Star Ruler 2

Star Ruler 2

Rising Stars
Some Feedback (DaloLorn asked)
Originally posted by Dalo Lorn:
Slightly off-topic, but seeing as you're playing 1.1.0 from GitHub: Did you notice anything that looked unfinished or buggy? I'm trying to remember what I needed to do to finish restoring the Progenitors.

Regarding Technocracy Grid

* I cannot unlock the Support Thingy which increases Damage but Reduces Range - I remember reading something about this in the git changelog some months back if memory serves me right - maybe it was only fixed in the normal grid?
* I remember Ferrofluid being a "secret" research at some point (maybe it was ABEM? or am I mixing up mods?) - I do not seem to get it if I buy the cards which unlock secret research projects.

Regarding Progenitors

I'd have too look. I did research the Progenitor Subtree - partially by Destroying and "Reactivating" the Guardian and its Facilities and partially after I got the Hubworld to its highes level (there are some researches you don't get from the guardian / facilities). But they all unlocked fine, at least on the technocracy tree.

It kind of seems that the Guardians don't get some (maybe all) Technocracy boosts. E.g. Range seems subpar for their size comparing to my ships. Same goes for the Ships you get from the Shipsyards dropped by Remnants. But I'm not really sure. They just look a lot weaker in comparison. I also thought the remnant station I got is kinda underwelming in my game - maybe its the same cause.

Other than that, not really sure what to report. There are multiple annoyances I have with the game, but I'm not sure if they are vanilla issues or from the mod, e.g.

* If I activate Mining Bases (dropped from Remnants) in enemy territory the enemy gets access instead of me
* If I take over the territory and the enemy looses access its impossible to build mining bases (but the asteriods appear white as if unclaimed) - however normal asteroids work fine (can build mining bases after enemy losses access)

I could go ahead and nitpick a lot of micromanagement which I really find exhausting (e.g. adding outposts, solar engines to all my system - let alone finding out which system already has orbitals of type "x"), or the fact that I have to manually ship the mined asteroid resouces to outposts for upgrades (especially tedious if you have dozens of systems) ,....

But a lot of that is also vanilla I think, so not really sure how much that helps with regards to your mod. I could theoretically look into uploading my Save if it helps any (if it isn't huge or something, my upload is rather bad)

Also - pipe dream probably - I wish I could "analyze" ships I own / derelict ships in general to get access to tech I don't have (e.g. because my race doesn't have the tech - in which case a new research project pops up in the tree) aswell as getting the ships / station design (if applicable) so I can retrofit it
Last edited by Engine Of Darkness; 14 Feb, 2017 @ 1:08pm
< >
Showing 1-6 of 6 comments
Dalo Lorn  [developer] 15 Feb, 2017 @ 3:29am 
Originally posted by Engine Of Darkness:
* I cannot unlock the Support Thingy which increases Damage but Reduces Range - I remember reading something about this in the git changelog some months back if memory serves me right - maybe it was only fixed in the normal grid?

Um, which one is that? It sounds like a specialization node from ABEM, not RS content.

* I remember Ferrofluid being a "secret" research at some point (maybe it was ABEM? or am I mixing up mods?) - I do not seem to get it if I buy the cards which unlock secret research projects.

There could be several reasons for not getting Ferrofluid Armor as a secret project (by the way, that's all RS - ABEM never had WotH compatibility):
  • Your race isn't eligible - for instance, you're using the Researcher lifestyle, which doesn't have armor unlocks.
  • Bad luck.
  • I think Innovation is still subject to the limit on how many secret projects will exist in a game... but don't quote me on that one.

I'd have too look. I did research the Progenitor Subtree - partially by Destroying and "Reactivating" the Guardian and its Facilities and partially after I got the Hubworld to its highes level (there are some researches you don't get from the guardian / facilities). But they all unlocked fine, at least on the technocracy tree.

Yeah, that sounds about right. I guess we're readier to release than I thought.

It kind of seems that the Guardians don't get some (maybe all) Technocracy boosts. E.g. Range seems subpar for their size comparing to my ships. Same goes for the Ships you get from the Shipsyards dropped by Remnants. But I'm not really sure. They just look a lot weaker in comparison. I also thought the remnant station I got is kinda underwelming in my game - maybe its the same cause.

Ixions are a little subpar compared to ships their size. I don't think this is limited to Technocracy, though - in my experience you need to edit a design in order for tech upgrades to apply, and you can't edit Guardians or Ixions. (Alternatively, you're just designing them differently.)

Remnant defense stations are little more than a deterrent against weak enemies like Dreadnoughts and Thereii. :(

Other than that, not really sure what to report. There are multiple annoyances I have with the game, but I'm not sure if they are vanilla issues or from the mod, e.g.

* If I activate Mining Bases (dropped from Remnants) in enemy territory the enemy gets access instead of me
* If I take over the territory and the enemy looses access its impossible to build mining bases (but the asteriods appear white as if unclaimed) - however normal asteroids work fine (can build mining bases after enemy losses access)

I could go ahead and nitpick a lot of micromanagement which I really find exhausting (e.g. adding outposts, solar engines to all my system - let alone finding out which system already has orbitals of type "x"), or the fact that I have to manually ship the mined asteroid resouces to outposts for upgrades (especially tedious if you have dozens of systems) ,....

But a lot of that is also vanilla I think, so not really sure how much that helps with regards to your mod. I could theoretically look into uploading my Save if it helps any (if it isn't huge or something, my upload is rather bad)

Outpost upgrades aside, this all sounds like it should be vanilla... but what the hell is wrong with those mining bases? O_o

Anyway, you don't really have to upgrade all your outposts.

Also - pipe dream probably - I wish I could "analyze" ships I own / derelict ships in general to get access to tech I don't have (e.g. because my race doesn't have the tech - in which case a new research project pops up in the tree) aswell as getting the ships / station design (if applicable) so I can retrofit it

The design part sounds workable, though I'd have to figure out a way to prohibit the construction of invalid designs (AKA racial tech such as Shrines, you're never getting those).

Analysis... it's trickier, but not actually impossible. You can't get stat upgrades, but it shouldn't be too difficult to unlock missing subsystems.
Last edited by Dalo Lorn; 15 Feb, 2017 @ 3:30am
Engine Of Darkness 15 Feb, 2017 @ 12:20pm 
Originally posted by Dalo Lorn:
Um, which one is that? It sounds like a specialization node from ABEM, not RS content.

Ah, it was the Payload Amplifier - it doesn't show how much research points are needed and I can only queue it. Same goes for Warheads - couldn't research that either.

Originally posted by Dalo Lorn:
There could be several reasons for not getting Ferrofluid Armor as a secret project (by the way, that's all RS - ABEM never had WotH compatibility):
  • Your race isn't eligible - for instance, you're using the Researcher lifestyle, which doesn't have armor unlocks.
  • Bad luck.
  • I think Innovation is still subject to the limit on how many secret projects will exist in a game... but don't quote me on that one.

Race is Human.

Traits are:

Sublight
Poor
Ancient Workshop
Animated
Industrious
Sequestered Society

The only normal things I did not research (except the two nodes I mentioned further above) is Colossus Hull (didn't build any titans)

I think I already got "all" secret unlocks. I do assume though that this card has 100% chance to unlock something - so normally I would expect to get Ferrofluid in the end anyways (any traits like you said nonwithstanding)

On Another note - next Time I'll take the trait which removes the research time - screw waiting 7 Minutes for Orbital Architecture :D

Originally posted by Dalo Lorn:
Yeah, that sounds about right. I guess we're readier to release than I thought.

Maybe once I finish this game and start a new one I look out for any oddities with a more watchful eye - don't expect it to happen soon - I like to take my merry time to finish the AI slowly and decisively

Originally posted by Dalo Lorn:
Ixions are a little subpar compared to ships their size. I don't think this is limited to Technocracy, though - in my experience you need to edit a design in order for tech upgrades to apply, and you can't edit Guardians or Ixions. (Alternatively, you're just designing them differently.)

Remnant defense stations are little more than a deterrent against weak enemies like Dreadnoughts and Thereii. :(

Ahh ok. Well if my "pipe dream" thingy would be possible then this would possibly work, right? (for tech upgrades / retrofitting).

Building them Myself would defeat the point of me keeping them in my army - they mostly become veterancy fodder for the ai in long games currently I feel. Then again one could argue that they are more of a early midgame boost.

Except maybe the Remnant defense which isn't really a "hex" based station from what I can see. So that would not apply anyway I guess?

Also with regards to the Tech Upgrades like Orbital Architecture - they seem to get applied when you are in a System owned by yourself and out of combat - I noticed this when researching shield upgrades - they do nothing when in combat or out of your system it seems - but after entering a owned system (with a fleet) they seem to apply. Not sure what would happen to Orbitals in enemy systems though...

Originally posted by Dalo Lorn:
Outpost upgrades aside, this all sounds like it should be vanilla... but what the hell is wrong with those mining bases? O_o

Anyway, you don't really have to upgrade all your outposts.

No, it's a must, I need all the upgrades!!! I didn't take Collectivism for nothing ;)

Ideally I'd just "envision" some sort of automatism - you build a miner and if you try to build something on some planet without minerals it checks if you have any other places with minerals, you have some miners and sends them to deliver some. So no magic resource teleportation.

E.g. I also just want to have a moon base on every damn moon. It adds 2 pop, which means that with the Phasite Resource = 1 More Research Point for each 2 1/2 Moons (not much, but I take everything I get)

So I need all the Moons, too!

But you could really say this for a lot of the game with regards to the UI and what I would call repetitive, simple tasks which, to me, really don't add anything to the game. But I'm rambling now...

And yeah, I don't know what's going on with the Mines either, it's hightly annoying having about 5 Deuterium Asteroids sitting around doing nothing :( I swear they just want to tease me.

Originally posted by Dalo Lorn:
The design part sounds workable, though I'd have to figure out a way to prohibit the construction of invalid designs (AKA racial tech such as Shrines, you're never getting those).

Analysis... it's trickier, but not actually impossible. You can't get stat upgrades, but it shouldn't be too difficult to unlock missing subsystems.

What do you mean with Stat Upgrades - like Aegis Matrix?

Or do you mean that researched stat upgrades would not apply to the analysed ship? Would be nice though, but nice and possible are two different things.

Best thing I had happen to me back in ABEM was that I happend to capture a Planet on which the AI build a 6.4k Ship on. It was aptly called "Justice" (I think it was Oko AI) - justice had definitely been served that day (to me, that is). There was something special mowing their Troops down with their own design.

While I named the Aegis Matrix - could there be an additional option which would give a low chance of "one time" artifacts to get dropped/ spawned by the Seed ship aswell? I reckon it's overpowered, but meh. It was kinda stressfull hunting down 200 systems for all these goodies (I still have my warship which has like 10 Aegis Matrix equipped :) )

Mhh maybe another option for Remnant Ships (incl. the Gravitar and Seed ship) having a chance of leaving additional Anomalies to research - but I'm now totally going off the rails, sorry.

But, one last thing - Is it possible to fix veterancy not increasing if you kill a ship while its outside a system? This is something that I think may also be a vanilla issue, so not sure if you even "care" about such things.
Last edited by Engine Of Darkness; 15 Feb, 2017 @ 12:24pm
Dalo Lorn  [developer] 16 Feb, 2017 @ 6:28am 
Originally posted by Engine Of Darkness:
Originally posted by Dalo Lorn:
Um, which one is that? It sounds like a specialization node from ABEM, not RS content.

Ah, it was the Payload Amplifier - it doesn't show how much research points are needed and I can only queue it. Same goes for Warheads - couldn't research that either.

Mmm, their Technocracy nodes don't have secondary unlocks. That one will have to get patched up. (I also found a major bug with the Progenitor tech progress for that node...)

Originally posted by Dalo Lorn:
There could be several reasons for not getting Ferrofluid Armor as a secret project (by the way, that's all RS - ABEM never had WotH compatibility):
  • Your race isn't eligible - for instance, you're using the Researcher lifestyle, which doesn't have armor unlocks.
  • Bad luck.
  • I think Innovation is still subject to the limit on how many secret projects will exist in a game... but don't quote me on that one.

Race is Human.

Traits are:

Sublight
Poor
Ancient Workshop
Animated
Industrious
Sequestered Society

The only normal things I did not research (except the two nodes I mentioned further above) is Colossus Hull (didn't build any titans)

I think I already got "all" secret unlocks. I do assume though that this card has 100% chance to unlock something - so normally I would expect to get Ferrofluid in the end anyways (any traits like you said nonwithstanding)

On Another note - next Time I'll take the trait which removes the research time - screw waiting 7 Minutes for Orbital Architecture :D

So, Terrestrial lifestyle then? By the way, Colossus is a secret project too.

Originally posted by Dalo Lorn:
Yeah, that sounds about right. I guess we're readier to release than I thought.

Maybe once I finish this game and start a new one I look out for any oddities with a more watchful eye - don't expect it to happen soon - I like to take my merry time to finish the AI slowly and decisively

Eh, I think we can patch up minor stuff like this post-release - if they somehow get through. I was more worried about stuff like "half of the Progenitor stuff is missing".

Originally posted by Dalo Lorn:
Ixions are a little subpar compared to ships their size. I don't think this is limited to Technocracy, though - in my experience you need to edit a design in order for tech upgrades to apply, and you can't edit Guardians or Ixions. (Alternatively, you're just designing them differently.)

Remnant defense stations are little more than a deterrent against weak enemies like Dreadnoughts and Thereii. :(

Ahh ok. Well if my "pipe dream" thingy would be possible then this would possibly work, right? (for tech upgrades / retrofitting).

No. The pre-designed Remnant ships use special hull components, they could never work with a system like that. (Even the random Remnants are questionable.)

Incidentally, this is part of why no race has ever been allowed to board Remnants aside from Ulthaar reprogramming. They just work too differently, even in-universe.

Building them Myself would defeat the point of me keeping them in my army - they mostly become veterancy fodder for the ai in long games currently I feel. Then again one could argue that they are more of a early midgame boost.

Ixions are definitely an early boost, while Guardians are meant to be a convenient supplement in the late game.

Except maybe the Remnant defense which isn't really a "hex" based station from what I can see. So that would not apply anyway I guess?

Also with regards to the Tech Upgrades like Orbital Architecture - they seem to get applied when you are in a System owned by yourself and out of combat - I noticed this when researching shield upgrades - they do nothing when in combat or out of your system it seems - but after entering a owned system (with a fleet) they seem to apply. Not sure what would happen to Orbitals in enemy systems though...

That seems consistent with what other people are telling me about passive upgrades. Orbitals probably just auto-upgrade all the time (unlike designed stations).

Originally posted by Dalo Lorn:
Outpost upgrades aside, this all sounds like it should be vanilla... but what the hell is wrong with those mining bases? O_o

Anyway, you don't really have to upgrade all your outposts.

No, it's a must, I need all the upgrades!!! I didn't take Collectivism for nothing ;)

Ideally I'd just "envision" some sort of automatism - you build a miner and if you try to build something on some planet without minerals it checks if you have any other places with minerals, you have some miners and sends them to deliver some. So no magic resource teleportation.

E.g. I also just want to have a moon base on every damn moon. It adds 2 pop, which means that with the Phasite Resource = 1 More Research Point for each 2 1/2 Moons (not much, but I take everything I get)

So I need all the Moons, too!

But you could really say this for a lot of the game with regards to the UI and what I would call repetitive, simple tasks which, to me, really don't add anything to the game. But I'm rambling now...

Such automation is beyond my ability right now, and some things (like moonbases, and planet buildings in general) are meant to be built intelligently, with some thought as to whether you need the moon there or whether you have enough spare money - that's probably why the devs didn't do it either.

(Never build moonbases on a T0 resource unless you need the building space or are playing a Mechanoid race...)

And yeah, I don't know what's going on with the Mines either, it's hightly annoying having about 5 Deuterium Asteroids sitting around doing nothing :( I swear they just want to tease me.

It might be useful to see the effect in action.

Originally posted by Dalo Lorn:
The design part sounds workable, though I'd have to figure out a way to prohibit the construction of invalid designs (AKA racial tech such as Shrines, you're never getting those).

Analysis... it's trickier, but not actually impossible. You can't get stat upgrades, but it shouldn't be too difficult to unlock missing subsystems.

What do you mean with Stat Upgrades - like Aegis Matrix?

Or do you mean that researched stat upgrades would not apply to the analysed ship? Would be nice though, but nice and possible are two different things.

Best thing I had happen to me back in ABEM was that I happend to capture a Planet on which the AI build a 6.4k Ship on. It was aptly called "Justice" (I think it was Oko AI) - justice had definitely been served that day (to me, that is). There was something special mowing their Troops down with their own design.

There's no easy way of tracking what stat upgrades an enemy empire has researched, so analyzing the ship would only give you subsystem/modifier unlocks. (And, of course, you are not getting Aegis Matrices built into the analyzed design!)

While I named the Aegis Matrix - could there be an additional option which would give a low chance of "one time" artifacts to get dropped/ spawned by the Seed ship aswell? I reckon it's overpowered, but meh. It was kinda stressfull hunting down 200 systems for all these goodies (I still have my warship which has like 10 Aegis Matrix equipped :) )

Mhh maybe another option for Remnant Ships (incl. the Gravitar and Seed ship) having a chance of leaving additional Anomalies to research - but I'm now totally going off the rails, sorry.

I take it you mean pickups? Those don't really come without an accompanying fleet. (Also, most artifacts are one-use equipment. :P)

Anyway, it doesn't really fit the nature of pickups/anomalies for them to be spawned over the course of the game.

But, one last thing - Is it possible to fix veterancy not increasing if you kill a ship while its outside a system? This is something that I think may also be a vanilla issue, so not sure if you even "care" about such things.

Oh, I've fixed a few vanilla bugs in the past - it's just that they should typically be reported to the devs themselves so they can fix them too (if they get the chance).

This one probably has something to do with the way XP is granted (divided between all fleets in a system), though - I'm not sure I'll be able to do much.
Last edited by Dalo Lorn; 16 Feb, 2017 @ 6:31am
Originally posted by Dalo Lorn:
Mmm, their Technocracy nodes don't have secondary unlocks. That one will have to get patched up. (I also found a major bug with the Progenitor tech progress for that node...)

Tried the version of git commit https://github.com/DaloLorn/Rising-Stars/commit/dfbbc174d1ac3588a7b6ae4735b973ac3b33a572 - can confirm that I can start the research now (only tried with money, because that I have too much of anyways).

Originally posted by Dalo Lorn:
So, Terrestrial lifestyle then? By the way, Colossus is a secret project too.

Ah yes, the one which has neither negatives nor positives.

Originally posted by Dalo Lorn:
No. The pre-designed Remnant ships use special hull components, they could never work with a system like that. (Even the random Remnants are questionable.)

Incidentally, this is part of why no race has ever been allowed to board Remnants aside from Ulthaar reprogramming. They just work too differently, even in-universe.

Ah, too bad. I though this would be "easy" given that they just use a hex design aswell. I though the hexes they use are exactly the same as the players (or the ones the player can access by research)

Originally posted by Dalo Lorn:
Ixions are definitely an early boost, while Guardians are meant to be a convenient supplement in the late game.

Ok, just found it kinda weird that I am capable of outperforming some ancient high tech by repeatedly researching nodes but not be able to upgrade them alongside (I mean if I would understand how to make my technology outperform alien technology, one would expect you could upgrade them as well).

Originally posted by Dalo Lorn:
Such automation is beyond my ability right now, and some things (like moonbases, and planet buildings in general) are meant to be built intelligently, with some thought as to whether you need the moon there or whether you have enough spare money - that's probably why the devs didn't do it either.

(Never build moonbases on a T0 resource unless you need the building space or are playing a Mechanoid race...)

Honestly if you have the money, then buying a moon base is a no brainer, especially if you got stuff like Phasite or other things which depend on total population - I got like 700M in Special Funds (thanks to constantly shooting enemy ships with my crazy range guns). So 500k are Peanuts.

Originally posted by Dalo Lorn:
It might be useful to see the effect in action.

Ok, jesus christ my save is 60 MB in size. I'll have to see if I can upload it somewhere. That said you should not expect to spend any time in the game. I think I hit a hard "crash" in it (see end of post, seems from vanilla). Not sure if this is because I simply kept using the save after I patched both the game and rising stars or if I ran into an actual bug.

Originally posted by Dalo Lorn:
There's no easy way of tracking what stat upgrades an enemy empire has researched, so analyzing the ship would only give you subsystem/modifier unlocks. (And, of course, you are not getting Aegis Matrices built into the analyzed design!)

Yeah I didn't want to get the Aegis Matrix when analyzing something - I am just not sure about the terminology, e.g. if we speak about

research based upgrades (like Orbital Architecture)
remnant based one time upgrades (like Aegis Matrix)
anomalies (or how they are called)

What I actually meant thought is:

I fight the Oko and one of their ships ends up being derelict, now I analyze it for research & money cost.

Things I now wish I would be capable to do after an initial research:

Get the Ship in my Design Tab so I can build it.
Get Additional Research nodes, which are required to be researched to build the Ship in the Design Tab (e.g. the green connection hexes of oko) - this step should be skipped if you already researched earlier designs with the same race specific "hexes"
- Once the ship it is build, all my (technocracy) research upgrades (like Armor & Stuff) is applied to it like it is to my ship.
- Get the possibility to repair the still derelict ship (which we analyzed) and add it to my fleet - it will also retroactively get the research upgrades (like Armor) - cost could maybe be handled similar like the Ixiom Shipyards.

Alternative, cheaper option would be to just repair the ship directly and use it, but it would neither get the research upgrades applied to it (from your research) and neither will you be able to change its design in the design tab, nor research the oko tech. So you can either "quickly" repair it to have another flagship or you go down the entire analyze route to assimilate their tech.

I think this is similar to the other game I watched a lets play on (Stellaris I think) - after a war there was technology you could "research". I really liked the idea behind this. It gives more weight to waging war (because you could loose technology to your enemy). Well not that much against the AI, but anyways.

By the way, could you make Aegis Matrix drop like "Fleet Computers"?. I mean I did saw this work in my game - it seems if support ships of planets destroy remnant ships which have the Aegis Matrix then the Aegis Matrix drops like the other Remnant Drops (e.g. like asteroids which need to be activated aswell).

Say the AI manages to destroy my 10 x Aegis Matrix fleet ship, the AI should get these 10 Instead. This would make one (or me atleast) seriously watch for ships like this (because its not just about loosing a good ship but giving the enemy a significant buff). Ofcourse I could also destroy their ship and get them back.

In my case though I was the underdog and loosing my 10 Matrixes to an 6k oko ship would have spelled my end (and I came extremly close to have my ship destroyed - I would have not risked that if I knew they would get these upgrades and instead let them destroy my orbitals etc.)

Originally posted by Dalo Lorn:
I take it you mean pickups? Those don't really come without an accompanying fleet. (Also, most artifacts are one-use equipment. :P)

Anyway, it doesn't really fit the nature of pickups/anomalies for them to be spawned over the course of the game.

Pickups - the things you have to analyze right now, right - e.g. the once which can give you neutron plates early? If so what I mean is they should have a low chance to spawn from destroyed remnant ships (e.g. Gravitars or Seed Ships). Or maybe even wars in general (e.g. if you destroy a ship with neutron plating there would be a low chance to spawn a pickup to analyze which would give you neutron plating).

Not sure about the balance implications, but im pretty ignorant to those anyways as you can probably tell.

With artifacts I mean there are certain one-spawn artifacts which never appear again (not even a sliver of a chance) and I wondered whether or not these could be spawned when destroying a Seed ship (albeit at a very low chance)

Originally posted by Dalo Lorn:
Oh, I've fixed a few vanilla bugs in the past - it's just that they should typically be reported to the devs themselves so they can fix them too (if they get the chance).

This one probably has something to do with the way XP is granted (divided between all fleets in a system), though - I'm not sure I'll be able to do much.

Ah I see, I never really checked this. I though the one fleet which destroyed the flag ship got the veterancy. Even then I really don't like how this works in detail - but I think this is due to balance (e.g. you can have a 6k flagship and some hard to kill 2k supports which could be flagships in their own right, yet you only seem to get veterancy according to the size of the flagship and not the entire fleet).

On another note I think my save is finally broken after ~29 hours of play :( Oh well, fresh start it is. I'll see if I can upload the save in the coming days so you can take at least a look at the weird Asteroids which cannot be build on if you want to do so.

15 Feb 2017 20:33:14
Script Exception: Null pointer access
D:\Star Ruler 2\scripts\server\empire_ai\weasel\Development.as
empire_ai.weasel.Development::void Development::focusTick(double) | Line 714 | Col 4
empire_ai.weasel.WeaselAI::void AI::tick(Empire&inout, double) | Line 627 | Col 4
empire_ai.EmpireAI::void EmpireAI::aiTick(Empire&inout, double) | Line 161 | Col 4
(null)::void Empire::aiTick(double) | Line 0 | Col 4
empire::double empireTickThread(double, ScriptThread&inout) | Line 441 | Col 4


19 Feb 2017 16:58:45
Script Exception: Null pointer access
D:\Star Ruler 2\scripts\server\empire_ai\weasel\Development.as
empire_ai.weasel.Development::void Development::focusTick(double) | Line 714 | Col 4
empire_ai.weasel.WeaselAI::void AI::tick(Empire&inout, double) | Line 627 | Col 4
empire_ai.EmpireAI::void EmpireAI::aiTick(Empire&inout, double) | Line 161 | Col 4
(null)::void Empire::aiTick(double) | Line 0 | Col 4
empire::double empireTickThread(double, ScriptThread&inout) | Line 441 | Col 4
Last edited by Engine Of Darkness; 19 Feb, 2017 @ 9:04am
Dalo Lorn  [developer] 19 Feb, 2017 @ 9:16am 
Originally posted by Engine Of Darkness:
Originally posted by Dalo Lorn:
No. The pre-designed Remnant ships use special hull components, they could never work with a system like that. (Even the random Remnants are questionable.)

Incidentally, this is part of why no race has ever been allowed to board Remnants aside from Ulthaar reprogramming. They just work too differently, even in-universe.

Ah, too bad. I though this would be "easy" given that they just use a hex design aswell. I though the hexes they use are exactly the same as the players (or the ones the player can access by research)

No, RemnantHull applies a variety of modifiers to the ship's subsystems.

Originally posted by Dalo Lorn:
Ixions are definitely an early boost, while Guardians are meant to be a convenient supplement in the late game.

Ok, just found it kinda weird that I am capable of outperforming some ancient high tech by repeatedly researching nodes but not be able to upgrade them alongside (I mean if I would understand how to make my technology outperform alien technology, one would expect you could upgrade them as well).

I guess this is an instance where modder limitations trump universe logic. :(

Originally posted by Dalo Lorn:
Such automation is beyond my ability right now, and some things (like moonbases, and planet buildings in general) are meant to be built intelligently, with some thought as to whether you need the moon there or whether you have enough spare money - that's probably why the devs didn't do it either.

(Never build moonbases on a T0 resource unless you need the building space or are playing a Mechanoid race...)

Honestly if you have the money, then buying a moon base is a no brainer, especially if you got stuff like Phasite or other things which depend on total population - I got like 700M in Special Funds (thanks to constantly shooting enemy ships with my crazy range guns). So 500k are Peanuts.

Phasite only depends on the population of the target planet, though - but yeah, with a treasury that big you can afford to waste money.

Originally posted by Dalo Lorn:
There's no easy way of tracking what stat upgrades an enemy empire has researched, so analyzing the ship would only give you subsystem/modifier unlocks. (And, of course, you are not getting Aegis Matrices built into the analyzed design!)

Yeah I didn't want to get the Aegis Matrix when analyzing something - I am just not sure about the terminology, e.g. if we speak about

research based upgrades (like Orbital Architecture)
remnant based one time upgrades (like Aegis Matrix)
anomalies (or how they are called)

What I actually meant thought is:

I fight the Oko and one of their ships ends up being derelict, now I analyze it for research & money cost.

Things I now wish I would be capable to do after an initial research:

Get the Ship in my Design Tab so I can build it.
Get Additional Research nodes, which are required to be researched to build the Ship in the Design Tab (e.g. the green connection hexes of oko)
Once the ship it is build, all my (technocracy) research upgrades (like Armor & Stuff) is applied to it like it is to my ship.
Get the possibility to repair the ship and add it to my fleet - it will also retroactively get the research upgrades (like Armor)

Another, cheaper option would be to just repair the ship and use it, but it would neither get the research upgrades applied to it and neither will you be able to change its design in the design tab (nor research the oko tech)

I think this is similar to the other game I watched a lets play on - after a war there was technology you could "research". I really liked the idea behind this. It gives more weight to waging war (because you could loose technology to your enemy).

You are never getting racial techs like that. Ever. You're also not going to be able to build a ship containing racial tech - what you will be capable of doing, is editing the design to remove the racials, and you'll get the non-racial subsystems used in its construction.

By the way, could you make Aegis Matrix Drop like "Fleet Computers"?.

Say the AI manages to destroy my 10 x Aegis Matrix fleet ship, the AI should get these 10 Instead. This would make one seriously watch for ships like this (because its not just about loosing a good ship but giving the enemy a significant buff)

Originally posted by Dalo Lorn:
I take it you mean pickups? Those don't really come without an accompanying fleet. (Also, most artifacts are one-use equipment. :P)

Anyway, it doesn't really fit the nature of pickups/anomalies for them to be spawned over the course of the game.

Pickups - the things you have to analyze right now, right - e.g. the once which can give you neutron plates early? If so what I mean is they should have a low chance to spawn from destroyed remnant ships (e.g. Gravitars or Seed Ships). Or maybe even wars in general (e.g. if you destroy a ship with neutron plating there would be a low chance to spawn a pickup to analyze which would give you neutron plating).

Not likely, and no - Pickups are the things sitting next to Remnant fleets. The 'neutron plate' things are Anomalies.

In any case, no, I don't expect to create pickups/anomalies from dead ships. I think it would reduce the value of finding them in the early game, or protecting whatever ships receive their benefits.

With artifacts I mean there are certain one-spawn artifacts which never appear again (not even a sliver of a chance) and I wondered whether or not these could be spawned when destroying a Seed ship (albeit at a very low chance)

Such as what? Genesis Devices? (I'm serious - I don't remember which ones act that way, or even if any of them do it.)

Originally posted by Dalo Lorn:
Oh, I've fixed a few vanilla bugs in the past - it's just that they should typically be reported to the devs themselves so they can fix them too (if they get the chance).

This one probably has something to do with the way XP is granted (divided between all fleets in a system), though - I'm not sure I'll be able to do much.

Ah I see, I never really checked this. I though the one fleet which destroyed the flag ship got the veterancy. Even then I really don't like how this works in detail - but I think this is due to balance (e.g. you can have a 6k flagship and some hard to kill 2k supports which could be flagships in their own right, yet you only seem to get veterancy according to the size of the flagship and not the entire fleet).

On another note I think my save is finally broken after ~29 hours of play :( Oh well, fresh start it is. I'll see if I can upload the save in the coming days so you can take at least a look at the weird Asteroids which cannot be build on if you want to do so.

15 Feb 2017 20:33:14
Script Exception: Null pointer access
D:\Star Ruler 2\scripts\server\empire_ai\weasel\Development.as
empire_ai.weasel.Development::void Development::focusTick(double) | Line 714 | Col 4
empire_ai.weasel.WeaselAI::void AI::tick(Empire&inout, double) | Line 627 | Col 4
empire_ai.EmpireAI::void EmpireAI::aiTick(Empire&inout, double) | Line 161 | Col 4
(null)::void Empire::aiTick(double) | Line 0 | Col 4
empire::double empireTickThread(double, ScriptThread&inout) | Line 441 | Col 4


19 Feb 2017 16:58:45
Script Exception: Null pointer access
D:\Star Ruler 2\scripts\server\empire_ai\weasel\Development.as
empire_ai.weasel.Development::void Development::focusTick(double) | Line 714 | Col 4
empire_ai.weasel.WeaselAI::void AI::tick(Empire&inout, double) | Line 627 | Col 4
empire_ai.EmpireAI::void EmpireAI::aiTick(Empire&inout, double) | Line 161 | Col 4
(null)::void Empire::aiTick(double) | Line 0 | Col 4
empire::double empireTickThread(double, ScriptThread&inout) | Line 441 | Col 4

That log is useless. Errors.log.txt is always useless for debugging things, with very few exceptions. (This is not one such exception.)
Originally posted by Dalo Lorn:
Phasite only depends on the population of the target planet, though - but yeah, with a treasury that big you can afford to waste money.

Doh, you're right. No clue how I read "global population" into that - must've mixed it up with Centralized Coordination Complex... Oh well, I already build moon bases everywhere. Could always spam artilleries on the Moon (sadly not Lasers :D)

Originally posted by Dalo Lorn:
You are never getting racial techs like that. Ever. You're also not going to be able to build a ship containing racial tech - what you will be capable of doing, is editing the design to remove the racials, and you'll get the non-racial subsystems used in its construction.

Ah, too bad. Was worth a try to ask.

Originally posted by Dalo Lorn:
Not likely, and no - Pickups are the things sitting next to Remnant fleets. The 'neutron plate' things are Anomalies.

In any case, no, I don't expect to create pickups/anomalies from dead ships. I think it would reduce the value of finding them in the early game, or protecting whatever ships receive their benefits.

Fair enough.

Originally posted by Dalo Lorn:
Such as what? Genesis Devices? (I'm serious - I don't remember which ones act that way, or even if any of them do it.)

One I know of is an artifact which adds 2 to pop or something like that. I think it was Arcology or something along those lines. It's one of the artifacts which also seems to be used by the AI. Though I can understand why it only spawns in the beginning and not constantly.

Originally posted by Dalo Lorn:
That log is useless. Errors.log.txt is always useless for debugging things, with very few exceptions. (This is not one such exception.)

Is there any useful log - or is it more like trial & error?

I had a similar situation once (not sure anymore if ABEM or RS) where I send a slowly moving telescope (not the subspace one) into a blue nebula which crashed the game. Ofcourse I only had one save where the telescope was already speeding there. And I only found out randomly...

I barely managed to move it of course with a tractor beam - was almost like I was trying to save a planet from an asteroid impact by redirecting it to the sides.

Maybe its a similar issue here, though I don't remember sending anything anywhere.

----

Also, I noticed someone said I should join his game in the irc window (Pierre or something, not sure if RS player) - not sure if he reads here, but I was just checking something. I'm not much of a Multiplayer Person anymore. And I still need to do some chores.
< >
Showing 1-6 of 6 comments
Per page: 1530 50