Search found 82 matches

by solops
Thu Sep 29, 2016 6:53 pm
Forum: Polaris Sector
Topic: Ship Detection Mechanics
Replies: 3
Views: 1249

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?
by solops
Thu Sep 29, 2016 5:22 pm
Forum: Polaris Sector
Topic: Can't affect invaded planets.
Replies: 6
Views: 2105

Re: Can't affect invaded planets.

Well then, there's your problem. I am pro-oppression. Oppression prevents genocide. There is no such thing as too much brutal force. And if they are so violently warlike that they build up their forces to unreasonable levels, then they are forcing me to bomb them...the warmongers. And I object to th...
by solops
Thu Sep 29, 2016 1:45 am
Forum: Polaris Sector
Topic: Speed of alien ships
Replies: 2
Views: 1275

Re: Speed of alien ships

This is not unusual. Nor is it unusual to see REALLY slow ships. It all depends on the tech of the era. I have had fleets with BBs scooting along at 6+ while the CAs creep in at 3.75. And if you get out to the end of the tech tree, things can get crazy. Ever notice that when you have researched all ...
by solops
Thu Sep 29, 2016 1:43 am
Forum: Polaris Sector
Topic: Can't affect invaded planets.
Replies: 6
Views: 2105

Re: Can't affect invaded planets.

Ship in more troops. If my standard attack force of 8 transports, each with 5 troop landers, does not do the job, I send in a second or even third wave. I have even had to send 5 waves. Extreme cases take bombing. All of this requires prep. When I go on offense, I have one or two planets brimming wi...
by solops
Tue Sep 27, 2016 12:18 am
Forum: Polaris Sector
Topic: Need Customizable Victory Conditions
Replies: 3
Views: 971

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. The game wou...
by solops
Mon Aug 29, 2016 12:57 am
Forum: Polaris Sector
Topic: Polaris Sector is updated to version 1.05b!
Replies: 13
Views: 6559

Re: Polaris Sector is updated to version 1.05!

Guess I'll wait on the patched patch.
by solops
Fri Aug 19, 2016 3:30 am
Forum: Polaris Sector
Topic: Autocolonization needs major improvements
Replies: 8
Views: 1385

Re: Autocolonization needs major improvements

I usually play with 600-800 stars. having an auto-colonise option is fine, but I would never use it.
by solops
Sat Jul 16, 2016 3:27 pm
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25217

Re: A list of features for the next patch or DLC

We could use some simple, quality of life type additions like putting the name of the planet and star where the battle is being fought on the battle screen. Information stuff like that. Rally points for production is another big need.
by solops
Sat Jul 16, 2016 3:22 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance Mod Comments
Replies: 6
Views: 1689

Re: Star Wars: Alliance Mod Comments

That's a bit much for me. I'll have to let someone else do it. The battlefield icon size is becoming a major issue for me. Fielding 30 or 40 of those big things makes the battle no fun to manage at all. I think you have made a mistake with them. I find myself looking to build ships based on their ba...
by solops
Thu Jul 14, 2016 11:23 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance Mod Comments
Replies: 6
Views: 1689

Re: Star Wars: Alliance Mod Comments

Editing...OK. What files and where are they? This is pretty important. The more battles I fight the more unwieldy the Empire's big ships seem, from a battle management point of view.
by solops
Thu Jul 14, 2016 3:51 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance Mod Comments
Replies: 6
Views: 1689

Star Wars: Alliance Mod Comments

I am starting this thread so the official mod thread does not get cluttered, making it hard to keep track of official announcements, like the recent July 14, 2016 patch. First comment: The model ships for the Empire in tactical battle are too big. They make it hard to control or tell where ships rea...
by solops
Thu Jul 14, 2016 6:50 am
Forum: Polaris Sector
Topic: Combat Screen Background
Replies: 2
Views: 632

Re: Combat Screen Background

Took me a bit to find it, but it worked great. No more clutter. Thanks.
by solops
Wed Jul 13, 2016 4:40 pm
Forum: Polaris Sector
Topic: Combat Screen Background
Replies: 2
Views: 632

Combat Screen Background

How do you get rid of the "nebula" background on the combat screen? I find that it obscures what is going on and makes it hard to see what is happening. I can find no options to turn it off. There are options to get rid of the background clutter for the main galactic screen.
by solops
Wed Jul 13, 2016 4:09 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance Updates
Replies: 1
Views: 589

Star Wars: Alliance Updates

Where is the best place to look for Star Wars: Alliance updates? I have the non-Steam version of Polaris Sector, so the Steam forums and update system does not work for me. I think you need a separate thread here for it. And the single forum thread currently available for the mod is inadequate for d...
by solops
Wed Jul 13, 2016 1:29 am
Forum: Polaris Sector
Topic: Star Wars: Alliance – A Polaris Sector mod released
Replies: 112
Views: 37060

Re: Star Wars: Alliance – A Polaris Sector mod released

Why are there two Superlaser components - one under Weapons and one under Miscellaneous? They have different icons. There is a third supe laser weapon that is documented as being for smaller orbital platforms.
by solops
Tue Jul 12, 2016 3:20 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance – A Polaris Sector mod released
Replies: 112
Views: 37060

Re: Star Wars: Alliance – A Polaris Sector mod released

OK. Interesting. That means the level 1 hulls may be more suitable for some roles than the level 4 hulls. I noticed that it is not possible to deploy the Warp Interdictor until Level Two hulls are researched. That is an example of what you were saying. I also had a level 4 pirate ship destroy a carr...
by solops
Mon Jul 11, 2016 8:30 pm
Forum: Polaris Sector
Topic: Star Wars: Alliance – A Polaris Sector mod released
Replies: 112
Views: 37060

Re: Star Wars: Alliance – A Polaris Sector mod released

Why do the Level 2 Starships have fewer weapons slots, particularly the large slots? None of the level 2 hulls have as many of the 5 x 5 slots as some of the level 1 hulls.
by solops
Wed Jun 29, 2016 1:22 am
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25217

Re: A list of features for the next patch or DLC

Shards wrote:I have it now, will test and get it built into a patch installer!
Great! Now, where can I get it?
by solops
Wed Jun 29, 2016 1:19 am
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25217

Re: A list of features for the next patch or DLC

I would also like the warp lines to be brighter. I often have trouble seeing them.
by solops
Thu Jun 23, 2016 5:20 pm
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25217

Re: A list of features for the next patch or DLC

3. A button to move the last item added to the production queue from the end of the queue to the beginning of the queue. The current method of dDragging is clumsy since you also have to wait on the list to scroll. 4. Planets should have differing "levels" of environmental friendliness and each races...

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