Star Ruler 2

Star Ruler 2

Rising Stars (old)
Darloth  [developer] 28 Mar, 2015 @ 6:29am
Comments & Opinions
I like your research tree - I think it might be laid out better than the original, it's certainly less confusing.

The sheer amount of new toys is fun!

The research icons often don't match the component or seem pretty random (Intelligence Centers for example) but I presume you know that.

Oh, I don't like the Metropolis art as much as the (updated) one from the core game. Your Factory art reads better for sure, but does look a bit more out of place... kindof fits with the Forge though. Still not sure whether I like it or not, but I don't actively dislike it :)

There's an (I) Materials Development node at the top of the research grid that says nothing about what it actually does.

There are some other (I) nodes... do they do something special? Is there a manual I should read? Are they perhaps Infinite? If that's the case I'd really like to know what Materials Development does :)

You have significantly more FTL tuning available on the grid than the core game - I checked recently and was surprised to find there are only THREE FTL Tunings on the original research grid - it's because they're spread out near each edge in a big triangle, there always seems to be one fairly nearby. I think this will result in a lot more FTL use and FTL crystals will be less important. If it were me, I would probably swap around all your tuning and containment nodes. You also have an FTL tuning available right away.

Any specific reason Gate tech can be unlocked with 80 influence but the other FTL methods can't?

Ion drives list their very high turn rate as a negative. I like what you've done with them though, as a straight upgrade over rocket engines of sufficient size. However, I think some sort of purely turning engine may be required early-game. Maybe it costs as much as a rocket engine, but provides zero acceleration, must have an external core but needn't be rear facing? Turning thrust of perhaps 4x rocket engines?

There's obviously less percentile bonuses available overall, and the effects seem smaller also. This is probably a good thing, and it does make you think hard about the tradeoff techs like the flagship or support specialization. That's a really nice mechanic by the way.

There's an incorrectly rotated link between carrier hull tech and control computers.

Not sure I like the Graviton Condenser being a flagship upgrade path only component - its use is not particularly relevant to big combat flagships, is it? (I often have what amounts to a specialist for it, like tractor beams or miners or whatever).

Maybe put the superlaser unlock here instead? That said, I have no idea where that unlocks from.

There seems to only be a single Accuracy on the grid, which makes me sad. May I suggest another one slightly down the flagship branch, just next to the heavy railgun unlock?

More comments to follow as I play out a game.
< >
Showing 1-15 of 20 comments
Darloth  [developer] 28 Mar, 2015 @ 6:31am 
Ooh, changed icons for artifacts that lets me see what they're for more easily. Nice. Pity it makes artifacts in general harder to pick out on the map... Hmm...
Last edited by Darloth; 28 Mar, 2015 @ 6:32am
Dalo Lorn  [developer] 28 Mar, 2015 @ 7:21am 
Research tree is Alar's doing entirely, can't really say much about that. (Except my previously noted dislike of the part where you're forced to specialize in flagships or supports, with various components gated behind the choice.)

Toys... well, there's more where that came from. By my count, the research grid is missing everything since races were introduced, plus stellar shielding, plus the new abilities I've been working on, the Progenitor tech tree (which I have NOT been working on yet)... possibly more, but I can't remember it offhand.

Research icons: We don't really have a dedicated artist. Alar's been throwing out some interesting icons (Boarding Parties, Factory, Orbital Enhancement, and some of the various armor icons), but a lot of this stuff is suffering from a lack of assets as we repurpose images already in the base game. Intelligence Facilities are a perfect example of this.

Metropolis art is a big no-no in my opinion as well, but I was unable to talk him out of it. (Just as I was unable to talk him out of adding the Residential Area.) I definitely like the factory, though.

The (I) nodes are infinite development, yes. I could swear I added localization for all of them on GitHub, though - as far as I know, the master branch down there is where the latest patch came from.

I think some of the extra tuning might stem from the fact that we've got Sublight races which start with no innate FTL generation but can wind up using FTL. Not sure.

Gate tech: I'd have to ask Alar.

Ion drives: The 'negative' high turn rate is a slight error on my part. As for a pure-turn engine... interesting.

Funny, I wasn't too fond of the tradeoff as it seemed too arbitrary. (Graviton Condensers, for example. Why would only flagship-heavy races develop the scientific knowledge to make them?)

Can't really speak for the rest of your OP, but the artifact icons are also something Alar came up with that (in my opinion) turned out pretty well.
Darloth  [developer] 28 Mar, 2015 @ 8:13am 
I like the tradeoff but not unrelated systems like graviton condenser being gated behind them. I'd replace it with spinal mounts or something (Must be left-right exposed like gate and take up 33% of ship, big range + damage bonus, mass increase? I dunno, something like that)

I'm fine with the onboard shipyard support builder component being half way down the support tree, for example.

The reason I like this kind of thing is it provides a choice for you, and something that can be adapted to for your enemy.

If you go mostly supports, you enemy knows they can probably flagship snipe pretty easily and may wish to invest in flak cannons if you're swarming, or at least some torpedos.

If you're going flagships, then swarming might work well on their end.

A mix of both is also possible (I think? Didn't quite add up all the bonuses but I think there'd be a net positive, even if smaller than the max specialised bonus), which is good.
Last edited by Darloth; 28 Mar, 2015 @ 8:16am
Dalo Lorn  [developer] 28 Mar, 2015 @ 8:28am 
Originally posted by Darloth:
A mix of both is also possible (I think? Didn't quite add up all the bonuses but I think there'd be a net positive, even if smaller than the max specialised bonus), which is good.

It isn't possible. The moment you get one of the Flagship Specialization techs, you cannot get a Support Specialization tech (or vice versa).

IF, and only IF the Specialization techs were a statwise tradeoff between making better flagships or better supports, I might be fine with it. (And even then there are now other ways of doing that, like Hulls.) But gating various subsystems behind an irreversible specialization choice? No.
Darloth  [developer] 28 Mar, 2015 @ 10:18am 
Ahh. Then I have a serious complaint that it doesn't SAY that, and you need to tell the user that sort of thing before they do it!!
Dalo Lorn  [developer] 28 Mar, 2015 @ 10:39am 
Yeah, I never localized that because I was hoping I wouldn't have to. Unfortunately, here we are, months later, and that mechanic is still very much alive.
Charette 28 Mar, 2015 @ 10:41am 
hey there , here is something i want to ask , would it be possible for you to add the Ore Transport Mod what is also avaiable in the Workshop
Darloth  [developer] 28 Mar, 2015 @ 10:43am 
Going to stop for now.

Seems fun, but I'm a bit disappointed that -most- of the really shiny new abilities / weapons / stuff isn't available on the research tree, I found a couple of other missing localizations (one was just a bomb icon - a very NICE bomb icon, admittedly, but no text, from a Revenant equipment cache. Can't remember other, think it was research tree somewhere.)

Compared to core it has lots of interesting bits but is significantly less well explained or signposted. I like some of the ideas a lot, I dislike others, but that is usually going to be the case for any big changes mod like this.

If you decide you do want to use the Ore Transport mod, go right ahead. All my stuff is WTFPL.
Last edited by Darloth; 28 Mar, 2015 @ 10:45am
Dalo Lorn  [developer] 28 Mar, 2015 @ 10:58am 
Yes, well, most of the 'really shiny new abilities/weapons/stuff' has only been implemented on the mechanical side. Until Alar reworks the tech grid to include these things, that can't really change.

As for explaining/signposting, I feel that (aside from the 'very nice bomb icon' and ship specialization - the former is a bug I haven't quite squashed yet, and the latter I've already explained xD) we did a fairly decent job of it. (Stuff I thought I committed when I didn't not included. I wish I could push that on my own...)
Alexander the Great  [developer] 28 Mar, 2015 @ 5:41pm 
I will be tweaking the mod over the next weeks.As ever said every help is welcome.

The research grid is a thing I never i am satisfyed with.Sometime i even thought of trying to bring back some of the old research models Star Ruler2 had or maybe combine them.

As Dalo said I did not update the mod from my side since the races were updated.But now we can start updating it again.I was more focused on trying to test all this race stuff.
Last edited by Alexander the Great; 28 Mar, 2015 @ 5:46pm
Charette 28 Mar, 2015 @ 9:03pm 
hmn ... if you could combine the "Infinitv" Research with a Counter it should be possible to bring the SR1 Research Tree back if it´s what you want to
Dalo Lorn  [developer] 29 Mar, 2015 @ 2:26am 
Originally posted by Charette:
hmn ... if you could combine the "Infinitv" Research with a Counter it should be possible to bring the SR1 Research Tree back if it´s what you want to

I'd rather not, really. Aside from the fact that the research system is currently set up so that the production of research points slows down as you eat up an imaginary 'research pool', there are some significant flaws in an infinite research system, one of which has been noted on several occasions by SR1 players and the devs.
Charette 29 Mar, 2015 @ 8:38pm 
after a 3rd happening in the Expense , would it be possible to integrade a "Radioactive" Shield for Colonies ? I´m getting locked in by the Radioactive Systems and the "Borderfree Trade" isn´t there anymore to compensate
Dalo Lorn  [developer] 30 Mar, 2015 @ 2:52am 
Sounds like the Radioactive Nebula needs to have its frequency toned down a bit.

That said, a possible workaround for your issue would be to use a tractor beam to bring either a gate or a Commerce Station to the system behind the nebula. So long as you have a gate/Commerce Station in your home cluster, you will be able to ignore the nebula's deleterious effects entirely.

Charette 30 Mar, 2015 @ 5:10am 
I Build a Gate in the System behind , but as this system is deserted it goes Neutral again and if that System is a Hub for 3 Systems .... well :D

btw , how did you think about diffred Hull Subsystems for Supports ?
Corvetts , Fregatts, Destroyer , Light Cruiser ... more Space , expensive but better that a Flagship Allone :)
Last edited by Charette; 30 Mar, 2015 @ 5:19am
< >
Showing 1-15 of 20 comments
Per page: 1530 50