Star Ruler 2

Star Ruler 2

Rising Stars (old)
594 Comments
Dalo Lorn  [author] Feb 11, 2017 @ 7:59am 
This one isn't, you have to go to the other one. :P

And yes, RS is now compatible with 2.0.3.
Alexander the Great  [author] Feb 11, 2017 @ 7:59am 
What you mean with playable ?, mod was always playable afaik.
Mr Blue Feb 11, 2017 @ 7:57am 
so its playable now?
Dalo Lorn  [author] Feb 11, 2017 @ 6:44am 
It wasn't meant to be... :o
Alexander the Great  [author] Feb 11, 2017 @ 6:40am 
Will do it today.Saying that was a excuse is kinda disrespectfull.
Dalo Lorn  [author] Feb 11, 2017 @ 6:38am 
You no longer have any excuses, the 2.0.3 hotfix is live. :P
Alexander the Great  [author] Jan 15, 2017 @ 10:01pm 
As I said as soon as there is a new update you wanna publish I will update this item.
Dalo Lorn  [author] Jan 15, 2017 @ 9:17am 
Alar, are you going to push that patch before New Year...?
Mr Blue Dec 27, 2016 @ 11:14pm 
i wonder when
RdFrex Dec 27, 2016 @ 10:52pm 
I attempted to fix things with bigger hulls, destroyers, too fast research scaling (partially) and defuncts techs and many things discussed in forums in Grt submod, but I also removed some good parts. Recommend try that until they update Rising Stars.
Alexander the Great  [author] Dec 27, 2016 @ 9:13pm 
I removed by mistake one of your comments Imperator Uris (sorry i missclicked , ask for no confirmation at all ).Wanted to say that in previous version there was bug that made IA cheats not being applied that why you probably had the feeling that the game is harder now.
Xeno Dec 27, 2016 @ 10:34am 
Just glanced over a few things related to the coding, it looks like the % goes off current level that would explain why Technocracy falls behind. Seems like they didn't get it to check the original and multiply it off that instead. Going off current values causes it to become inflated rather quickly. Might take a fair bit of work to get it to go off the original value, Might be easier to balance the game that way as well. Should really improve the end game and make the mid more balanced if that's done.
Mr Blue Dec 27, 2016 @ 6:44am 
also. please fix technocracy grid :(

i need bomb hull.
Dalo Lorn  [author] Dec 27, 2016 @ 6:12am 
Remnants typically stop being a threat once you're past the early game. The Guardian is meant to be threatening into the late game, though I may have underscaled it a bit for that, plus there's several ways of killing it that could be considered 'cheaty'. I don't like those.

Come to think of it, you're not supposed to be seeing Guardians yet, they're a 1.1.0 feature. (Parts of the underlying code may already be there, but it's only just enough to throw nonsensical errors into the console.)
Dalo Lorn  [author] Dec 27, 2016 @ 6:12am 
Ah, I see. Yeah, it used to be so people could choose their ship's hex density - I don't actually remember what happened, but I'm not sure if it can be easily reverted. The 'Size vs Hexes' thing, if I understood you correctly, is unaffected. Whether you've got 128 hexes or 1280, you're going to get the same effects for the same percentage of your hull - 1 hex in the former case, 10 hexes in the latter.

Yes, the upgrade stacking might actually be multiplicative. I'm not sure, but it seems consistent with some other things I've seen. Not sure how easy it'd be to add a 'this is from that' sort of indicator, I'm afraid.
Mr Blue Dec 26, 2016 @ 11:16pm 
Its better having moderate size ship but usefull. Than big useless ship. (Talking about collosus hull).
Xeno Dec 26, 2016 @ 12:01pm 
Just the way the hulls work with the hexes with the larger hulls having less effects for each hex the more hexes the design allows. That causes stuff like the tractor beam needing to take up more space on the larger design hexes. Not sure how this plays into Size vs Hexes.

It just seems that the percentages are being multiplied on top of each other and not scaling off the base value. I just don't really like the way the balance is based around whos got the biggest % bonus. Feels pretty weird that theres alot of things that can cause fleets to just do more damage as well. It would be great to see where it was all coming from in the tooltips.

The remnant fleets fall off pretty fast at least most of them.

Whats wrong with the Remnat guardian?
Dalo Lorn  [author] Dec 26, 2016 @ 9:00am 
Sins of a Solar Empire.
Mr Blue Dec 26, 2016 @ 8:59am 
resembling sins?
Dalo Lorn  [author] Dec 26, 2016 @ 8:47am 
Yeah, Defense always goes into the reserve before it starts generating ships. It's just a different way of using the resource, rather than an additional source of ships.

I'm not sure what you mean by "Hulls hexes just seem to be the larger one". :o

Well, all the tech grids have always have a decent proportion of percentile boosts, even in ABEM. Mind you, ABEM probably had less of them, or at least it had more regular unlocks. Good point on the UI, I think that's easily fixable.

Heh, you could actually make a tech grid resembling Sins with relative ease. You're probably the first person to complain about the way everything can be cranked up to eleven, but I can't say I don't understand how you feel. I sometimes want to impose more restrictions, too.
Xeno Dec 26, 2016 @ 8:25am 
Might not have noticed the barracks stuff eariler, it didn't look like defense generation was working anymore outside of the reserve at least when you told a system to use it. Though that might be due to it builds the reserve then uses to points for defence.

On the vanilla stuff I did notice that they were just that they might need more balance. Hulls hexes just seem to be the larger one, not sure if you can adjust that.

As for the research that was for the base game, tried Technocracy suffers from the same percent based problem though the range on the weapons is far more problematic. Then theres the whole UI being unable to tell what rank the tech is at.

Tech does seem like a problem the only Game I can think of that I wish the tech tree was more like is sins of a solar empire. The percent based effects aren't as large as they're in this game. I just mainly hate how large the numbers can become for fleets and ships.
Dalo Lorn  [author] Dec 25, 2016 @ 9:50am 
Glory is set up to basically require constant militarism; even the worst penalties aren't half as crippling as they used to be, seeing as you don't suffer from income reductions anymore. You start with a decent Glory level precisely so you have time to prepare for war.

As for the Defense cap... does it really? The Rahta's default government already provides Delinquent and a Heavy Carrier, and building a Barracks on developed or Desert tiles provides Defense storage for free, if you need it that early in the game. (And you probably don't - Defense automatically generates support ships, the Defense Reserve just lets you pop in a wave of supports on demand as opposed to waiting for them to spawn on their own.)
Dalo Lorn  [author] Dec 25, 2016 @ 9:50am 
Unless you're talking about the Technocracy grid, the research feedback is applicable to the base game too - unlike ABEM, RS doesn't do any major changes beyond adding its custom techs. (Unfortunately.)

Hulls are also a vanilla thing, not much we've done there. Xenophobic and Extragalactic are, again, vanilla stuff, which brings us to Berserkers.
Xeno Dec 25, 2016 @ 9:31am 
Tech tree just feels rather bad now mainly due to it feeling like a mess the percent based bonuses just feel way too much. Another thing is how hulls work at least when theres more hexs allowed, the larger ones might allow more stuff but it goes of % of the hull for systems so you might have a complex design but it's not going to do much damage compared to the ones that use less hexes. Wasn't much fun getting to the sub systems and going through all the %s.

A few other things of note.
Xenophobic attitude goes back and forwards theres not really going to be much of a chance to maintain 22 outposts on the borders.
The life Extragalctic just feels way too overpowered with the whole auto settleing at least vs the ai.
Berserkers, The whole glory thing seems to be way too fast early on and it seems to just go off the number of ships destroyed. Feels like it should have a grace timer. Other then that it needs just a defence starting cap like the attitude Delinquent.
Dalo Lorn  [author] Dec 16, 2016 @ 12:00am 
@hellatze: I appreciate the effort, but that won't help with the crashing; the new download is currently still identical to this one. I need data with which to analyze and solve the issue, regardless of how he's downloading the mod.
Mr Blue Dec 15, 2016 @ 11:12pm 
use the migration version.
Dalo Lorn  [author] Dec 15, 2016 @ 12:52pm 
It normally is. You're going to have to provide some logs of the crash or some idea as to what's going on when the game crashes, otherwise whatever issue you've found is likely to stay unfixed.
Pansophist Dec 15, 2016 @ 12:48pm 
Love it so far but it keeps crashing at the moment, looking forward to when its a little more stable though.
Dalo Lorn  [author] Dec 5, 2016 @ 6:42am 
The migration is now underway. I've written up a patch that'll redirect people to the new download and asked Alar to push it, but it may take a while for that to happen. (He doesn't seem to be at the PC right now.)

In the meantime, here's a link to the new download: http://steamcommunity.com/sharedfiles/filedetails/?id=812827373
Mr Blue Dec 4, 2016 @ 11:23am 
Thanks.

gotta unclock them all :)
Dalo Lorn  [author] Dec 4, 2016 @ 11:21am 
Artificial Moon , Hyperfield Sequencing , Spire , Ferrofluid Armor (RS only), Colossus Hull , Flare Bombs .

It's not really all that secret if you look at the research files - it's just that they're not always visible (or even available) ingame.
Mr Blue Dec 4, 2016 @ 11:19am 
I only find artificial moon by secret project. Do you find the list of them ?
Mr Blue Dec 4, 2016 @ 11:14am 
Secret project?

that thing was rare :(

well thanks for info. This DLC have many hidden feature it seems.
Dalo Lorn  [author] Dec 4, 2016 @ 10:41am 
It's a secret project - sometimes you need to get lucky with an Innovation card, sometimes you need to research one of the tech nodes near Titan Hulls. Once you've done that, you'll see the Colossus Hull tech node on the grid.
Mr Blue Dec 4, 2016 @ 10:37am 
so i buy heralds.

but i cant find collosal hull in any gameplay.

any help?
Mr Blue Dec 4, 2016 @ 7:51am 
Maybe we could balance it.

I would invest 100 mil for clycium alone :/

rare goods need big budget and labors i think.
Dalo Lorn  [author] Dec 4, 2016 @ 6:59am 
No. Resources like that are rare for a reason - being able to create them on demand is a bad idea.
Mr Blue Dec 4, 2016 @ 5:41am 
nevermind.

however, can i have terraforming ability to get clycium ? (resource that generate artifact). sometimes i didnt have that resource in playthrough. also some othe rare resource.

just little request of mine :)
Dalo Lorn  [author] Dec 4, 2016 @ 4:22am 
What?
Mr Blue Dec 4, 2016 @ 3:29am 
is there will be new resource?
Dalo Lorn  [author] Dec 4, 2016 @ 2:35am 
Ah, I think I see what went wrong there.

Fixed it up for the next patch (or 1.1.0 open beta, whichever comes first).
KIR Dec 4, 2016 @ 1:59am 
Is it by design that flux doesn't work with star children?
MysticVoid7x9 Dec 2, 2016 @ 11:12am 
thanks for the heads up about the major change
Dalo Lorn  [author] Dec 2, 2016 @ 10:27am 
You are using the link, right?
Mr Blue Dec 2, 2016 @ 10:26am 
so what i must to do?
Mr Blue Dec 2, 2016 @ 10:20am 
i cant for some reason.
Dalo Lorn  [author] Dec 2, 2016 @ 10:17am 
No, it means there's going to be changes to how Steam users get the mod.

Also, could you please post your responses in there rather than here? :P
Mr Blue Dec 2, 2016 @ 10:15am 
is that mean i must rely on steam ?
Dalo Lorn  [author] Dec 2, 2016 @ 6:25am 
There's been something of a development - everyone needs to know this one, as it has an effect on how the mod will be distributed. Suffice to say that this particular Workshop download may become obsolete.

http://steamcommunity.com/workshop/filedetails/discussion/355873534/152390648084202002/
Mr Blue Dec 1, 2016 @ 7:01pm 
is it just me or self destruct component didnt work ?