General questions

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
nemethos
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Re: General questions

Post by nemethos »

Hi,

I would like to know if there are a possibilty to have for exemple 3 race for 900 planet, I don't find any option in game files or in the normal option.

Can we ?

Thanks.
Firefox440
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Re: General questions

Post by Firefox440 »

It is easy. Check this thread viewtopic.php?f=425&t=71102&p=599619#p599619 specially the tutorial about how edit a campaign.
zuluhour
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Re: General questions

Post by zuluhour »

ANYONE KNOW IF MY PROCESSOR WILL WORK OK?

INTEL PENTIUM E5800
3.2GHz
800mgZ BUS SPEED
2- CORES
Ufnv
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Re: General questions

Post by Ufnv »

zuluhour wrote:ANYONE KNOW IF MY PROCESSOR WILL WORK OK?

INTEL PENTIUM E5800
3.2GHz
800mgZ BUS SPEED
2- CORES
Depends more on memory than on CPU. CPU looks ok. If you have 4Gb of memory then it will definitely work fine.
LusefeRUS
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Unrest and reduce of production

Post by LusefeRUS »

Are planets reducing their production of all types (science, resources, etc) after unresting :?:
If yes, why after full rest (0% unrest), the production level isn`t recovering :?:
Friese
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Re: General questions

Post by Friese »

Hello Ufnv,

first of all: great game, lots of fun.

I've got a question about this line from the plantype.ini:

Code: Select all

Generate Manual 1 RND 25 // generate one planet in each segment with 25% probability
What exactly is a "segment" in this context? How many segments does a galaxy typically have? The reason for my question is simple: I'd like to change and experiment with values without completely ruining the game
Firefox440
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Re: General questions

Post by Firefox440 »

Generate Manual 1 RND 25 // generate one planet in each segment with 25% probability
The description is clear, the galaxy is divided at segments and there is a 25% of chances for to create a planet from this type.

About experiments, you can not make an omelette without to break some eggs.;)
Friese
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Re: General questions

Post by Friese »

Nomada_Firefox wrote:
Generate Manual 1 RND 25 // generate one planet in each segment with 25% probability
The description is clear, the galaxy is divided at segments and there is a 25% of chances for to create a planet from this type.
I understood that ;) I wanted to know what exactly a segment is and how many there are in any given galaxy.
About experiments, you can not make an omelette without to break some eggs.;)
Right you are, but if there's someone who already knows how to make an omelette you can learn from him without wasting too many eggs ;)
yarin1401
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Re: General questions

Post by yarin1401 »

could you make Auto-design and auto-updated ship designs?
nemethos
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Re: General questions

Post by nemethos »

Hi !

Thanks for the link, but now I want to modify the output of energy generator, where can I find the file for them ?

Thanks again.
Firefox440
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Re: General questions

Post by Firefox440 »

nemethos wrote:Hi !

Thanks for the link, but now I want to modify the output of energy generator, where can I find the file for them ?

Thanks again.
equip.all in the root folder from the game. Look how there are one from each type for each class of starships.
LusefeRUS
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Re: General questions

Post by LusefeRUS »

Question #2: What is ideal balance between amount of police`s troops and mood (rest/unrest, happiness/unhappiness) or population on planet? What`s the mechanic?

Come back to question #1:
LusefeRUS wrote:Are planets reducing their production of all types (science, resources, etc) after unresting :?:
If yes, why after full rest (0% unrest), the production level isn`t recovering :?:
As I discover and undestand, after full resting of Hard Working on planet (certain hard work, but not another reason of unrest percentage) we need to spend the same amount of time, that we spent when additional working hours were the reason of growing unrest on planet, before production level will start recovery (grow) to normal level. Am I right or wrong?
Firefox440
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Re: General questions

Post by Firefox440 »

-For your question#2, the ground units adds a parameter named Property bpSuppressRevolt. When more you build of them, more they supress the revolt.

-Question#1. Clearly the population are not machines, they need time after a revolt for continue working. But by my games played, clearly the amount of population stops the build from everything.
Ufnv
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Re: General questions

Post by Ufnv »

Friese wrote:I understood that ;) I wanted to know what exactly a segment is and how many there are in any given galaxy.
Segment is a part of galaxy generated for one race. So, the number of segments is equal to number of races.
Ufnv
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Re: General questions

Post by Ufnv »

LusefeRUS wrote:Question #2: What is ideal balance between amount of police`s troops and mood (rest/unrest, happiness/unhappiness) or population on planet? What`s the mechanic?
Police suppress the unrest for a given max amount of population - regulated by the value in the bldinfo/ files for police
LusefeRUS
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Re: General questions

Post by LusefeRUS »

Ufnv wrote:
LusefeRUS wrote:Question #2: What is ideal balance between amount of police`s troops and mood (rest/unrest, happiness/unhappiness) or population on planet? What`s the mechanic?
Police suppress the unrest for a given max amount of population - regulated by the value in the bldinfo/ files for police
Nomada_Firefox wrote:-For your question#2, the ground units adds a parameter named Property bpSuppressRevolt. When more you build of them, more they supress the revolt.
So, If I understand right, for example one police unit with bpSuppressRevolt = 20000 services for 20000 total amount of population, right?
Nomada_Firefox wrote:-Question#1. Clearly the population are not machines, they need time after a revolt for continue working. But by my games played, clearly the amount of population stops the build from everything.
I am in explore stage now for this moment, but if game even show something, like time after a revolt for continue working, game interface isn`t very informative, IMHO. When unrest will be zero, when production start to recovery, when production finish to revovery and etc. And all of that are relative additional working hours. How much them need to one or another, who know?

So, picture now looks like that:
Boost (ADD Additional working hours)
1) Immidiatly production bonus
2) Decrease production
3) Increase unrest level

Reverse (DECREASE Additional working hours)
1) Decrease production
2) Unrest level zeroing
3) Production stop decreasing, population recover after hard working. (they need time after a revolt for continue working)
4) Production start to revocer (grow) till original values.

All of these items uknown too relative additional working hours (from -100% to +100%).

General hapinness trait of race, how it influences on picture above? I`m nothing gazing in game.

And some thinkings about tactics of additional working hours.
Profit of adding working hours is only in extremely situations, such as when we need to build very fast something, in all other situations, due to item 3 in reverse subject, percent pretty need to keep on 0% (Or what about general hapinness trait of race)?
P.S.: Thank you very much for answers and if they are right, they need to be adding to the FAQ, because they are very usefull and not described anywhere.
Last edited by LusefeRUS on Sun Mar 27, 2016 6:45 pm, edited 2 times in total.
Friese
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Re: General questions

Post by Friese »

Ufnv wrote:
Friese wrote:I understood that ;) I wanted to know what exactly a segment is and how many there are in any given galaxy.
Segment is a part of galaxy generated for one race. So, the number of segments is equal to number of races.
Thanks a lot :)
LusefeRUS
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Re: General questions

Post by LusefeRUS »

First of all, Thank you for coming solution of my previous questions throught out patch! :P

And i have other question without OMG any answer still yet. What about different formations? For example, Hummer and triple hummer? What`s differences between them?
Ufnv
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Re: General questions

Post by Ufnv »

LusefeRUS wrote:First of all, Thank you for coming solution of my previous questions throught out patch! :P

And i have other question without OMG any answer still yet. What about different formations? For example, Hummer and triple hummer? What`s differences between them?
Just the pattern of how fighters are distributed, nothing more.
LusefeRUS
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Re: General questions

Post by LusefeRUS »

Ufnv wrote:
LusefeRUS wrote:First of all, Thank you for coming solution of my previous questions throught out patch! :P

And i have other question without OMG any answer still yet. What about different formations? For example, Hummer and triple hummer? What`s differences between them?
Just the pattern of how fighters are distributed, nothing more.
No, It`s clearly wrong. Different formations have different results of battles. Checked over and over again. So, question is actually open.
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