Star Ruler 2

Star Ruler 2

Battlestar Galactica
Dalo Lorn 28 May, 2015 @ 12:35am
Observations so far
hulls.txt:

Helios' support counterpart is called SGalactica. Pretty sure that's a bug. :P

There's also a few mismatched names, not sure if they're intentional:

Warstar Helios - Battlestar Helios
Colony One - One

Organizationally, it may be wiser to list all the flagships first, then the stations (which reminds me, you need a station hull), and then the support ships. I find that it makes the file a bit more readable. Alternatively, come up with your own scheme.

materials.txt:

You DEFINITELY seem to have taken a lot of hints from Jraenar and similar shipsets. I don't really recommend that except as a last resort - if you know how to make normal, specular, gloss and mask maps, you really should do that instead.

However, since you ARE doing it for now: You don't have a normal.png or a gloss.png in data/shipsets/galactica. :P

shipset.txt: The last paragraph in hulls.txt also applies to shipset.txt. Organization and station hulls. :P

Anyway, on to balance:

Like I said, the shipset doesn't become inferior in the late game as I thought it would. It's inferior by definition.

They're great for scouts, because they have size-2 flagships, something that no other shipset can create. The thing is, with a maximum size of 64 for their biggest flagship, the Helios is all you'll want to use; and even the Helios is too small to compete with ANYTHING.

If you don't design it right, it won't be able to fight a Thereus one-on-one, and no amount of design quality will give it the ability to fight anything even a half-decent player can build in the earliest stages of the game. Yes, one could argue that swarm tactics might compensate for this, but I think you'd find that a few laser beams from even my weak little ships would overwhelm you.
Last edited by Dalo Lorn; 28 May, 2015 @ 12:42am
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wolfenray73  [developer] 28 May, 2015 @ 7:45am 
Thank you for your input. I really do not know much of the game, just like to model. So this is great! I can fix the ship sizes easily, so maybe if I could get an idea from you as to how big they should get, I can fix that. I used your jraenar shipset as a template to get me started, so I will need lessons for sure tor refine this thing. You have been so helpful Dalo, and I appreciate you greatly. I especially appreciate your straight forward candor, this is what I need to improve my own skills as a mod mechanic.

Warstar is a class in the Galactica universe that is bigger then the Battlestars. In the tv show, you only saw the battlestar, but the Warstar Helios was one of the biggest ships of the 12 colonies before the holocaust. So that is correct, as their are other kinds of star class ships as well that I want to add.

I was going to add a station today, that was on my list. So I am so happy that you pointed this out. I will get cracking, and get the points you specified fixed up. XD
Dalo Lorn 28 May, 2015 @ 9:33am 
Well, I DO have a vested interest in making this game's mod community prosper, seeing as nothing but great things can come of it. ;)

Anyway, by the later stages of the game, I'd expect sizes 2k and above to start showing up. In a really long and large game, it might even go up to 10k. If you were trying to maintain perfect balance with the other shipsets, vanilla and modded alike, (which, as far as I understood the mod's description, is not the case), you'd have to follow the following rules:

1: No size is unreachable for any ship type (including stations), except for the contents of rule 2.

2: Flagships and stations must have a minimum size of at least 16.

Technically, there's a rule 3 in there as well, but no shipset has run afoul of that yet:

3: No hull should contain any subsystems that would change its functionality. I kind of bent that rule with the Advent and Protoss, as they have a second subsystem changing their hex limit, but the difference is small enough not to matter in most situations.

About the Warstar, I was actually commenting on the discrepancy between the flagship and support hull names. Doesn't really matter, but I wanted to be sure it was working as intended.
Dalo Lorn 29 May, 2015 @ 2:15am 
Okay, here we go...

- An SGuardian hull is declared in hulls.txt, but not used in shipset.txt.

- If 'Posiedon' is supposed to be a reference to the Greek god, then it should be 'Poseidon'.

- The Raptor material uses Raptor.png as its texture. Instead, there's a Raptor.bmp in the mod, and even if the file path was corrected, I'm fairly certain SR2 would throw a tantrum about being fed a non-PNG texture.

As for ship sizes:

They're definitely better. You may have misunderstood 'rule 1', though. It doesn't necessarily say that each size should be reachable by every hull, but that there should be at least one hull for each size-type combination the player can come up with. (I'm not saying I dislike that - my own shipsets let people build Protoss Probes the size of planets and Motherships the size of a gunship, and it does allow for a bit more variety than trying to strictly adhere to canon with such stuff - but it does seem to be in sharp contrast with the previous iteration.)

At the same time, you failed to adhere to the 'rule', so the shipset WILL still eventually reach a point where it's underpowered due to size constraints. Hopefully, though, that sort of scenario will now only be possible in really long games, making it less noticeable.
Dalo Lorn 5 Jun, 2015 @ 1:29am 
I finally got to see the models ingame while picking hulls for some designs of mine in the sandbox, and... well, I found a handful of new issues. :P

- Shipset is called 'galactica'. You may want to change "Name: galactica" in shipset.txt to "Name: Galactica" - it would bring it more in line with the naming of other shipsets in the game and on the Workshop.

Also, according to Gwyvern, "Shipset: " and "Name: " fields must not have identical contents; failing to adhere to this rule seems to cause problems with importing default designs. I'm somewhat sceptical about this, as it is not a rule observed by vanilla shipsets of any kind, or some of my own shipsets (and he said my shipsets worked fine), but if it works... *shrugs*

- Several of your models are visibly off-center and/or not rotated correctly. I recommend going into the design sandbox and viewing the 'blueprints' there; both issues become fairly obvious, and this sort of thing isn't exclusive to the design window, it's just a lot easier to notice there than in space.
wolfenray73  [developer] 10 Jul, 2015 @ 8:57pm 
Thank you, Dalo. I will work these things out in future versions. Your input is most valuable to me, so I will address all that you said I should look at.
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