Basic (not complex)Things Needed IMO

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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Basic (not complex)Things Needed IMO

Post by solops » Wed Mar 23, 2016 2:33 pm

Needed:

1. Option to speed up or slow down R&D when setting up the game.
2. Option to increase/decrease habitable planet frequency when setting up the game.
3. Planets should have differing "levels" of environmental friendliness and each races ideal environment should vary as well. Apparently, right now, all races have the same habitation requirements and like the same kind of planets equally. Even a little variation would be more seemly.
4. Some sort of mechanism to keep the game from being a "rush out and colonise everything in sight ASAP" kind of game.

republicofpepsi
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Re: Basic (not complex)Things Needed IMO

Post by republicofpepsi » Wed Mar 23, 2016 4:32 pm

I agree with all of the above and I would really like the option to start with the galaxy pre-populated to some extent. The combat and technology are my favorite components of this game, and I'd like to be able to get to it a little quicker.

solops
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Re: Basic (not complex)Things Needed IMO

Post by solops » Mon Mar 28, 2016 9:04 pm

A couple more things:
1. Some sort of visual key on the main galaxy map at planets with Orbital Construction facilities .
2. Some way to pick what and how many troops to load/unload/attack with from troop transports. If you can do so, I have not figured out how.
3. A more concise list of planets, their stats and current projects than is currently available, preferably with links to each planet's construction screen.
4. An option in the game set-up to start with a more developed galaxy (more industry and tech built up for each player).

Lastly, a question: If a planet is not being micromanaged but has a governor, say for "Agriculture", it is unclear to me if manually inserting a build into the planet's construction queue voids/disrupts the governor, leaving the planet with no guidance, though it still is listed as being an "Agriculture" planet.

Mojamaguena
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Re: Basic (not complex)Things Needed IMO

Post by Mojamaguena » Mon Mar 28, 2016 10:04 pm

solops wrote:A couple more things:
1. Some sort of visual key on the main galaxy map at planets with Orbital Construction facilities .
2. Some way to pick what and how many troops to load/unload/attack with from troop transports. If you can do so, I have not figured out how.
3. A more concise list of planets, their stats and current projects than is currently available, preferably with links to each planet's construction screen.
4. An option in the game set-up to start with a more developed galaxy (more industry and tech built up for each player).

Lastly, a question: If a planet is not being micromanaged but has a governor, say for "Agriculture", it is unclear to me if manually inserting a build into the planet's construction queue voids/disrupts the governor, leaving the planet with no guidance, though it still is listed as being an "Agriculture" planet.

1) In this pick you can see coloured striped angle sectors over planets, red for mining colonies, blue for research planets, green for food production, and finally yellow por production, the more yellow the best production it have and there are your best shipyards you can easily see planet specialization this way.
Image

2) Here you can see trops in a planet ready to board their transport at orbit, just move the slider and you will move the desired amount of soldiers to the transports.
Image

3) This is a detailed screen with information of all planets owned and discovered, if you doble click in any planet you will insta cast that planet screen where you can order new constructions.
Image

4) not sure if possible.

Lastly, Apparently if you add another construction doesn't disrrupt the gobernor at all, (need further testing).

Hope that helps :)

NightReaper
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Re: Basic (not complex)Things Needed IMO

Post by NightReaper » Tue Mar 29, 2016 12:12 am

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... :wink:

solops
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Re: Basic (not complex)Things Needed IMO

Post by solops » Tue Mar 29, 2016 5:46 am

Mojamaguena, thanks for the reply.

Re #1 - the colored stripes do not tell if orbital bases are present, as far as I can tell, and are inadequate for that purpose.
Re #2 - Sliders! (face palm). I have been looking at that screen trying to figure a way to change the percentages and I never realized those were SLIDERS. Of course! Thank you. That takes care of that problem.
Re #3 - I have never seen that screen before. Where is it? I really would like to see that.
#4 - That should not be that difficult, but it is not a trivial problem.

Ufnv
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Re: Basic (not complex)Things Needed IMO

Post by Ufnv » Tue Mar 29, 2016 3:14 pm

solops wrote: 1. Option to speed up or slow down R&D when setting up the game.
There is such hidden option, can possibly be available via "advancedsettings".
2. Option to increase/decrease habitable planet frequency when setting up the game.
Same
3. Planets should have differing "levels" of environmental friendliness and each races ideal environment should vary as well. Apparently, right now, all races have the same habitation requirements and like the same kind of planets equally. Even a little variation would be more seemly.
Sure.
4. Some sort of mechanism to keep the game from being a "rush out and colonise everything in sight ASAP" kind of game.
That's the wrong strategy on Hard :)

Shards
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Re: Basic (not complex)Things Needed IMO

Post by Shards » Tue Mar 29, 2016 4:13 pm

NightReaper wrote: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... :wink:
Hi, the fourth column under Production in the screenshot above shows Orbital production points (hammer in a circle), these are the planets with Orbital Shipyards present :)

Barthheart
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Re: Basic (not complex)Things Needed IMO

Post by Barthheart » Tue Mar 29, 2016 5:09 pm

Shards wrote:
NightReaper wrote: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... :wink:
Hi, the fourth column under Production in the screenshot above shows Orbital production points (hammer in a circle), these are the planets with Orbital Shipyards present :)
Thanks for that! I was wondering what the halo around the hammer meant. :)

Mojamaguena
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Re: Basic (not complex)Things Needed IMO

Post by Mojamaguena » Tue Mar 29, 2016 5:49 pm

solops wrote:Mojamaguena, thanks for the reply.

Re #1 - the colored stripes do not tell if orbital bases are present, as far as I can tell, and are inadequate for that purpose.
Re #2 - Sliders! (face palm). I have been looking at that screen trying to figure a way to change the percentages and I never realized those were SLIDERS. Of course! Thank you. That takes care of that problem.
Re #3 - I have never seen that screen before. Where is it? I really would like to see that.
#4 - That should not be that difficult, but it is not a trivial problem.
Re#3 In the main map screen, at the down right corner click the icon that says "Economics" then on the left down corner click on planets :)

solops
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Re: Basic (not complex)Things Needed IMO

Post by solops » Fri Apr 15, 2016 11:25 pm

A button to move the last item added to the production queue from the end of the queue to the beginning of the queue.

Tokolosk
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Re: Basic (not complex)Things Needed IMO

Post by Tokolosk » Tue Apr 19, 2016 9:45 am

* Two check boxes to hide/show colonised and/or discovered planets in the planet window/table.

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Re: Basic (not complex)Things Needed IMO

Post by rumarbeiter » Tue Apr 19, 2016 3:48 pm

The Eco screen..., well F3 would be obvious and the spread sheet always active when entering.
But should look like that? Where A,B and C are:

A: smaller font,less lines, one coma digit less, k for 1000 also for population, short forms eg. 'oc' for oceanic etc.

B: similar to DPS (damage per second) improve CPA (clicks per action). Left mouse click to build a ship or change policies ( CPA=1) instead of right click,left click, left click (CPA=3)

C:would be nice to have somewhat left from the map.
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HerpInYourDerp
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Re: Basic (not complex)Things Needed IMO

Post by HerpInYourDerp » Tue Apr 19, 2016 5:21 pm

A serious overhaul of how the container loading/unloading process works. ATM, it's like a minimum of 5 clicks just to disassemble, load up, ship and reassemble a single object.
God forbid if I need to move more than one item, especially something split into dozens of boxes like a battle platform.

von Runstedt
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Re: Basic (not complex)Things Needed IMO

Post by von Runstedt » Tue Apr 19, 2016 6:06 pm

It would be best if the contents of the containers, provided that they are the same item like satellite parts, ought to be grouped into one stack that can be selected from the ship menu and then set to reassemble

Tokolosk
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Re: Basic (not complex)Things Needed IMO

Post by Tokolosk » Wed Apr 20, 2016 8:36 am

* Disassembling corvettes, frigates etc into containers. We can do it for small ships and stations. Opens up the strategy for slow lumbering fighting ships moved quickly to the front lines with faster cargo ships.

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Re: Basic (not complex)Things Needed IMO

Post by jack54 » Thu Apr 21, 2016 11:59 pm

Either a 'Pirate slider' or low, medium, high settings option....

I don't want to turn Pirates off but they're making life really difficult... so far I can't touch them militarily.

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Re: Basic (not complex)Things Needed IMO

Post by buglepong » Tue Apr 26, 2016 1:50 pm

I would like a production queue expander so you can see everything queued up in one screen without scrolling forever. Saving planet construction templates between games. The ability to direct auto colonisation without having to go into the planet screen every time
The UI is generally pretty clunky. That and the blue square palette reminds me of MoO3.

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