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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!

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'Star Ruler' v1.0.8.0 Patch Available NOW

by Rainier on June 24, 2011 @ 11:11 a.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 v1.0.8.0 Patch off WP (2mb)

Star Ruler v1.0.8.0

[Fixed] Fixed issues related to the recently added special systems feature.
[Fixed] Fixed issues with AI diplomacy in loaded games.
[Fixed] Pirates still had incorrect research rates in loaded games.
[Fixed] 'Continue' would not consistently choose the newest save.
[Changed] Load Game menu now shows the current mod you're in.
[Added] Added a new Star Corona effect, which should produce much nicer and more active looking stars!
[Added] Added a completely redone tutorial with more information presented in a, we hope, more effective way.

Star Ruler v1.0.7.8

[Fixed] Fixed a "Effector Data Mismatch" bug that many people were experiencing.
[Fixed] Significantly improved performance with AIs late-game.
[Fixed] Fixed a memory leak when loading a saved game.
[Fixed] Autosaves are now disabled when paused.
[Fixed] Planets with extremely low population are no longer useless until purged.
[Fixed] Pirates were not updating their hulls, leaving them very vulnerable as the game progressed.
[Fixed] Pirates were starting with random tech levels, sometimes causing them to be excessively powerful.
[Fixed] "Update Threshold" on blueprints is no longer lost when saving the blueprint.
[Fixed] Mining lasers with an emergency power supplying all the power needs caused an error.
[Fixed] Ammo usage wasn't updating when a modifier that affected it was added.
[Fixed] Pausing the game in multiplayer could cause newly connected clients to divide by zero in their interpolation, making stars vanish.
[Changed] When a planet is lost, everything yet to be built, and without any progress, are removed from the build queue.
[Changed] Reduced AI difficulty on lower AI settings.
[Changed] The right-click menu is now implemented in scripts.
[Balance] Planetary weapons gain range when on a Ringworld (10x base range).
[Balance] Fighter Hulls can now be made bigger as their tech level is increased.
[Added] Multiplayer option to prevent AIs from taking over player empires when they disconnect.
[Added] Added three special types of systems that offer unique tactical choices.

Star Ruler v1.0.7.6

[Fixed] Fixed a deadlock caused by selecting a ship as it was about to dock.
[Fixed] Advanced Parts Assembler used up resources even if there was no space to put advanced parts.
[Fixed] Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available.
[Fixed] Mega Construction had a link to itself.
[Fixed] Linked sub system modifiers did not work for designs made by multiplayer clients.
[Fixed] Ships parked in orbit would not de-park after moving for multiplayer clients.
[Fixed] Crash related to supply orders for construction resources.
[Fixed] Internal Defenses would not function on ships without crew.
[Fixed] Keybinds specified as key numbers with # would not load from controls.cfg.
[Fixed] GUI Script keybinds no longer override options menu keybinds, which was leading to being unable to bind certain keys.
[Fixed] The natural terraformers race trait would remove the ringworld bonus from ringworlds.
[Fixed] "Close" preferred engagement range was not being calculated.
[Fixed] Planets moved into deep space would be invisible upon loading a game.
[Fixed] Fixed a bug that made trading food behave strangely when a planet had cargo storage.
[Changed] Dry Docks can now have rally points.
[Changed] Drag selecting will select only military ships if there are any military ships in the selection (can be turned off from the options menu).
[Changed] Multiplayer games start paused until all players have finished loading.
[Changed] Order strings ("Attack ...", "Defend System", etc) can now be localized.
[Changed] Auto-colonize now picks the largest planet in the closest system first, rather than always the closest planet.
[Changed] Supply orders for ships in fleets now only supply ships in that fleet.
[Changed] The "Efficient" race trait now also affects EcoStore.
[Changed] Changed how objects are ticked to make planets behave more similarly, rather than the first planet in a system getting more resource priority all the time.
[Balance] Slightly reduced planet reproduction rate, and decreased effectiveness of their passive Damage Reduction.
[Balance] Repair Bays and Salvagers are now linked to the Material Sciences technology, and Salvagers are unlocked sooner.
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.
[Added] "Allow other ships to supply resources" AI behavior setting. Tankers will not supply ships with this set to deny.
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.
[Added] When using control to build multiple ships of the same type, a checkbox "Batch construction" can now be checked. This completes all the ships before launching them all together.
[Added] An entirely new AI that should provide a harder challenge. The old AI is still available as separate AI profiles, but will not be chosen when selecting "Random".

Star Ruler v1.0.7.4

[Fixed] "Invalid Common String reference" error caused by loading savegames with supply orders. Saves displaying the error will be loadable again with this fix.
[Fixed] A deadlock caused by two blueprints updating at the same time.
[Fixed] The governor selection for planets in the system window opening and closing randomly.
[Fixed] Selecting a ship in a fleet not selecting the entire fleet.
[Fixed] Automation orders did not update when adding new components to the design or changing the docking settings.
[Fixed] Treaties sent from the host to a client player when there was already an active treaty between those two would be instantly accepted.
[Added] Clicking "Add Pin" while having an entire fleet selected now pins the fleet.
[Added] "Ships Turn to Decelerate" option that can be toggled off. When off, ships will always face their target instead of turning around to slow down.
[Added] "Flag: FakeRotation" for model definitions to mark specific models as not needing to turn around to decelerate.
[Added] Planets in the system window can now also be sorted by used and free slots.
[Added] "Send Resources Once" treaty clause to... send resources once... rather than trade them every second.

Star Ruler v1.0.7.2

[Fixed] New treaty notification icon was not disappearing when opening the empire window.
[Fixed] Ship build cost would not appear in the hover information on planets with no empty slots.
[Fixed] Holding shift while clicking a top bar button would not correctly open a new window of that type.
[Fixed] Automation orders did not import from exported designs.
[Fixed] Could not select the shipyard world governor in the planet window.
[Fixed] Large odd numbers of flags in the race customization window would make the last flag disappear.
[Fixed] Divide by zero crash when adding 4 or more shipsets.
[Fixed] Automatic blueprint updates would reset automation orders.
[Fixed] Heavy Hull level was too high, causing it to have much more hitpoints than the other hull types.
[Fixed] Negative mood did not display correctly in the planet window.
[Fixed] Items in the pinned list would still display after returning to the main menu.
[Fixed] Random freeze/crash caused by a deadlock. Frequently appeared when lots of scouts were auto-exploring at the same time.
[Fixed] GUI Elements could disappear in some situations (chat box when working in the layout window, scrollbar in system window).
[Fixed] Shipborne factory systems would use up resources even if there was no place to store what was being fabricated.
[Fixed] Fixed a bug in multiplayer clients that would cause weirdness and instability.
[Fixed] Planetary bunkers weren't correctly absorbing damage.
[Fixed] Fixed timestamps on saves being off by one hour (or worse).
[Changed] Object list's filter box is now case-insensitive.
[Changed] Added Ere4s3r's corrected smoothing groups to the Neumon.
[Changed] Cargo storage no longer always unlocks Armor at level 4 by paying the link cost.
[Balance] Reworked Coolant System to cause more significant increases in weapon firing rates, but also dramatically increase running costs for the connected weapon.
[Balance] Flak range and delay now scale the same as all the other weapons.
[Added] "Declare war if this treaty fails" clause. If the treaty fails due to either party having insufficient resources, declare war now.
[Added] "End all existing treaties" clause. If accepted, all previous treaties are nullified.
[Added] "Ammo lifetime damage" stat to detailed statistics page. Shows how much damage a full load of ammo can do before being depleted.
[Added] "Supply Resource" automation order. Used for tankers to automatically supply ships with fuel.
[Added] Added an automatic patcher. Downloads and runs necessary patches automatically. Access by clicking 'Check for Updates.'
[UI] Making the research window small enough now hides the queue.
[UI] The empire window now loses information in the top area more gradually when resized down.
[UI] When hovering over a system, the name is colored the same as the ring.
[UI] The top left ticker now displays research rate.
[UI] Holding shift while pressing the import button in the blueprints window attempts to import all designs in the profile.
[UI] Blueprints in the planet and system windows can now be sorted.
[UI] Blueprints sort can now differentiate between ascending and descending.
[UI] Add option to sort planets in system window by name, slots or governor.
[UI] Link icons in research window are hidden on zoom levels smaller or equal to 0.30x.
[UI] The top left ticker displays research progress by coloring the text from left to right.
[UI] Percentage complete is now shown behind the name of the current building item in the planet window.
[UI] Added a "Continue" button to the main menu, which will load the newest save (including autosaves).
[UI] F7 will now open the civil acts window.
[UI] F10 will open the escape menu without closing any windows. (Used to be F12)

Star Ruler v1.0.7.0

[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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