Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Drone_Fragger
May 9, 2007


One question about pressure and pressure capacity and suchlike:

Say I have a planet with medicine on or something. If export the medicine to another planet, does that planet gain that resources pressure?

And then does this continue with a long chain of resources, say if I export a lvl1 resource to a lvl2 planet, would the lvl2 planet export the pressure from the lvl1 when it exports it's resource?

Adbot
ADBOT LOVES YOU

Drone_Fragger
May 9, 2007


Firgof posted:

Thanks much, VikingSkull. I hope you enjoy what we're planning for the game as well.

Also, we're having some trouble rousing the attention of larger media entities. So if you want Star Ruler 2 covered by your favorite review-site/blog/magazine/Let's Player, make sure to give them a shout/tweet/e-mail/vine/instagram/snail-mail/IM/chat-message/skype v-mail/etc. about how you want them to check the game out. We'll do what we can on our end to keep trying to drum up some interest - but their attention will be much more focused on what you, the folks consuming their media, want them to cover.

Mine too, presently. It needs a little Tender Loving Care - and a lot of elbow grease. I'll be taking a look at it as soon as I can.


Also, mentioned this in the last thread: If y'all have anyone in mind who you'd think would enjoy covering the game and who you like watching/reading, please let us know and I'll see about extending a hand and a key to the game to them. Thanks everyone for your continued support - today we broke 360 simultaneous players which is close to half of SR1's all-time high (set during the time it was included in a space-themed bundle on Steam I believe).

I'll be honest I have absolutely no idea what I'm doing on the research screen. I honestly preferred SR1's research screen in that regard.

Drone_Fragger
May 9, 2007


Is there a reason that Supplies cost like 20k in maintainance per tile? I mean christ it's more than stuff like nuclear reactors and engines.

Drone_Fragger
May 9, 2007


Deadmeat5150 posted:

What controversy is there surrounding SD2 other than Zero had a huge bitchfit on Something Awful because he didn't like people critiquing his darling StarDrive?

Promised a challanging AI and multiplayer, two things that you'd expect in a 4x to actually play a game that's fun. He didn't ever finish either of these things to the point that it's basically possible to win by building nothing but default scouts all game and calling it a day. Dude's an asshat.

Drone_Fragger
May 9, 2007


The only thing that I feel lets this game down is the research system. It just feels so pointless in the long run that nothing really seems particularly useful. The lack of weapon variety or reason to specialise reasearch also is a real let down.

Drone_Fragger
May 9, 2007


Like there could easily be 4 or 5 different shield types with different effects, more types of armour and more weapons and corresponding research for them but instead it feels like theres maybe 20-30 identical tiles that basically do "get x more money this turn" with a few unlocks mixed in :<

Adbot
ADBOT LOVES YOU

Drone_Fragger
May 9, 2007


Firgof posted:

We specifically wanted sidegrades, though. Straight upgrades means you're forcing the player to redesign their ship any time they get an unlock, and that can get tiring. So rather than giving the player 'Lasers Mk. II, exactly like Lasers Mk. I but with +50% more damage" we just do "+20% damage to all weapons". It's faster, it's easier on the player, and it's less complicated.

Other than selecting all of them and giving them a Retrofit command, I'm afraid not. Ships already passively upgrade to the latest version of available tech while in friendly space so long as the upgrades don't contain new or changed subsystems (e.g. swapping a rail for a muon, or adding/removing armor hexes/modifiers)

Really I feel like only armour has meaningful side-grades right now and even then that's debatable because you can't design a ship to specifically counter railguns/lasers/missles other than figuring out what the biggest gun on the enemy ship is and deciding if reactive or ablative armour is going to be better.

  • Locked thread