Star Ruler 2

Star Ruler 2

United Federation
13 Comments
Owl 12 Aug, 2016 @ 2:09am 
The models seem a bit spazzy, A guy was working on a star trek mod but it flopped and he made his models freely available. They can be found here: http://www.moddb.com/mods/star-trek-reign-of-empires/addons/my-oldest-models

I think it could probably help with this mod
jeg623 22 Feb, 2016 @ 7:55pm 
are you going to update the models? I'm not feeling them. To... block and squarey.:steamhappy:
Lucidnonsense 7 May, 2015 @ 8:00pm 
any plans to update this to play nice with other mods?
bean  [author] 14 Apr, 2015 @ 4:01am 
fixed.
Dalo Lorn 14 Apr, 2015 @ 3:12am 
(Continued from previous comment)

The WarpDrive trait loads 'hyperdrive' designs. The 'hyperdrive' designs use the Hyperdrive subsystem, while you unlock the WarpDrive subsystem which, while it is a renamed Hyperdrive, will still be inadequate for the task. You must make your own 'warpdrive' designs or unlock the Hyperdrive subsystem in the WarpDrive trait.

I do not believe you need the "empire_effects::" prefix when calling AddInfluenceStake() in the Federation trait. And I'm pretty much done here. :P
Dalo Lorn 14 Apr, 2015 @ 3:09am 
Okay. Lots of compatibility issues that will make it difficult to run this alongside other mods:

You don't need to have images/empires/backgrounds at all, flags 1 through 19 can safely be deleted (also, it would be wiser if you used a less generic name for your Federation flag, like ioaeUFP.png or something, and images/empires/portraits should also go the way of the dinosaur.

As for Time Turner's graphics problems... This is a bit chuckle-worthy, and pretty cringe-worthy at the same time. I haven't looked into models.txt yet, but your shipset's materials.txt seems to insist on using "mods/UF/data/shipsets/Federation" instead of "data/shipsets/Federation". I'm actually amazed by the fact that it didn't break on YOUR end, but it's a big no-no for the Workshop.

There's a few more things you're doing wrong, and I'll explain in the next comment.
Dalo Lorn 13 Apr, 2015 @ 1:37pm 
Not sure why that should be the cause. I'll examine the files tomorrow morning if it's not solved by then.
bean  [author] 13 Apr, 2015 @ 1:17pm 
Umm.. Are you running any other mods? You may be overwriting something (though I don't know what.) I am unaware if this is an issue for anyone else.
Lucidnonsense 13 Apr, 2015 @ 10:33am 
These wont show up for me, the ships have no model
bean  [author] 12 Apr, 2015 @ 6:54am 
Thanks again. Added a starbase. :)
Dalo Lorn 12 Apr, 2015 @ 5:10am 
Oh, also, you'll need a station hull. :P

I suggest using GevronStation or VolkurStation until you manage to make your own station.
bean  [author] 12 Apr, 2015 @ 4:56am 
Thanks for the feedback. Fixed.
Dalo Lorn 12 Apr, 2015 @ 2:56am 
Ehhh, I don't need to download the mod to see it's unplayable. (At least the shipset part of it.) To clarify:

You need at least one support ship hull with no MaxSize, and at least one flagship hull with no MaxSize. Also, at least one support ship with a MinSize of 1 (you sort of have that in the Peregrine - I wonder if it'll work the way you seem to hope it will...), and at least one flagship hull with a MinSize of 16. (Speaking of which, flagships and station hulls should never have a MinSize under 16.)

If you do not follow ALL of these instructions, your shipset will either have an unfair advantage (size-1 flagships could act as incredibly cheap probes) or a crippling disadvantage (even in the early game, size 80 is QUICKLY exceeded by just about any player I can think of, and I see sizes up to and in excess of 1.5k in my games) compared to other shipsets.