Polaris Sector - First view - with Star Wars mod Alliance

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
Firefox440
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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Wed Mar 30, 2016 12:52 pm

Mojamaguena wrote:How the game will play? Are we going to start with fully developed worlds? I mean for example Coruscant its very old planet in terms of SW lore same as for example Corellia or Kuat both Kuat and Coreallia are Mega Corps base planets which make and develop technology for all the galaxy so wouldn't make sense to have to develop them.

Also in regards of empire Behavior such for example the Hutts which are masters of the underworld, how are they going to behave in game?
There will be the basic type of galaxies from the original game + several additional campaigns where you can play a Clone Wars conflict or a Galactic Civil War. Some of these campaigns will add different beginings.

There will some more tech developed in the begining as the shields but I do not go to give you a lot more because it would destroy the main feature from the game. Just some tech are named different and there are some new.

I think how to ask deep changes in behaviour from races is too soon when I have been editing the game for 4 months only. There are many things which I do not know.

I have added some screenshots from units in the game, the Death Star in the first in game test (I have not tested most of the units), the mini Death Star, a smaller Death Star with only a super laser but it can be useful. The last units are two from Rebels, the MC104 and MC112. The MC104 is the most powerful ship from the Rebels.

About credits, I have not a complete list but I can tell you how all the model textures were made by Nawrocki. A friend from Russia.;)
Attachments
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Last edited by Firefox440 on Sat Apr 02, 2016 9:45 am, edited 1 time in total.

AlexBTex
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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlexBTex » Wed Mar 30, 2016 6:35 pm


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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Wed Mar 30, 2016 10:52 pm

AlexBTex wrote:Nomada_Firefox, In your mods all starships are very similar. From a distance, almost indistinguishable.
Why do not you use a variety of models, such from Star Wars Rebellion:
http://starwars.wikia.com/wiki/CC-7700_frigate
http://starwars.wikia.com/wiki/DP20_frigate
http://starwars.wikia.com/wiki/Dauntles ... vy_cruiser
http://starwars.wikia.com/wiki/Quasar_F ... lk_cruiser
http://starwars.wikia.com/wiki/Assault_Frigate_Mark_I
http://starwars.wikia.com/wiki/Bulwark_Mark_III as linkor?
I find it funny but yes, you are right. I use the same SW models for all my mods but.......do you know anybody with the same amount of finished models? probably no. Probably I have the biggest collection from finished SW 3D models in the world. All my models have customized and realistic textures. Models do not grow on trees.;)

About the models which you tell, all them will be in the mod, I have them. But the Bulkwark MKIII was not in SW Rebellion. I have the original game sold many years ago with the printed manual. It was named Bulkwark without any MK. The MKI and MKIII were different versions made for some comics. I have both but I will not add a MKIII in the game. Just a MKII because it looks more as the model from SW Rebellion (Supremacy at some countries).

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlexBTex » Thu Mar 31, 2016 6:07 am

Nomada_Firefox wrote: I find it funny but yes, you are right. I use the same SW models for all my mods but.......do you know anybody with the same amount of finished models? probably no. Probably I have the biggest collection from finished SW 3D models in the world. All my models have customized and realistic textures. Models do not grow on trees.;)

About the models which you tell, all them will be in the mod, I have them. But the Bulkwark MKIII was not in SW Rebellion. I have the original game sold many years ago with the printed manual. It was named Bulkwark without any MK. The MKI and MKIII were different versions made for some comics. I have both but I will not add a MKIII in the game. Just a MKII because it looks more as the model from SW Rebellion (Supremacy at some countries).
All Star Wars games was with 3D tactical combat. All 3D models have already been in the games. This is a problem to get them out of there?

And what aboutBellator, and other huge number of other models of this mod?

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Thu Mar 31, 2016 8:18 am

Extract models from games is not easy and I have very few space models from other SW games at my mods. Other point is how the games where you could see them, they are old and the models very poor.
And what aboutBellator, and other huge number of other models of this mod?
No and yes. There will not be the Bellator, at least by the moment.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Mojamaguena » Thu Mar 31, 2016 11:30 am

Nomada_Firefox wrote:
Mojamaguena wrote:How the game will play? Are we going to start with fully developed worlds? I mean for example Coruscant its very old planet in terms of SW lore same as for example Corellia or Kuat both Kuat and Coreallia are Mega Corps base planets which make and develop technology for all the galaxy so wouldn't make sense to have to develop them.

Also in regards of empire Behavior such for example the Hutts which are masters of the underworld, how are they going to behave in game?
There will be the basic type of galaxies from the original game + several additional campaigns where you can play a Clone Wars conflict or a Galactic Civil War. Some of these campaigns will add different beginings.

There will some more tech developed in the begining as the shields but I do not go to give you a lot more because it would destroy the main feature from the game. Just some tech are named different and there are some new.

I think how to ask deep changes in behaviour from races is too soon when I have been editing the game for 4 months only. There are many things which I do not know.

I have added some screenshots from units in the game, the Death Star in the first in game test (I have not tested most of the units), the mini Death Star, a smaller Death Star with only a super laser but it can be useful. The last units are two from Rebels, the MC104 and MC112. The MC104 is the most powerful ship from the Rebels.
Thanks for the heads-up, your mod will add to this game almost unlimited playtime.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Flef » Fri Apr 01, 2016 10:12 am

Your work is impressive Nomada. Congrats. :wink:

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlexBTex » Fri Apr 01, 2016 4:11 pm

Nomada_Firefox, I downloaded and played in your mods to different games. I have a very bad appraisal.

1. Your mod to Sins of a Solar Empire: Rebellion for all criteria and estimated lose that mod. In your mod it is very uncomfortable to play, constant scrolling and zoom. Very small models, a lot of bugs. Generally your mod absolutely unplayable. Please play to maelstrom and see how to do mods.

2. Yout mod to Star Wars: Empire at War. Why such a bad low graphics ??? Why such awful low-resolution icons. Why make a button-filters, it is terribly not convenient. Again huge uncomfortable maps - it is a psychosis? Tactical battles, like ten years ago. Play is not possible. Look for example at this, and see how to do mods.

Conclusion, very much hope that the mod to Polaris will be better. If you have to repeat all your usual mistakes - it can just carry to trash.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Fri Apr 01, 2016 4:47 pm

Your bad appraisal is not important for me. I do not make the mods following the opinions from others. Perhaps by this reason, other people like my mods. Because at the end, they are different to the others, different to the original games. 8)
1. Your mod to Sins of a Solar Empire: Rebellion for all criteria and estimated lose that mod. In your mod it is very uncomfortable to play, constant scrolling and zoom. Very small models, a lot of bugs. Generally your mod absolutely unplayable. Please play to maelstrom and see how to do mods.
Yourself told here how you played SOASE without to use Large Address Aware. Everybody playing SOASE knows how without this tool, you can not play the game, specially with mods. :roll:
2. Yout mod to Star Wars: Empire at War. Why such a bad low graphics ??? Why such awful low-resolution icons. Why make a button-filters, it is terribly not convenient. Again huge uncomfortable maps - it is a psychosis? Tactical battles, like ten years ago. Play is not possible. Look for example at this, and see how to do mods.
The low resolution icons have a big point. The less graphic card does not support the load from big tga files and the mod has many icons. The button filters are a great idea and the unique way where you can build everything without problems. If you do not like the maps, it is good, I do not like your tastes. :D
Conclusion, very much hope that the mod to Polaris will be better. If you have to repeat all your usual mistakes - it can just carry to trash.
Conclusion, you are acting as a bad man because I ignored you a bit in my site when you asked about the downloads because you did not see the first page from the site. Go ahead, everybody are free from choose their own path and I am not worried about your opinion. :roll:

Different people, different tastes.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlexBTex » Fri Apr 01, 2016 5:22 pm

Nomada_Firefox wrote:Your bad appraisal is not important for me. I do not make the mods following the opinions from others. Perhaps by this reason, other people like my mods. Because at the end, they are different to the others, different to the original games. 8)
1. Your mod to Sins of a Solar Empire: Rebellion for all criteria and estimated lose that mod. In your mod it is very uncomfortable to play, constant scrolling and zoom. Very small models, a lot of bugs. Generally your mod absolutely unplayable. Please play to maelstrom and see how to do mods.
Yourself told here how you played SOASE without to use Large Address Aware. Everybody playing SOASE knows how without this tool, you can not play the game, specially with mods. :roll:
Why? I used Large Address Aware from your distribution. And use 4Gb x64 patch from maelstrom, when play to maelstrom mod.
Nomada_Firefox wrote:
2. Yout mod to Star Wars: Empire at War. Why such a bad low graphics ??? Why such awful low-resolution icons. Why make a button-filters, it is terribly not convenient. Again huge uncomfortable maps - it is a psychosis? Tactical battles, like ten years ago. Play is not possible. Look for example at this, and see how to do mods.
The low resolution icons have a big point. The less graphic card does not support the load from big tga files and the mod has many icons. The button filters are a great idea and the unique way where you can build everything without problems. If you do not like the maps, it is good, I do not like your tastes. :D
It's not the specific details, and in the perception of the game entirely. With your mod falls the impression from the game and from the Star Wars brand. Icons, graphics, zoom performance - all together. Filters Buttons - do not work. All together - and your mod can not be played.
But look at "Empire At War: Re" mod! With that mod the game, that made 10 years ago, looks like a modern game. Play fun and do not interfere. Why can not you do so? Nice and comfortable. In Russia we say: if you can not do well - do not do it.
Nomada_Firefox wrote:
Conclusion, very much hope that the mod to Polaris will be better. If you have to repeat all your usual mistakes - it can just carry to trash.
Conclusion, you are acting as a bad man because I ignored you a bit in my site when you asked about the downloads because you did not see the first page from the site. Go ahead, everybody are free from choose their own path and I am not worried about your opinion. :roll:
Different people, different tastes.
I was not on the first page on your site, just go to the link to the forum. Your site in terms of web design is outdated age 15. This rule is very bad form not to the general menu and make only one attached topic - how to start with the main reference. It is better to erase all your site, take a ready template - will be 100 times better.

I am in my life anyone not offended or angry. But bad attitude towards people who do not accept the criticism and do not correct their mistakes. Do you want to do shit - it is yours. Not surprisingly, no one in Russia knows about you. Who needs it?

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by zakblood » Fri Apr 01, 2016 6:05 pm

please keep it civil in replies thanks, if we have nothing nice to say to someone who does something for nothing then maybe it's better to say nothing at all, nobody forces anyone to mod or use a mod, it's a choice, like a reply, it's another choice if we make one or not, sometimes it's better to read what we write before we post as then it offends less than a edit after the fact...

:cry:

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlexBTex » Fri Apr 01, 2016 6:17 pm

zakblood_slith wrote:please keep it civil in replies thanks, if we have nothing nice to say to someone who does something for nothing then maybe it's better to say nothing at all, nobody forces anyone to mod or use a mod, it's a choice, like a reply, it's another choice if we make one or not, sometimes it's better to read what we write before we post as then it offends less than a edit after the fact...

:cry:
zakblood_slith, over the past 10 years I have made a huge amount of mods for different games. For example my mod to mount And blade was 1 place 6 months. One of the most famous bots in WOW I wrote. I have over 50 mods on nexusmods. One of my mod is now ranked in the top 20 to fallaut 4. If I had not listened to the criticism and did not do a lot of work on the claims of users, my mod would never have appeared in the top.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Sat Apr 02, 2016 8:20 am

More news. While I wait to the modding patch, I continue adding some additional units. A new unit if you have the model, it takes 10 minutes at convert and it is a very automatic process. The creation from cells can be made at very few time. However, the point is not to add many units and all them equal. The most advanced units can add more 6x6 turrets where you can add the most powerful weapons, more engines (better speed) and other special systems. About the Super Star Destroyers, in the last images, you see them in positions from other normal ships but the point is how in the final game, they will be special type from units.

Image

Image

Image

The Death Star. If you want use the Super Laser in the Death Star, you will need a better energy generator. This is the reason from the Death Star core and it can be added only at this amount of cells. In the screenshot, you can see how I have added bomb modules but the point is how the Death Star, very probably, it will be able destroy a planet.

Image

Image

Lately, I am enjoying the game a lot because it remembers me to the old SW Rebellion with one good difference, I can edit it.

Image

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by AlbertoC » Mon Apr 04, 2016 8:25 am

I just wanted to say that it looks really impressive!

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Traianus » Mon Apr 04, 2016 11:23 am

AlbertoC wrote:I just wanted to say that it looks really impressive!
Yes it is.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by DasTactic » Wed Jul 20, 2016 2:11 am

Hi,
I'm currently recording a YouTube series playing as the Imperial forces (I'm DasTactic on YouTube) and generally the mod is excellent. Unfortunately because of licensing I've had to turn the music off but when I tested the game with the music on it was incredibly immersive.

I've run into a few issues playing as the Imperial so thought I'd list them here.

1. The battle background has a hell of a lot of contrast so you can't see ships. I ended up deleting the offending BG from the mod and it was much better. Can see what is going on now.
2. Most of the Imperial ships are poorly designed and so need a re-design. Also many of the items shown on the designs don't sit in the correct places within the space available (they sit out in space).
3. I think it is the Civilian ship design template that has a single missing build tile in the middle of a couple of the decks which means you can't build around that point.
4. I assembled a Prion ship but none of the weapons will ever fire. I assume the weapons no longer exist in the game?
5. I put a hero (Vice Admiral Thrawn) on the Prion ship but after a couple of battles he just disappeared.
6. Not sure if Emperor Palpatine in supposed to be as over powered as he is but putting him on the planet means the planet can develop and pump out ships at an incredibly fast rate. It is fun but he was building factories in just a few days and had built a powerful early fleet in very short time. The limits of population and resources are still there but it does give an incredible boost. It may be working as designed but I wasn't sure.
7. It would be cool if the starting designs for fighters etc matched the lore (Tie Fighters rather than X-Fighters for example).

Great mod though. :)

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Wed Jul 20, 2016 9:42 am

1. The battle background has a hell of a lot of contrast so you can't see ships. I ended up deleting the offending BG from the mod and it was much better. Can see what is going on now.
I do not know what you use but I can tell you how the original was worse looking small ships. Perhaps it is a matter from what brightness you use in your computer, I use a dark value thought for do not disturb my eyes after thousands of hours. I know how people do not make a good value and they use the default values or the values created with bad tools which they give a lot of brightness or very few.

At the end, just check my videos, the original was worse with the models from the mod.
2. Most of the Imperial ships are poorly designed and so need a re-design. Also many of the items shown on the designs don't sit in the correct places within the space available (they sit out in space).
If you do not see things in the correct places, this is because you have not installed the correctly the mod. You must delete before install the mod, everything in the ..\Documents\My Games\Polaris Sector\.. folder.
3. I think it is the Civilian ship design template that has a single missing build tile in the middle of a couple of the decks which means you can't build around that point.
It has a very good reason. Prevent to use the gravity well generator at all type of ships. With the Imperials you can use it only in the Inmovilizer 418, the Dominator Cruiser, the Tyrant Heavy Cruiser and the Eclipse. You can check the Encyclopedia from my site http://firefoxccmods.com/ if you do not know these ships.
4. I assembled a Prion ship but none of the weapons will ever fire. I assume the weapons no longer exist in the game?
Never I tried it.
5. I put a hero (Vice Admiral Thrawn) on the Prion ship but after a couple of battles he just disappeared.
Your bad install could help with it. Perhaps the same with the point 4.
6. Not sure if Emperor Palpatine in supposed to be as over powered as he is but putting him on the planet means the planet can develop and pump out ships at an incredibly fast rate. It is fun but he was building factories in just a few days and had built a powerful early fleet in very short time. The limits of population and resources are still there but it does give an incredible boost. It may be working as designed but I wasn't sure.
These is as you see. Other heroes make similar things.
7. It would be cool if the starting designs for fighters etc matched the lore (Tie Fighters rather than X-Fighters for example).
Again the point 2. The designs are good but you made a incorrect installation. Perhaps even it was a failure from me because people did not understood how install it.

At the end, if you do not like anything, you can edit it by yourself. I will not stop you. Just you should make it as a addon for my mod.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by DasTactic » Wed Jul 20, 2016 5:04 pm

That all makes sense. I'll have another look over what I may have done with the install. I followed the instructions in the .exe file.

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by DasTactic » Wed Jul 20, 2016 5:27 pm

I renamed the 'My Games/Polaris Sector' directory and placed REMEMBER.CFG from the mod back into a blank Polaris Sector directory but after starting the game ended up with the same setup.

Here is an image of the fighter as an example...

Image

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Re: Polaris Sector - First view - with Star Wars mod Allianc

Post by Firefox440 » Wed Jul 20, 2016 10:31 pm

It should not happen. By a unknow reason the game is finding previous designs playing the original game and it loads the default design for them. I do not know what is bad but I can tell you how it does not happen me.

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