I didn't mean it was discussed here, just that the idea was discussed (and not opposed by Vladimir).longheart wrote:I searched for every post in this area that had the word shields in it, and could find no mention of effective shield ratings, nor even how well they protect against missiles.
Search found 156 matches
- Thu Sep 29, 2016 5:43 pm
- Forum: Polaris Sector
- Topic: Shield matchup question
- Replies: 5
- Views: 2369
Re: Shield matchup question
- Thu Sep 29, 2016 4:12 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...
- Thu Sep 29, 2016 4:00 pm
- Forum: Polaris Sector
- Topic: Mods
- Replies: 4
- Views: 4346
Re: Mods
I've heard about the Star Wars mod not being very stable with the latest PS update.
Doing a mod is a lot of work. The lack of documentation doesn't make it easier.
And I personally haven't even played all in-game races yet (here goes a necessity of a new DLC race too).
Doing a mod is a lot of work. The lack of documentation doesn't make it easier.
And I personally haven't even played all in-game races yet (here goes a necessity of a new DLC race too).
- Thu Sep 29, 2016 3:46 pm
- Forum: Polaris Sector
- Topic: Shield matchup question
- Replies: 5
- Views: 2369
Re: Shield matchup question
I think it was discussed in the past to have an effective shields values in the ship's information.
- Thu Sep 29, 2016 3:43 pm
- Forum: Polaris Sector
- Topic: Need Customizable Victory Conditions
- Replies: 3
- Views: 1626
Re: Need Customizable Victory Conditions
I'd rather have it (easily) modable.
Also - it might make sense for domination conditions to depend of a galaxy size.
Also - it might make sense for domination conditions to depend of a galaxy size.
- Sun Sep 25, 2016 6:31 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. That one I've...
- Fri Sep 02, 2016 4:54 pm
- Forum: Polaris Sector
- Topic: Fuel tank materials
- Replies: 3
- Views: 2449
Re: Fuel tank materials
I think Vladimir is old enough to remember a movie where a bun and a cake where requiring exactly the same amount of flour, sugar, etc., but had very different price.
- Thu Sep 01, 2016 5:10 pm
- Forum: Polaris Sector
- Topic: Bonus for experience-stars
- Replies: 3
- Views: 2218
Re: Bonus for experience-stars
They get "combat" stars (armor, fire range, fire damage).crimsonsun wrote:does having a training centre increase the rating of non military espionage vessels?
I've already suggested adding speed bonuses for "starts".
- Tue Aug 30, 2016 3:04 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!
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...
- Tue Aug 30, 2016 1:21 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!
quick workaround: instead of three AutoRevealEnemyShips place these values: AutoRevealEnemyShips true AutoRevealNeutralShips false AutoRevealAlliedShips false Unfortunately it doesn't work as a solution. The game still overrides those two lines with "AutoRevealEnemyShips false" on exit. H...
- Mon Aug 29, 2016 1:58 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!
I had noticed about the defaults also, I found it a mildly annoying but far from game breaking. However I imagine its annoyance factor depends on how long you play for at a time, as I game only a couple of times a week but will play a game for 10+ hours straight so making a couple of changes doesn'...
- Sun Aug 28, 2016 3:01 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!
Here goes your deep care - 31 hours passed, and no one even replied to the report that the new update is critically buggy. But back to the bug itself. After the first run game adds new parameters to the config file. Among them there are three instances of AutoRevealEnemyShips - probably a bug. Anywa...
- Fri Aug 26, 2016 7:29 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!
It changes half of my config to defaults every time I run the game.
- Tue Aug 23, 2016 3:36 pm
- Forum: Polaris Sector
- Topic: Patch 1.05
- Replies: 10
- Views: 4341
Re: Patch 1.05
Any news, please?
- Fri Aug 12, 2016 3:43 pm
- Forum: Polaris Sector
- Topic: Autocolonization needs major improvements
- Replies: 8
- Views: 2673
Re: Autocolonization needs major improvements
Well, you always can do this. Manually :) It allows exactly what you described. Not quite. By the time colonizers are built I don't remember where exactly I wanted to send them (specially later in the game) - perhaps some notes and marks could help with that, but none are implemented now. Getting t...
- Fri Aug 12, 2016 1:21 am
- Forum: Polaris Sector
- Topic: A list of features for the next patch or DLC
- Replies: 90
- Views: 42010
Re: A list of features for the next patch or DLC
You color total number of resources red than critically low - it's good. Could you also change the color (to green?) than the resource reaches (or goes over) the storage capacity?
- Thu Aug 11, 2016 4:51 pm
- Forum: Polaris Sector
- Topic: Patch 1.05
- Replies: 10
- Views: 4341
Re: Patch 1.05
It's been a week since the "pre-patch" on Steam. When do we see it here?
- Thu Aug 11, 2016 4:41 pm
- Forum: Polaris Sector
- Topic: Autocolonization needs major improvements
- Replies: 8
- Views: 2673
Re: Autocolonization needs major improvements
If you send me the saved game, I can check. Ok, I've emailed it (just now). Tried to put it here, but this forum does not allow attachments over 2 meg. However, in my opinion the autocolonization is broken (by design) way beyond just fixing a couple of bugs. Player needs to be able to (optionally) ...
- Wed Aug 10, 2016 2:55 pm
- Forum: Polaris Sector
- Topic: Autocolonization needs major improvements
- Replies: 8
- Views: 2673
Re: Autocolonization needs major improvements
For some (probably unhealthy) reason I've decided to try autocolonization later in the game. Made sure the right design is on top and far away colonies are busy, so all colonizators started building deep into my territory. All targets where also near the "capital". The result - one of five...
- Thu Aug 04, 2016 3:30 pm
- Forum: Polaris Sector
- Topic: Patch 1.05
- Replies: 10
- Views: 4341
Re: Patch 1.05
For the $40 game this sounds unreasonably "cheap". But, of course, you don't really care.Shards wrote:I understand that not everyone likes Steam, but it's considerably easier for us to put up a quick test preview with their system.