New Polaris Sector Patch

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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solops
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New Polaris Sector Patch

Post by solops » Mon Jul 23, 2018 3:06 pm

According to a recent dev post on steam there is a patch coming. I am shocked that there has been no news here, on the official forums. I am relieved that work still goes on for this stellar game, which I think is the best 4X game on the market.

https://steamcommunity.com/app/418250/d ... 688077062/

Ufnv
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Re: New Polaris Sector Patch

Post by Ufnv » Tue Jul 24, 2018 5:03 pm

Yes, there is a patch coming that fixes a number of things here and there.

Nothing big from the new features in it.

Darvin3
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Re: New Polaris Sector Patch

Post by Darvin3 » Sat Jul 28, 2018 10:41 pm

Interesting; glad to hear the game is still getting support. I don't expect new content at this point, but fixing bugs and making minor tweaks is still welcome. I'll be interested to try missiles after the patch. I've completely given up on missile weapons in the current version (to the point at which I don't even bother researching them until I want photon torpedoes for the Theoshians) so it'll be interesting to give them another try after the update.

While I'm here, here are a few bugs I've encountered that would be nice to see fixed:

* Carrier auto-lose bug: When a carrier that doesn't have weapons engages an unarmed enemy freighter that cannot retreat, the carrier and all fighters contained inside of it are destroyed while the enemy freighter remains unharmed.

* Radioactive Industrial World: if you have the radioactive world bonus (Logan special bonus) and you attempt to found an industrial colony, the buildings will construct out of order. It will build the factory before the atmospheric domes. This will mean there's insufficient population space to staff the factory and the construction job will never complete until the player comes in and manually cancels the factory to reset the build order.

* Capital Ship Clipping/Invulnerability bug: normally capital ships cannot overlap in tactical combat, and must move around each other. Sometimes they clip into each other anyways. While two or more capital ships share the same space in this fashion, they are invulnerable to damage. I have not been able to replicate this bug consistently, but I've seen it several times.

* Fuel Tanker Bug: the "insufficient fuel to return" warning does not work correctly for fleets that include fuel tankers. It will often report that there is insufficient range even when there is more than enough fuel.

edit: a few more I forgot when I posted

* destroyed ground forces bug: when you sign a peace treaty with another race that forces them to turn over planets, any ground forces you have currently fighting on those planets are destroyed even though the planet reverts to your control.

* formations bugged?: I'm not sure if formations actually do anything. If they have any benefits at all, it's very subtle. I've found using scatter to always be superior, since fighters can stay closer together under scatter than they can under formation.

* war negotiations bug: if an ally contacts you requesting that you join a war, you can request a technology for it as payment. If you cancel from the technology selection screen, negotiations will be terminated, you will not go to war, and you will not take a relationship hit with your ally for refusing to go to war.

* population controls bug: with industrial worlds, I will often queue up military units while I'm waiting for population to grow to staff a new orbital shipyard. If I do this, the automation AI automatically turns on population control, even though there's a completed structure that needs population.

(I haven't exactly been keeping a list or anything, these are just things that come to mind as bugs I've encountered)

Ufnv
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Re: New Polaris Sector Patch

Post by Ufnv » Tue Jul 31, 2018 12:54 pm

Thanks for summarising, I'll work on these issues, they seem to be easy to reproduce.

Darvin3
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Re: New Polaris Sector Patch

Post by Darvin3 » Tue Aug 07, 2018 1:47 am

I've been playing the Lumens in the new patch, and I've noticed that their planetary automation AI doesn't seem to be working properly.

Peacekeepers are not automatically built on planets when the population grows, meaning the planet will fall into unrest and rebellion unless the player manually adds peacekeepers in to the production queue. Edit: on further inspection, I've found that peacekeepers are built in most cases. I'll see if I can figure out the specific circumstances that cause this issue.

In addition, the AI keeps population control active even when more population is needed to staff the building that's currently being produced. Population control is only turned off after the building completes production, effectively halving the speed at which the colony builds new buildings since it alternates between production and population growth rather than doing both at the same time.

jerryford1985
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Re: New Polaris Sector Patch

Post by jerryford1985 » Mon Sep 10, 2018 6:41 am

This game definitely looks interesting. I've read that designing ships can be a bit frustrating because the systems can't be rotated to help fit.
Does this make any changes there?

Darvin3
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Re: New Polaris Sector Patch

Post by Darvin3 » Mon Sep 10, 2018 5:08 pm

jerryford1985 wrote:
Mon Sep 10, 2018 6:41 am
I've read that designing ships can be a bit frustrating because the systems can't be rotated to help fit.
Components can't be rotated. YMMV on whether this is a problem or not; there are some components whose entire niche is fitting into awkward spaces.

I'd say the bigger problem is that the game has a lot of trap options. Some upgrades and weapons simply have costs or energy requirements that are way out of line with their effectiveness. It takes quite a while to try these out and separate the wheat from the chaff, so to speak.

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