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Star Ruler

Platform(s): PC
Genre: Strategy
Publisher: Iceberg Interactive
Developer: Blind Mind Studios
Release Date: Sept. 16, 2011

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!


'Star Ruler' v1.0.7.0 Patch Available NOW

by Rainier on April 4, 2011 @ 3:44 p.m. PDT

Take command of a vast interstellar empire and safeguard your species from total extinction in a procedurally generated 3D galaxy.

Get the Star Ruler v1.0.7.0 Patch off WP (25mb)

[Fixed] Fix issue when importing blueprints with a "Manage Docked"/autoundock order.
[Fixed] Bridges only needed half as much crew as they were reporting.
[Fixed] The orders given by the trade automation order were reversed.
[Fixed] AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
[Fixed] Crash on load when docked objects had been given orders.
[Fixed] After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
[Fixed] Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
[Fixed] Fixed a crash in multiplayer related to losing a planet.
[Fixed] Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.
[Fixed] "Ancient Ruins" now works with "All Techs Available" enabled.
[Fixed] Energy weapons would display the wrong power cost when modified to fire faster than once per second.
[Fixed] Declaring war was not cancelling all previous treaties with that empire.
[Changed] Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
[Changed] Tweaked the AI profiles homeworld build orders to work better with the economy.
[Changed] Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
[Changed] Shipyard governors no longer remove farms.
[Changed] When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
[Changed] Tweaked Metals and Electronics fab images for a bit better readability.
[Changed] Redid the layout of all technologies.
[Balance] Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
[Balance] Increased the various lasers' damage by 33%.
[Balance] Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.
[Added] Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
[Added] Exact stored resources and storage capacity can now be seen per resource on the economy tab.
[Added] "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
[Added] Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
[Added] Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
[Added] Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
[Added] Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
[Added] Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
[Added] Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
[Added] Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).
[Added] Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.
[Added] When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.
[Added] Global empire population stat in the empire window.
[Added] Flags can now be selected from the race customization menu and are displayed in the empire window.
[UI] Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
[UI] Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
[UI] Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
[UI] Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
[UI] The escape menu is now handled in the scripts, and is centered on the screen.
[UI] Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
[UI] Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
[UI] Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
[UI] Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.
[UI] Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
[UI] Diplomacy window: Reorganized the window to be easier to use.
[UI] Treat window: Reorganized the window to make who does what clearer.
[UI] Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.
[Removed] Removed the dark purple empire color.

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) is a target of opportunity.

Research new kinds of weapons, engines, shields, and more, all of which retain their unique benefits as the game progresses, with a research web whose contents are shuffled every game at your option.

Exploit interstellar phenomena such as asteroid belts and stars and exploit them for yourself or destroy them to deny your foes. Create and destroy new worlds through advanced technological research. Match your strategy against up to 10 other opponents (online or LAN-linked). Save the game when dawn breaks and boot it back up at dusk. It isn't over until you say it is! Drop in and drop out at any point; disconnecting players will not disrupt the game!

Your weapons, your ships, your rules: Almost the entire game can be modified through Notepad! Easily add new models and particle effects to the game with “out-of-the-box” developer tools. Create new weapons in seconds; create new AI’s through scripts! The Galaxy is yours to Rule!

Although the game has had its initial digital release at the end of 2010, the development team of Blind Mind Studios has been and will be working on new gameplay features, additional content and a number of enhancements that will all be included in Iceberg’s retail release, as well as patched into Iceberg’s digital version. A complete list of final features, including bonus materials for the boxed version, will be made public when closer to the retail release.

Star Ruler features

  • Vast, Procedurally Generated Galaxies
  • Intricate Ship Design and Exciting Combat
  • Unique Research System
  • Easy to use interface, complex gameplay
  • Engaging AI opponents
  • Extensive modding support
  • Multiplayer over LAN or internet for up 10 opponents
  • Original Soundtrack

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