So I noticed that custom races get a bit shafted on certain things.- Custom Gate FTL races have a hell of a time generating more FTL unless they find FTL crystals or get the couples of researches that add passive gen. Perhaps there should be an FTL-Generator orbital that Gate races also get so that they can keep up. Mono's building should be superior since that's a special thing for their life type, though.- If you use Jumpdrives and you're not Heralds, You're severely limited by jump range since you have no beacons. I'd suggest making a 'jump beacon' orbital that costs FTL to keep active that can stabilize jumps.
Planets and Resources - The basic building blocks of your empire. Ships and Combat - Construct fleets and do battle with your enemies. FTL - Get to places faster, for glory! Buildings and Orbitals - Build massive structures on planets and in space. Asteroids - Discover strange new materials.
That way you can at least have SOME way to use your drive to its full effectiveness.- Additionally, if you're extragalactic but not a Jumpdrive race, a huge part of the beacon's benefits are completely worthless to you. That's not the worst thing, but maybe there could be some way that it could also benefit the other FTL types. I initially thought haking it have the L5 FTL Crystals effect would work but that's pretty hideously OP for Fling/Slipstream. Maybe it could just make any inbound FTL free?
I dunno, this one isn't as much of an issue since beacons are already pretty great.I know some of this may seem a bit weird, like 'why would you want to play heralds without jumpdrives' or 'Why would you want to use Gates without being Mechanoid' but I enjoy trying out weird new combinations of things and I'm sure others do too. Custom Gate FTL races have a hell of a time generating more FTLThis is intended. Mono have an FTL generating building because their population transfer requires FTL, not so much because they have gates. Generally you should try not to have gates in every system, but choose important systems to put them in.- If you use Jumpdrives and you're not HeraldsThe low range of jumpdrives is a core part of their balance, to offset their advantages.
Other races don't need beacons because their empire isn't spread into 3 different regions from the start.- Additionally, if you're extragalactic but not a Jumpdrive race,That's a fair point. Extragalactic with hyperdrive certainly will have some trouble getting their ships to places. Originally posted by:This is intended.
Mono have an FTL generating building because their population transfer requires FTL, not so much because they have gates. Generally you should try not to have gates in every system, but choosing important systems to put them in.To be honest I don't think most people use it for that primarily, since mono have gates. Being able to gate in a fleet to anywhere is absolutely worth the setup cost. Double u casino cheat codes. Obviously it's impractical to have a gate in every system, but 6 gates max without mid-late research or FTL crystals is pretty weak compared to being able to fling a fleet anywhere in the galaxy in about 8 seconds or having perfectly-accurate Hyperdrive assaults. Hell even Slipstream (which I consider the worst general use FTL), has the advantage of fleetspam and rapid-recall on the cheap.
Gates without some kind of early-midgame FTL generation are barely better than sublight, and with sublight at least you can take a bunch of other traits to help your empire out. Originally posted by:The low range of jumpdrives is a core part of their balance, to offset their advantages. Other races don't need beacons because their empire isn't spread into 3 different regions from the start.I dunno, with the increased warmup time it really just feels like I'm using a gimped version of a hyperdrive if I'm using it for anything besides jumping back for resupply/core defense. I also think that having those 3 beacons allows for some rapid response times/fleet spam that puts almost anyone else to shame if you're dumb enough to try to assault a Herald core system.Anyhow for those 2 I actually just whipped up a quick mod to test out how the balance would work out, which I'll be trying later today. Originally posted by:That's a fair point. Extragalactic with hyperdrive certainly will have some trouble getting their ships to places.
I think that could be fixed fairly simply by just being able to choose which beacon to deploy your constructed fleets to. AFAIK they deploy to the master as of right now. That or the whole 'inbound FTL is free' thing. Hyperdrives might be a bit slow on that but SS and Fling would have no issues with it.
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If those 2 changes were combined I think there would be no issues whatsoever. As someone who has used gates as a non player to a fair extensive point, I can attest in general it is not needed if you design your ships with them in mind.Default settings of 20 systems per, you and 2 other AI's, 6 gates is more than enough if you plan correctly.1 In your main production1/2 at your foward most systems (depending on star connections from your arm to the rest of the galaxy)1 in deepspace outside both enemy homeworlds/core worlds.
(2)You have at least 1 spare, sometimes 2 for wherever you desire.More systems per or more AI it can get stretched yes, but your also increasing the chances of a FTL world and more FTL crystals, alongside the anomalies that can give you a flat +1FTL/s,It can get harder in PvP but this is simply due to people being able to use strategies the AI does not use. As with any PvP setting there is always a few that well be put to the side just to allow more reliability and consistancy.
The DOF Mod Collection for Star Ruler 2 consists of several mods that can be used together or separately. Dolynick's Faction Add-OnAlso known as DOF Main, this mod contains all the game play changes and additions for the added content.DOF is a multiverse-at-war style mod that throws factions and races from various popular sci-fi settings into one common playing field. Star Wars, Star Trek, Stargate and Battlestar Galactica all make appearances with 13 custom factions so far. Each has various tweaks, additions and mechanics (including AI support) to try and make them feel as they should. This in addition to the 7 unique stock races that come with the base game and expansion.It can be used on it's own or in conjunction with the optional DOF shipsets. Given the large amount of content, this allows you to tailor your system/memory load based on your specific game session needs.
Optional ShipsetsDOF Shipset Common LibraryA collection of shaders and support textures for the Star Ruler 2 modding community and required for all DOF Shipsets.DOF Shipset: Stargate1All the in-game models and textures for Stargate content. Requires DOF Shipset Common Library.DOF Shipset: Star WarsAll the in-game models and textures for Star Wars content. Requires DOF Shipset Common Library.DOF Shipset: Star TrekAll the in-game models and textures for Star Trek content. Requires DOF Shipset Common Library.DOF Shipset: Battlestar GalacticaAll the in-game models and textures for Battlestar Gallactica content. Requires DOF Shipset Common Library.DOF Shipset: Homeworld 2All the in-game models and textures for Homeworld content.
This shipset is not directly supported by content in DOF Main. Requires DOF Shipset Common Library. Dark SkiesAdjusts the skybox to be darker and less colorful to produce a darker, grittier and more traditional space-like lighting environment. Optional ModsThe following mods area already included in DOF Main, but are also available as stand-alone mods:Fleet CalcModifies the way fleet strength is calculated in an attempt to be more reliable an indicator.FXAAAdds a simple FXAA anti-aliasing option to the game. DOF Shipset - Star Wars v1.007 ReleasedI've been quietly working on updating meshes and textures for this shipset for the last while. I feel that there is enough new to warrant an updated release now. Take a look at the release notes for a full list of changes, but here's a little visual preview:Nebulon-B FrigateThe Nebulon-B is hull is a support hull available to the Empire and the Rebel/Republic shipsets.
It has received mesh revisions and an all new texture.CR90 CorvetteThe iconic CR90 Corvette is available to the Empire & Rebel/Republic shipsets as a support hull. The mesh was cleaned up, revised and an all new texture was created for it.CR92a CorvetteA variant of the CR90, I couldn't very well give it a new look and leave out its sister hull. The CR92a is available as a support hull to both the Empire & the Rebel/Republic shipsets.DP20 FrigateThe third in the series of Corellian light frigates, the DP20 has seen a mesh clean-up and all new textures. It is available as a support hull to the Empire & Rebel/Republic shipsets.Lancer FrigateIn a previous update the Carrack class frigate was updated. Now the Lancer frigate has received a mesh revision and new textures to go along with it. This is a support hull available to both the Empire & Rebel/Republic shipsets.Nebula Class Star DestroyerAll new UVs and textures for this flagship hull for the Rebel/Republic shipset.Endurance Class Fleet CarrierThe sister hull to the Nebula Class, this is a brand new flagship hull addition to the Rebel/Republic shipset.Other ModsYou may have noticed that all the renders contain logos for other mods.
That is because I have been doing some work for both the and mods for Sins of a Solar Empire: Rebellion. Hopefully you will see some or all of these mesh & texture updates, as well as some from the 1.006 version, make an appearance in future releases of both of them.