Biggest update is new AI difficulty levels: Weak, Normal and Challenging. Weak is pretty much the old AI, just with minor fixes. Biggest difference between these difficulty levels is how AI does the space exploration. On weak it tries to move around the sun by keeping certain distance from the sun. This causes AI to move already explored sectors and isn't effective. On normal difficulty AI also tries to keep distance but same time move sectors which give most of the new unexplored sectors. Finally on challenging AI goes greed and only moves sectors which give most of new explored sectors. Main idea is that with better AI for exploration AI will eventually gain more planets and be more better in game.
There are also some minor changes for example how populations are handled on planets with higher difficulty levels. Challenging AI will not allow blocking planets by moving fleets there, it will try to send another fleet from another planet to destroy that. AI is also more aggressive, since earlier there was issue that AI did not make war against human player if borders were crossed too often. These changes make game more challenging, I probably didn't win once while playing test games if there was ancient realms in game.
There are two new space races in the game too: Alteirians and Smaugirians. Alteirians are bit different to each other space races. These guys are weak but very smart folk. They don't live on planet surfaces but on planet orbitals. This cause that Alteirians are very easy to conquer by simply destroying their orbital. Because they live on orbital they get big negatives on population production and mining which makes them really slow on building at beginning of the game. On the other hand their research can be over 4 times at beginning compared to other races. Alteirians also have challenging time against space pirates since they can be encoutered quite early and are able to destroy Alteirian orbital. In fact Alteirians were the first space race that I actually lost complete during test games. On that I noticed that game is missing own "you lost" screen. This is now added, and player can choose if he/she wants to see results immediately or let AI finish the game.
Another new space race is Smaugirians. These are folk that can place weapons and privateering modules to their freighters. These guys also have two new government types: Syndicate and Pirates. So in short Smaugirians can be played as space pirating race, if wanted. When their freighters have weapons other realms still count them as unarmed.
There are also some minor changes, like auto shoot in combat simply clicking the enemy ship. Also by default human player won't get all the news from other realms before they have had diplomatic meeting. Game can be also configured so that each realm is controlled by AI, so human can just watch how AI is playing the game. This is mostly when doing AI update, but it is there if someone else is interested see how AI plays. There are small changes also for tech trees. In theory each space race could have their own tech tree, but mostly they have shared techs. There are some exceptions for exampl Alteirians do not have terra forming tech since they don't live on planet, but they have bigger orbitals and orbital lifts. Mechions and Lithorians do not have food production tech since those guys do not eat. Instead they have research and mining tech available only for those.
I am using these ships for smuggler race in my 4x game. If you want to use them, they are under same license as are the original ones and no need to credit me.
Hmm, so there is probably something different in Windows 7 and Windows 10. It seems there some people has issue with Windows 10 and Minecraft, but that's probably different since Minecraft does not use Swing but something else for rendering the screen. This could be difficult to fix since fullscreen mode is done with three lines and there isn't much to change.
I was able to reproduce drawing issue with full-screen mode with Windows 7. It wasn't blocking the alt+tab but otherwise it was just showing the white screen. If Windows had scaling set to 150% drawing worked but some of the UI buttons went offscreen and game isn't playable at then. However I was able to get this working with full-screen in Windows 7 with following: Full-screen mode on, disable OpenGL hardware support and set scaling from Windows to 100%. Danimal, could you try if these would work with Windows 10?
Bordless does not affect anyway if you have selected full-screen. I meant that without full screen mode, bordless is the next thing almost full screen if screen is resized for maximum size. Fixing this will be challenging since I don't have Windows 10. I'll try to look if someone else has encounter similar issue with Java. Pressing alt+F4 should still close the game if it is running on top even its not being shown.
Okay, I think I now understood what you mean with auto-cicle. Left-clicking enemy ship would always shoot it with next available when. One whould need to click that many times ship has guns. This sounds like a good feature.
There are quite much news I agree with that. It shows news about each leader doing something or get killed, which can happen often. Reason why it shows even from empires you have not met is because it is being broadcasted by Galactic Broadcast Network Company, which is indepent from all the realms. Elections happen at same time since most of the governments have reign time 20 turns. (Some governments have 40, 100 turns or even life time) If ruler dies before then elections can happen different time. For news there could be settings or choice that it would only show your local news, or news from realms you have met or show all.
Rulers are pretty much like governor but they giver bonuses for whole realm. What ruler/governor/commander actually benefits it depends on his/her/its perks. Scientific gives research bonus if leader is working as ruler or governor. Diplomatic only gives diplomacy bonus if it is on ruler and so on. For the moment only way differentiate leaders are their names. It would be nice to have different leader pictures but since I am working without budget it is very difficult to obtain multiple faces for multiple alien races. Reason why dead ones stay on the list I am planning to make somekind family tree or similar at somepoint, but not sure if that's a good idea.
Hey, that marking route for normal movement is great idea. I could try to implement that on next version.
Hmm, that sounds really bad. Did Alt+tab or similar work either? I have tried game with FullHD resolution and with that it should work. Almost full screen you should be able to get first resize it big as possible and then change to borderless mode. Borderless mode requires restart to be working. What kind of graphical glitches you experienced?
Yes, true building advanced factory/mine/lab and so one could replace basic factory/mine/lab automatically. This is a good suggestion.
Yes, there are quite many clicking in combat, but it matters in which order those weapons are used, if ship has multiple different types of weapons. Do you mean that weapons could cycled for example mouse wheel or with keys?
OROS 0.19.0Beta is now available and it comes with trailer.
In this version there can be 12 realms in the galaxy. This actually changed the game quite much. First is that galaxy size needs to be medium or larger. This causes that nuclear engines are not that good when travelling big distances. Another is that winning is more difficult. This is simple since most of the victory conditions have relations how many realms there are in game. For cultural victory one needs to get half of the realms - 1 to admire one's culture, conquest victory require conquering half of the home planets, population victory is even more difficult since one must gain half of the galaxy population. So getting any of those victory conditions is hard than comparing to 8 realm game.
Another new things are orbitals. Planets can have orbital which do not take building slot. Orbitals are designed in ship designer and components are selected from available technology. These can contain starbase modules, so these can boost planet's research, cultural or credit production. If orbitals contain scanner these scanner can replace planetary scanners. Orbitals are also used for defending planet against attackers.
Planets now have suiteability which varies on each space race. Some of the space race might be more suitable for water worlds, while some like carbon worlds or even iron worlds. Suiteability of planet can be increased researching new technology. This suiteability limits the maximum amount of population on planet. For example planet size of 12 and suiteabiltity of 50% could only hold 6 population.
Tractor beam can now use for stealing other realm's ships in combat. First target ship needs to be immobilized and all military weapons need to be offline. After this ship can be steal during combat.
There are couple of graphical changes. First game can be now run in full-screen mode, which is great for immersion. I also added minor movement of nebulae in quite many views to make it feel more lively. Reborgians also have space ship bridge interor:
There are also some minor changes like that all realms can be AI controlled. This is for me to see how AI is actually playing and hopefully I can make AI more smarter in future versions. Two second minor changes auto exploring and AI controller combat. Both of these were requests. Both auto exploring and AI control in combat both uses same standard AI which is used also in regular AI turns. Turns out that exploring AI is quite bad and needs to be rewritten in next version.
Next version is probably contain quite much AI improvements. One them could be difficulty levels for AI. I am wondering if players generally hate or love challeging AI or even losing for AI. I like to lose in my own game, but I kind of hate it in other games so I might need to do AI difficulty levels. But I am not going to give bonuses or negative bonuses, I am just going make it more stupid on lower difficulty levels.
Any way if you are interested about the game source files and/or binaries are available in Github. Binaries are also available in Itchio.
I was able to finish game with fighter class without buying the cheating stuff from that goblin or taking powers which were opened when meeting modder. I got killed once in mole goblin lair where goblins just surround me and I could not move.
I noticed that rock barriers were not visible in wyvern tribe. Me and my pet was able to hit but it wasn't visible. Similar like sonic bat.
New version of Open Realm of Stars is available. 0.20.0Beta is available in Github or Itch.io:
https://github.com/tuomount/Open-Realms-of-Stars
https://reemax.itch.io/open-realm-of-stars
Biggest update is new AI difficulty levels: Weak, Normal and Challenging. Weak is pretty much the old AI, just with minor fixes. Biggest difference between these difficulty levels is how AI does the space exploration. On weak it tries to move around the sun by keeping certain distance from the sun. This causes AI to move already explored sectors and isn't effective. On normal difficulty AI also tries to keep distance but same time move sectors which give most of the new unexplored sectors. Finally on challenging AI goes greed and only moves sectors which give most of new explored sectors. Main idea is that with better AI for exploration AI will eventually gain more planets and be more better in game.
There are also some minor changes for example how populations are handled on planets with higher difficulty levels. Challenging AI will not allow blocking planets by moving fleets there, it will try to send another fleet from another planet to destroy that. AI is also more aggressive, since earlier there was issue that AI did not make war against human player if borders were crossed too often. These changes make game more challenging, I probably didn't win once while playing test games if there was ancient realms in game.
There are two new space races in the game too: Alteirians and Smaugirians. Alteirians are bit different to each other space races. These guys are weak but very smart folk. They don't live on planet surfaces but on planet orbitals. This cause that Alteirians are very easy to conquer by simply destroying their orbital. Because they live on orbital they get big negatives on population production and mining which makes them really slow on building at beginning of the game. On the other hand their research can be over 4 times at beginning compared to other races. Alteirians also have challenging time against space pirates since they can be encoutered quite early and are able to destroy Alteirian orbital. In fact Alteirians were the first space race that I actually lost complete during test games. On that I noticed that game is missing own "you lost" screen. This is now added, and player can choose if he/she wants to see results immediately or let AI finish the game.
Another new space race is Smaugirians. These are folk that can place weapons and privateering modules to their freighters. These guys also have two new government types: Syndicate and Pirates. So in short Smaugirians can be played as space pirating race, if wanted. When their freighters have weapons other realms still count them as unarmed.
There are also some minor changes, like auto shoot in combat simply clicking the enemy ship. Also by default human player won't get all the news from other realms before they have had diplomatic meeting. Game can be also configured so that each realm is controlled by AI, so human can just watch how AI is playing the game. This is mostly when doing AI update, but it is there if someone else is interested see how AI plays. There are small changes also for tech trees. In theory each space race could have their own tech tree, but mostly they have shared techs. There are some exceptions for exampl Alteirians do not have terra forming tech since they don't live on planet, but they have bigger orbitals and orbital lifts. Mechions and Lithorians do not have food production tech since those guys do not eat. Instead they have research and mining tech available only for those.
I am using these ships for smuggler race in my 4x game. If you want to use them, they are under same license as are the original ones and no need to credit me.
Hmm, so there is probably something different in Windows 7 and Windows 10. It seems there some people has issue with Windows 10 and Minecraft, but that's probably different since Minecraft does not use Swing but something else for rendering the screen. This could be difficult to fix since fullscreen mode is done with three lines and there isn't much to change.
I was able to reproduce drawing issue with full-screen mode with Windows 7. It wasn't blocking the alt+tab but otherwise it was just showing the white screen. If Windows had scaling set to 150% drawing worked but some of the UI buttons went offscreen and game isn't playable at then. However I was able to get this working with full-screen in Windows 7 with following: Full-screen mode on, disable OpenGL hardware support and set scaling from Windows to 100%. Danimal, could you try if these would work with Windows 10?
Bordless does not affect anyway if you have selected full-screen. I meant that without full screen mode, bordless is the next thing almost full screen if screen is resized for maximum size. Fixing this will be challenging since I don't have Windows 10. I'll try to look if someone else has encounter similar issue with Java. Pressing alt+F4 should still close the game if it is running on top even its not being shown.
Okay, I think I now understood what you mean with auto-cicle. Left-clicking enemy ship would always shoot it with next available when. One whould need to click that many times ship has guns. This sounds like a good feature.
Thanks for trying my game and giving feedback.
There are quite much news I agree with that. It shows news about each leader doing something or get killed, which can happen often. Reason why it shows even from empires you have not met is because it is being broadcasted by Galactic Broadcast Network Company, which is indepent from all the realms. Elections happen at same time since most of the governments have reign time 20 turns. (Some governments have 40, 100 turns or even life time) If ruler dies before then elections can happen different time. For news there could be settings or choice that it would only show your local news, or news from realms you have met or show all.
Rulers are pretty much like governor but they giver bonuses for whole realm. What ruler/governor/commander actually benefits it depends on his/her/its perks. Scientific gives research bonus if leader is working as ruler or governor. Diplomatic only gives diplomacy bonus if it is on ruler and so on. For the moment only way differentiate leaders are their names. It would be nice to have different leader pictures but since I am working without budget it is very difficult to obtain multiple faces for multiple alien races. Reason why dead ones stay on the list I am planning to make somekind family tree or similar at somepoint, but not sure if that's a good idea.
Hey, that marking route for normal movement is great idea. I could try to implement that on next version.
Hmm, that sounds really bad. Did Alt+tab or similar work either? I have tried game with FullHD resolution and with that it should work. Almost full screen you should be able to get first resize it big as possible and then change to borderless mode. Borderless mode requires restart to be working. What kind of graphical glitches you experienced?
Yes, true building advanced factory/mine/lab and so one could replace basic factory/mine/lab automatically. This is a good suggestion.
Yes, there are quite many clicking in combat, but it matters in which order those weapons are used, if ship has multiple different types of weapons. Do you mean that weapons could cycled for example mouse wheel or with keys?
OROS 0.19.0Beta is now available and it comes with trailer.
In this version there can be 12 realms in the galaxy. This actually changed the game quite much. First is that galaxy size needs to be medium or larger. This causes that nuclear engines are not that good when travelling big distances. Another is that winning is more difficult. This is simple since most of the victory conditions have relations how many realms there are in game. For cultural victory one needs to get half of the realms - 1 to admire one's culture, conquest victory require conquering half of the home planets, population victory is even more difficult since one must gain half of the galaxy population. So getting any of those victory conditions is hard than comparing to 8 realm game.
Another new things are orbitals. Planets can have orbital which do not take building slot. Orbitals are designed in ship designer and components are selected from available technology. These can contain starbase modules, so these can boost planet's research, cultural or credit production. If orbitals contain scanner these scanner can replace planetary scanners. Orbitals are also used for defending planet against attackers.
Planets now have suiteability which varies on each space race. Some of the space race might be more suitable for water worlds, while some like carbon worlds or even iron worlds. Suiteability of planet can be increased researching new technology. This suiteability limits the maximum amount of population on planet. For example planet size of 12 and suiteabiltity of 50% could only hold 6 population.
Tractor beam can now use for stealing other realm's ships in combat. First target ship needs to be immobilized and all military weapons need to be offline. After this ship can be steal during combat.
There are couple of graphical changes. First game can be now run in full-screen mode, which is great for immersion. I also added minor movement of nebulae in quite many views to make it feel more lively. Reborgians also have space ship bridge interor:
There are also some minor changes like that all realms can be AI controlled. This is for me to see how AI is actually playing and hopefully I can make AI more smarter in future versions. Two second minor changes auto exploring and AI controller combat. Both of these were requests. Both auto exploring and AI control in combat both uses same standard AI which is used also in regular AI turns. Turns out that exploring AI is quite bad and needs to be rewritten in next version.
Next version is probably contain quite much AI improvements. One them could be difficulty levels for AI. I am wondering if players generally hate or love challeging AI or even losing for AI. I like to lose in my own game, but I kind of hate it in other games so I might need to do AI difficulty levels. But I am not going to give bonuses or negative bonuses, I am just going make it more stupid on lower difficulty levels.
Any way if you are interested about the game source files and/or binaries are available in Github. Binaries are also available in Itchio.
I sent this as private message. Did you get it?
Yes, I am linux user.
I was able to finish game with fighter class without buying the cheating stuff from that goblin or taking powers which were opened when meeting modder. I got killed once in mole goblin lair where goblins just surround me and I could not move.
I noticed that rock barriers were not visible in wyvern tribe. Me and my pet was able to hit but it wasn't visible. Similar like sonic bat.
Anyways great mod and I am looking for next act!
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