby May 12, 2020 @ 2:06am 
I second Dalo. If there is a way to stop planets from auto making support during a blockade, that would fix basically fix the issue.
Dalo Lorn May 12, 2020 @ 12:16am 
Other capture methods are also postponed, I'm afraid. Also, broadcast antennae don't capture planets, they capture support ships.

The best solution is probably to prevent defense from spawning ships on a planet that's already under siege. I figured that would already be a thing in vanilla, but I can find very few other explanations for why SoI's AI would be doing it. (I don't think it's smart enough to use defense reserves or Patriotic Surges, is it?.)
soloriens  [author] May 11, 2020 @ 1:06pm 
I remember this happening to me. It's definitely not specific to SoI because it didn't exist at this time, but it's very possible that the buffs I recently implemented for homeworlds make it worse. I think I blew the planet up to circumvent that :p You can also try sending troop pods if you'd rather keep the planet and the population. Broadcast antennae should work too. The point being that ship capture is cancelled as soon as some defense pops up, but I'm pretty sure other capture methods aren't.

In any case I'd be grateful if you could share a saved game, I most probably can tweak that. I'm not a fan of this 'spawn 1 tiny ship, send your multi-million strength fleet back' behavior.
Vibby May 11, 2020 @ 6:57am 
I don't recall if this is a base game thing or not, but when I'm trying to take the final planet of someone I... can't. Not even after hours with a far superior fleet. Because their defense just keeps spawning endless waves of support ships. Is there a way I'm meant to combat this? A new tech added or something to stop planets from spawning support as I'm blockading them?
soloriens  [author] May 7, 2020 @ 1:47pm 
Well yeah, I'm still around. I don't force myself to work when I don't feel like it, but I always come back because there's still a pile of stuff I want to do and it feels like a crime to me not to exploit the modding freedom of SR2. There's no space 4X out there that really fits the bill for me so I make one :)
As for the beta, this is mostly because I don't focus too much on balance for now, though I do try to keep the game somewhat balanced. I keep adding things that turn the game upside down with each major version so balancing more than I do is a waste of time until I use a scalpel rather than a hammer to shape this mod... Aside from that I think it is starting to be pretty mature now. Actually there's more done than to do to reach the 1.0 milestone :)
Ridesdragons May 7, 2020 @ 7:44am 
I think they were save files or something? I was getting some issues regarding nebulae, where building stuff in them would segment my empire and such. pretty sure that's not a thing anymore. two years and two major version changes have passed since then after all lol.
Dalo Lorn May 7, 2020 @ 5:12am 
... Which files were those again?
Ridesdragons May 7, 2020 @ 2:44am 
ah, I see dalo's still around too. hey. long time no see. sorry for... never actually sending those files you asked for... 2 years ago.... oops.

also, "neverending beta" wait this mod's still in beta? lmao. hey at least you're constantly working on it lol
Ridesdragons May 7, 2020 @ 2:35am 
woah. I haven't touched this game in... *searches through the comments* 2 years. I'm surprised to see this mod still being worked on. thanks for sticking around! I've been in a rut lately and was just scrolling through my library and saw this game, checked workshops in the faint hope that any of the mods I subscribed to aren't long-since abandoned, and saw this was updated within the past month.

I'll probably pick up the game again soon. glad to see you're still around, m8
soloriens  [author] Apr 18, 2020 @ 12:35am 
You're welcome. Glad you guys like that giant experiment of a mod in a neverending beta :)
spacht Apr 17, 2020 @ 4:45pm 
Thanks for all the work put into this. Will try out the new version immediately.
soloriens  [author] Apr 17, 2020 @ 2:02pm 
Version 0.3.3 is released with more fixes and a few balance changes. Some performance issues in large maps late game are gone. Also mainframe range is now scaled properly.
Dalo Lorn Feb 11, 2020 @ 11:44pm 
It should be possible to enable terraforming while setting up a match. I forget the exact name, but it's a checkbox in Game Options or some such.
Quantum Projects Feb 11, 2020 @ 6:29pm 
What about terraforming?
KeyOneGodSun Feb 11, 2020 @ 2:11pm 
There are ringworlds its in the tech tree.
Quantum Projects Feb 10, 2020 @ 5:04pm 
You've mentioned in the 0.1 version release log that you might add Ringworlds back someday... So... are there any plans to add them back? :D I'm currently playing Rising Stars, but since that mod development is dead, I'm considering switching over to yours...