Current version: 1.0.2 (The Glory of War)


The current release of the mod contains:


  • Three new lifestyles with various pros and cons
    • Berserkers, exemplified by the warlike Rahta race
      • Be the finest warriors in the galaxy, but be wary of galactic peace, for your internal strife will cripple you
    • Pacifists, such as the telepathic Fasshi
      • Peace is a means and a purpose to your people, but war disturbs them greatly
    • Researchers, exemplified by the determined Alipha
      • Stop the impending Overlord invasion through the power of superior technology
  • An alternative tech grid available to the Technocracy government, taking the infinite progression techs from Wake of the Heralds to their logical extreme
  • More than a dozen new subsystems, including Ferrofluid Armor, Miner Hulls, Covariant Shield Generators, and Singularity Cores
  • A complete overhaul of weapon balancing
  • Several new orbitals - Stellar Shield Generators, Power Transmitters, Subspace Telescope Arrays, and others
  • Several new buildings, including Command Centers and Centralized Coordination Complexes
  • Increased control over the way the game plays, with settings such as First Contact Mode, Research Effectiveness Decay, and more being changeable during game configuration

Credits:


  • Alarcarr - Original author; balance technician; content developer
  • Dalo Lorn - Lead programmer and story writer; content developer
  • Darloth - Lead balance technician; programmer; content developer; author of the Reclusive Ringworlders and Subsystem Assortment mods, both of which have made it into the mod in some increasingly small part; logo designer
  • IllyiaSvara - Additional help with balancing and keeping everyone together
  • Further credits can be found at Steamcommunity.com
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Those of you who have been paying attention know that it's been a few months since 1.0.1 came out. Those who have been paying a lot of attention will know that this is (unfortunately) pretty standard fare as the whole lot of us drag each other into a dormant state, so it could take quite a while for the next patch to come out. (On the bright side, the next major release should herald the return of the Ulthaar and all their goodies, so there's that.)

In any case, 1.0.2 is something of a half-patch, half-release hybrid - it was initially meant to be part of 1.1.0, but with the Ulthaar being particularly late to the show, we decided to wrap up whatever functioning projects we had and release that. Full patch notes can be found at Steamcommunity.com, but here's a rundown of the major changes:

  • Several buildings have become drastically cheaper in exchange for the addition of a smallish Ore cost. This is part of the ongoing effort to make Ore (and miners) more valuable in the early game as opposed to being a purely endgame resource.
  • Gates and Fling Beacons now use a two-stage research system. The player must first research an 'experimental' form of the technology on the research grid, then build a somewhat expensive orbital which can then spend 200 FTL Energy to unlock the cheaper, standard equipment. It's likely that this research method will later be expanded to other FTL techs, but no details currently exist.
  • Outposts can now be customized by using Ore to install various upgrades. This, too, is an attempt to make Ore more valuable.
  • A new map has been added, using the Advanced Galaxy Editor! (Cue applause for the editor's developer, Test. :)) More maps will likely appear in later patches, if and when we come up with some ideas. This concept is basically a spin on Sins of a Solar Empire's more exotic maps, putting players in situations that would not normally happen for one reason or another.
  • The Rahta and Fasshi races have been unrestricted and can now be played in non-WotH matches! Special mention must go to GGLucas for explaining some of the finer points of what is or isn't allowed with regards to expansion-related content. (We believed that the Glory/Comfort system, being a modification of the expansion's Attitudes system, was firmly in WotH-only territory. He explained why we were wrong, and the upcoming Progenitor tech grid will similarly not be affected by our decision to upgrade from 'overpowered rocket pods' to 'similarly overpowered drone launchers'.)
  • Nebulae are back at last, this time in a form that even the AI can comprehend. Instead of requiring the player to drop outposts into them, the player must simply control an adjacent system to absorb the nebula into his territory. (This effect can even be chained across several nebulae.)
Rising Stars now live on Steam!

Rising Stars now live on Steam!

News

The year is 714 AP. Amidst continuing conflict, alliances begin to form between the many rising empires inhabiting the galaxy. There are whispers of an...

ABEM Re-release Imminent!

ABEM Re-release Imminent!

News 4 comments

Even the deadly hand of a major patch can't keep a mod down... ;) (Quite the contrary! :O)

POWER! UNLIMITED POWEEER!!

POWER! UNLIMITED POWEEER!!

News

The public alpha for ABEM 0.5.0 is now live on the Steam Workshop! Testers badly needed.

ABEM 0.4.1 is now (belatedly) live on ModDB!

ABEM 0.4.1 is now (belatedly) live on ModDB!

News

ModDB drew the short straw, it seems... Seriously, though. There's a new patch. Still, announcing and providing patch notes.

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Compatibility hotfix for Rising Stars 1.0.2

Compatibility hotfix for Rising Stars 1.0.2

Patch 1 comment

Compatibility hotfix for Star Ruler 2 version 2.0.3. Built for and requires Rising Stars 1.0.2.

[LATEST] Rising Stars 1.0.2 for v2.0.2

[LATEST] Rising Stars 1.0.2 for v2.0.2

Full Version

Rising Stars version 1.0.2 (The Glory of War). Made for Star Ruler 2 version 2.0.2, compatible with 2.0.1. Full version, does not require previous versions...

Rising Stars 1.0.1 for v2.0.1

Rising Stars 1.0.1 for v2.0.1

Full Version

Rising Stars version 1.0.1 (The Glory of War). Compatible with Star Ruler 2 version 2.0.1. Full version, does not require previous versions.

ABEM 0.4.1 for v1.0.3

ABEM 0.4.1 for v1.0.3

Patch

Version 0.4.1 of the Alternate Balance Expansion Mod. Made for SR2 1.0.2, compatible with 1.0.3. Requires ABEM 0.4.0.

Hotfix for ABEM 0.4.0

Hotfix for ABEM 0.4.0

Patch

Fixes a fatal error causing guaranteed savegame corruption in ABEM 0.4.0. (This has been integrated into the main download, but is being uploaded anyway...

ABEM 0.4.0 for v1.0.3

ABEM 0.4.0 for v1.0.3

Full Version

Version 0.4.0 of the Alternate Balance Expansion Mod. Made for Star Ruler 2 version 1.0.2, compatible with 1.0.3. Full version, does not require previous...

Comments
shitposter9191
shitposter9191

Great work. I love the mod. I noticed there is a bug in the file DestroyerHull.txt ... according to the description after mod activation the hp bonus of the destroyer hull should be a bonus of 200% ... so 3x .. but in the file it is still 6x ... I just checked it after I tried the destroyer hull and wondered why my destroyers could simple rape the enemy. I fixed it in the file "Rising_Stars_1.0.1\data\subsystems\flagships\hulls/DestroyerHull.txt". It works well for me and it gives other hulls a reason for existing again.

I hope it will help to improve balancing for others as well.

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vnucik
vnucik

seems legit, it was problem of SR 2 v 2.0.0 i fixed that manually too I will write this to Dalo on if you dont mind it may not be a bug but (small chance) but if its its pretty important one.

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vnucik
vnucik

EDIT: It is not a bug, confirmed by author. It is just a wrong tooltip!!!

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Dalo_Lorn Creator
Dalo_Lorn

Just uploaded a batch of screenshots from 0.5.0. Development is going along fairly slowly, I'm afraid, but we're still alive... ish.

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Guest
Guest

Great work!!!

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Dalo_Lorn Creator
Dalo_Lorn

*opens cookie jar and hands out a cookie*

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Guest
Guest

How do you install this without steam?

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Dalo_Lorn Creator
Dalo_Lorn

The instructions in the download descriptions should be pretty straightforward? (If not, please let me know so I can fix them. :()

I'm going to assume you're trying to install 0.4.1. The thing is, it's not a standalone mod - you have to install 0.4.0 first, then install 0.4.1 on top of that.

1. Download ABEM 0.4.0.

2. Extract the contents of 0.4.0's .zip into a folder in "Star Ruler 2/mods". I'm going to go with "ABEM", which would make that "Star Ruler 2/mods/ABEM".

3 (optional). Start the game up now, to see if you've properly installed it. You should know it's working when you see it, the game will pop up a mod selection screen before taking you to the main menu.

(It is not uncommon for the game to be a bit unstable after enabling mods of this scale - you may have to restart after enabling ABEM. It's possible that the game will crash, that the main menu will fail to load, or that the game will work perfectly.)

4. Download ABEM 0.4.1.

5. Extract the contents of 0.4.1's .zip into your ABEM folder (whatever it's called). If prompted to overwrite files (and you should be prompted!), overwrite everything.

6. Start the game up. If you haven't already done so, enable ABEM. If you have 0.4.1, you should see a pretty long bit of text in the lower right corner of the screen, telling you you have 0.4.1 for SR2 version this-and-that, yadda yadda.

7. Enjoy your game. Or come back here to tell me my instructions still suck. :o

You shouldn't need the 'Hotfix for ABEM 0.4.0', that one's been bundled into the 0.4.0 download immediately upon its release. I just released it separately because some people already had the broken version.

Reply Good karma+1 vote
Ignatz
Ignatz

This mod is getting better with every update!

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Dalo_Lorn Creator
Dalo_Lorn

The same cannot be said for the size of the dev team. :P

Reply Good karma+1 vote
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