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[Star Ruler] Indie 4x game of greatness? Signs point to yes.

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Posts

  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited January 2011
    Patch 1.0.5.4 now available! Note: Must patch to 1052 (available here:link to 1052) before applying this patch; this patch only works for non-Steam copies of the game!

    Full changelog follows:
    [Fixed] Fix civil acts that have a group not correctly loading.
    [Fixed] Fix racial bonuses affecting ship components not correctly applying.
    [Fixed] Crash on game start when having shaders disabled.
    [Fixed] Dry Docks could be ordered to scuttle or retrofit at themselves, making them disappear.
    [Fixed] When starting at a higher tech level from traits, structures on the homeworld did not start at that level.
    [Fixed] Fetch orders did not behave properly with resources that have a "required" (eg Crew).
    [Fixed] Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space.
    [Fixed] The set_owner and destroy console commands now work with all selected objects.
    [Fixed] Fixed a very rare crash bug caused by moving between systems/galaxies.
    [Fixed] The minimap was horizontally flipped.
    [Fixed] Objects that are under attack can no longer be docked to prevent exploits.
    [Fixed] Construction progress would jump suddenly at times.
    [Fixed] Construction completion percent is now the average of the lowest percentage of a particular resource, and the average percent per resource.
    [Fixed] Scripted planet governor entries were breaking saves.
    [Fixed] Shields no longer consume more power at higher levels.
    [Fixed] "Supply This" was willing to tell planets and stations to supply objects.
    [Fixed] Ships built from dry docks with auto park on would not park at the correct distance.
    [Fixed] Fixed nano-armor reducing the ship's total apparent health in the absence of repair systems.
    [Changed] Tweaked governors to maintain a stronger economy and empire.
    [Changed] Tool names are now localizable.
    [Changed] Automated attack orders are now lower priority, so ships will break attacks to fetch fuel and ammo unless manually ordered to attack to the death.
    [Changed] Cut space damage in half.
    [Changed] Repair tools can now only repair ships and stations.
    [Changed] Fleets now stay in formation while attacking (can be toggled off with a button next to the formation buttons).
    [Changed] Cargo Structures now also have a store for each dedicated resource, making them more useful in many cases.
    [Balance] Artillery now has a minimum range of 10% of the maximum range.
    [Balance] Goods factories now produce 30% less goods.
    [Added] Added 'Automatic' option for default governor type to choose based on the conditions of the planet.
    [Added] Objects now use a much better algorithm to search for targets in a system, improving behaviors at very large ship counts.
    [Added] Ships now detect if they are likely to kill an enemy target and will select additional targets for their other guns when they are.
    [Added] Added the 'Aggressor' personality by Superking.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited February 2011
    For those who are wondering what's coming up in the next patch, here's what we've got in so far:

    We've redesigned the import window to be easier to use and added a delete button to the blueprint mode of the blueprints window so that you can be rid of designs.
    W5EpN.png

    We've made the AI Settings tab even more useful and usable, exposing the entire automation system in this upcoming patch to allow for greater breadth in customization for your ships.
    LC8er.png

    Whenever you hover over a stat in the blueprint window, now you can see what subsystems are affecting that stat.
    SSS48.png

    Finally, we've added an automated SAD system to the game via the Defend Range Mode button, settable per-ship. What it does is it tells the ship to look for systems inside its radius that are under attack for a period of time (to minimize wasted movement from ships moving through territory rather than actively aggressing). If the threat persists then the SAD system triggers, finding a rough equivalent in strength to muster to that system and selecting a number of ships it believes will be able to win back the system. I will disclaimer that the SAD system isn't aware of ship weapons configuration -- this may result in the SAD sending ships that will not be effective in countering enemy threats, so be careful what ships you set to Defend to Local Area and Galaxy. Once all threats in the system have been eliminated, the ships will return to their original systems after roughly a minute.

    At this time, the system does not use JumpDrives to effect its movement if the ship has JDs equipped, but we are working up a solution to it that will spill out into wholly new modding possibilities (subsystems that may trigger depending on target; e.g. Afterburners that switch on when your ship targets an enemy ship in the system, but won't switch on for journeys between systems).
    XkJCH.png


    There are more changes in the patch that you might want to read up on ahead of its release; the above isn't a comprehensive list of the new stuff. For instance, we should soon have the new shipset into the game.
    Changes: Not Final
    [Fixed] Fixed floating point errors in cargo and ship bay spaces.
    [Fixed] Fixed a floating point error when deciding if a ship is disabled.
    [Fixed] Artillery was using the wrong effector.
    [Fixed] Some blueprints for the AIs were broken at early tech levels.
    [Fixed] Linked Subsystem glows now only show for sub systems that are actually linked.
    [Fixed] 'Metal Mandate' was acting like 'Metal Focus.'
    [Fixed] Missile racks weren't taking their clip size into account when predicting damage output, causing too many missile racks to target the same object.
    [Fixed] Fighter hulls and stealth systems would aid in dodging Flak and Shield Bomb damage.
    [Fixed] Ships actually take directional damage now!
    [Fixed] Fixed a crash in multiplayer related to objects being destroyed.
    [Fixed] Defend and Work orders on stationary objects will no longer give attack/use tool orders to objects that are too far away.
    [Fixed] Further improved the movement system, in particular when chasing fast objects.
    [Fixed] Changed power generation to reduce the likelihood of a ship shutting down at high tick rates.
    [Fixed] The default Fighter design wasn't very good at its job.
    [Fixed] Fighters automatically launched from carriers would not return to their carrier after attacking.
    [Fixed] Fixed a crash (PVFC) related to fleet icons.
    [Fixed] The repair bay is now properly classified as Support in sub system lists.
    [Fixed] AIs now perform many tasks at a time based on how many are present to be performed. Fixes the AIs getting 'stuck' late game. (Thanks Foraven)
    [Fixed] Many repair beams should spread out amongst different targets better.
    [Fixed] Effects on ships (e.g. damage events) weren't being saved.
    [Fixed] Carriers could try to dock into themselves by ordering the fleet they were in to dock in them.
    [Fixed] You may now click on the name of a constructed ship in the message to select/zoom to that ship.
    [Fixed] Fixed ship port logic; should now trade resources more effectively.
    [Fixed] Resolutions larger than your largest monitor (in either dimension) will no longer be listed, and your native resolution will be listed if it is not.
    [Fixed] AIs were managing their fleets in very poor ways, causing them to be scattered across the galaxy.
    [Fixed] Fixed comet tails and attack glow effects on some video cards.
    [Fixed] Fixed removing cargo storages causing significant problems.
    [Fixed] Sub system and ship explosions no longer play if you can't see the system.
    [Fixed] Some values for spin boxes would cause a crash.
    [Fixed] AIs considered Pirates and Remnants as warring opponents, making the AIs far less likely to wage war.
    [Fixed] Dragging some windows would be very laggy (e.g. race customization).
    [Changed] Planets that are under attack will experience rapid moral loss.
    [Changed] 'Auto' governor now uses more economic worlds in the first 10 minutes of the game.
    [Changed] Reduced galaxy gas density for dumbbell galaxies.
    [Changed] Space Port now uses a split level: Trade rate comes from Economics, storage size comes from Cargo.
    [Changed] In the right-click menu, "Use Tool...Tool" is now "Use Tool".
    [Changed] In the right-click menu, tools can have a special "Use" name, like "Colonize Planet".
    [Changed] Further reduced space damage.
    [Changed] Flak will now only automatically attack when things get within 80% of its max range, to avoid only hitting a few targets when a large mass of units is approaching.
    [Changed] Links in the in-game IRC window can now be clicked.
    [Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.
    [Changed] Homeworld starts with 2 less farms, and instead starts with a space port and ship yard.
    [Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.
    [Changed] Changed base designs to be generally better, especially with regards to recent changes.
    [Changed] Crew Quarters regenerate 1% of the crew per second.
    [Changed] Planets without enough food will lose no more than 10% of their people per second.
    [Changed] Running out of food now reduces mood of a planet, at worst at the same rate as lacking goods.
    [Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.
    [Changed] System Searches (used by the AI) are now batched. This significantly improves performance with many AIs, or many ships controlled by the AI.
    [Changed] Updated the Aggressor AI (Thanks Superking).
    [Changed] Deadend research links refund 10% of their cost to the tech, and repeated links (unlocking an already unlocked tech) refunds 20% of the cost of the link to the unlocked tech.
    [Changed] Optimized engine flares.
    [Changed] Effects can have up to 6 values.
    [Changed] Economic structures now produce partial output when there are not enough workers to run all structures. This prevents a planet from dying off due to the single space port shutting down, for example.
    [Changed] Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
    [Balance] Repair tool repair rate reduced by 50%.
    [Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).
    [Balance] Significantly increased the range and average damage of flak.
    [Balance] Bulkheads no longer get hit before other sub systems.
    [Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.
    [Balance] Flak cannot be fitted on fighter hulls, and must be a minimum size of 1 (scale 1 on a scale 1).
    [Balance] Boarding Parties now require power and air.
    [Balance] Doubled labor cost of structures.
    [Balance] Tripled labor cost of planet cannons, lasers, and shields (in addition to the previous increase).
    [Balance] Reduced starting population of colonies - 1M/structure down from 6M
    [Balance] Spamming minimum-size colony ships should no longer be effective, at all.
    [Balance] "Fast Metabolism" trait now awards 1 point.
    [Balance] "Natural Green Thumb" trait now grants 2 levels of biology (down from 5)
    [Balance] Slightly increased goods generation.
    [Balance] Upgrading structures multiple levels will now be significantly more expensive, but upgrading 1 level will be unchanged.
    [Added] Added a new version of the Civil Acts window to make total effects much more obvious.
    [Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.
    [Added] The subsystem damage window in the bottom right now has a "Layout" mode that displays the blueprint with damaged systems in red.
    [Added] Empire stats (e.g. Galactic Bank resources) now have rate-tracking to provide income, expenses, and demands at regular intervals.
    [Added] Added setStat/subStat functions to scripts to complement addStat, as well ass addDemand to alter the new demand component of stat tracking.
    [Added] The "makeShip" function now returns the id the constructed ship will eventually have. Useful to the AIs for tracking their build orders.
    [Added] Added "Balanced Start" option to maps. Forces players to start in systems with 3 or 4 planets, avoiding systems with too few or too many planets.
    [Added] Added support for multiple loading screen backgrounds. Default is Images/loading_background.png, and additional backgrounds are named loading_background1.png, loading_background2.png, etc.
    [Added] The Layout View Mode of the Blueprint Window now displays which subsystems are affecting whichever stat you mouse over.
    [Added] All global stats in the Blueprint Window now display tooltips that inform the player what each stat is used for when the player hovers over them.
    [Added] Added (most of) a new shipset by eRe4s3r!
    [Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
    [Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
    [Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
    [Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
    [Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.
    [Removed] Removed unused earthbump.jpg and sunmap.jpg.
    [Removed] Removed TemplateArg support for script functions, as it didn't work anyway.
    [Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • ElvenshaeElvenshae Registered User regular
    edited February 2011
    Truly, the thread title has never been more true.

    I *love* the additions to the ship creation interfaces.

    Elvenshae on
  • The Count Of Midget FistoThe Count Of Midget Fisto Registered User regular
    edited February 2011
    Those interface changes are very nice.

    The Count Of Midget Fisto on
    In Low Orbit Over Budapest
  • KazakaKazaka Asleep Counting SheepRegistered User regular
    edited February 2011
    Daaamn b-boy

    workin' hard

    Kazaka on
  • DarkMechaDarkMecha The Outer SpaceRegistered User regular
    edited February 2011
    Is it possible to mod in your own custom ship models? If so, I may have to get this and build my own personal fleet.

    DarkMecha on
    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited February 2011
    Is it possible to mod in your own custom ship models? If so, I may have to get this and build my own personal fleet.
    Yes it is! The tools aren't friendly or complete, but they are workable and we're likely going to be revamping them to be much easier to use in the future. There are a couple of things not really mentioned well at the moment concerning textures (alpha is used as the specular channel, you can't have transparency on ships, etc.) but it is most certainly doable.

    A couple of folks are already working on shipsets, actually, so feel free to ask around for advice:

    http://forums.blind-mind.com/index.php?topic=2864.0
    http://forums.blind-mind.com/index.php?topic=1689.0
    http://forums.blind-mind.com/index.php?topic=2866.0

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited February 2011
    Patch 1.0.5.2 -> 1.0.6.0 has now been released. Full patch notes are available in the following link:

    If you are on Steam, the patch will be released for you on Monday. Do not attempt to patch your version; it will not patch correctly due to the Steam Wrapper included with the base executable on Steam.
    Download Patch 1054 -> 1060
    Patch Notes for 1060

    Please report any bugs or problems you have so that we can determine whether or not to roll out a hotfix. We have put in extensive testing into this patch and do not believe there will be major issues, but then again we're also not perfect! :P

    Hope you all enjoy Patch 1060! Let us know what you think about the economy changes!

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • EuphoriacEuphoriac Registered User regular
    edited February 2011
    You know what? I'm going to buy this game right now.

    I problably shouldn't; I have a huuuuge backlog of games to get through without adding this monster of replayability to it. I can't see me playing it much if at all for several weeks or months!

    But you guys have done (and more importantly, CONTINUE to do) a great job and deserve support.

    Euphoriac on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited February 2011
    That's very nice of you to do so. I hope you enjoy the game when you finally get around to playing it. We're always happy to hear that our commitment to honoring our promise is appreciated; I hope that our and your enthusiasm is infectious! :)

    Would really enjoy getting another chance at making a game -- this time with a proper release.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • ElvenshaeElvenshae Registered User regular
    edited March 2011
    Hey - did you guys know that you're Impulse's deal of the day, today?

    Hope this gets you a bunch of extra sales.

    Elvenshae on
  • adytumadytum The Inevitable Rise And FallRegistered User regular
    edited March 2011
    Why couldn't it be steam.

    adytum on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    We found out a little while ago, yes. Just happened to look up our current sales and noticed a large spike. Checked to see if there was a sale, and indeed there was!

    Sales have been crazy so far on Impulse today. So far it's generated enough money to nearly pay off an entire month's salary to one of us (granted our monthly wages aren't impressive :P)!

    @adytum: We're actually looking in to putting up a time-limited sale on Steam for the same price Impulse put SR at over on Impulse.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • adytumadytum The Inevitable Rise And FallRegistered User regular
    edited March 2011
    I was just being obnoxious :P

    I will be picking up this game one of these days. I haven't yet as I game on a dual-booting mac and my windows gaming time is pretty limited.

    :^: for the answer, though!

    adytum on
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    On Impulse for $10. This game any good? Because I love space and I love conquerin'. How deep is it (customization, etc.)?

    I realize that is kind of lame and generic question though so - if I liked Sins of a Solar Empire, will I like this?

    EDIT: Wow, there is a developer on the thread, guess I'll read through it. The trailer looked really impressive.

    EDIT2: holy shit bought

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Thanks for the support DarkCrawler. :)

    For those who are curious, we are working on stuff for the next patch already. It might be a while before the next one hits due to nature of the patch involving large elements that can't quickly be thrown into the game.

    As a preview, we're hoping to finally have our second shipset ready by the next patch...
    (turned into a link because it's huge) Terran Shipset Conceptual Render

    ...and I'm also working to overhaul the game's interface to make it easier to use and a bit more professional looking. For instance, here's what I'm envisioning for the Structures mode in the Planet Window (note: not a complete concept piece; not using art we've commissioned or will be using, instead is using a stand-in (credit for the space port image stand-in goes to: ~stoupa of deviantart Link to the original image ) and is also subject to change)
    x0eFL.png

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • TetraNitroCubaneTetraNitroCubane The Djinnerator At the bottom of a bottleRegistered User regular
    edited March 2011
    Firgof wrote: »
    Thanks for the support DarkCrawler. :)

    For those who are curious, we are working on stuff for the next patch already. It might be a while before the next one hits due to nature of the patch involving large elements that can't quickly be thrown into the game.

    As a preview, we're hoping to finally have our second shipset ready by the next patch...
    (turned into a link because it's huge) Terran Shipset Conceptual Render

    ...and I'm also working to overhaul the game's interface to make it easier to use and a bit more professional looking. For instance, here's what I'm envisioning for the Structures mode in the Planet Window (note: not a complete concept piece; not using art we've commissioned or will be using, instead is using a stand-in (credit for the space port image stand-in goes to: ~stoupa of deviantart Link to the original image ) and is also subject to change)

    Firgof, has anyone told you guys lately that you're awesome? Because someone should tell you guys that you're awesome.

    You guys are awesome.

    Seriously, though, I'm through and through impressed with the level of post release support that you've been giving Star Ruler, particularly given the size of your dev studio. And on top of that, you've been here giving us official word since before release. Thanks for supporting the PC as a platform for deep and rewarding games, and thanks for rolling out fixes and new content like this for us. That new interface looks stylish. I know it's not coming immediately, but I'm looking forward to seeing it in game.

    TetraNitroCubane on
    VuIBhrs.png
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    The sale on Impulse is unfortunately now over. Sorry that we didn't announce it in advance but it caught us by surprise too!

    EDIT: Scratch that, it's back up again. O_o

    @TetraNitroCubane: Not at all. We don't want to have any regrets with Star Ruler so that means a lot of labor left to put into it. It's likely we've got another long three to seven months before things start winding down patch-wise; not that we'll leave bugs and stuff in the game of course.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • DoctorArchDoctorArch Curmudgeon Registered User regular
    edited March 2011
    Firgof wrote: »
    @adytum: We're actually looking in to putting up a time-limited sale on Steam for the same price Impulse put SR at over on Impulse.

    The only reason I use Impulse is for the Stardock games, and if/when this Steam sale goes through I will definitely purchase this game.

    I admit, I feel bad telling you guys that I will buy this game on sale, and not at the relatively cheap price of 20 bucks, but in my case I have a huge backlog (for example I have had Sins of a Solar Empire for years and have yet to play more than an hour) and a sale price point makes the game pass from "I don't need another game" to "what the hell why not?"

    DoctorArch on
    Switch Friend Code: SW-6732-9515-9697
  • AnnexAnnex Registered User new member
    edited March 2011
    Picked it up on Impulse. Few gripes:

    Tutorial says to select your scout, but doesnt tell you where your scout is or how to do so (least as far as I can tell). Later did I realize how the scout icons looked, and that part of the problem is they would appear half way into the world with just a bit of them sticking out, and if your camera was rotated at a different angle the scout may be on the other side of the world and not even visible.

    If you click on the word Scout at the top in the production log and then press Z to zoom in on it, your camera gets stuck so you cannot zoom out until you select some other distant object.

    Some tutorial elements like rally points and forced orders are either confusing or out of place for such more advanced gameplay mechanics.

    Camera movement gets very tricky because up/down and so forth are fixed to a preset position. So if for example you rotate your camera, moving up can now result in the camera moving down or left etc. This makes it very easy to disorient the player. Turning off free form camera didnt help. This so far is my biggest issue as it causes me to waste a lot of time orienting my camera.

    Annex on
  • ElvenshaeElvenshae Registered User regular
    edited March 2011
    Firgof wrote: »
    The sale on Impulse is unfortunately now over. Sorry that we didn't announce it in advance but it caught us by surprise too!

    EDIT: Scratch that, it's back up again. O_o

    Yeah - I was just about to come here and post that I'd checked Impulse now that I'm home from work, and it's still on sale.

    Elvenshae on
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    This game is pretty awesome, I love the level of customization, being able to name almost everything, etc. Really, just the fact that you can give a name to every ship and planet adds to the immersion thousandfold and makes you more attached to your units, it sucks that more strategy game makers haven't realized this simple thing.

    Wish you could name stars too.

    Zoom is a bit clunky though, there is this weird rattle if you zoom into small ships.

    A question, do ships refuel when you dock them at a planet?

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    @DarkCrawler:
    They do not refuel on docking; though they might refuel if they come close to the planet, it's high enough on their Orders list, and they're beneath their Fetch Fuel threshold.

    Sorry about no star naming functionality; it's a bit of a strange thing because the game won't recognize your nicknames when relaying from a server.

    For instance you could rename the Star "Zophax" to "Zengi Corridor". But whenever the server tells you that system is under attack, it'll still refer to it as "Zophax".

    Of course we could set it up so that everybody else gets the name you set your system to so that messages and whatnot are accurate but there are problems with that too as well. Being able to name a system on-the-fly would require us to lock the system down for a bit while we change the 'in system' variable for every ship and object in the system, for every player.

    There's more problems than that of course and we'd enjoy the players being able to give nicknames to everything but it's a low priority set of conundrums so it's not likely to see implementation any time soon.

    Edit: About the zooming in to very small ships: Unfortunately, I'm not sure how much we can prevent that from occurring with extremely small ships as what you're seeing is floating point errors due to our reaching beyond their maximum accuracy in places.

    @Annex:
    Not quite sure how we can solve that camera problem for you, but we'll look into it.

    As for the tutorial: I've been trying my best to get in a much improved one but it keeps getting delayed by bugs and bigger features. It's still something I've been working on in the background but progress is slow. That tutorial really does need to be (a) updated and (b) vastly improved in every aspect.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • AnnexAnnex Registered User new member
    edited March 2011
    Not quite sure how we can solve that camera problem for you, but we'll look into it.

    Make left always be left, up always be up etc. That way regardless of where the camera is positioned its still intuitive to the user how to reorient yourself without having to always resort to pressing middle mouse button to get back into a sane position.

    Annex on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    That's how No FreeForm Camera is supposed to work however. Are you sure you unchecked it?

    Can you compare how you'd like it to work to how No FreeForm works because I can do exactly what you're describing in my game at the moment. Is left/right swapped or something on your setup?

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    I think there is a bug in the Fleet window of the Empire one...when I add a third fleet it stops functioning (sometimes just one green bar in place where there should be fleets, sometimes a gray one and a single fleet).
    Firgof wrote: »
    @DarkCrawler:
    They do not refuel on docking; though they might refuel if they come close to the planet, it's high enough on their Orders list, and they're beneath their Fetch Fuel threshold.

    Had bunch of ships hanging around a planet, they ran out of fuel and just died out - did I accidentally delete that order or something?

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    I would suspect that they either didn't have the order or weren't allowed to fetch things from planets. A secondary suspicion would be that the order to fetch fuel was low enough on the list that it was prevented from being called by the orders above it.

    Fleet window bug: Can't get that to happen on my end. Was there anything special you were doing/mod you were using/et cetera?

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • AnnexAnnex Registered User new member
    edited March 2011
    Firgof wrote: »
    That's how No FreeForm Camera is supposed to work however. Are you sure you unchecked it?

    Can you compare how you'd like it to work to how No FreeForm works because I can do exactly what you're describing in my game at the moment. Is left/right swapped or something on your setup?

    Even with freefrom camera unchecked and the game restarted, when I move my camera to the other side of the galaxy for example, so im looking at it from the bottom instead of top, when I scroll up the camera scrolls down instead and vice versa. Turning off freeform however does seem to affect left/right correctly, just not up and down.

    This could also all be remedied if there was an option to prevent the camera from being allowed to go "under" the galaxy or onto its back side.

    Annex on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Ah, I see the problem. You just want a vertical inversion from the normal camera eh? Easy enough! :) [Edit: Nope, you need something more context sensitive. Sorry; see my reply at the bottom of the post.]

    Just click the Invert button next to the Vertical Sensitivity slider in Camera and that should get your camera working the way you want.

    Lemme know if you have any other camera issues! I even have a few interesting commands for cameras and whatnot for interesting screenshots/movies. (I only used built in stuff to shoot all the footage of the game, including any footage where I'm doing the 'nose-cam' of a fighter or where I'm tracking a ship from a ship as if I were on the deck [not sure any of that footage made it in though]).

    EDIT:
    This could also all be remedied if there was an option to prevent the camera from being allowed to go "under" the galaxy or onto its back side.
    We could look at that as an option but there's no way to enforce this atm unfortunately.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    Firgof wrote: »

    Fleet window bug: Can't get that to happen on my end. Was there anything special you were doing/mod you were using/et cetera?

    Don't think so, just have a newly installed game.

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Dark: Could you post up your log.txt somewhere so I can read it? Interested to know if the install went bad or if we're looking at something hardware-related. (There should be a link to your User Files in the game's directory or you can just go to: My Documents/My Games/Star Ruler; in either case, it'll be in that root folder.)

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    Screenshot of how it looks:
    http://i55.tinypic.com/a9lg82.png

    log:
    Logical CPUs: 4
    Loading config.cfg...
    Initializing Engine...
    Processor speed: 2.833GHz
    Star Ruler build: 1.0.6.2
    Seed: 0
    ============
    Loading resources...
    ============
    ============
    Hooking script functions...
    ============
    ============
    Hooking script functions... Finished(41ms)
    ============
    ============
    Loading/Building scripts...
    ============
    ============
    Loading/Building scripts... Finished(2758ms)
    ============
    ============
    Loading game data files...
    ============
    ============
    Loading resources... Finished(8938ms)
    ============
    ============
    Loading game data files... Finished(6172ms)
    ============
    ============
    Preparing Galaxy...
    ============
    Loading saved game 'C:\Users\name\Documents\My Games\Star Ruler\Saves\autosave.srs'...
    Save game loaded
    ============
    Preparing Galaxy... Finished(870ms)
    ============
    ============
    Initialize GUI...
    ============
    ============
    Initialize GUI... Finished(71ms)
    ============
    Game loop start 0:11:21 3/4/2011
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void showFlWin(bool)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(26)
    diplomacy_win::bool showFleets(const [email protected])
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\diplomacy_win.as(335)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void tick(float)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(372)
    GUI Module 'fleet_win' failed its void tick(float) call too many times
    Script Exception: Null pointer access
    fleet_win::void update()
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(310)
    fleet_win::void showFlWin(bool)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(26)
    diplomacy_win::bool showFleets(const [email protected])
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\diplomacy_win.as(335)
    Script Exception: Null pointer access
    fleet_win::EventReturn FleetPanel::onGUIEvent([email protected], const GUIEvent&inout)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(587)
    Script Exception: Null pointer access
    fleet_win::EventReturn FleetPanel::onGUIEvent([email protected], const GUIEvent&inout)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(587)
    Script Exception: Null pointer access
    fleet_win::void showRfWin(bool)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(65)
    fleet_win::EventReturn FleetPanel::onGUIEvent([email protected], const GUIEvent&inout)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(597)
    Script Exception: Null pointer access
    fleet_win::void showRfWin(bool)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(65)
    fleet_win::EventReturn FleetPanel::onGUIEvent([email protected], const GUIEvent&inout)
    C:\Program Files\Indie Games\Star Ruler\Game Data\gui\fleet_win.as(597)

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Cool. I'll send that over to my co-workers to see what's up. May very well be a bad install; could you please attempt a reinstall while we look it over?

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • DarkCrawlerDarkCrawler Registered User regular
    edited March 2011
    Sure!

    DarkCrawler on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    @Annex:
    Sounds like we'll be able to put that in for the secondary camera without too much trouble, but it won't work well at all with the freeform camera; not that you'll mind that in the first place right? :p

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • AnnexAnnex Registered User new member
    edited March 2011
    Firgof wrote: »
    @Annex:
    Sounds like we'll be able to put that in for the secondary camera without too much trouble, but it won't work well at all with the freeform camera; not that you'll mind that in the first place right? :p

    Thanks. Essentially I just want a regular camera more like Sins/GalCiv, whereby youre almost never disoriented by your camera orientation while still having the ability to rotate/pitch/zoom. Freeform is great for I guess more advanced players or those wanting to snap some unusual angles, but right now as a newbie I want the game to be as accessible as possible.

    Annex on
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Glad we could help. :)

    Sorry that it'll be a while between now and the next patch though. I don't think the camera's exposed through the scripting portion of the game; if it is then we could toss parts of it to you in advance but I'm pretty sure at least some of it is built straight into the executable for speed purposes.

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • arcatharcath Registered User regular
    edited March 2011
    Is the latest patch already on Steam?

    arcath on
    camo_sig.png
  • FirgofFirgof Blind Mind Studios - Co-lead Developer Registered User regular
    edited March 2011
    Yes it is. Your version should read version 1.0.6.2

    Firgof on
    Co-Lead Developer, Blind Mind Studios
    Click here to visit our thread on Penny-Arcade
  • I ZimbraI Zimbra Worst song, played on ugliest guitar Registered User regular
    edited March 2011
    Wow, this looks like a thing I need to play. Does anyone have any experience trying to run it under OSX through CrossOver or a similar program?

    I Zimbra on
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