fox wrote:
I could not understand what makes a ship design effective. In battle I would discover my ships inadeguate at everything. Out of bullets, out of energy, out of armor, out of fuel, pathetically ineffective!
For out of armor i usually mount nano plating and repair bays on
all my ship designs.
it helps when your ships heal up by themself.
To keep them running under any circumstances put the smallest possible emergency generator (the one that works without fuel, not solar) on the repair bay, the AI core (screw crewed ships) and, if you have one, the antimatter reactor (as it blows up when out of energy)
For fuel issues get a few levels of particle physics until you can build 0.25 size bussard collectors that can keep your main reactor (or better reactor+engines) running indefinitely.
On the right side theres a breakdown of all usages including fuel that your ship has, try to get your fuel "usage" to 0.00 or maybe even slightly positive.
use fusion/AM generators and ion engines for that.
On the top of the design window you also get shown an "ETA" of how long fuel will last in your ship, the longer the better.
If you have many energy weapons that need more energy than the steady state output of your reactor try either mounting capacitors (that you arent empty after each shot) or add emergency generators to your weapons, if your energy tech is high enough you can supply your whole ship only using emergency generators.
on out of ammo: i've never really used ammunition based ships, but iirc theres some high-tech material generator available in the base game which can generate ammunition
fox wrote:
He has merit for having exploited the game rules to said extent, but if a game allows for such things to happen it is poorly thought-out, period.
I uninstalled Star Ruler after watching that video.
Thats not the fault of the game itself, the AI is just for the bin.
There are some mods which make the AI a lot more agressive (read: it explores and conquers as the said player) and suddenly that strategy doesnt work nearly as good as with the base game.
fox wrote:
Now you say that Star Ruler 2 is different. Maybe it is for the better?
What are the differences exactly?
To me SR2's ship design has been simplified to obscurity, but its less about exponential scaling as SR1 as you have to manage planets in a more intricate supply chain