Search found 50 matches
- Fri Jul 01, 2016 4:28 pm
- Forum: Polaris Sector
- Topic: Been in 1.04b beta for over a month...
- Replies: 5
- Views: 2056
Been in 1.04b beta for over a month...
...any news on when we might expect a release or even possible release date for those of us who leave the testing to the diehards?
- Sun Apr 10, 2016 7:08 pm
- Forum: Polaris Sector
- Topic: Missile and Ammunition
- Replies: 3
- Views: 1937
Re: Missile and Ammunition
...please tell me that carriers that have fighters equipping missiles don't need to have multiple missile storage modules back on their corvettes in order to stay in the fight for more than two missions in the same battle. Some of my fighters are set for carrying 3 missiles which would allow only on...
- Sat Apr 09, 2016 5:16 pm
- Forum: Tech Support
- Topic: No game changer but...
- Replies: 0
- Views: 805
No game changer but...
...playing the Gavakens and was in the planet screen: The tooltip when I moused over the picture of the building that was in progress (the build queue said it was building an organics plant, the picture below the planet showed a greyed out organics plant, but the tooltip said I was building a gravim...
- Fri Apr 08, 2016 12:51 pm
- Forum: Polaris Sector
- Topic: Regarding colony ships...
- Replies: 3
- Views: 1851
Re: Regarding colony ships...
...that's what I thought too, but the computer seems to pick, at least in my case, the last design made which seems like the logical thing to do, pick the latest model, that is. My dilemma is that the early going is tough enough when it comes to steadily increasing build times and dwindling resource...
- Thu Apr 07, 2016 8:01 pm
- Forum: Polaris Sector
- Topic: Regarding colony ships...
- Replies: 3
- Views: 1851
Regarding colony ships...
...does anyone know how the computer decides which ship is used in a 'Planned Colonization' when there are more than one design in that particular category. As an example, I designed both a long range and a short range colonizer in my game so that I could build colony ships faster(cheaper in resourc...
- Tue Apr 05, 2016 12:32 pm
- Forum: Tech Support
- Topic: Just noticed...
- Replies: 0
- Views: 843
Just noticed...
...that the x-fighter for the Elarians functions without a generator showing in the template. If you try to make a new prototype you will get a much degraded fighter than if you copy the flawed x-fighter template and modify that. I think the template needs to have more tiles to accommodate at least ...
- Mon Apr 04, 2016 10:46 pm
- Forum: Polaris Sector
- Topic: I hate to bring up tankers again, but...
- Replies: 14
- Views: 5073
Re: I hate to bring up tankers again, but...
...good news and just in time. My tanker crews were getting a little mutinous what with all the suicide runs!!
- Sun Apr 03, 2016 8:06 pm
- Forum: Polaris Sector
- Topic: I hate to bring up tankers again, but...
- Replies: 14
- Views: 5073
I hate to bring up tankers again, but...
...wouldn't it make more sense for the tanker to never give away more fuel than what it takes to get back to the closest refueling point? Problem I have run into is that my scout ran out of fuel and has a larger fuel capacity than my tanker itself. I moved the scout as close to a refueling station/p...
- Sun Apr 03, 2016 7:58 pm
- Forum: Polaris Sector
- Topic: So, I'm sailing along...
- Replies: 1
- Views: 1102
So, I'm sailing along...
...with plans coming to fruition, when my planned colonization is abruptly put on hold with the following statement filling my turn log with: "Ship being built for colonization can not be constructed (name of planet)". I've got plenty of resources and my population is not revolting, so wha...
- Fri Apr 01, 2016 10:51 pm
- Forum: Polaris Sector
- Topic: Tanker question
- Replies: 5
- Views: 1730
Tanker question
Anybody having trouble making jumps with tankers when any of the escorted ships (corvettes in this case) have less than minimum fuel on board? I can't get my 4000 ton capacity corvette to jump a distance that requires 4260 tons even when accompanied by 5 tankers w/tanker modules and carrying 34000 t...
- Fri Apr 01, 2016 10:45 pm
- Forum: Polaris Sector
- Topic: Polaris Sector Fueling System.
- Replies: 5
- Views: 4109
Re: Polaris Sector Fueling System.
I read the explanation above on how refueling ships are supposed to work, but in my latest playthrough, I cannot move a corvette with fuel capacity of 4000 tons to the next planet capable of fueling when accompanied by a freighter with refueling capability and 34000 tons of fuel on board. The distan...
- Tue Mar 29, 2016 12:12 am
- Forum: Polaris Sector
- Topic: Basic (not complex)Things Needed IMO
- Replies: 17
- Views: 6848
Re: Basic (not complex)Things Needed IMO
Still think a more elegant approach would be to add a column in the spreadsheet for planets that would indicate an orbital shipyard present. Just sayin...
- Mon Mar 28, 2016 3:25 am
- Forum: Polaris Sector
- Topic: Suggested polishings based on early games
- Replies: 9
- Views: 2708
Re: Suggested polishings based on early games
Another thing that would be nice to have is a list of those planets that are operating an orbital shipyard. This could be given a column in the spreadsheet option of the list of planets under the economic button. Does anyone know for sure how many factories you have to have before you can build an o...
- Sun Mar 27, 2016 3:37 am
- Forum: Polaris Sector
- Topic: Couple of Queries...
- Replies: 1
- Views: 928
Couple of Queries...
1) Where are the save game files located in Windows OS; 2) where are the ship design files located? I would like to purge some of my first attempts at designing ships so I don't have such a list to go through each time I start a new game. Thanx in advance!
- Mon Jun 22, 2015 2:42 am
- Forum: Pandora - First Contact
- Topic: Messari portals
- Replies: 4
- Views: 5322
Re: Messari portals
Actually I tried to use ranged fire on them with artillery (both land based and naval) but it either wouldn't fire when I right clicked or the unit moved with a mind of its own. Aircraft were useless too. Now that I think about it the land units captured without damage as long as there was no messar...
- Sun Jun 21, 2015 12:09 am
- Forum: Pandora - First Contact
- Topic: Messari portals
- Replies: 4
- Views: 5322
Messari portals
I tried looking it up on wiki (no dice), but was wondering why the Messari portals seem impervious to damage. Is their a turn/time limit before you can take them down? My units would not attack them for several turns, then I just walked in and took possession. Is there some kind of mechanic involved...
- Sat Apr 25, 2015 3:14 pm
- Forum: Pandora - First Contact
- Topic: Black Hole Generator usage - how?
- Replies: 6
- Views: 3531
Re: Black Hole Generator usage - how?
...waiting eagerly for the other shoe to drop, Xilmi...why?
- Tue Mar 03, 2015 10:17 pm
- Forum: Pandora - First Contact
- Topic: Announcement: Your chance to affect the future of Pandora
- Replies: 38
- Views: 13249
- Fri Sep 26, 2014 8:33 pm
- Forum: Pandora - First Contact
- Topic: Update crashes
- Replies: 1
- Views: 1377
Re: Update crashes
Depending on your anti-virus, make sure it is either off during the update or that the Pandora Installer is granted an allowed access by your anti-virus.
- Wed Sep 24, 2014 4:20 pm
- Forum: Pandora - First Contact
- Topic: Espionage [general discusion]
- Replies: 14
- Views: 5214
Re: Espionage [general discusion]
In my muddled mind, their discovery is quite random. The automatic centering of the screen to events when you end your turn ensures that they will likely remain unseen until they infiltrate their target city unless you only have one city or the centering event happens to be the city under infiltrati...