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
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Time for the buildings and ground units.
Image

There is another special edit thanks to Ufnv showed in the screenshot. I will not tell you what it is. It will be a small test for the people playing the beta. What have changed?;)
zakblood
Most Active User 2017
Most Active User 2017
Posts: 16501
Joined: Thu Jun 12, 2014 6:44 pm

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

Post by zakblood »

police to stormtroopers

new back drop image maybe.

and buildings now have a new one's so there altered as well in the production side anyway to the right :roll: :wink:

great work as always, can't wait to play with it when it's done
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

You have not noted the big change.;)
piteas
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 36
Joined: Thu May 03, 2012 10:52 am

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

Post by piteas »

Great mod, Nomada!!

... And good game, I hope.
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Thanks. Perhaps you note better the big change in the game with these two screenshots.;) It will be a very good modding addition.

Image

Image

About other changes. I do not see me replacing all the buildings. The mines, farms, domes and more from the original game are very good. The same happens with many other graphics. Some text will be change when the time comes, replace them now is stupid because I will be editing them with each version from the game. Now I try to make things which I can use without touch them more in the final game. It is the logic way.
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

If you have not noted the big change in the previous screenshots, it is one special feature for modding, the count of the time. The original game count by months, my mod will count by hours, thanks to this the mod will look more as Star Wars with building times more correct for this universe. The last two screenshots show the final count timing made thanks to Ufnv.
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Well, I have some of progress. With exception from some videos and graphics from each race and text, all the other things are added and now I am improving somethings, specially the cells from the space units for to be more balanced and better.

Better than many words, you can see many of the changes here. The game with the mod is very fun, today I have been playing more of 4 hours without stop.

Image

Image

Image

Image

Image

Image

Image
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Lately I have been customizing each faction with new text, icons and images. Probably you will think because I have not used images from films, books, or similar but if I had made it, I had not found them from all the races and clearly they would not be from the same graphic style. For me, a mix of real, painted and different images had not been good.

Image
Ufnv
SoftWarWare
SoftWarWare
Posts: 725
Joined: Sun Oct 25, 2015 9:19 pm

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

Post by Ufnv »

Looks really great!
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Here you can see the Super Star Destroyer from the Empire faction at action against the Pirates.

There are other smaller ships escorting the SSD. If you are curious about weapons, speed and system, at this game, everything must be researched and improved, by this reason, in the first stages from a campaign, the speed from the big ships is slow and the weapons are not so powerful as they can be after a lot more of research.

However, the SSD is enough powerful for destroy the pirate ships without problems and the battle is fun.

anguille
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 665
Joined: Fri Apr 01, 2005 3:41 pm
Location: Bern, Switzerland

Re: Polaris Sector - First view

Post by anguille »

Ufnv wrote:
anguille wrote:Looks interesting. I would like to have more information on the winning conditions, how many are available?
Currently the winning conditions are:
3. Diplomacing. Make other races to join you peacefully.
Can we have more details on this? I haven't seen / read anything. Is this a 100% thing (every other races?).

Thanks
Ufnv
SoftWarWare
SoftWarWare
Posts: 725
Joined: Sun Oct 25, 2015 9:19 pm

Re: Polaris Sector - First view

Post by Ufnv »

anguille wrote: Can we have more details on this? I haven't seen / read anything. Is this a 100% thing (every other races?).
You can destroy some races and merge others. Depending on settings, you win either when you are the only race left or is the dominanting race.
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

In the original game there are 9 races. In the SW mod, there are 9 races, Galactic Empire, Rebel Alliance, Black Sun, Hutts, Corporate Sector, Fel Empire with the Galactic Alliance and Krayt´s Empire. Additionally you can find Hapan units around the galaxy. The amount of ground units will be equal to the original game, 6 type of different units for each race. The amount of space units is differente for each race, but by default there are 12 for each race, however, some races have more.

About the space units, you can not think how if you have a Super Star Destroyer, you will be able to add all the type of weapons at it. At similar game to the original game, the research is the key and even there will be some additional units which they will give you more possibilities from to add the most powerful weapons and systems in your units.

Now a detail which I like a lot. One of the very good things from the game is the economic part. Looking the amount of resources, clearly I have a small fleet and I can build a lot more. The economic screen at this game is simple and very good, you can understand it even with the eyes closed. Another detail, I am playing with 300 planets but you can play with 900.

Image

This is the faction selection screen where you can choose all these things, including the faction colors.
Image

I have recorded other battle with my Executor fleet.
anguille
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 665
Joined: Fri Apr 01, 2005 3:41 pm
Location: Bern, Switzerland

Re: Polaris Sector - First view

Post by anguille »

Ufnv wrote:
anguille wrote: Can we have more details on this? I haven't seen / read anything. Is this a 100% thing (every other races?).
You can destroy some races and merge others. Depending on settings, you win either when you are the only race left or is the dominanting race.
Dominating race is 80% right? Merging others could mean Federation type or/and conquest/surrender?

I am asking because i am not the conqueror type but mostly the diplomatic one. The best diplomatic system doesn't mean anything to me if it's just a way to gain time before i crush an opponent. For example, i just can't play Stardrive I or II because of this...once i control 40-50% of a map, there's just no point going on as i find it extremely boring (unless it's on a small map).
Ufnv
SoftWarWare
SoftWarWare
Posts: 725
Joined: Sun Oct 25, 2015 9:19 pm

Re: Polaris Sector - First view

Post by Ufnv »

anguille wrote: Dominating race is 80% right?
It's a bit more complicated.

Extraction from the manual:

Regular domination occurs when you have at least 75% EDI (empire development index), and no other race has more than 55%. EDI statistics can be found on the chart screen when it is set to show the EDI.

Science domination occurs when you (or any other race for that matter) has progressed through 95% of the technologies in the game. No other race can have reached more than 50%. As with EDI, it is possible to check this in the chart screen.

If you establish control over a large part of the galaxy right from the beginning, it may be possible for you to win a Early domination victory. This is done if you control 40% of the stars and no other race controls more than 15%. Using the chart screen you will be able to see how many stars you control.
Merging others could mean Federation type or/and conquest/surrender?
Right now the only option is to form alliance and then decide to merge two states into one.

However I am considering adding a "surrender" type of merge.
I am asking because i am not the conqueror type but mostly the diplomatic one. The best diplomatic system doesn't mean anything to me if it's just a way to gain time before i crush an opponent.
Well, you may like what PS has to offer. If you deal with your neighbours in a good way, you have a good chance to form alliances, that first allows you to co-ordinate your military efforts and then leads to merging and peaceful winning via Domination.
anguille
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 665
Joined: Fri Apr 01, 2005 3:41 pm
Location: Bern, Switzerland

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

Post by anguille »

Thanks for your explanations...very much appreciated.
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Today I have started to add some additional units to the mod. Because I can not make some edits in the game without the final game, I will be adding additional units for all factions. It will increase the amount of hulls from all them.

The best point is how I have now all the tools and I do not need a lot of time for each new unit.

Image
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

This is the last addition from the mod by the moment, it will replace another unit from the strange race named Bogovans, a race more powerful than others and used for several things in the game. By this reason, its units are powerful. It will looks good with the SW universe because Hapan units were more powerful than others from other factions, even if they were smaller ships.

Image
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

Here you can see the last unit from the Hapans and two more for the Galactic Empire. The point now is increase the amount of units to the same level or similar from the old SW Rebellion game.

About the new hulls from the Galactic Empire, they will add intermediate sizes where the main concept feature is the amount of turrets and the size from the systems o engines.

By example the Imperial Carrier can not be very fast and it has few positions for weapons but it can carry a lot of equipment or fighters divided at parts.

The Carrack is bigger than a Modified Corvette but smaller than a Imperial Dreadnought. It has a medium level of weapons, good for a patrol ship with a good level of systems.

Other unit from the Imperials will be the Loronar Strike Cruiser and the Interdictor, but I will add some more, very special. At the end, the next days before the release will increase specially the amount of units from Rebels, Imperials, CIS and Republic.

Image

Image

Image
Firefox440
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 682
Joined: Fri Jun 06, 2014 11:58 pm
Contact:

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

Post by Firefox440 »

These are some new Imperial hulls. The Loronar Strike Cruiser, Inmovilizer418, Dominator Cruiser and the Allegiance Star Destroyer.

The Imperials will have more intermediate advance units. These units can load powerful weapons but they need the most advanced engines, shields and energy generators if you want build them as powerful advanced units and not only advanced units without the good technology.;)

Image

Image

Image

Image

Image

If I have not said it, I have not problems if anybody edit this stuff after my release from this. You can create with it easily other type of SW mod.
Post Reply

Return to “Polaris Sector”