Comments on: Star Ruler Review Independent PC Game Reviews & Guides Wed, 11 Jul 2018 21:49:00 +0000 hourly 1 By: Star Ruler Version Released Wed, 17 Aug 2011 09:00:46 +0000 [...] criticised the most have been changed. We felt the game had great potential when we did our first review of Star Ruler, but didn’t live up to it’s full potential yet. Let’s see how we feel after [...]

By: supernova Fri, 22 Apr 2011 22:18:47 +0000 really nice review but can u update it based on the new patch
would u call it now as complete?
what is the diffrence to “sins of a solar empire”? (as example: bigger gameplay – less grafics…)
is it like in x-series: building stations, geting trade ships…?
can i have a endless game or is it like enemy is destroyed -> game over?

mope u can help me a bit.


By: 2010 Indie of the Year Awards Fri, 10 Dec 2010 09:12:13 +0000 [...] suggestions include Star Ruler, and Dwarf Fortress – and of course the amazing Minecraft. The latter is undoubtedly going to [...]

By: Brad Mon, 22 Nov 2010 22:17:51 +0000 This thing’s really coming along nicely. There’s a lot more empire customization now (I think it’s now). I highly recommend it. It’s perfectly playable now, and constantly getting better. It’s like an investment into something you know can blossom into another master of orion, if it gets enough support.

By: Evil Tactician Thu, 11 Nov 2010 10:13:25 +0000 Live Patch Notes for version

Changes: Final
[Fixed] Crash when selecting a shipset.
[Fixed] Remnants no longer run out of fuel.
[Fixed] Changed order for movement updates to prevent a one-frame delay in motion prediction.
[Fixed] Clients in multiplayer were shown the victory message before joining an empire.
[Fixed] Governors no longer build structures that are not unlocked yet.
[Fixed] Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
[Fixed] Pirates with money troubles weren’t buying pillagers because marauders were cheaper.
[Fixed] Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
[Fixed] The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
[Fixed] Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it’s moddable up to 200 AIs.*
[Fixed] Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
[Fixed] Fixed fleet icon not showing after load and not disappearing when docked.
[Fixed] Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
[Fixed] Structures with non-natural levels (farms) could not be renovated manually.
[Fixed] Zoom to cursor checkbox was saving incorrectly.
[Fixed] Planet orbits were sometimes stopping after loading a save.
[Fixed] Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
[Fixed] Damage order based on sub system position wasn’t taking the size of the sub system into account. Now, a large sub system can protect little sub systems ‘inside’ it.
[Fixed] The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
[Fixed] Treaties would randomly crash in multiplayer.
[Fixed] Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
[Fixed] Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
[Fixed] Goto object orders weren’t being saved/loaded.
[Fixed] Order lists were being loaded in reverse.
[Fixed] The dim2di for the blueprint window’s tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.
[Fixed] Sending chat messages with the # character in them no longer causes weirdness.
[Changed] Various game data files (PlanetTypes.xml, build_queues.xml, …) can now be overwritten by mods.
[Changed] Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
[Changed] Empire names and colors are now moddable the same way system names are.
[Changed] Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
[Changed] Removed unnecessary window generation and resource loading during script testing.
[Changed] The tutorial can now be localized.
[Changed] An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
[Changed] The AI now periodically retrofits its obsolete ships.
[Changed] Slightly sped up locking in general, and reduced overhead related to creating those locks.
[Changed] AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
[Changed] Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
[Changed] Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
[Changed] Objects now register themselves instantly during map creation, significantly improving map generation speeds.
[Changed] Empty strings no longer allocate themselves on the heap.
[Changed] Star Ruler’s icon has been replaced with a higher resolution version.
[Changed] Mods can now add their own Locales that are loaded after and can override the base game’s.
[Changed] Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
[Changed] Updated French, Russian and German translations.
[Changed] While updating the blueprint window to the planet window’s style, reduced the image size, saving a slight bit of memory.
[Changed] Objects are destroyed on-demand when the game exits, speeding up game exit times.
[Changed] Planetary rings now have ambient lighting.
[Changed] Planetary rings are now more common.
[Added] An optional toggle in the system window to display stored resources for planets in the list.
[Added] Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
[Added] Added support for ttf fonts and locale-specific fonts.
[Added] Added basic per-system minimaps.
[Added] Add Require:Tag to restrict subsystems to blueprints that have that tag.
[Added] Script bindings for Irrlicht’s quaternion.
[Added] Relative military strength bars for pinned systems/stars and systems in the system window’s system list.
[Added] “Zoom to object” buttons in planet window, pinned list and the system window’s planet list.
[Added] The clusters map now has separate options for flattening the overall map and the clusters themselves.

* Disclaimer: Beware of duplicate empire colors and severe lag when adding more AIs.

By: Evil Tactician Mon, 01 Nov 2010 16:34:20 +0000 Live Patch Notes for version

Changes: Final
[Fixed] Saves with manually obsoleted blueprints were not loading correctly, leading to empty ship lists and crashes.
[Fixed] Civil acts were not affecting labor rate.
[Fixed] Use tool orders were ignoring the hull’s orbit targets setting.
[Fixed] Floating point errors were accumulating into the ships damage stat, leading to repair tools continuously firing.
[Fixed] Victory message is no longer displayed when you start a game with no AIs.
[Fixed] Explosion effects would sometimes randomly appear in the system when you started a game.
[Fixed] When selecting a color for your empire the window would sometimes get stuck dragging.
[Changed] Beam weapons now also have a random component in their firing delay.
[Changed] Pirate raids now become less frequent at lower difficulties.
[Changed] Updated Russian translation.
[Balance] Reduced improvement rate of stealth hulls. Capped their effectiveness at 95%.
[Balance] Cargo bays and Ammo storage now scales to a higher storage.
[Balance] Fuel Cells now scale in the same way as cargo bays.
[Added] Subsystems in the damage report window now display their current level.
[Added] Entry in the right-click menu to select all ships in a system with the same blueprint as the one you clicked on.
[Added] Stations can now be retrofitted at the planet they are orbiting. It will cost 20% more than usual (up to 60% of the cost of building a new one) to represent the cost of moving it down and launching it back up again.
[Added] Added localized versions of various graphical buttons for French and German.

By: Alratan Thu, 21 Oct 2010 17:40:25 +0000 Extensive.

By: Evil Tactician Wed, 20 Oct 2010 20:00:08 +0000 Live Patch Notes for version

Changes: Final
[Fixed] Fixed crashes on saving/loading dock and retrofit orders.
[Fixed] Map-specified tags in the new game menu were not being displayed in the scroll box.
[Fixed] Fleet names are now saved and loaded.
[Fixed] The Phased Energy Beam was too cheap, and did far too little damage.
[Fixed] Combat effects were broken in the legacy 1014 mod.
[Fixed] Fleets could add other fleets as members, causing various issues.
[Fixed] The camera position is now saved and restored on load.
[Fixed] Servers/clients could lose connections if they took too long during the loading stage.
[Fixed] Planet ticks (which handled the economy) were not using a managed tick rate, causing slower production than intended.
[Fixed] Planets will be correctly lost when population reaches 0.
[Fixed] Stealth Hulls were applying their effects after armor.
[Fixed] Homeworlds now hijack the orbits of existing planets if possible, fixing planets orbiting through each other in non-tiny galaxies.
[Fixed] Minor script exception in multi-rack mounts.
[Fixed] Autosave was triggering every 15 seconds instead of 15 minutes.
[Fixed] AIs were not checking systems generated after their home system for expansion, leading to randomly stalled AIs.
[Fixed] Targeting sensors that were smaller than the connected weapon could actually reduce range.
[Changed] The windows in the top bar can now be toggled with F1-F6.
[Changed] The movement solution has been further optimized.
[Changed] Improved system locking to make the game perform more consistently, and faster overall.
[Changed] Updated French, Polish and German translations.
[Changed] New designs default to not orbiting targets now.
[Changed] Saving a design with the same name as an existing one now marks the new design as an updated version of the old one instead of displaying an error.
[Changed] Updated the tutorial.
[Added] Maps can now define options for an advanced window in their xml files, they can control the size and columns of their advanced window.
[Added] Option to turn off galaxy gas display.
[Added] The Options and new game windows can now be localized.
[Added] Ships without engines (i.e. stations) now orbit the planets that created them.
[Added] Added basic interface to choose empire settings when a game starts.
[Added] Added range rings – hold alt to show the range of the selected and/or hovered object.
[Added] Arrrr! Pirates will now periodically raid systems with lots of resources but no defenses.
[Added] The names of the default, AI and pirate ships can now be localized.
[Added] Autosaves and quicksaves are now rotated, you can specify how many saves to keep. The ones with the higher numbers will be older.
[Added] The planet window’s queue tab now displays the total cost of the current queue.
[Added] Added proper ship set support.
[Added] “Defend Position” stance, ships will engage targets but return to their original position afterwards.
[Added] “Update All” button in blueprints list that immediately updates all designs to the latest tech level.
[Added] Remnants now roam uncolonized systems and attack all ships within them. Their amount and frequency depends on the difficulty.
[Added] A basic victory condition (destroy every planet owned by another player).

By: Evil Tactician Wed, 20 Oct 2010 19:59:00 +0000 Live Patch Notes for version

Changes: Final
[Fixed] Fixed an issue that broke most sub system modifiers and planet conditions.
[Fixed] In the Stellar-pedia, the Shipyard world’s description was for the Construction world. Also added the Shipyard world’s correct description.
[Fixed] Float input fields in the new game menu were not working properly.
[Fixed] Players could not rejoin empires after a multiplayer game was loaded from a previous save.
[Fixed] Clients playing as empires in multiplayer now get the first planet pinned and zoomed to.
[Fixed] Hosts were getting pop ups when the master server temporarily didn’t respond.
[Fixed] Missing localizations for the object info window’s cargo panel.
[Fixed] When opening the planet window for the first time without a planet selected, automatically select your first planet instead of showing an empty window.
[Fixed] Tweaked cargo transfer logic to possibly fix negative cargo storage.
[Fixed] Fixed long-standing issue where multiple objects shared an ID in loaded games. Fixes various issues with loaded games, primarily in multiplayer.
[Changed] Updated Russian translation.
[Changed] Control-clicking in the right click build menu (not build on best) now also pops up the specify amount window.
[Changed] Clicking on a treaty waiting icon in the empire window’s empire list now pops up the treaty window.
[Added] Added flags to Effect Events to allow special damage types.
[Added] Maps now have their own .xml files to specify map-specific settings.
[Added] Added various new map shapes: Sphere, Cylinder, Cross, Dumbbell and Clusters.
[Added] Added a new weapon: Phased Energy Beam. Deals low damage, but passes completely through armor (not shields).
[Added] Added float vector.dotProduct(const vector& other) const for scripts.

By: Alratan Sun, 10 Oct 2010 09:40:02 +0000 He’s really not kidding when he says ‘we’!