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.
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peterw
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issues with Polaris Sector V1.05b

Post by peterw » Sun Sep 25, 2016 11:23 am

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
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bjgrt
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Re: issues with Polaris Sector V1.05b

Post by bjgrt » Sun Sep 25, 2016 6:31 pm

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
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Re: issues with Polaris Sector V1.05b

Post by Ufnv » Wed Sep 28, 2016 4:19 pm

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
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Re: issues with Polaris Sector V1.05b

Post by longheart » Thu Sep 29, 2016 10:02 am

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
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Re: issues with Polaris Sector V1.05b

Post by bjgrt » Thu Sep 29, 2016 4:12 pm

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
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Re: issues with Polaris Sector V1.05b

Post by peterw » Sat Oct 08, 2016 2:34 pm

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
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Re: issues with Polaris Sector V1.05b

Post by Ufnv » Sat Oct 08, 2016 4:25 pm

Fixed

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