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Howdy folks!

I'm Firgof, one of the three developers at Blind Mind Studios, LLC. who've developed this here game. Figured I'd open up a thread for y'all to toss questions at us if you want to figure out parts of the game (e.g. 'why is my research/sec lower than what I expect it to be') , need support with your modding, or have questions in general about the engine/game.

Let 'em loose and I'll answer any questions quick as I'm able!
Post edited May 11, 2015 by Firgof
Just wanted to say thank you for the updated research tree. It might be good to deliver new picture of it for the game card in the gog store. Its a lot more understandable now.

Any tips on how to stay financially afloat in the game cause im kind fighting the debt a lot :)
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Matruchus: Just wanted to say thank you for the updated research tree. It might be good to deliver new picture of it for the game card in the gog store. Its a lot more understandable now.

Any tips on how to stay financially afloat in the game cause im kind fighting the debt a lot :)
Your Money comes from three main sources, in roughly this order of importance: The level of your planets, the amount of population on those planets, and resources which give money pressure.

To maximize the amount of money retained for your budget, be frugal with where you place buildings and be choosy about what orbitals and military resources you need until you have built up a surplus of about 800k+. Also, if you must put down buildings, then be smart about how you do so: developer tiles and synergistic tiles are something to keep in mind with structures. A MegaFarm will almost always be more expensive to run in a Desert biome than it would be to run in a Forest biome.

And a word on Hydrogenators and Megafarms: Bolstering your planet levels early on through imperial buildings is something you can do, but be aware that doing so means that you'll need to be spending more of your energy and influence on Comets [should any exist] and Cultivation cards [when they pop up] and, until they're swapped out with native resources, they'll continue to be drains on your budget.

To provide any more detailed financial assistance, I'll need to know a little bit about your budget report and your situation in the galaxy in most games.
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Matruchus: Just wanted to say thank you for the updated research tree. It might be good to deliver new picture of it for the game card in the gog store. Its a lot more understandable now.

Any tips on how to stay financially afloat in the game cause im kind fighting the debt a lot :)
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Firgof: Your Money comes from three main sources, in roughly this order of importance: The level of your planets, the amount of population on those planets, and resources which give money pressure.

To maximize the amount of money retained for your budget, be frugal with where you place buildings and be choosy about what orbitals and military resources you need until you have built up a surplus of about 800k+. Also, if you must put down buildings, then be smart about how you do so: developer tiles and synergistic tiles are something to keep in mind with structures. A MegaFarm will almost always be more expensive to run in a Desert biome than it would be to run in a Forest biome.

And a word on Hydrogenators and Megafarms: Bolstering your planet levels early on through imperial buildings is something you can do, but be aware that doing so means that you'll need to be spending more of your energy and influence on Comets [should any exist] and Cultivation cards [when they pop up] and, until they're swapped out with native resources, they'll continue to be drains on your budget.

To provide any more detailed financial assistance, I'll need to know a little bit about your budget report and your situation in the galaxy in most games.
Thanks for the explanation. I checked it out thoroughly and it was really a problem with too many imperial buildings and unused planets. Have started a new game and now everythign is going well without me overtaxing myself financially even with the Mono declaring war on me very soon in the game. Those artifacts are also quite handy. Love the planet buster :)

A small thing regarding keybinding: it might be good to bind pause to spacebar or pause button by default instead of F9 cause I can see a lot of people having problems finding the right button. Eitherway its a great game and im enjoying it more and more.
Figured I might as well revive this topic.

I'm having a hard time understanding which planets I should feed into other planets. I found a phasite planet and fed it more phasite/resources to make it grow and have more research potential.

I'm not sure if it did anything, and I'm wondering if I fed that planet into my home world if all of the potential would transfer over.
Does the map have a zoom out funchion thats NOT mouse... I'm on a laptop and it's very hard to tell where other clusters are?

p.s. I had a look on your main website and got a giggle out of this screenshot... did he go on to win?
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ussnorway: Does the map have a zoom out funchion thats NOT mouse... I'm on a laptop and it's very hard to tell where other clusters are?
You can zoom in and out with the keys "i" and "o".
Hi, I'd want to ask about system requirements (this question was aswered in other thread but not directly by devs).

Can I play SR2 on Win7-32bit? Does 64-bit requirement mean that I can not run the game at all, or I can in fact but will have some issues?

Thanks in advance.
Wow he hasn't been back since May...
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Firgof: Let 'em loose and I'll answer any questions quick as I'm able!
Could you please have a look over this thread when you have the time? Thanks.
Haven't posted since may, yes.

I had some medical complications arise in June which put me out of sorts financially, mentally, and physically. I'm on the road to full recovery now, I think, but it's been a bumpy ride. Embarrassingly, I've forgotten to check the thread meanwhile. Very sorry about that.

@WinterSnowfall: Forwarded your report to Lucas. Our initial thoughts are that it's liable to be a driver-related shader problem (as what you're speaking of sounds like the PBR shader screwing up). Have you tried other drivers?
Post edited September 22, 2015 by Firgof
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Firgof: @WinterSnowfall: Forwarded your report to Lucas. Our initial thoughts are that it's liable to be a driver-related shader problem (as what you're speaking of sounds like the PBR shader screwing up). Have you tried other drivers?
Thanks for looking into this.

Well, you're probably not going to like this next part, but I'm on an intel chipset, using the open source drivers (which I think are not officially supported). Regardless, everything worked without an issue until last week when I pulled the latest mesa build from Oibaf.

Hate to go into a chicken and egg argument, but were the shaders, ehm... non-standard to begin with but the driver tolerated them so far (and no longer does with the latest mesa), or do you think it's clearly a driver-induced glitch and the shaders are all fine and well?
Post edited September 23, 2015 by WinterSnowfall
Could I get a copy of your Star Ruler 2 log.txt? We can't tell what/who is at fault on your end without seeing that log.

Tossing it onto pastebin and linking it here'll get it to us. Worth noting, however, that we still technically don't support intel cards (as the requirements state, the game needs an AMD/nVidia graphics card with at least 512MB of RAM and full support for OGL 2.1). We'll still look into it but we can't guarantee any resolution of graphics/shader issues which crop up on Intel chipsets/cards.
Post edited September 23, 2015 by Firgof
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Firgof: Could I get a copy of your Star Ruler 2 log.txt? We can't tell what/who is at fault on your end without seeing that log.
Sure. Here it is: http://pastebin.com/sFJWGf4K .

There's an ominous "Error in OpenGL: 1282 (0x0502)" that sticks out.

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Firgof: Worth noting, however, that we still technically don't support intel cards.
I think you've most likely answered this before a couple of hundred times, but why aren't intel cards supported?

I've played the game in windows on an Intel HD3000 chipset with any issues whatsoever, and even the linux open source drivers worked flawlessly (for a Bay Trail HD graphics chipset) until a few weeks ago.

I am aware that Oibaf is sort of a night-build repo for mesa, so troubles are bound to arise every now and then, and it's not your fault at all, but otherwise intel cards seem to work ok.
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WinterSnowfall: I think you've most likely answered this before a couple of hundred times, but why aren't intel cards supported?
As you're pointing out, Intel chipsets sometimes work fine with the game. However, we can't guarantee that they'll work because each model of chipset comes with its 'own implementation' of OpenGL. We have had chipsets claim in the past that they support GL specifications that they do not, chipsets which work fine except for one call - which was altered on the chipset side and so failed, and so on.

Since we can't guarantee reliable gameplay with Intel chipsets, we made AMD/nVidia a requirement.

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WinterSnowfall: I am aware that Oibaf is sort of a night-build repo for mesa, so troubles are bound to arise every now and then, and it's not your fault at all, but otherwise intel cards seem to work ok.
After looking over your log, and the fact that the game hasn't changed but the driver has, we're pretty confident in ruling the game out. We'd recommend alerting the team maintaining mesa/Oibaf to the issue so they can get it looked at.

Meanwhile, since the game was fine until recently if you want to you can try to rollback to 'a few weeks ago' in driver versions to play the game without graphical errors. If that doesn't work, then we're in strange territory.
Post edited September 24, 2015 by Firgof