Search found 146 matches

by bjgrt
Mon Aug 29, 2016 1:58 pm
Forum: Polaris Sector
Topic: Polaris Sector is updated to version 1.05b!
Replies: 13
Views: 6650

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'...
by bjgrt
Sun Aug 28, 2016 3:01 am
Forum: Polaris Sector
Topic: Polaris Sector is updated to version 1.05b!
Replies: 13
Views: 6650

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...
by bjgrt
Fri Aug 26, 2016 7:29 pm
Forum: Polaris Sector
Topic: Polaris Sector is updated to version 1.05b!
Replies: 13
Views: 6650

Re: Polaris Sector is updated to version 1.05!

It changes half of my config to defaults every time I run the game. :x
by bjgrt
Tue Aug 23, 2016 3:36 pm
Forum: Polaris Sector
Topic: Patch 1.05
Replies: 10
Views: 2323

Re: Patch 1.05

Any news, please? :?:
by bjgrt
Fri Aug 12, 2016 3:43 pm
Forum: Polaris Sector
Topic: Autocolonization needs major improvements
Replies: 8
Views: 1418

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...
by bjgrt
Fri Aug 12, 2016 1:21 am
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25624

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?
by bjgrt
Thu Aug 11, 2016 4:51 pm
Forum: Polaris Sector
Topic: Patch 1.05
Replies: 10
Views: 2323

Re: Patch 1.05

It's been a week since the "pre-patch" on Steam. When do we see it here?
by bjgrt
Thu Aug 11, 2016 4:41 pm
Forum: Polaris Sector
Topic: Autocolonization needs major improvements
Replies: 8
Views: 1418

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) ...
by bjgrt
Wed Aug 10, 2016 2:55 pm
Forum: Polaris Sector
Topic: Autocolonization needs major improvements
Replies: 8
Views: 1418

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 (!) plann...
by bjgrt
Thu Aug 04, 2016 3:30 pm
Forum: Polaris Sector
Topic: Patch 1.05
Replies: 10
Views: 2323

Re: Patch 1.05

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.
For the $40 game this sounds unreasonably "cheap". But, of course, you don't really care. :(
by bjgrt
Tue Aug 02, 2016 10:36 pm
Forum: Polaris Sector
Topic: A list of features for the next patch or DLC
Replies: 90
Views: 25624

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

How hard is to add discovered opponents planets to the list (economy/planets screen)?
Would be very helpful than plan a war. AI colonizes a lot of useless planets, it's hard to click through them looking for the (worthy) ones I want to invade.
by bjgrt
Tue Aug 02, 2016 7:50 pm
Forum: Polaris Sector
Topic: Autocolonization needs major improvements
Replies: 8
Views: 1418

Autocolonization needs major improvements

I don't use autocolonization at the "expansion" phase - it's very not optimal, - but I can live with that. Today I've tried to use it in a later game (didn't need new colonies ASAP, wanted to cut on micromanagement) - it's good I've saved before trying. First, it's used a very wrong ship design. Exp...
by bjgrt
Mon Aug 01, 2016 2:01 pm
Forum: Tech Support
Topic: Troop Movement
Replies: 6
Views: 1947

Re: Troop Movement

Ufnv wrote:If there is "Autoinvasion" switched on...
Is there such a switch? Where is it? What does it do? :?
by bjgrt
Sun Jul 31, 2016 4:45 pm
Forum: Tech Support
Topic: Troop Movement
Replies: 6
Views: 1947

Re: Troop Movement

JocaRamiro wrote:I would tell each bunch of ships where to go.
But they keep breaking away and heading to the other side of the galaxy.
Are you saying you don't click the "Plan Invasion" (or whatever the "autoinvasion" button is)?
by bjgrt
Wed Jul 27, 2016 2:31 pm
Forum: Polaris Sector
Topic: Patch 1.05
Replies: 10
Views: 2323

Re: Patch 1.05

Ufnv wrote:- Search for objects on a global map (fleets, ships, stars, planets, heroes)
And found "anomalies", please. Recently I couldn't find discovered (but not opened due to lack of containers) "gravitational anomaly". The fact that it looks like a blue star added to the problem.
by bjgrt
Fri Jul 22, 2016 4:05 pm
Forum: Polaris Sector
Topic: PathFinding
Replies: 6
Views: 1309

Re: PathFinding

there are no much use cases for it Don't know how many people playing on a huge galaxy, but sending an "cloaked" scout far away or returning it with "the box" could be annoying. You are right. But cloaked scouts are usually highly dependent on the "illegal refuelling" and this is the action that ca...
by bjgrt
Thu Jul 21, 2016 4:12 pm
Forum: Polaris Sector
Topic: PathFinding
Replies: 6
Views: 1309

Re: PathFinding

Ufnv wrote:there are no much use cases for it
Don't know how many people playing on a huge galaxy, but sending an "cloaked" scout far away or returning it with "the box" could be annoying.
by bjgrt
Wed Jul 20, 2016 10:08 pm
Forum: Polaris Sector
Topic: PathFinding
Replies: 6
Views: 1309

Re: PathFinding

I didn't know that you are a specialist in the graph theory, just asked if you would consider adapting some external knowledge/algorithms. You wouldn't or have reasons to believe yours is better anyway - there is nothing to be hostile about. The waypoints (I've meant) is just a list of destinations ...
by bjgrt
Wed Jul 20, 2016 9:37 pm
Forum: Polaris Sector
Topic: Polaris Sector 1.04c Patch
Replies: 19
Views: 7762

Re: Polaris Sector 1.04c Patch

Ufnv wrote:
bjgrt wrote:BTW, did "treasures" get "bigger" because of the patch?
Not sure what are you talking about here :(
It seems like I'm getting more technology and resources from "anomalies" than before. Could be subjective though.
by bjgrt
Wed Jul 20, 2016 2:12 pm
Forum: Polaris Sector
Topic: Polaris Sector 1.04c Patch
Replies: 19
Views: 7762

Re: Polaris Sector 1.04c Patch

AlbertoC wrote:• New types of space object types in additional to planets (asteroid belts, for example) that can be colonized and developed
Haven't seen a single asteroid belt yet (in the maximum size galaxy). Is this something to care about?

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