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Reemax

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A member registered Aug 09, 2020 · View creator page →

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You can also enable it from options: OpenGL hardware acceleration. When this is enabled restart is required. I have now seen one or two computers where it possible does not work so that's why it is not ON by default. If game does not start after enabling it. You need to modify or delete file .oros/oros.cfg from your home directory.

Thanks

Java11 is minimum Java version. On Linux it is possible to install only java-headless which means it does not have GUI support and that does not work. Have you tried running it with command "java -jar Open-Realm-of-Stars-0.27.0.jar" from command prompt or terminal? It should show more info on Java exception occurred. Do you see any stack traces?

Victory score is always enabled, but you can change it how many star years it requires to happen. Longest time is 1000 star years aka turns. Which is a lot.

There needs to be at least one AI realm. What do you mean by test game features? If you want to try out game that you do not encounter AI, best possible is pick largest map 256x256 with  two realms and pick starting position "Elders at middle". Now AI Realm would be at other side of the galaxy about 220 sectors away. Which takes approximately with starting engines about 70 star years to get there

Not from the game itself. Save files are in your homefolder .oros/saves folder. But I could add button to delete save games, if that would be handy.

Thanks! I am hoping that next release would be more for content for space race and government editors, so more space ship images, new alien images and theme musics.

Thanks! This means a lot to me.

Good question about fighter bay and I noticed that there is only minor mention in tutorial when freighter hull has been received. Fighter bays give ship certain amount of bay space. This can be used for loading small and medium ships into those bays. Small hulls require one space and medium require two spaces.

Idea in fighter space is that you can have bigger ship with fast FTL engines on and smaller ships can use those nuclear engines which are really good in combat. You can design freighter full of fighter bays with fast engine on it to travel big distances. Then you designs for example Corvettes with nuclear engine, since those have slow FTL you simply merge those into same fleet. Now whole fleet travels with speed of that freighter in star map.

I'll make a ticket where fighter bays are explained. I could actually add explanation into research view what each component actually does.

Auto-combat is planned for 0.19.0Beta version. Order which ships are place in combat that should be easy to do. Formation are a bit harder since ships are placed in three rows. Third row is used if same sector has also a deployed star base. Maybe some kind of automatic order would be fine where non military ships would be placed on behind and allow player to select if small or big military ships are preferred to be on first row.

Thanks for trying out my game!

Cool finding about that supersize mechion population. I'll try to fix to next release. I can understand you can get it higher moving population from another planet.

Autopilot could be done using same thing that AI is using for exploring. I need to add some kind of notifications if something interesting is found during exploration. I'll target this for 0.19.0Beta release. 0.18.0Beta's features are pretty much done already so I don't want to add this there.