Star Ruler 2

Star Ruler 2

Reclusive Ringworlders
35 Comments
brigadon 24 Apr, 2019 @ 12:58pm 
Darloth, I know you rarely play anymore, but umm... building 'level up' structures' on the ringworlds does not seem to work.
Ze one 12 Sep, 2017 @ 9:57pm 
There's a strange bug with Exploitation platforms randomly deciding to leave the planets they're orbiting and stack up in the middle of the galactic center, right in the black hole.
Now The Cow 2 Aug, 2017 @ 7:44am 
thanks darloth for everything!!
Darloth  [author] 2 Aug, 2017 @ 7:35am 
@MDelpino2020 - Planets will now generate ore whenever they're being exploited, and that ore will go to wherever you're exporting the resource. I haven't measured how much the average planet gives, but it's probably somewhere in the region of 5000. It will then explode and break into asteroids, which you can mine for even more, though it will have to be a little more manual.

Planets do not convert to barren.
Now The Cow 1 Aug, 2017 @ 11:20am 
did you fix the planet turning to ore? i am just wondering
Now The Cow 1 Aug, 2017 @ 11:18am 
@nickel knight, thaks for the info bud
@darloth THANKS SO MUCH FOR FIXING THE MOD
Darloth  [author] 1 Aug, 2017 @ 9:35am 
I should note - The balance has been altered, and I haven't played a full test game. It might be they're horribly weak now, it might be they're horribly strong now :)

Have a go, report back if you want, and if you can give me some good suggestions as to what numbers to change, and most importantly WHY you're changing them, I can probably implement those too if it seems like they'd help.
Darloth  [author] 1 Aug, 2017 @ 9:27am 
Okay, new version.

I've fixed all the graphical issues as far as I could see, and vastly changed the whole method of 'colonizing' worlds. They now function a lot more similar to the DLC Ancient lifestyle, except with a ringworld to start with and planets that eventually explode. However, you keep the mining platform and can move it to a new planet. To expand, build more mining platforms.

Known issues: The ore doesn't transfer as smoothly as in the ancient race - it will transfer with exporting the resource, but you might be left with a little leftovers sitting on the original planet. If this bothers you, you'll have to send a transport / mining ship to pick it up, sorry - getting a planet with a non-ore resource to export ore was difficult, and this is the only way I got it working at all.
Darloth  [author] 1 Aug, 2017 @ 5:23am 
Well, I can't get it to crash on startup - but the exploitation platforms do display as a blank untextured purple ring, so that's a problem. I also had some problems colonizing places, especially a place with noxious atmosphere, so I'll fix the model and maybe fiddle with colonization and release a new version and you can tell me if you still have problems, ok?
nickelknight 31 Jul, 2017 @ 8:50pm 
@MDelpino2020, i load into ANY map with a variety of setting changes and the default settings and it crashes instintly everytime. problem is with loading of game assets, not sure what but something between the ringworlds, and the vanilla game must be conflicting... ps: i have had no other mods running with this install of the game. PSS: i will re-install and try a fresh install and see how it works.. my guess is that with the new dlc out something must be conflicting.. maybe with the tech tree since it has your race as already unlocked it. ?? it oculd be that you need to update the Identification number of the ttech for ringworlds? please check there frts ok :)
nickelknight 31 Jul, 2017 @ 6:58pm 
@Darloth, i would like to see it get compatabillity with the new invasion map type gameplay with the wake of the harolds dlc. i woould i like to try and ringworld out at the start on that map. :)
nickelknight 31 Jul, 2017 @ 6:48pm 
@MDelpino2020, i usually turn resource asteroids up, that way they give me the teir resources without ever going anywhere.. i usually go to about 250% for that and like 150% for ore.
Now The Cow 31 Jul, 2017 @ 9:39am 
oh 1 more thing, you lose the reseourse when the planet dies/ if you go to barren, i think that there should be a "stealing" of the resourse from the planet and it goes to the ringworld to be produced
Now The Cow 31 Jul, 2017 @ 9:32am 
what is broken:
the planet to ore thingy when you have a orbital
not being able to send more population to leveled up planets (you are forced to use your ore on leveling up the 1st ringworld by building the resourse processors)
umm... thats it i think, i will play the mod and see if i find anything else ok?
Darloth  [author] 31 Jul, 2017 @ 3:39am 
I rarely play this game anymore - but if someone can tell me a quick list of the ways the mod doesn't work, I could try and update it to the current version.

To make it work really well, I think it would need a rewrite (for example to fix the low population bug) but I can probably kludge something so it is at least playable, if someone is kind enough to tell me what exactly is broken :)
nickelknight 28 Jul, 2017 @ 10:09am 
indeed, please update. this is a super-fun mod.
Now The Cow 28 Jul, 2017 @ 5:16am 
can some one update this mod please
thanks
nickelknight 3 Jan, 2017 @ 4:06pm 
this mod is an intreeging style of playing the game. love it and wish that someone will take this as a concept for a future version of the mod.
Sunian 29 Sep, 2015 @ 11:18am 
Google Cheat codes (Yes this game has cheat codes_
NCDarkness 16 Jul, 2015 @ 11:01am 
An interesting mod in development - wish it worked. Unfortunately my planets I attempted to exploit for resources were in constant population flux of 0.9 - 1.0 - 1/3; meaning that the planet was technically never classified as "colonized" and therefor could not export it's resource. Ran at in increased speed (x10) until One in game hour had passed. Planets never reached a state where they could export the resource and simply were destroyed asfter long enough.
Dalo Lorn 30 Apr, 2015 @ 10:48am 
About the resource stealing: I've been putting up some ideas on ABEM's repository that could be helpful. (Issue #27 - 'Rework Ringworlders.')

It's a bit ambitious (knowing the difference between stuff such as Artificial Planetoids and other 'artificial' resources), but...
Jaden.H 28 Apr, 2015 @ 9:05am 
yeah did it last night. thx for confirming though.
Darloth  [author] 28 Apr, 2015 @ 6:35am 
If you want to remove that, you should remove the line
TriggerPeriodic(DealStellarDamage(8000000), Interval = 15, Trigger Immediate = True)
from the OrbitalExploitationPlatforms.txt in the data\statuses\traits folder.
Jaden.H 27 Apr, 2015 @ 11:04am 
is there a way I can remove the planet killing trait. is all I have to do is just remove planet degradtion in the life style trait
Stagehands 22 Apr, 2015 @ 6:15pm 
On the note of them being hard to fully expand upon, a majority of a ringworld's surface will inevitably be unused and unworked due to the simple lack of pressure. This makes the massive size of the ringworld something of a waste, and gives you a big disadvantage compared to other races.

Putting in buildings would counter this balance issue, and presents its own counter-balance to further make it better: it increases pressure of your choice, but also takes up space, which might one day get in the way of using that pressure if you ever completely fill the ringworld up with buildings. It encourages you to be tactical and not to just spam buildings or else you're still going to end up wasting space.

That's something that I think would really change up the way one would play this race type for the better, plus my other suggestion.
Stagehands 22 Apr, 2015 @ 6:57am 
I had also considered that strategy of using just asteroids, but the problem from that is that level 2 resources is a lot rarer than just level 1's, and I had been unable to bring my ring to level 5 because of this. On top of that ,expansion is extremely slow regardless because in order to expand I would need to set up intentionally non-profiting colonies toexpand my trade zone just to get the resources I wanted, only for them to be gone at some point anyways. Any fleet I would set up would inevitably be temporary because of how my planets are constantly dying. It's a lot of pressure and demands a lot of risky move-taking.
Darloth  [author] 21 Apr, 2015 @ 1:23pm 
They're building the universe's largest ever collection of TACOs. Not the food, the Totally Arbitrary Collectable Objects.

At some point reasonably soon I'm going to be doing another pass on this mod - I completely agree it's not quite feeling finished yet. I'll certainly be adding buildings (like on the Artificial Planetoid) that stand in for resources, and I'll see what I can do about the resource transfer. It should be... sortof-easy to do as an effect just on the home ring, and rather complicated to do so they can send them to any ring. Maybe if I spawned a ship of a certain fixed design that 'holds' the resource. I imagine it would be rather large, then you could fly it home and deposit whatever it is.

However, I had pretty good success having at least L3 as a minimum just from asteroid resources and food buildings.
Stagehands 21 Apr, 2015 @ 12:35pm 
I was just looking at this mod and I thought to myself, "yknow, it'd be really sweet if they stripped the planet and just assimilated the resource onto the ring itself". Instead I realized that I was going to have to perpetually expand, and bring the resources in closer due to trade reach, and it just wasn't going to work. I was out on the edge of everything and kept crawling up and down from various tiers with little to no navy to speak of.

I wish you could do that instead. So you can actually, y'know, expand. Not strip the galaxy bare holding up one stupid ring. What're they even using all those resources on anyways?
Darloth  [author] 15 Apr, 2015 @ 1:15pm 
The bug is fixed now. An update with a few more balance tweaks will come soon.
Darloth  [author] 7 Apr, 2015 @ 4:20pm 
It's not dead, it's just waiting. There's a bug I can't really fix myself, and when it's fixed (if it isn't already) I'll have another go at polishing this. Alacarr has made some sensible seeming balance changes in ABEM for it, so I'll probably back port those at some point.
FictionXVI 6 Apr, 2015 @ 8:49pm 
Is this mod dead I would really like to see it workout!!!
CrazyVulcan 27 Mar, 2015 @ 11:29am 
"All I need to know, Cortana is did we lose them?"
Darloth  [author] 26 Mar, 2015 @ 12:39pm 
Thanks, but maybe tomorrow, too tired tonight. It's a core bug, happens with star children also. Their planets don't explode on such a regular basis though, so it's much harder to notice with them.
Earl Sneakington 26 Mar, 2015 @ 9:50am 
If your up for a chat I might be able to help work out a fix.
Darloth  [author] 22 Mar, 2015 @ 3:53pm 
Currently due to a bug this race is difficult to impossible to win with - every planet you lose will count double, and eventually you'll run out and lose the game despite still having planets and ringworlds remaining.