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Request, Babylon 5: Narn, Minbari, Centauri as first preferences. - Earth Alliance ships are distinctive but we've already got a few humans. Shadows are usually appreciated too by fans if you like their ship design.
@bearhiderug Once subscribed it will be under mods from the main menu
The federation is giving me a run for my money, or was.. Until I unlocked weapon phase changing.
The Altar thing sounds like an oversight when planet levels were expanded. Thanks for reporting it.
Are you certain it wasn't just that the target was moving?
A missile can be fired at the value of maximum range but if the target is moving away fast enough, that range can increase enough over time that the missile expires before it hits. It can be annoying (and no, the auto-fire routines do not factor it in) but does make some logical sense. It also makes a case for more traditional direct-fire weapons even though missiles generally out-damage them.
Thanks for the quick response, I'll try finding some new sources to download the mod from.
That certainly sounds like there's something wrong with you copy of the mod. What you're reporting is rather strange.
Any help with this be greatly appreciated.
I slightly miswrote; the last sentence should've been "And sometimes...", as in, an additional reason.
Morrowind/Oblivion example is more like optional extra content, but it's a simple example that's enough to negate the absolute statement brigadon wrote :)
Factorio's dev-made mods are mostly stuff that devs would like to have in game but either doesn't fit the "general player base" (either for balance or complexity reasons), or isn't supported by the game engine well enough to smoothly integrate (as "mods", any roughness is somewhat more forgivable). There may be an occasional "I think this should be in the game, but the rest of the team disagrees" mod as well :)
Integrating the user mods is either what you say, or a modder demonstrates a feasible implementation of what the devs wanted to do but couldn't think of how to do it.
As for integrating user-developed mods into their games, this seems more like a case of the devs' intentions changing in response to an interesting idea coming up. For instance, if memory serves, Darloth was the original inspiration for the Shrine mechanic now used by the Feyh.
"no mod, ever, is 'what the devs intended'."
Counterpoint: Morrowind and Oblivion so-called "official plugins" are dev-made mods.
Another counterpoint: Factorio devs made a handful of mods; some of them were eventually moved into the main game. (Some of the user-made mods as well!)
Sometimes the devs just didn't have time or money to implement their intentions :)
Hydroponics Stations weren't added just for the Nylli. They're available to all races as an option for a food source at the cost of something other than money. I changed it from science to energy because the most players felt that research points were more precious and energy income was overabundant in the later game where you would rely more on artificial food sources.
Nylli are obviously meant to NOT have access to the ground structure version. That's core to their philosophy and design. That you don't like it is fine, but that's not really my problem. It's an handicap that you are meant to have to deal with if you play them - whether it's entirely fairly balanced or not. I haven't made Stations inaccessible them or cost anything more than it does other races - I'm treating them equally on the cost front and maintaining their theme.
If I want to address an inherent imbalance in the Nylli, I won't do it through hydroponics. I have no more to say on the matter.
One of the reasons I really like factions is because the enemies I face are often pulling something new out of a hat.
And no, Star Children are NOT in exactly the same position they were in. Star Children are forced to use hydro stations where other races can choose to use megafarms instead.
That means that relatively, they are in a far WORSE position. I am not sure how you play, but in the games _I_ Play the political situation is highly volatile. Energy is the only way races without political bonuses can compete. I usually play against 2-4 other races, and getting completely tromped in politics can quickly lose you the game.
Yes, the hydro stations are a crutch, and they are a crutch that was thrown out because BEFORE that the Nylli were nearly unplayable.
The car was the hydroponics stations. Everyone pays the same for them and none of them are in any way superior to the ones they get.
You complaint is that others in the next city over have a bus system while you don't. You're at a disadvantage in that regard, but your city not having a mass transit system has nothing to do with you not being able to afford gas for your car.
No. It doesn't. It leaves them in the exact same boat they were in before.
Your argument is like saying "Before I got my car, I had to walk everywhere. But now that I can't afford gas for my car, I can't go anywhere anymore!" Yet you still have the same ability to walk that you did before. It's not worse than it was before, it's the same.
"I am not sure what boards you were reading, but pre-heralds Nylli were NOT okay. every third thread was about how impossible they were."
The point was that the devs themselves deemed them suitable for release. Whether or not you agree with that is up to you. They clearly marked them as "hard" though, as they knew that aspects of their mechanics made them more challenging than others.
"I don't like resigning myself to not fighting against Wraiths if I want to play a Tali'zora type trade fleet"
What does this have to do with the Wraith specifically? Hydroponic Stations are irrelevant to them.
Yep, and the energy costs make it much worse.
I wasn't asking you to change it, I was asking you to look into it.
I am not sure what boards you were reading, but pre-heralds Nylli were NOT okay. every third thread was about how impossible they were.
Heck, you could cut star children out of the loop entirely. let people grab something like enhanced races to make up for a design shortfall, or size=pop if they want more of a challenge.
But the game is not being updated anymore. Heck, it's freeware now. we rely on you guys to fix the problems and create the updates that the devs won't. I love factions, and I have over 2300 hours in the game, it's one of my standbys, I regularly cycle through the three big mods to play the game different ways, I don't like resigning myself to not fighting against Wraiths if I want to play a Tali'zora type trade fleet, but I guess that's the only option.
That may be true, but it's a decision the SR2 devs themselves made. Could a mod try and address that, sure? I have not attempted to do so.
As for hydroponics, it's the same rules for all factions that can have them. The Nylli can't build any more or less than anyone else can with their energy budget (outside of extreme L7+ planets that may or may not even be possible in a given game). The issue of not having an alternative isn't about the hydroponics station, it's a factor of their core mechanics.
Anyone else can spend a few free tiles and take a minor income hit to shore up any food or water shortages they might have, possibly even terraforming their nutrient planets away to optimize their income (obviously a late-game strategy). The Nylli? If they don't have enough nutrients, they're screwed.
If you're relying heavily on them as a crutch to build your empire, then yes energy may be a problem. Absolutely intended. Most people complained about the original version of them taking up ever more valuable research points and leaving their empires being technologically instead. This makes much more sense to me and I have no plans to change them back.
every single time they want to make a planet tier 1 and there are no available food planets they are forced to build a satelite. That means that they have to build a lot MORE satellites than any other species.
I have tried playing star children a number of times, and at around 8 systems EVERY TIME I tended to be running deep in the energy NEGATIVES if I even attempted to keep up with the other races. This is not 'slow starting', this marks a serious balance flaw.
If Megafarms had the same penalty, I would understand. But Star children simply do not have that option... Thus I think that the energy penalty influences unduly a race that is already widely known to have serious disadvantages.
I simply would like you to rethink this... I like do factions. I really do, If I didn't care I wouldn't be so adamant that there is something broken about this mechanic, balance-wise.
Star Children use resource pressure just like most other races, including pressure that generates energy income. No building are necessary.
You are correct that they can't build the special tier 7 planet Power Vault but that is not mandatory or required by any race anyways.
Your hostility over this is quite bizarre as every other race has the exact same issues to deal with (IE, finding and managing pressure to build up energy). You act as though the Power Vault is the only and primary source of energy in the game, which is far from the truth.
As far as I know DOF has nothing of the kind
Do you have some suggestions, strategically for star children then? Or some hidden Gem you provided for them to specifically counteract the HUGE penalty that having zero energy in the course of NORMAL development they face?
Other races can create those huge ground-based structures that produce 25 free energy per turn, easily offsetting the penalty. I am not going to assume you have it 'in for' space based races, but I really want to know what you are thinking, or if you simply haven't given the Star children problem any thought.
It's absolutely intentional and noted as a change in the development logs. Your ability to propel your planet development artificially is directly tied to your empire's ability to produce excess energy. It also gives energy a use beyond just accumulating for artifact activation. Be mindful of zeitgeists wreaking a bit of havoc on the rate from time to time as well though.
I assume it's a bug, because doing that intentionally to races that already have huge survival issues like Star Children is FAR too sadistic to be intentional.
Ship designs are stored in Documents\My Games\Star Ruler 2\base\designs, if you want someone to check them you could upload the two designs somewhere (they're just text files, so you can use e.g. Pastebin). Be sure to give the entire mod list you used when creating them!
@BatesytheArtist
PC specs? Many mods, and especially shipsets, eat a lot of RAM (much more than the base game). The game also eats a lot of CPU while loading. Try firing up the task manager and monitoring the system status while the game loads.
Star Ruler 2 continues to load art assets after it starts. This can take several minutes, depending on the system and the total load (in this case mod additions). While this is happening, it's normal for the game to run choppy and whatnot until it finishes the process.
If you don't like it being choppy at the start of a game, just wait at the menu or pause the game it until all the icons, etc have filled in (white squares are placeholders that haven't loaded yet). Generally once all the UI is loaded, the background loading process is mostly finished.
The amount of shields on a ship is controlled by ship size and they type of shield, the number of generator hexes used. It has nothing to do with weapons. What you're describing makes no sense within the context you have provided.
In the sandbox, I've got two identical ship designs (just used duplicate) except one has phasers and one has pulsed phased cannons. In the designs tab they both have identical shields - but when you spawn them in the sandbox, the ship with the pulsed phase cannons ends up having double the shields - and ends up winning every battle - even 2 v 1 - and probably more.
Is this intended? And any reason for this?
You're PC is obviously having problems rendering particle effects. That's either a GPU related problem (what do you have?) or something is messing with the effector related files somehow. Either way, I'm sure that both DOF and RS have their effectors set up properly to work so the issue is most likely install or machine specific on your end. A thread in the forums would be much more suitable than a bunch more messages here.
But I'm still having the same problems with my weapons not firing with a few exceptions:
Quantum torpedos - working
Pulsed Phased cannon - working
Phasers - not working
transphasic torpedos - not working
I will experiment with a few more weapons.