#STAR RULER 2 SHIP DESIGN PATCH#
I think I will hold off till the final patch before launch before doing this work, so I dont miss any last minute changes. In gameplay terms: You may only traverse your own Gate Network. Only ships you permit may enter and traverse your Gate Network. Unpacking a gate has a fixed cost of 100 FTL. Now I want the restructured version to be as close to the vanilla version as possible with regards to what techs connect with each other, so I think I will make a list of all the techs and then go through and make notes of how many times they occcur and what the prerequisites are, assuming an expansion from the center, which is technically not a requirement the way the tech web works, but will function for what i want to do. Packed gates can accelerate at a rate of 1 u/s2, but cannot fire weapons, and cannot be traded, colonized or moved through. Place that structure in the center and expand outward in different directions, each direction having a specific focus. The basic idea is to take a single science node, and attach to it some new basic nodes for Military Improvements, Planetary Improvements, and Empire Wide Improvements. Then comes the matter of remaking the tech tree layout. I think the more elegant solution is to make an adjustment to the ResearchTab script and add an IF statement so that the icons will only display if the tech has been researched or the tech is the type that unlocks now components. I considered editing all the techs and removing icons, but that is just going to be a pain to maintain. (do this last, as it may not be necessary once the other changes are made) Reorganize the layout of all the techs to something that gives distinct research paths.Īdjust the colors of the techs so there are not so many different colors. Remove the icons from everything that is not an unlock for a new subsystem or building. The solution would seem to be three fold. Plus, things are not really organized in a logical manner, there are too many seemingly unrelated items with connections. All you really need is the text that says +150k budget, all the rest is just redundant information, and when you multiply that by every single tech, no wonder it looks so messy. For example, the basic economy unlock that gives +150k budget, has text attached that says so, but also has an icon behind the text making it tough to read, and also is a special color. The problem with the tech web as presented is the noise level, by that I mean, there are too many colors, icons and descriptions which just makes the ui look messy. Ultimately, there is nothing wrong with the tech web design, many games use that to great effect as opposed to a more traditional civ type hierarchy where you have something more akin to a flowchart. It always helps me to type out my thought process, so here goes. I read the research tab script and played around with the in game editor to see what was workable out of the box, then I spent the rest of yesterday watching battlestar galactica with my wife and doing alot of critical thinking about what exactly turns me off about the tech tree. Broadband required for internet play.Thanks to both of you. If you don't wanna come up with a new design, open the ship designer, open up any of the default capital ships, then look for the 'Size' field and change it to something like 200, 400, or 600, taking note of the cost (stated somewhere on the top right).
#STAR RULER 2 SHIP DESIGN MOD#
Star Ruler 2 even includes a Mod Editor to help players get what they want out of the game. Completely configurable ships completely modifiable game. Take command of a vast interstellar empire and safeguard your species from total extinction in a procedurally generated 3D galaxy (with the option to flatten it) from 1 System to 10,000+ Prove your species' ingenuity through a deep and intricate combat system where anything (from individual components on ships to the stars themselves).A unique diplomacy system with teeth which brings diplomacy out of the shadows and on to center stage for all the empires to vote on and judge – and which makes surrender an actual option.The scope of the game is epic: Ringworlds and Stellar Forges battles which rival movies in their spectacle.A galaxy of possibilities and danger awaits you - do you have the bearing to confront it? Features
#STAR RULER 2 SHIP DESIGN OFFLINE#
Expand across unique and varied planets and ultimately exterminate – or subjugate - any who stand in your way either in offline singleplayer or up to 28 player multiplayer.īuild vast armies construct Ringworlds and Stellar Forges conduct war by other means through diplomacy design and test new ships, new tactics, and new strategies before a real shot is ever fired. Select from one of seven races – or craft your own – to explore dozens, hundreds, or even thousands of systems in a galaxy of your choosing. Star Ruler 2 is a massive scale 4X/RTS set in space.