Search found 291 matches
- Fri Sep 30, 2016 9:02 pm
- Forum: Polaris Sector
- Topic: Ship Detection Mechanics
- Replies: 3
- Views: 1999
Re: Ship Detection Mechanics
you increase the probability of discovering them with each station What is the math behind it? Do stations from different planets of the same system participate in one formula? Do stations from adjacent systems participate in one formula? Check is performed once in 3 days (the smallest time tick). ...
- Fri Sep 30, 2016 12:09 pm
- Forum: Polaris Sector
- Topic: Need Customizable Victory Conditions
- Replies: 3
- Views: 1626
Re: Need Customizable Victory Conditions
Maybe, however it can be quite difficult to make a good formula here. But I think the tunable conditions will fix this anyway.bjgrt wrote:I'd rather have it (easily) modable.
Also - it might make sense for domination conditions to depend of a galaxy size.
- Fri Sep 30, 2016 12:06 pm
- Forum: Polaris Sector
- Topic: Shield matchup question
- Replies: 5
- Views: 2369
Re: Shield matchup question
It will be (2100*84+4500*19)/(2100+4500)
- Fri Sep 30, 2016 12:05 pm
- Forum: Polaris Sector
- Topic: Ship Detection Mechanics
- Replies: 3
- Views: 1999
Re: Ship Detection Mechanics
Do the ship detection stations that are built on planets "stack" in their effectiveness? How do they work in detection uncloaked and cloaked ships? Yes, they stack. For uncloacked ships, you can better know the fleet composition at the adjusted stars and exact composition in your system. ...
- Thu Sep 29, 2016 8:49 am
- Forum: Polaris Sector
- Topic: Speed of alien ships
- Replies: 2
- Views: 2080
Re: Speed of alien ships
This looks like a scout ship. For AI it contains only engines and fuel cells, not even containers. And Gavaken hull allows for quite a lot of engines.
Looking at saved games I receive from time to time from players, I saw frigates with 20+ speed
Looking at saved games I receive from time to time from players, I saw frigates with 20+ speed
- Wed Sep 28, 2016 4:19 pm
- Forum: Polaris Sector
- Topic: issues with Polaris Sector V1.05b
- Replies: 6
- Views: 3502
Re: issues with Polaris Sector V1.05b
I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c): 1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems. Because of this I loose a lot of civilian ships. Do you mean t...
- Wed Sep 28, 2016 4:17 pm
- Forum: Polaris Sector
- Topic: Combat complaint
- Replies: 3
- Views: 2236
Re: Combat complaint
Just as a possibly unimportant note, the excimer lasers weren't what was hitting the enemy ships that were far away (since they are close range point defence). It was probably realized I was talking about IR lasers. The really long range ones that do next to no damage, but always hit. Sure. And alr...
- Wed Sep 28, 2016 4:17 pm
- Forum: Polaris Sector
- Topic: Need Customizable Victory Conditions
- Replies: 3
- Views: 1626
Re: Need Customizable Victory Conditions
The victory conditions need to be more flexible. I would like to be able, at the very least, to define what percentage of the galaxy a faction needs to hold to win and to define whether that "control" includes allied territory or not. There are other possible victory conditions as well. T...
- Wed Sep 28, 2016 4:15 pm
- Forum: Polaris Sector
- Topic: Can't affect invaded planets.
- Replies: 6
- Views: 3360
Re: Can't affect invaded planets.
I never thought about helping invasion by spies while the invasion is in the progress. I'll try to add something, good idea, thanks!
- Tue Sep 27, 2016 9:15 pm
- Forum: Modders Corner
- Topic: hull modding
- Replies: 3
- Views: 3239
Re: hull modding
Did you switch to the editing of a specific design first? Or tried to change cells on a general design image? Did you switch to the cells editing mode? I select a race, then an existing hull; then I try to add or remove a pixcel (for drives/wepons or general). In this way I get always a crash.o I'v...
- Thu Sep 22, 2016 10:29 am
- Forum: Modders Corner
- Topic: hull modding
- Replies: 3
- Views: 3239
Re: hull modding
I can then switch to different races and change the equipment, but if I try to add or remove a pixel, the game crashes. With shift + mouth-click I tried to place a cell. With ctrl + mouth-click I tried to remove a cell. How is the correct handling? Hi! Did you switch to the editing of a specific de...
- Wed Sep 07, 2016 8:56 pm
- Forum: Polaris Sector
- Topic: Fleet Planner
- Replies: 10
- Views: 5335
Re: Fleet Planner
Fleet planner screenshot
- Fri Sep 02, 2016 7:00 am
- Forum: Polaris Sector
- Topic: Fuel tank materials
- Replies: 3
- Views: 2449
Re: Fuel tank materials
Thanks, I'll check thislongheart wrote:I noticed every single fuel tank I can build uses the exact same materials and needs the same amount of production.
This seems suspicious, and is more likely to be a copy/paste mistake or something than intentional.
- Thu Sep 01, 2016 3:18 pm
- Forum: Polaris Sector
- Topic: Invasion Bug found?
- Replies: 4
- Views: 1879
Re: Invasion Bug found?
As a note, earlier I do recall trying to land both ground support aircraft and tanks on the planet at the same time, and being unable to unload either. That save game is long gone, so I can't be sure if not being able to land tanks also prevented it from landing bombers since I tried to drop them a...
- Thu Sep 01, 2016 9:52 am
- Forum: Polaris Sector
- Topic: Invasion Bug found?
- Replies: 4
- Views: 1879
Re: Invasion Bug found?
So, I started the invasion of a planet that I see no defenses on. I brought in a transport, and tried to drop troops on his planet. I'm told when I try, that 0 of my tanks and ground aircraft got destroyed. That's great... But, all of my tanks and aircraft stayed on my transport ship. No matter how...
- Thu Sep 01, 2016 9:49 am
- Forum: Polaris Sector
- Topic: Combat complaint
- Replies: 3
- Views: 2236
Re: Combat complaint
So, my planet is under attack by 5 destroyers. I have an anti-fighter destroyer to hold them off. Their speed is 5.77. My speed is 2.48. I can't figure out how they got such fast ships, but that's not my complaint here. ... My anti fighter just fires a boson, and the enemy destroyers get confused a...
- Tue Aug 30, 2016 9:03 am
- Forum: Polaris Sector
- Topic: A list of features for the next patch or DLC
- Replies: 90
- Views: 42013
Re: A list of features for the next patch or DLC
So any word as to the DLC progress? I'd be happy to buy in early if you need any beta testers? Also is there a finalised list of content going into it? :?: Thanks for reading, as ever; crimsonsun It's still in progress. I did a lot in a "coding" part of the game - fleet planner, rally poi...
- Tue Aug 30, 2016 9:01 am
- Forum: Polaris Sector
- Topic: Polaris Sector is updated to version 1.05b!
- Replies: 13
- Views: 9672
Re: Polaris Sector is updated to version 1.05!
Unfortunately it doesn't work as a solution. The game still overrides those two lines with "AutoRevealEnemyShips false" on exit. Helps if you change the config before (of after) each game though. ;) Well, there is a way to overcome this. Just exit the game by Alt+F4 after quicksaving inst...
- Mon Aug 29, 2016 7:09 pm
- Forum: Polaris Sector
- Topic: Polaris Sector is updated to version 1.05b!
- Replies: 13
- Views: 9672
Re: Polaris Sector is updated to version 1.05!
quick workaround:
instead of three AutoRevealEnemyShips place these values:
AutoRevealEnemyShips true
AutoRevealNeutralShips false
AutoRevealAlliedShips false
instead of three AutoRevealEnemyShips place these values:
AutoRevealEnemyShips true
AutoRevealNeutralShips false
AutoRevealAlliedShips false
- Fri Aug 19, 2016 12:49 pm
- Forum: Tech Support
- Topic: Keyboard problems
- Replies: 2
- Views: 2912
Re: Keyboard problems
DIrectX. Sounds strange that Open GL affects this...cpdeyoung wrote:Open GL fixed the issue.
I would be interested in what tech you use when Open GL is not active?
Chuck