issues with Polaris Sector V1.05b

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
Post Reply
peterw
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 154
Joined: Fri Apr 25, 2014 7:08 am

issues with Polaris Sector V1.05b

Post by peterw »

I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c):

1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems.
Because of this I loose a lot of civilian ships.

2) Bombing may destroy the last "Colonial Module".
Because of this it lasts "forever" to build something.

Peter
My Italian Panzer Corps campaign Italia Victor!:
http://www.streitmacht.com/downloads.php?view=detail&df_id=53
bjgrt
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 156
Joined: Tue Feb 02, 2016 4:11 pm

Re: issues with Polaris Sector V1.05b

Post by bjgrt »

peterw wrote:I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c):

1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems.
Because of this I loose a lot of civilian ships.
That one I've had with 1.04c.

peterw wrote: 2) Bombing may destroy the last "Colonial Module".
Because of this it lasts "forever" to build something.
That one I've had with pre-alpha. Haven't bombed anything since.
Ufnv
SoftWarWare
SoftWarWare
Posts: 725
Joined: Sun Oct 25, 2015 9:19 pm

Re: issues with Polaris Sector V1.05b

Post by Ufnv »

peterw wrote:I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c):

1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems.
Because of this I loose a lot of civilian ships.
Do you mean the ship collected from parts?
2) Bombing may destroy the last "Colonial Module".
Because of this it lasts "forever" to build something.
That's strange, as there is a special check for it, I need to test.
longheart
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Thu Aug 25, 2016 9:32 pm

Re: issues with Polaris Sector V1.05b

Post by longheart »

I've had my spies destroy colonial modules too since they had nothing better to do.
I take it this is bad?
I'm told they were successful, but I never bothered to check since I just happened to be flying my spies elsewhere anyways. >.>
bjgrt
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 156
Joined: Tue Feb 02, 2016 4:11 pm

Re: issues with Polaris Sector V1.05b

Post by bjgrt »

Ufnv wrote:
peterw wrote:I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c):

1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems.
Because of this I loose a lot of civilian ships.
Do you mean the ship collected from parts?
He probably does. I do - the bigger one (not cloaked).
peterw
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 154
Joined: Fri Apr 25, 2014 7:08 am

Re: issues with Polaris Sector V1.05b

Post by peterw »

Ufnv wrote:
peterw wrote:I found new problems with Polaris Sector V1.05b (which I don't had with V1.04c):

1) Ancient ships stop before an enemy system (without a message), if you order the ship to this system or bejond it form a distance of two or more systems.
Because of this I loose a lot of civilian ships.
Do you mean the ship collected from parts?
Yes
My Italian Panzer Corps campaign Italia Victor!:
http://www.streitmacht.com/downloads.php?view=detail&df_id=53
Ufnv
SoftWarWare
SoftWarWare
Posts: 725
Joined: Sun Oct 25, 2015 9:19 pm

Re: issues with Polaris Sector V1.05b

Post by Ufnv »

Fixed
Post Reply

Return to “Polaris Sector”