||  

Back to News Listing Polaris Sector: Lumens - New features & options!

Posted: Tuesday, October 10, 2017 by Alberto Casulini

Type: News

Hello galactic commanders and sci-fi aficionados!

Today we’re publishing the first in a series of articles about the upcoming expansion for Polaris Sector, Lumens!

It will be a truly massive expansion and it’s not easy to condense all the improvements and additions, but let’s try. We’ll start with all the new options and minor features that will be at your disposal.

 

Galaxy Generation

 

New options have been added to let you fine tune your galaxy even more! In addition to defining the number of stars, number of planets per system, percentage of habitable planets, the mineral richness of the sector and its 3D layout. You can now also define how many “goodie hut” artefacts and fast-travel wormholes are available and also whether you’d prefer to start on the edge or centre of the galaxy.

With so many options there are now countless possible combinations to choose from allowing for endless replaybility.

 

 

Research Speed Slider

 

You can now set a galaxy wide modifier that affects everyone’s speed of progress in research. Either leave it on the automatic setting, slow the rate of progress down so that ships become obsolete more slowly or crank up the rate to rush through to the end-game tech. Every choice has a consequence, and although rushing tech might sound tempting remember that there is a price to pay.

 

Planets

 

Planets have also been tweaked to give them a bit more variety. You’ll see more accessible planets with the special advanced research element and frozen and desert worlds with rarer mineral sources in more varied amounts.

 

Fleets Designer

 

Polaris Sector has always had a fantastic ship designer and we’ve now expanded that up to a Fleet designer to let you easily automate the design and creation of your favourite fleet loadouts.

Each ship design can now be linked to a default or custom role (e.g. Attack, Support, Carrier) and, in the Fleet Designer screen, you can create fleet formations from these designs. You can then build a whole fleet from the Planet Build Ships queue with one click or send out a distributed request to your empire’s production worlds to build you that fleet and assemble it where you select.

If you want to upgrade your fleets over time, you can switch the design that is assigned to each role and the game will know which ships you want to build or upgrade to from then on.

Additionally, if you enter battle with a pre-designed fleet then, if you have the initiative or the technology, they will be already in formation when you enter the battle screen.

 

 

Rally Points & Automation

 

A rally point can be set at any location and you can then use that location as the target destination for any new ships that you build.

You can either use this to create your own Ad Hoc fleet or to assemble a Fleet based on one of your Fleet Designs. In the latter case, you can choose to either have new ships created or for your existing ships to be automatically routed to the rally point.

Additionally, you can also automate the movement of Battle Stations from one star to another using Transport ships, automate the rebuilding of a carrier’s fighter compliment and even automate the full refit, repair and upgrade of entire fleets.

More Info

Polaris Sector: Lumens

  ( Views : 2575 )


In Other News..

Space Program Manager celebrates the 49th anniversary of the Moon Landing with a discount!

Friday, July 20, 2018

On July 20, 1969, at 10:56 p.m. Eastern Time, people across the Earth listened the words of NASA astronaut Neil Armstrong: "That's one small step for man . . . one giant leap for mankind". These now famous words marked the Apollo 11 mission as one of the most crucial enterprise for modern human history. 

For the first time, human beings walked across the surface of the silent companion of our Planet and the hearts of millions of people watching the event vibrated with an emotion impossible to describe.

Read more...

Aggressors Dev Diary #6 - Combat (part 1)

Friday, July 20, 2018

One thing I have never liked about 4X strategy games is the missing tactics. I never really understood why. Why cannot a game combine both – strategy and tactics? After all, quite a few generals became emperors!
 

Read more...

Panzer Corps 2 - Dev Diary #1

Wednesday, July 18, 2018

Welcome to the first issue of Panzer Corps 2 Developer Diary. The initial announcement of Panzer Corps 2 was a little while ago now, and we understand that it left many people waiting for more information. In this issue we will try to provide a general overview of where we are going with this project and what to expect from it. We will provide much more information on each individual aspect of the game in future diaries.

Read more...

Aggressors - Units Infographics Part II

Tuesday, July 17, 2018

Today we are releasing our second batch of infographics depicting the units of Aggressors: Ancient Rome!

This time it's the turn of the real protagonists of the era: the Romans, as well as a mighty empire which was Rome's most dangerous antagonist for centuries, the Persians.

We are also showcasing the civilian support units as well as the ships you can build in the game. 

Read more...

Armored Brigade Dev Diary #1 - Artificial Intelligence

Monday, July 16, 2018

The Armored Brigade artificial intelligence (AI) is fully dynamic, which means that it can handle any scenario within the game parameters, without a need for any scripting from the scenario designer. This approach has been the basic foundation of the game. I've always found the procedurally generated game content fascinating, and that can be seen in the design philosophy of Armored Brigade.

In Armored Brigade, there's an undefined number of maps, units, environmental conditions, and so on. The system must build a readable representation, process the input and then produce output that creates a credible impression of intelligence that behaves in a realistic, unpredictable and challenging manner. That's quite a challenge indeed. A "chess AI", where you have a finite number of possible states, is out of the question. 

Read more...

Warhammer 40,000: Gladius - Relics of War is OUT!

Thursday, July 12, 2018

The first ever 4X turn-based strategy game set in the Warhammer 40,000 universe is now available on PC (Windows and Linux)!
 

Read more...

Warhammer 40,000: Gladius - Orks faction video

Wednesday, July 11, 2018

Time for the second video depicting the playable factions in Warhammer 40,000: Gladius - Relics of War!

Read more...