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Digital Gaming => Computer Wargaming => Topic started by: RedArgo on November 02, 2015, 02:48:47 PM

Title: Polaris Sector - another new space 4x
Post by: RedArgo on November 02, 2015, 02:48:47 PM
Another entry into the space 4x genre.  This one has been in progress for a while under a different name.  Slitherine is looking for beta testers.

http://www.slitherine.com/games/polaris_sector (http://www.slitherine.com/games/polaris_sector)
http://www.spacesector.com/blog/2015/10/polaris-sector-announced-and-beta-sign-ups-begin/ (http://www.spacesector.com/blog/2015/10/polaris-sector-announced-and-beta-sign-ups-begin/)
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on November 02, 2015, 03:05:57 PM
Interesting...but my main focus is on Stellaris. Following the dev blog, the game is looking better and better.
Title: Re: Polaris Sector - another new space 4x
Post by: tgb on November 02, 2015, 03:17:20 PM
I applied but it's going to take something special to rise above the 3,279 space 4X games already out there.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on November 02, 2015, 04:14:02 PM
Interesting...but my main focus is on Stellaris. Following the dev blog, the game is looking better and better.

Yeah, I have hope for Stellaris as well. With a little hope left over for Predestination.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on November 02, 2015, 04:46:09 PM
I applied but it's going to take something special to rise above the 3,279 space 4X games already out there.

Very much agree. Looks nice, but also looks like so many other space 4x already on the market...
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on November 03, 2015, 05:22:40 AM
Looking nice but again starlanes.... :-\
Title: Re: Polaris Sector - another new space 4x
Post by: Kushan on November 03, 2015, 07:08:12 AM
I applied to be a beta tester but like everyone else its going to have to be something special to take attention from Stellaris.
Title: Re: Polaris Sector - another new space 4x
Post by: tgb on November 03, 2015, 08:55:52 AM
I'm not concerned about it pulling me away from Stellaris, since that's probably a year away.  I'm more concerned with playing for 15 minutes, having a "been there, done that" experience, and wanting to go back to it.
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on November 09, 2015, 11:44:39 AM
Stellaris is probably the space strategy game I'm most excited about too, but I've had an interest in this one for quite some time as well. 

Until very recently, it was titled Galaxia: Remember Tomorrow, and the dev (who's a frequent poster in the Explorminate forums) has said and shown a fair bit of it (see here (http://steamcommunity.com/groups/explorminate/discussions/0/618459931322077980/)).  I don't know if he's doing anything particularly groundbreaking with the genre per se, but I like a lot of the mechanics & features he's including, and the way he's putting them together.  I suspect Polaris Sector could end up being a proverbial diamond in the rough; time will tell. 

Title: Re: Polaris Sector - another new space 4x
Post by: tgb on November 09, 2015, 12:08:58 PM
Stellaris is probably the space strategy game I'm most excited about too, but I've had an interest in this one for quite some time as well. 

Until very recently, it was titled Galaxia: Remember Tomorrow, and the dev (who's a frequent poster in the Explorminate forums) has said and shown a fair bit of it (see here (http://steamcommunity.com/groups/explorminate/discussions/0/618459931322077980/)).  I don't know if he's doing anything particularly groundbreaking with the genre per se, but I like a lot of the mechanics & features he's including, and the way he's putting them together.  I suspect Polaris Sector could end up being a proverbial diamond in the rough; time will tell.

Looks like we're getting the band back together.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on January 22, 2016, 01:44:48 PM
Release is 22.03.2015  :)

http://www.slitherine.com/forum/viewtopic.php?f=404&t=69823&p=588070#p588070 (http://www.slitherine.com/forum/viewtopic.php?f=404&t=69823&p=588070#p588070)
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on January 22, 2016, 02:54:45 PM
Yep!  Here's the game's Steam page: 

http://store.steampowered.com/app/418250/?snr=1_5_1100__1100



And a trailer: 



Title: Re: Polaris Sector - another new space 4x
Post by: Pete Dero on January 26, 2016, 08:50:05 AM
Twitch stream of the beta game :

Title: Re: Polaris Sector - another new space 4x
Post by: Nefaro on January 26, 2016, 09:55:19 AM
LOL @ "Space Koalas".   :D


Does that mean Space Kangaroos will be added too?

 ^-^
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on January 26, 2016, 10:43:25 AM
It seems the ship design is really fun.
Title: Re: Polaris Sector - another new space 4x
Post by: steve58 on March 21, 2016, 12:16:28 PM
Matrixgames has created a completely dedicated site for Polaris Sector and its live.  Release tomorrow.

http://polaris.slitherine.com/

...and a new video

Title: Re: Polaris Sector - another new space 4x
Post by: bayonetbrant on March 21, 2016, 01:28:53 PM
You guys know we've run about 6-7 episodes of a visual AAR on the front page for the past 2 months for Polaris, right?
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on March 21, 2016, 02:17:07 PM
You guys know we've run about 6-7 episodes of a visual AAR on the front page for the past 2 months for Polaris, right?

What front page?  Just kidding.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 21, 2016, 02:57:10 PM
My bank account is going to bit hard this spring.  :D
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on March 22, 2016, 08:44:40 AM
It's available on Steam now.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on March 22, 2016, 09:11:41 AM
It's available on Steam now.
Sooner than expected....price seems ok.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 22, 2016, 09:18:29 AM
Fork over impressions.
Title: Re: Polaris Sector - another new space 4x
Post by: tgb on March 22, 2016, 11:31:28 AM
I didn't put a lot of time into the Beta, but what I saw wasn't particularly impressive.  The approach to research is interesting, but other than that it's just another space-based 4X game in an overcrowded field. It's not bad, but with Stellaris, MOO, Endless Space 2, and perhaps even Distant Worlds 2 on the way I don't really see a reason to get excited.
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on March 22, 2016, 11:44:35 AM
I wish Code Force would give us an update of where things stand with Distant Worlds 2
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 22, 2016, 11:49:50 AM
I'm excited not because there is anything new, but because it ha everything I want. Ship design and combat from Stardrive, pausable and adjustable realtime like DW along with espionage and stuff. Nothing new but so many new ones are missing elements like meaningful combat.

For example, I'm disappointed in Moo4 because of the lack of espionage and meaningful combat
Disappoint in Predestination because it is the bases but you end up frantically clicking "next" turn because the time period is too short. Immersion killing
DW, don't like the graphics,
Galactic Civ, too cartoony

So far, stellaris looks great but this one looks good too. Has what I want even if it's not new.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 22, 2016, 12:52:12 PM
I guess it also has a fleet logistics system whereby ships require refueling and rearming. Can be done at a colony or you can include tenders and refuelers in the fleet...like DW
Title: Re: Polaris Sector - another new space 4x
Post by: Zulu1966 on March 22, 2016, 01:09:20 PM
I guess it also has a fleet logistics system whereby ships require refueling and rearming. Can be done at a colony or you can include tenders and refuelers in the fleet...like DW

Well - you just made me buy it with that...
Title: Re: Polaris Sector - another new space 4x
Post by: Kushan on March 22, 2016, 01:32:10 PM
Disappoint in Predestination because it is the bases but you end up frantically clicking "next" turn because the time period is too short. Immersion killing

Sad to say I'm taking the complete opposite view, looks like just another MOO2 clone with absolutely no desire to try and innovate. Its like they went down the check list, humans; check, space elves; check, insectoid/reptile races; check, ship design; check....

Not saying Stellaris will be any better in terms of innovation but from what I've seen I get the impression they've done a better job at creating a "living" galaxy rather then just another space 4x with 8 empires fighting it out.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 22, 2016, 01:52:15 PM
Fair enough. I'm to the point that I know what I like. If a game has it, I'm in. If it's the same old thing, then that's fine. In this case, there is nothing new, but not enough 4x have all of the elements I like. This one does.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 22, 2016, 01:58:35 PM
^How is ground combat modeled? I know there are Marines, Heavy Infantry, Armor and "military boats" (pretty odd choice, there), but I'm not sure how it all works.
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on March 22, 2016, 02:35:39 PM
^How is ground combat modeled? I know there are Marines, Heavy Infantry, Armor and "military boats" (pretty odd choice, there), but I'm not sure how it all works.

you can build on and/or transport those units to your planet to counter an invasion,
also you can drop units with a ship that is outfitted with the right module on an enemy planet.
then production at that planet is on-hold and a war starts.
there is a information screen that updates with the time on how many unit on your side and the opposite side are active (a countdown of the numbers of the different brands is visible ... you see your beachhead of landed Marines slowly degrate in their numbers) and a diagram how long it will take that one side has finally destroyed the last unit of the opposite side.
so you can plan and build more (fitting to the task) units and transport them to the contested planet to bolster your efforts.
the units are working in a rock-paper-scissors scheme ... the ships are for water (only?) worlds, where tanks are useless

here is a German Preview Let's Play video that shows how that ground-war can look like:
https://www.youtube.com/watch?v=XzXOMs6R8qg
       
you can also bombard from orbit with ships that have a bomb bay, which will degrate equally in percentage all the  things on the planet, but also including factories and population, and it will give you a bad diplomatic reputation at other races later 
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 22, 2016, 02:57:58 PM
I don't know what it means but usually with a new game like this I keep starting new games over and over.
I'm still playing the first game I started. It's easy to learn and I don't feel rushed right now. Of course, I've yet to meet anyone else (I cut down the number of races to 3) except some pirates (who destroyed my custom exploration ship). The jury is still out but so far I'm having some 4x space fun!
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 22, 2016, 03:17:55 PM
Cool. Thanks, Mike.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 22, 2016, 03:48:27 PM
I also love the way the game pauses when some event happens. If you are afraid of the RTS label (like I was), have no fear! You can even customize when it pauses.
Oh, ship design is fun and meaningful so far.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 22, 2016, 04:28:56 PM
To me it seems that the game is heavily influenced by Star Drive and DW. Almost every concept is from those two. Not bad choices considering the best part of Star drive was the ship design. Polaris makes that better with less cartoony graphics and multiple decks on ships. Keep gas on the bottom and guns up top or whatever
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 22, 2016, 05:03:46 PM
It looks like a combination of DW and Armada 2556 to me.
Title: Re: Polaris Sector - another new space 4x
Post by: -budd- on March 22, 2016, 05:50:07 PM
Someone call Hofstadter we need a vid  :) 4X space is another genre i've had trouble getting into so i don't have any of those other games. How's the learning curve?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 22, 2016, 07:55:31 PM
Well...space combat is surprisingly interesting and tactical. Fighters and torpedo bombers are critical to victory and I found it really strategic controlling my squadrons and trying to figure out how best to position them and when to send them in to attack the enemy capital ships. It is very "Midway-ish" in that you really need to make a decision as to whether to hold your fighters back to defend your fleet, or do you send them out to try to hunt down the enemy torpedo bombers? Also, should you recall your wings to rearm, or if you do that, do you risk having your fighters caught in the hanger bay? Very neat stuff that I don't recall being replicated in any other 4x.

Its just a very initial impression based on the battles in the tutorial, but I can only imagine it getting deeper as more techs are unlocked and more ship hulls become available.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on March 22, 2016, 08:06:28 PM
Well...space combat is surprisingly interesting and tactical. Fighters and torpedo bombers are critical to victory and I found it really strategic controlling my squadrons and trying to figure out how best to position them and when to send them in to attack the enemy capital ships. It is very "Midway-ish" in that you really need to make a decision as to whether to hold your fighters back to defend your fleet, or do you send them out to try to hunt down the enemy torpedo bombers? Also, should you recall your wings to rearm, or if you do that, do you risk having your fighters caught in the hanger bay? Very neat stuff that I don't recall being replicated in any other 4x.

Its just a very initial impression based on the battles in the tutorial, but I can only imagine it getting deeper as more techs are unlocked and more ship hulls become available.

That's cool. Carrier ops.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on March 22, 2016, 09:37:14 PM
Wow game just released and some one is modding already (since beta). Star Wars!!!
http://www.slitherine.com/forum/viewtopic.php?f=404&t=69164
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 22, 2016, 11:14:19 PM
Well...space combat is surprisingly interesting and tactical. Fighters and torpedo bombers are critical to victory and I found it really strategic controlling my squadrons and trying to figure out how best to position them and when to send them in to attack the enemy capital ships. It is very "Midway-ish" in that you really need to make a decision as to whether to hold your fighters back to defend your fleet, or do you send them out to try to hunt down the enemy torpedo bombers? Also, should you recall your wings to rearm, or if you do that, do you risk having your fighters caught in the hanger bay? Very neat stuff that I don't recall being replicated in any other 4x.

Its just a very initial impression based on the battles in the tutorial, but I can only imagine it getting deeper as more techs are unlocked and more ship hulls become available.

Overall I think it's a pretty good space 4x. Seems to run well and has everything you need except internal trade which is abstracted. I also like how it handles espionage. You sneak ships in to spy and- if properly designed- that ship can deploy Spec Ops guys onto the planet to reek havoc. Kind of cool. As I said, don't get it expecting to be wowed by anything new, but it is a solid all around space 4x. Considering the defects in many, that's not bad

My only complaint is that, like many, the graphics are a bit cartoonish. Bright colors and such. I prefer a more subdued visual like in Predestination, but that's very subjective
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 23, 2016, 12:05:59 AM
I have played for about two hours and need to go to bed. I have to clean house tomorrow because my wife broke her leg skiing and a sister-in-law is coming in a day and a half. I'll try to log more time and post comments if I have adequate understanding. So far, the game seems simple to play, complete and intuitive, but I have not gotten very far. I strongly suspect that there are some "standard" opening moves and policies that players should adopt for efficient development and expansion and I simply have not discovered what they are yet.  I do not insist or even want anything "new". I just want the basics done right with a smooth interface. So far, no bugs and no glaring problems.
Title: Re: Polaris Sector - another new space 4x
Post by: Hofstadter on March 23, 2016, 01:24:45 AM
Someone call Hofstadter we need a vid  :) 4X space is another genre i've had trouble getting into so i don't have any of those other games. How's the learning curve?

Ive been checking it out, but the only 4x space game ive played is sins of a solar empire, I found it painfully boring. Everybody is just calling it "solid" though and thats not..inspiring me to play it
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on March 23, 2016, 01:59:37 AM
Someone call Hofstadter we need a vid  :) 4X space is another genre i've had trouble getting into so i don't have any of those other games. How's the learning curve?

Ive been checking it out, but the only 4x space game ive played is sins of a solar empire, I found it painfully boring. Everybody is just calling it "solid" though and thats not..inspiring me to play it
Well, Sins of a Solar Empire is actually not really a 4x game. It's first a RTS game with a 4x twist.

Now, Polaris Sector is a real 4x. I really regret that so many 4x games come out at the same time. I really would have preferred to see one or two releases per year. I don't have the game yet but have followed it for the last few months.

What i like
- Space battles seem to be the best thing in this game.
- Solid game
- Science
- Shipyard...the way to build ships is really great.

What i don't like so much
- Starlanes (i can live with them but i really prefer games that avoid them).
- No diplomatic victory (there is something similar but not a proper diplomatic victory).
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 23, 2016, 06:38:28 AM
Pretty solid review:

http://explorminate.net/2016/03/22/polaris-sector-review/

Seems to confirm what a lot of folks are saying -- that it's solid but doesn't do anything groundbreaking. Sounds like it missed an opportunity to do something out-of-the-box with research. And unfortunately it features what for me is the 4X kiss of death: the "colonize every world you see as quickly as possible" nonsense that defines about 99% of the games in this genre....

Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 23, 2016, 06:41:28 AM
..... And unfortunately it features what for me is the 4X kiss of death: the "colonize every world you see as quickly as possible" nonsense that defines about 99% of the games in this genre....

But..... isn't that what eXpand means in 4X.....  ???
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 23, 2016, 06:49:27 AM
Wow game just released and some one is modding already (since beta). Star Wars!!!

Wouldn't it be nice we got a 4x game with races good enough the first mods out weren't to replace them? there seems to be an industry wide laziness--there's no imagination- it's copy, paste, get paycheck, repeat and rinse.

Paradox seems to be the only developer in decades bringing something new to the table.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 23, 2016, 07:02:29 AM
But..... isn't that what eXpand means in 4X.....  ???

Unfortunately I agree it's what most 4X games assume expansion should mean. I just don't find this fun, personally -- mindless rushing to expand everywhere lest you get fenced in. I'd much rather build a 'vertical' empire than a horizontal one -- investing heavily in a few systems rather than just sending colony ships out everywhere. Polaris Sector sounds particularly bad in this respect -- with few penalties for quick expansion.

Basically there's a lot about space 4X games that I find very tiresome at this point. I've posted many times on this subject, but it just amazes me how little original thinking there is, and how much Sid Meier's template for Civilization -- a game, what, now almost 30 years old? -- still dominates this genre of strategy game. I'm looking forward to Stallaris but I'm not hugely confident it's going to break out of the Sid Meier mold in a radical way.

Distant Worlds is, to me, still the gold standard in space 4X. Polaris Sector really just sounds like more of the same...
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on March 23, 2016, 07:32:32 AM
Wow game just released and some one is modding already (since beta). Star Wars!!!

Wouldn't it be nice we got a 4x game with races good enough the first mods out weren't to replace them? there seems to be an industry wide laziness--there's no imagination- it's copy, paste, get paycheck, repeat and rinse.

Paradox seems to be the only developer in decades bringing something new to the table.

Um, maybe they just like playing Star Wars?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 07:34:20 AM
With respect to the issue of "colonize every planet as fast as possible...", have you looked at MOO3? MOO3 has a very detailed planetary rating system, where factors such as gravity, fertility, planetary hazards, etc. are all used to calculate the cost and effort associated with colonization. Sometimes colonizing a world is just too expensive to make it worthwhile. I avoid colonizing every planet in my MOO3 games specifically because of the cost vs. benefit analysis.

Sword of the Stars I and II also model the cost of colonizing harsh worlds.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 07:36:30 AM
Wow game just released and some one is modding already (since beta). Star Wars!!!

Wouldn't it be nice we got a 4x game with races good enough the first mods out weren't to replace them? there seems to be an industry wide laziness--there's no imagination- it's copy, paste, get paycheck, repeat and rinse.

Paradox seems to be the only developer in decades bringing something new to the table.
Um, maybe they just like playing Star Wars?

Could be...but the races in Polaris Sector do suck. Very cartoonish and typical. "Cat" race, "bird race", "reptilian race", etc. Even the humans look entirely uninteresting. The human avatar literally looks like Bernie Sanders, circa 1983. This is one area where a developer could really make great strides towards increased immersion and wonder. Surprised they almost always drop the ball here.

I'm impressed with the races present in the indie game Pocket Space Empire. At least aesthetically, they all look very different, very alien, and very cool.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 23, 2016, 08:26:35 AM
With respect to the issue of "colonize every planet as fast as possible...", have you looked at MOO3? MOO3 has a very detailed planetary rating system, where factors such as gravity, fertility, planetary hazards, etc. are all used to calculate the cost and effort associated with colonization. Sometimes colonizing a world is just too expensive to make it worthwhile. I avoid colonizing every planet in my MOO3 games specifically because of the cost vs. benefit analysis.

Sword of the Stars I and II also model the cost of colonizing harsh worlds.

I keep meaning to give MOO3 a try. I should fire up some of your Let's Play vids to inspire me. Pretty sure I have the Tropical mod files tucked away somewhere on the pc...

Like you (if I recall correctly), I think SOTS II is a highly underrated game, despite its well-documented flaws. I never really cottoned on to SOTS, but have poured many hours into the sequel (which is pretty much the reverse of how most people have done it).  I do very much like the deliberate pace of colonization in SOTSII, where you have to take things like climate hazard and terraforming into consideration, and it isn't just a mad rush to colonize everywhere, like in Gal Civ, Endless Space, Star Ruler, etc. etc.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 23, 2016, 08:29:55 AM
Not to sidetrack, but more one re: MOO3 -- Jarhead, I think you recently said patching is easy but I remember I bookmarked this thread a while back, which details a 10-step process that I do recall being pretty intensive:  It's Solops' post, #35

http://grogheads.com/forums/index.php?topic=6576.30 (http://grogheads.com/forums/index.php?topic=6576.30)

Is this info obsolete? Or is this really what you have to do to get modded MOO3 up and running?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 08:35:17 AM
^its not nearly as bad as Solops makes it sound (probably inadvertently). I don't think all of those steps are necessary. I recently reinstalled on my new rig and it took me all of 3 minutes, and I did it from memory. I didn't even look at any guideline of steps.

Its worth it. MOO3 is a great game.

With respect to SOTS, I like both I and II, and agree that they are underrated. SOTS I took me a long while to warm up to. I never gave it the chance it deserved. SOTS II got off to a very rocky start. Not unlike MOO3, it was released and then destroyed by fans of the series and critics, alike. It was admittedly buggy and incomplete. But the developer did a solid, stuck by it and patched it into a fantastic game...unfortunately, by then it had been abandoned by the publisher and the damage had already been done. It will always have a place on my hard drive.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 23, 2016, 08:45:53 AM
Could be...but the races in Polaris Sector do suck. Very cartoonish and typical. "Cat" race, "bird race", "reptilian race", etc. Even the humans look entirely uninteresting. The human avatar literally looks like Bernie Sanders, circa 1983. This is one area where a developer could really make great strides towards increased immersion and wonder. Surprised they almost always drop the ball here.

I'm impressed with the races present in the indie game Pocket Space Empire. At least aesthetically, they all look very different, very alien, and very cool.


Good post JH :smitten:

Lore is Everything! You need to be pulled into the World--and that starts with the races within the world. And unfortunately here-It's Bugs Bunny-and the only thing that seperates Bugs from Daffy is a few stat points. No ethics, religions, and even governments--which Sid has vanguished years ago- are again reduced to a few stat points. You cannot even mod in an interesting race because the game doesn't support anything except--"likes Terran planet, has slow research and high reproduction". There isn't enough even to model "motive".

Star Wars/Star Trek works not because Vulcans have pointed ears and only mate every seven years--but because there's adventure and a premise in every movie or episode. 4x games are not adventure games so such races leaves the player bored after he repeats the mechanics over and over again, the only carrot on a stick is yet another Barren World or Starlane he's already experienced a zillion times over. Worse, most of these games have totally removed anything that may keep you engaged like Tactical combat. Here for example just build a fleet of carriers with 200 fights and you win automatically because nothing can touch 200 fighters- a relatively early game tech no less.

Ground combat could be a Panzer corps Affair-modeling at least a little of how Epic an challenge such would be in real life--but none do. Real life space flight is a very expensive and dangerous area yet these games allow you to transverse galaxies with nary a system failure let alone disasterous Apollo events- just a couple of things that could be added--instead of copy/paste like it's the next FPS.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 23, 2016, 08:49:46 AM
^its not nearly as bad as Solops makes it sound (probably inadvertently). I don't think all of those steps are necessary. I recently reinstalled on my new rig and it took me all of 3 minutes, and I did it from memory. I didn't even look at any guideline of steps.

Its worth it. MOO3 is a great game.

With respect to SOTS, I like both I and II, and agree that they are underrated. SOTS I took me a long while to warm up to. I never gave it the chance it deserved. SOTS II got off to a very rocky start. Not unlike MOO3, it was released and then destroyed by fans of the series and critics, alike. It was admittedly buggy and incomplete. But the developer did a solid, stuck by it and patched it into a fantastic game...unfortunately, by then it had been abandoned by the publisher and the damage had already been done. It will always have a place on my hard drive.

+1 on SOTS2 and MOO3.

I am seeing potential in Polaris Sector. Have not played enough for a firm decision.  I read the Devs have already made some additions in their first patch.
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on March 23, 2016, 09:09:46 AM
Jarhead, I have read concerns re: SOTS2 that the AI is still not very good.  Would you agree with that?  I never could wrap my head around the missions idea, and with all the (ongoing) negative feedback, I just decided it probably wasn't worth it.  Since I adore SOTS1, I would love to have a change of heart.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 09:33:37 AM
Jarhead, I have read concerns re: SOTS2 that the AI is still not very good.  Would you agree with that?  I never could wrap my head around the missions idea, and with all the (ongoing) negative feedback, I just decided it probably wasn't worth it.  Since I adore SOTS1, I would love to have a change of heart.

i may be the wrong guy to query about AI. I like an AI that gives a good challenge and certainly appreciate an AI that takes actions that are recognizable as being taken for some defined goal or gain. However, I don't like games where the AI is too difficult to defeat. When it crosses an invisible line of too challenging, it takes away from my enjoyment of the game. I like an AI that puts up a fight, but I want to win in the end. Just my personal preference.

I have not played SOTS II in quite a great bit of time. However, I do recall the AI being a challenge, but not crossing that threshold of too challenging. I mean, they expand, they defend and attack. But I am hard pressed to provide specific examples. Talking about it is making me want to jump back into it, so maybe I'll fire it up, play around and get back to you.

As far as the mission system, it never really bothered me, and I never understood all the hate it received. I mean, I think it adds immersion. Its just like deploying a carrier task force today. You wouldn't send a fleet into the South China Sea without a clearly defined mission and set of goals. Likewise, you wouldn't send a fleet to a far flung planet with no purpose or rationale. The mission types are diverse enough to facilitate most any goal a player could think of. Exploration, relocation, colonization, strike, invasion, patrol, interdiction, etc. Its just not something that detracted from my enjoyment of the game. 
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on March 23, 2016, 10:58:52 AM
I agree. I never liked the rushing. Horizon has it's own way of dealing with it as the difference in the quality of planets can be very big. The planets allowing more than 15 structures are hugely important and you can win a game by controlling just 5 of them if they are fully developped.
Title: Re: Polaris Sector - another new space 4x
Post by: republic on March 23, 2016, 11:00:51 AM
Polaris Sector, in my mind, is very much a modern adaptation of Imperium Galactica II Pax Imperia - Imminent Domain.  (Edit:  I'm old and forget things)

I'm only a couple hours in, but I can see it being a fun faster paced 4x game with a few minor tweaks.  I would like to see automated colonization where I could just click "colonize this" and a ship would automatically be built, launch, and colonize.  It would really help things move along.  Right now you have to build the ship, then manually load colonists, then get there, then click colonize.  Colonization and population movement could be automated.

Exploration is interesting, I've found several components to things that will build something bigger (once I find all the pieces).

The most fun part of the game is designing ships and flinging them at the AI.  The quicker they can get us into that, the more fun it will be.

I do wish they'd steal the planetary assault from Imperium Galactica II Pax Imperia.  It'd be fun to fight past a defending fleet to attack planets while facing fire from planetary based defenses.   Man....IG2 Pax Imperia was such a fun game...

Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 11:16:51 AM
Are you sure about there being no automated colonization? The tutorial states that you can select a planet, click on the "plan colonization" button and the AI will do the rest.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 23, 2016, 11:17:37 AM
Polaris Sector, in my mind, is very much a modern adaptation of Imperium Galactica II. 

I'm only a couple hours in, but I can see it being a fun faster paced 4x game with a few minor tweaks.  I would like to see automated colonization where I could just click "colonize this" and a ship would automatically be built, launch, and colonize.  It would really help things move along.  Right now you have to build the ship, then manually load colonists, then get there, then click colonize.  Colonization and population movement could be automated.

Exploration is interesting, I've found several components to things that will build something bigger (once I find all the pieces).

The most fun part of the game is designing ships and flinging them at the AI.  The quicker they can get us into that, the more fun it will be.

I do wish they'd steal the planetary assault from Imperium Galactica II.  It'd be fun to fight past a defending fleet to attack planets while facing fire from planetary based defenses.   Man....IG2 was such a fun game...

That is already in the game on the planet screen.  ;)
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 23, 2016, 11:21:55 AM
^ninja'ed you, dude.
Title: Re: Polaris Sector - another new space 4x
Post by: republic on March 23, 2016, 11:26:08 AM
Maybe I accidentally micromanaged it.  I clicked plan colonization, but I already had a ship building.  It didn't immediately go out.  I bet what happened is that it added a ship to the end of the queue that would have done it had I not already colonized it.

I'll try again tonight without a ship in the queue.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 23, 2016, 01:32:37 PM
When you find a planet that can be colonized, click on it so it switches to the planet view screen. Over the planet should be an overlay that says "plan colonization" or something. Just click on that and then what "plan" you want (industrial, agricultural, science, Etc). The AI will build your colony ship,load it and colonize automatically
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 23, 2016, 03:48:00 PM
Basically there's a lot about space 4X games that I find very tiresome at this point. I've posted many times on this subject, but it just amazes me how little original thinking there is, and how much Sid Meier's template for Civilization -- a game, what, now almost 30 years old? -- still dominates this genre of strategy game. I'm looking forward to Stallaris but I'm not hugely confident it's going to break out of the Sid Meier mold in a radical way.

Distant Worlds is, to me, still the gold standard in space 4X. Polaris Sector really just sounds like more of the same...

This is exactly where I'm at right now with all the recent 4X games, including Polaris Sector. Unless the game really breaks the mold in some way, I might as well play DW.

Some of what I'm hearing about the ship combat and ship design does sound good. It reminds me of Space Empires V, a generally unplayable game but one that I really liked the ship design and combat portions of.

In terms of star lanes - is it just star lanes, or are there warp points in the star systems? Star lanes are kind of meh, but if you actually have to deal with defending and assaulting warp points, that can get interesting.


Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 23, 2016, 03:51:51 PM
Far as I know it's just star lanes (and wormholes) but you can set the 'density' of the lanes. I haven't adjusted that yet but in my games so far there are critical choke point systems.
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 23, 2016, 03:54:18 PM

As far as the mission system, it never really bothered me, and I never understood all the hate it received. I mean, I think it adds immersion. Its just like deploying a carrier task force today. You wouldn't send a fleet into the South China Sea without a clearly defined mission and set of goals. Likewise, you wouldn't send a fleet to a far flung planet with no purpose or rationale. The mission types are diverse enough to facilitate most any goal a player could think of. Exploration, relocation, colonization, strike, invasion, patrol, interdiction, etc. Its just not something that detracted from my enjoyment of the game.

+1

SOTS II is a very underrated game and one I've really enjoyed playing over the years. The mission system makes complete sense to me and I feel like it gives the game a lot of structure and depth (dare I say immersion?) that other 4X games lack. The mission system also encourages the creation of specialist ships tailored to mission types, which is again very realistic.

You may have just saved me the cost of Polaris Sector. I'll probably reload SOTS II and fire it up instead. Damn good game.
Title: Re: Polaris Sector - another new space 4x
Post by: TacticalWargames on March 23, 2016, 04:30:10 PM
I've said this before..but I will say again..the x4 genre seems so formulaic. Really needs someone to think out side the box and breath some fresh air into it. Not sure how though with this type of game. Though I'm sure someone much clever than me will think of something.

I'm not that into the genre but from the outside looking in they seem all the same but with varying visual impact.
Title: Re: Polaris Sector - another new space 4x
Post by: republic on March 23, 2016, 04:31:21 PM
Unless the game really breaks the mold in some way, I might as well play DW.

That is my problem as well.  I actually ended up playing Distant Worlds for awhile after playing Polaris for a few hours.  Distant Worlds is just sooooo incredibly good at what it does.  Definitely worth every penny I spent on it over the years.
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on March 23, 2016, 04:56:33 PM
I got SOTS II Enhanced Edition on steam sale a while back but never played. From the positive comments I've read here I think it's time to dive in.
Title: Re: Polaris Sector - another new space 4x
Post by: republic on March 23, 2016, 05:16:43 PM
I got SOTS II Enhanced Edition on steam sale a while back but never played. From the positive comments I've read here I think it's time to dive in.

I should probably try it again.  I was so overwhelmingly disappointed at launch I deleted it and never looked back.  I was a big fan of the original SOTS, the different UI and audio elements were great.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on March 23, 2016, 06:18:21 PM
I'm a big fan of SOTS II. I'm looking forward to these new space 4x's but would really like the next generation of SOTS as well (without the growing pains).
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on March 24, 2016, 02:34:20 AM
The time (7h) i had spend with the game ....  i like it so far, and had fun exploring it! :)
well, i didn't had played any 4x-games for a longer time, so that has to be taken into account.
and i am also maybe not a all to typical 4x-gamer, i don't care all to much much about races or how they look (if the are birds, Koalas, or Ghostryder's badly rendered always-tabledacing-'space-vixens'-variations ;-) ) and diplomacy, trade, and empire-corporation management.

I like the way the research is managed in so detailed here, and it feels like the author actually has some real life scientific background knowledge under his belt that goes beyond watching endless StartTrek episodes and playing older 4x games in the past.

I have much fun with the ship designer trying to test a different concept to get an edge in the upcoming battles with pirates that were able to hurt me badly (well, my stupidy ...i underestimated their fighters)
At the moment i build a strong corvettes with very short range but pair it with a tanker to reach other star
also i design a scout ship type that is selfsustained and plan to send it through wormholes and it will never be stranded, it can  generte its fuel parked at distant suns ... i like the lonely exploring of a huge galaxy and gave the ship full passive spying capabilities too, to spy a little when i run into other inhabitants, maybe... 

and hope i can explore the the tactical battles some more.   ...and also the planetary invasions later in the game

but to do this all i need the damend resources ...and i need them now ;)
Title: Re: Polaris Sector - another new space 4x
Post by: JasonPratt on March 24, 2016, 11:22:58 AM
[snipped for mispost in wrong thread  :P ]
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 25, 2016, 07:14:01 AM
The more I play this the better I like it. It starts slow, but I kind of like that. It is not perfect, but it is already better in many respects than many of the current offerings. I have made a number of suggestions and suspect that I will have many more. The game has good micromanagement automation tools and the UI is pretty good.. I still have had no combat, though the entire galaxy seems to be going up in flames right now and my neighbors are pressing me to join one of the two growing hostile factions that are forming around me. There is so much to learn and getting familiar with a new game system takes much more than one or three games. I like the R&D. Planets seem cramped, but that may be a good thing. I am still in very early tech days. I already know that GalCIv3 will be leaving my hard drive and this will stay. The jury is still out, but starting to lean heavily toward a positive verdict.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 25, 2016, 09:54:34 AM
i don't care all to much much about races or how they look (if the are birds, Koalas, or Ghostryder's badly rendered always-tabledacing-'space-vixens'-variations ;-) )

Badly rendered? My renders are always HD. My base models are well above 10,000 poly....and they don't dance on tables  >:D  I can't mention what they do under tables however....... :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: GDS_Starfury on March 26, 2016, 07:38:57 AM
theres a lot more to animation then HD.
Title: Re: Polaris Sector - another new space 4x
Post by: mirth on March 26, 2016, 08:02:48 AM
Star wants some animated dancing goats.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 26, 2016, 09:19:29 AM
He wasn't talking about animation. he was talking about rendering. I generally use MCOP for animation- so if they look funny those files must have come from a company montoring your movements :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on March 26, 2016, 11:03:36 AM
He wasn't talking about animation. he was talking about rendering....

Ehem No  :-[  ... i just wanted to be polite and a little diplomatic with the euphemism here at Grogheads ^-^

the totally unfiltered text in my cerebral cortex then was something more like:   O:-)

.... My Eyes, My Eyes ! Oh No! its still the same old shit (shit in the meaning of fecal, not the stuff someone may have inhaled when drawing the animations ;-) )  he insulted his audience with already 10 year ago on another long gone forum. Not one single iota of artistic evolution since, its so sad. I feel sorry for every electron abused in the GPU doing those calcs.
Well, his intentions are good! ...and he is not aware of it,  but unfortunately the impressions of the audience is still: "Amateurish apprentice piece of a 13yer old, trapped in a timebubble in the late sixties, channeling his inner Rus Meyer to somehow resurrect his wetdreams impressions of the fading echo glimpse of a Barbarella (Jane Fonda movie 1968) scene while familiarising himself with shareware rendering software downloaded from the internet out of boredom on a rainy afternoon" ....
 
 

and here is the movie scene that may have let to it all... 
   ^-^
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on March 26, 2016, 11:24:50 AM
The game had some very good reviews at first but most of the new reviews are not good. It seems the beta tester posted early on and now the guys who bought it on release are not that happy. It's still on my list but it just confirms my concerns about the weaknesses of the game....
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on March 26, 2016, 12:08:25 PM
I agree, it seems both on Steam and even this site that opinions have a greater dichotomy than with most games.  Polarized, in fact.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 26, 2016, 01:29:21 PM
I don't know...I understand the lack of "things new and different" but if your like me and don't care  if it's ground-based breaking I have not found a lot to dislike.  Graphics aren't great but generally everything it does it does well. As diplomacy it has espionage and good ship design it has exploration. Not sure what people aren't liking other than lack of innovation.

By only complaint is the graphics and ship animations look old.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 26, 2016, 04:24:06 PM
I really like this game so far. And I have not seen many negative comments by people who have actually played the game. Final judgement is still a ways off, but it is definitely better than Galciv3. I just have far too much to learn about the game and the ai to make a final call on it yet. But all the major indicators are positive. I have very, very few complaints. The in-game art work is more than adequate to good.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 27, 2016, 07:56:39 PM
I've been playing it the last couple days. I wouldn't say what is does it does well-because it really doesn't. You can design a ship but good luck with feedback of how it actually performs in combat. Good luck if you choose NOT to set planets on automation. There's no Empire screen so you can see planets at a glance to build, move population or whatever--just about every 4x game has one...but this one. God help you if you decide to take a trip through a worm hole. you may never get back. The GUI is fine but there''s so much missing that should be there to help you run your empire. If you drill down to micromanage your be in hell-because there's nothing whatsoever to help you here. Your have to scroll through planet by planet....again because of a lack of an empire overview window.

After a while I simply discovered carriers with 200 fighters is unbeatable by anything else---so my fleet of carriers goes wherever i want. This is bad design because this exploit can be exploited at game start. There's no tech that really deals with fighters that well-they always win.

Knowing that I either have to cripple myself and not build them for a challenge or boot up another game.

And the worst part is the races themselves. If i must fight a cat race, why does the game only offer up missile turrents? Where's the catnip catapulp? If you gonna get stupid don't stop at the race...carry through for christ's sake. I don't need Plasma cannons to kill a roach--I need Raid motels. Combat bait pellets and if all else fails Borox Laundry detergent! They hate that stuff!

 I thought a hampster in a spacesuit was as bad as it could get but have you glanced at the Vagalars? Seriously?!!!!! A damn Teddy Bear race now?!

So what is it this game does well again? you can design ships but you only need 2 to win. A carrier and the fighters it carries. Colinizing just supports more of the two ships. meet Looney Toons race, destroy...repeat and rinse. Not mildly interesting to me and even my 3 year old niece has seen better cartoons.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on March 27, 2016, 08:45:43 PM
Very entertaining post. Now will anyone counter those claims?
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on March 28, 2016, 01:11:09 AM
 :2funny:
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 28, 2016, 04:22:45 AM
...There's no Empire screen so you can see planets at a glance to build, move population or whatever--just about every 4x game has one...but this one...

Actually, it does have this. It's just kind of hard to find. The economy button is on the lower, right part of the screen. Click it and it brings up a screen where you click another button (far left) where you can look at all of your planets and what they are building/doing. I don't know about moving population between them, though. I don't think that's possible but didn't think to try.
As for the rest, I don't have enough time in yet to make a call. I'm having fun so far but now you do have me worried.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 28, 2016, 04:56:00 AM
^if you're having fun, that is all that matters. Don't let one person's opinion take that away from you.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 04:58:43 AM
I might a detailed post tomorrow. It is 5:45 AM and I have been playing for 15 straight hours and loving it. It has almost everything I want and in about the doses I want it in. Too much espionage for my taste, but I can put up with it. UI is good. Need a bit more feedback and summaries in certain areas. Some additional options and commands will help, such as in loading and unloading transports. Empire management is about as good as you can do in this type of game. The "planetary governors" do a fair job, keeping the micromanagement down. The battles are a blast and evaluating ship design is simple. If there is a serious problem, it is probably going to be the AI, which is where they all fail. It is early days for this game and if they can smooth a couple of options and boost the AI this will be cream of the crop. For my money, it beats everything out there right now with the exception of Sword of the Stars II and DW. And right now I would rather play it than either of those. As far as the graphics go. I really can't figure out what the complaints are all about. The race icons are a bit cheesy, but not that bad. I love the galaxy map. And the battle graphics are about perfect. There is a problem with the exhaust from the fighters. Everything is easily as good as DW. Any cosmetic blemishes are minor and I will not let that ruin a great game for me. Besides, you can mod the graphics. Look at what has been done for DW. Staying power is going to come down to how good the AI can manage things, which is a question mark right now.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 05:01:26 AM
...There's no Empire screen so you can see planets at a glance to build, move population or whatever--just about every 4x game has one...but this one...

Actually, it does have this. It's just kind of hard to find. The economy button is on the lower, right part of the screen. Click it and it brings up a screen where you click another button (far left) where you can look at all of your planets and what they are building/doing. I don't know about moving population between them, though. I don't think that's possible but didn't think to try.
As for the rest, I don't have enough time in yet to make a call. I'm having fun so far but now you do have me worried.

You build a people mover type transport and shuffle folks around. You do not need to do much of that, but it can really be a super boost for some planets in early days or to help provide recruits for a ground troop training planet.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 28, 2016, 05:07:27 AM
I had planned on trying to get into this over the weekend, but I was distracted by Master of Orion IV due to the new update that was released on Friday. It really improved the game and I am really enjoying it now. I'm playing as the Khan, a splinter group of terrains and I have a nice border war going with the Meklars, which are very well done as a race. I may try a game as them next.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 28, 2016, 06:16:02 AM
Actually, it does have this. It's just kind of hard to find. The economy button is on the lower, right part of the screen. Click it and it brings up a screen where you click another button (far left) where you can look at all of your planets and what they are building/doing. I don't know about moving population between them, though. I don't think that's possible but didn't think to try.

Are you serious? This screen allows you to do nothing from it. If you want to view a functioning Galaxy management screen fire up Stardrive 2. here you can do everything from that screen. Fill the build que to move population not just from planet to planet but also from different parts of the planet--as in move workers from farms to industry. Here it's just a non functioning list --- and you know what the wirst thing about it is? This is a 900 star galaxy game with 9 races. Break that down in general terms- by mid game your going to have 100 planets going. Now imagine this---you actually WANT to manage your planets-so how are you to do this here? First it takes 3 clicks through 3 screens to get to this non functioning list. Then you have to directly go to planet to perform a function, and then repeat the 3 clicks to get back to the list...now do this 100 times .....and repeat about every 20 years of game time.

This cannot be passed over with an "Oh well" either. this is a pretty big Epic fail on the design part--because the game is presenting all this "freedom" but in actual practice it is forcing you to play the game on rails just one way. there is no other practical way to play other than to turn on automation. This pretty much goes for the rest of the game as well. Research looks deceptively interesting but the way the game turns out in play it boil down to you choosing which tech you want next, prioritising it and letting the game get on with churning it out. Plus you will find yourself researching the military techs early on so that you can easily man those carriers---which brings me to ship design. Combat is but rock, papers and sissors---and your ship design needs to follow that or you lose. To win constantly you need fighters. Lots of them. 200. Nothing else works. Period. End of story. And I am dead serious. The A.I. will bring them...and if you don't you lose. All the other options are a wasted effort. The only thing to note is late game you must upgrade your missles to just one---because the enemy will become immune to all others and wipe intire fleets if you do not have them. that is the extent of that.

All in all, unlike distant worlds, this game forces you to automate...it has nothing it really needs in true automation however, like fleet building or auto explore, here you are forced to tedious wander through multiple screens to perform the most minor task. And as the game progresses you end up hitting, "close and continue" a zillion times a minute-I kid you not.

All in all the game is like a FPS on rails. You play it the way it forces you to. You make little adjustments here or there, you degress to auto resolve on most battles as they are so mundane and the A.I. for all is worth is bonkers--friendly races will wage war and warlike races will run. I haven't seen an A.I. so broke since Space empires 5, a slightly funner game with true play freedom -
 
And I haven't even touched on the art-which is the games least troubles.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on March 28, 2016, 08:03:11 AM
I'm serious that there's actually an empire screen. I didn't say it was useful.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 28, 2016, 08:21:55 AM
I'm a few house into it. I have about 10 planets colonized and I micromanage all of them. Not sure what your saying about forced automation. I don't choose the tech. I pick 3-4 applied sciences that lead to stuff i like and set it about 60-40 applied to fundamental. That way I am always researching several things. I don't use fighters and am fine. Once you get PD and anti fighter weapons, if the AI brings fighters near you, they get ripped. They are important but i don't agree that they are a battle winner or must have mid game on. Early game yes.

It's not DW but what is. I can't fault a game for not being better than the best one around. It does some things much better and others not as much. It's definitely deeper than Moo4 which i also enjoy.

Seems I'm one of the few people that just enjoys a game for what it is and not what I think it should be. All those Moo2 fans screaming about Moo3 and 4 having Real time combat for instance. Polaris is a good game. You can automate but not forced to. The same strategies are "forced" on you as any 4x including DW: colonization, winning tech race, etc. It follows the standard 4x formula...but they all do
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 28, 2016, 09:21:54 AM
Seems I'm one of the few people that just enjoys a game for what it is and not what I think it should be.
\


+1


I try and play the game I bought, and learn its systems. I try not to buy games that I suspect aren't up my alley or are genuinely not well made. Once in awhile I get a bad one, but generally speaking I have more good games to play than I have time to play them.   O0
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 28, 2016, 09:31:00 AM
Seems I'm one of the few people that just enjoys a game for what it is and not what I think it should be.
\


+1


I try and play the game I bought, and learn its systems. I try not to buy games that I suspect aren't up my alley or are genuinely not well made. Once in awhile I get a bad one, but generally speaking I have more good games to play than I have time to play them.   O0

Same. There are games i have and don't care for; primarily if they fail to do what they are trying to do (predestination, sovereignty). There are others that just aren't my type of game. Most though, I enjoy playing as long as it does what the devs say it does. In this case, DW is the clear 4x king. I can't fault a game for not being as good when it isn't designed to be. I've played a ton of 4xs and I like some and hate others. Next to DW and Moo3, I think Polaris is the most well balanced and deep 4x around. It has issues but so did my 2 favorites when they came out. Hell, I have been playing SOTS2 since it came out! Lots of love flying around for that game now....not so much at "release". That game was a wreck

Polaris plays well, seems deep and balanced, is stable and delivers what they claim. That's all I can really expect.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 28, 2016, 10:25:28 AM
Total non-sequitur here, but with respect to SOTSII, one of the things I love about it is how the Ship designs really look like they have purpose. A command vessel really looks like it commands. A communication/recon vessel really looks like it communicates and recons. Same with freight, transport, colony, combat, etc. They look like they do what they are described to do. A lot of 4x games don't have this simple level of immersion. Scouts always seem to look like small fighters, etc. A scout, at least the ones that travel long distances to newly discovered star systems, should be of average size and be loaded with communication equipment, radars, etc. This is one problem with Polaris, albeit a minor one.

(http://i3.photobucket.com/albums/y68/zacho5/Sword%20of%20the%20Stars/Sword%20Of%20The%20Stars%202/mars2011-10-3001-24-12-74.png)

(http://i.imgur.com/qhfjv.jpg)

(http://grogheads.com/screenshots/screenshot103012.jpg)

Here is an old short story I wrote back in October 2012 that went along with the above screenshot.
Quote
The HMS Ibi Victoria emerged from node space on the dark side of Signus IV, precisely 1.2 parsecs distant from the Frosted Circuit, a dense ring of frozen asteroids circling the alien planet. The Ibi Victoria was the third vessel belonging to the Templar Class of command ships, and had been proudly assigned to serve as the steward of the 3rd Terran Survey Flotilla. Vice Admiral Horatio Cochran, the commander of the modest human flotilla, bore the hopes of a dying empire on his shoulders. Under traditional circumstances, he never would have permitted his vessels to translate out of node space so close to an unknown world laying directly in the backyard of the great enemy, but these were no ordinary times. His people had been hounded through known space, pushed from their worlds and forced to flee into the great unknown of the deep void. And these; these were the lucky ones. Untold billions had been vaporized without warning, or without the opportunity to even consider escape by the cold and unremitting advance of an alien menace without apparent motivation for negotiation, quarter or mercy. This enemy was an enemy like no other, and spoke only a language of pure, unadulterated destruction.

As his vessels emerged from the warp, Vice Admiral Cochran gripped the arm rests of his command throne, nervously chewing on the end of his pipe while twirling the end of his horseshoe mustache. In moments, the Ibi Victoria's sensor suite would reboot and begin to gather data on the newly discovered system. Slowly, the powerful APY-9 strategic spaceborne early warning system began to rotate, powering up so that it could caste its signal and lift the blinding electronic fog. The cool mechanical voice of the ship's AI counted down the time remaining until the Ibi Victoria's systems would go on-line. The calm tone of the artificial female voice belied the apprehensive atmosphere pervasive on the command ship's bridge. When the countdown reached zero, the small flotilla would know instantly, whether they had succeeded in their mission, or whether they had jumped into the grip of yet another unstoppable enemy fleet. 5...4...3...2...1...
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 10:33:13 AM
I quit playing DW, the best 4x ever, because it got too easy to beat on all levels. One had to set up a hugely imbalanced game for it to be interesting. This game has even more of what I want than DW did, particularly the tactical battles. I have no doubt that after I learn the system and the game's idiosyncrasies it will lose its charm. That is true of every PC game I have ever had. If this game gets an AI upgrade and a few minor UI adds, it will be my all time favorite. BTW if you bring only 200 fighters to a late game fight, you might be toast. Also, build some AA platforms and they will gnaw their way through a wall of fighters. And the effectiveness of missiles can go to zero against the right ship designs,which, in turn are underpowered against other strategies....at least so far. I still have a few techs to go and I don't have BBs yet. A lot left to learn. Great fun!!!
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 28, 2016, 10:40:32 AM
Jarhead: +1

SoTS 2 has the best ship designer and ship designs around. I probably would have stayed with it longer if colony development was deeper. Is really about the combat though. The only thing I didn't like was that there are too many bright colors...I have a thing about cartoony games. Just me.

I do love the ships though
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 10:49:04 AM
I probably would have stayed with it longer if colony development was deeper. Is really about the combat

+1. I really like both SotS 1and 2. Still at the top of the pile with DW.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 28, 2016, 11:32:33 AM
SoTS 2 has the best ship designer and ship designs around.

Agree. I have poured countless hours into simply creating ship designs in SOTSII -- it's satisfying in a way that I haven't experienced in any other space 4X game. I also find the combat pretty damn cool. I just love striking an enemy system with a Dreadnaught and a couple of escorts and watching the thing wreak havoc. Especially love the SolForce faction for this -- the dreadnaught is basically a USS Iowa in space. (I even sometimes use the early ww2 USA roundel for the faction symbol -- just heightening the ww2 in space vibe.)
Title: Re: Polaris Sector - another new space 4x
Post by: PanzersEast on March 28, 2016, 12:16:49 PM
I loved the ship design with SOTS series.   I also loved the Tech Tree with SOTS as well, thought they did that one well too.  However, with SOTS2 the AI was the biggest weaknesses of the game.  It was really not a big challenge later in the game.... I hate ship spamming, that was one of the biggest grips for me about Endless Space... I hate spam!


PE
Title: Re: Polaris Sector - another new space 4x
Post by: Beowulf on March 28, 2016, 12:17:39 PM
You guys just made me install SotS II, which I had untouched in my Steam library since purchase.

Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on March 28, 2016, 01:36:47 PM
I quit playing DW, the best 4x ever, because it got too easy to beat on all levels. One had to set up a hugely imbalanced game for it to be interesting. This game has even more of what I want than DW did, particularly the tactical battles. I have no doubt that after I learn the system and the game's idiosyncrasies it will lose its charm. That is true of every PC game I have ever had. If this game gets an AI upgrade and a few minor UI adds, it will be my all time favorite. BTW if you bring only 200 fighters to a late game fight, you might be toast. Also, build some AA platforms and they will gnaw their way through a wall of fighters. And the effectiveness of missiles can go to zero against the right ship designs,which, in turn are underpowered against other strategies....at least so far. I still have a few techs to go and I don't have BBs yet. A lot left to learn. Great fun!!!

Here is your game changing AI upgrade. Best DW mod out there!

http://www.matrixgames.com/forums/tm.asp?m=3647528
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 28, 2016, 02:15:35 PM
You guys just made me install SotS II, which I had untouched in my Steam library since purchase.

SotSII is great. It's my 3rd most played game in my Steam library, in terms of total hours. I've always found the AI decent enough --usually pretty aggressive in terms of expansion and enough to give me a challenge, at least!

I personally love the way it handles tech -- with randomized variables from one game to the next, possibility of failing to research techs or going 'over budget,' or possibility of early breakthroughs. Much more interesting than the standard "rush to plasma weapons" or what have you.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 28, 2016, 02:20:11 PM

I personally love the way it handles tech -- with randomized variables from one game to the next, possibility of failing to research techs or going 'over budget,' or possibility of early breakthroughs. Much more interesting than the standard "rush to plasma weapons" or what have you.

Not only that, but the tech UI is extremely elegant, unique and well thought-out.
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 28, 2016, 02:56:02 PM
Another really neat aspect of SOTS/SOTSII is the different FTL drives. It's pretty unusual to find a 4X where the different races travel across space in entirely different ways.
Title: Re: Polaris Sector - another new space 4x
Post by: bob48 on March 28, 2016, 03:09:19 PM
Ha! Doug, that made me think of the 'Bloater Drive' in 'Bill, the Galactic Hero' by Harry Harrison :-))
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 03:14:10 PM
I quit playing DW, the best 4x ever, because it got too easy to beat on all levels. One had to set up a hugely imbalanced game for it to be interesting. This game has even more of what I want than DW did, particularly the tactical battles. I have no doubt that after I learn the system and the game's idiosyncrasies it will lose its charm. That is true of every PC game I have ever had. If this game gets an AI upgrade and a few minor UI adds, it will be my all time favorite. BTW if you bring only 200 fighters to a late game fight, you might be toast. Also, build some AA platforms and they will gnaw their way through a wall of fighters. And the effectiveness of missiles can go to zero against the right ship designs,which, in turn are underpowered against other strategies....at least so far. I still have a few techs to go and I don't have BBs yet. A lot left to learn. Great fun!!!

Here is your game changing AI upgrade. Best DW mod out there!

http://www.matrixgames.com/forums/tm.asp?m=3647528

Sorry, but I have been using that since the first version showed up. It certainly extended DW's life span, but The game is still just too much for an AI to handle well.
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 28, 2016, 03:15:21 PM
Dammit, now not only do I have to go back and play SOTSII, I have to go back and re-read a bunch of Harry Harrison!  ;D
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 28, 2016, 03:19:10 PM
I personally love the way it handles tech -- with randomized variables from one game to the next, possibility of failing to research techs or going 'over budget,' or possibility of early breakthroughs. Much more interesting than the standard "rush to plasma weapons" or what have you.

EVERY game that has R&D should use the SOTS/SOTS2 model for R&D! And it is so simple. I really do not understand why they don't. All it requires is some extra game balancing. Not getting Point Defense as a tech always made things interesting.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 28, 2016, 03:48:42 PM
Another really neat aspect of SOTS/SOTSII is the different FTL drives. It's pretty unusual to find a 4X where the different races travel across space in entirely different ways.

Agree with Jarhead that the UI is nice and streamlined. Maybe not quite as elegant as Endless Space, but to me SOTSII is still a much more engaging game.

SOTSII has a bunch of nice touches that I haven't seen replicated elsewhere -- like the different drive techs that panzerde mentions, the way it handles tech. Small thing, but I love how the prototype for any ship you design costs several times more than what the production ships will cost. Gives you an incentive to sometimes hang on to those older model designs that are much cheaper -- a nice trade off to have to make.

Also love the fleet manager which allows you to pre-position your fleets on 3 different planes, high, mid, and low. Makes for some nice tactical decisions in terms of ship placement.

Game has flaws, to be sure, as all games do (and it was indeed literally unplayable at launch). But I just wish more space 4x games would be willing to take some chances with design and implementation the way SOTSII or Distant Worlds did.
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 28, 2016, 04:53:17 PM
in Polaris - is it possible to mine planets that dont belong to you - i see a need for minerals coming up, but im flying past a lot of uncolonizable planets with huge mineral deposits
Title: Re: Polaris Sector - another new space 4x
Post by: republic on March 28, 2016, 05:21:11 PM
Small thing, but I love how the prototype for any ship you design costs several times more than what the production ships will cost. Gives you an incentive to sometimes hang on to those older model designs that are much cheaper -- a nice trade off to have to make.

I agree completely, I hope Distant Worlds 2 steals that mechanic.  It is a great touch of realism that fits well with today's armed forces.  More F/A-18's vs F-35's, more Arleigh Burkes vs Zumwalts, etc.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 28, 2016, 05:49:33 PM
in Polaris - is it possible to mine planets that dont belong to you - i see a need for minerals coming up, but im flying past a lot of uncolonizable planets with huge mineral deposits

You have to colonize them. As you discover technology you will also uncover domes and other applications that allow colonization. The dome allows desert and ice colonization. There's another that allows volcanic down the line
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 28, 2016, 08:42:16 PM
I'm a few house into it. I have about 10 planets colonized and I micromanage all of them. Not sure what your saying about forced automation. I don't choose the tech. I pick 3-4 applied sciences that lead to stuff i like and set it about 60-40 applied to fundamental. That way I am always researching several things. I don't use fighters and am fine. Once you get PD and anti fighter weapons, if the AI brings fighters near you, they get ripped. They are important but i don't agree that they are a battle winner or must have mid game on. Early game yes.

It's not DW but what is. I can't fault a game for not being better than the best one around. It does some things much better and others not as much. It's definitely deeper than Moo4 which i also enjoy.

Seems I'm one of the few people that just enjoys a game for what it is and not what I think it should be. All those Moo2 fans screaming about Moo3 and 4 having Real time combat for instance. Polaris is a good game. You can automate but not forced to. The same strategies are "forced" on you as any 4x including DW: colonization, winning tech race, etc. It follows the standard 4x formula...but they all do


Your barely getting started with 10 planets. Wait until you reach 75 or 100, your be begging for a management screen. Also, you've yet met a built up empire-when you do, if you don't have those fighters your going to be in trouble. Speaking of, you better love fighters, because it's all the AI really spams. Carriers and fighters. The AI reminds me of the campaign AI from total war, which is really not a good thing. The AI will often retreat when they realise they can't win. Which is often. Good, right? Wrong. Instead of retreating back the way they came, they randomly choose which direction to go. Including into your own space.  Whenever you catch them? They retreat. It's an excercise in frustration, and while I can appreciate the idea of raiding, it makes it obvious how they cheat; They do not run out of fuel. Ever.

I'm not expecting it to be distant worlds either nor have I ever said that. What i do expect is the game to do what the devs promise--and it simply does not. You Will be automating your planets once you expand--there simply isn't a practical way in game to do otherwise. Compared to Master of Orion: MoO  plays so much simpler. BUT the few things you CAN do are real choices. You can decide what you do, when you do it and how you do it. And multiple ways are possible to advance and win. Polaris Sector has one way and the automation does it for you. As the game progresses you are more and more a watcher only.

The game absolutely needs tons of work. We need automation in ship design--there is none. Your forced to design or stick with the starter designs which are badly inferior, We need auto explore. We need a Empire managment screen...not a planet list--there's a huge difference between the two. We need a completely redone A.I. -- We need a complete rebalance of all ship components. Battles should not simply be rock, papers , sissors...not in a 4x game. Everything degrading down to how many fighters you have. We need far better customization at game start-- currently you start in the same exact local every time on each map choice, as does the A.I.---and there's little in ways to define each. As it is the map choices break down to being canned scenerios that never change.

There is potentional here---if the above is addressed the game could be a lot of fun but as it sits the only thing it manages to do really well is frustrate the crap out of me.

Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on March 29, 2016, 09:35:10 AM
We need far better customization at game start-- currently you start in the same exact local every time on each map choice, as does the A.I.

OK, I was ready to dive in before I read this. Could anyone clarify this? Do you start at the same position, exactly same planet, same everything
or are the starting positions the same but the universe is different?
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 29, 2016, 09:45:59 AM
I've started 3 games so far. Each time I played the Humans... mostly only ever play the humans in these things....
So I started on the same planet called New Earth. The system name was different every time as were the planets in the system with me, although there were always only 2 other planets.... seems you only get a max of 3 planets per system.
The location of the system in the galaxy was different every time. I chose Spiral Galaxy Sa(?) with 800 stars and 8 opponents each time.
The galaxy make up was different each time. System names in different places, starlanes different, discoveries different, AI's in different places etc.

So I'm not sure what GhostRider is talking about.....  ???

Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on March 29, 2016, 09:54:42 AM
Thanks Barthheart. That's good enough for me. Purchase immanent.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 29, 2016, 10:03:07 AM
I'm having some fun with it. I really like the time scale. It just feels right that travel between the stars takes years and building space ships should take years not days or weeks.
I have pretty much just used the automation for colonizing planets and running them except for Home. Not sure yet about the tech tree but mostly I just let it run and use stuff as it shows up.

I keep restarting as I learn new things on how the game works, like how borders work and ship building. Ship building is pretty good. You can design ships with different purposes and they are different enough in how you use them to be meaningful.

I liked the idea of DW but there were just too many moving parts for me to get a grip on it, even with lots of AI help. And the time scale seemed off to me, 1 week to travel half across the galaxy...?
And the space battles were just bring the biggest ships and slug away. So while pretty and very interesting I got bored with it quickly.

This is has me losing track of time while playing it.... and I'm learning/discovering new things every time I play.... but it's early and I don't know if it has legs....
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 29, 2016, 10:18:55 AM
We need far better customization at game start-- currently you start in the same exact local every time on each map choice, as does the A.I.

OK, I was ready to dive in before I read this. Could anyone clarify this? Do you start at the same position, exactly same planet, same everything
or are the starting positions the same but the universe is different?

 You start in different places. Sometimes I've been in the middle of the galaxy sometimes I've been on the edges. You can customize your race in terms of advantages and disadvantages in about 20 different areas. You choose the number of other races as well as the average amount of star lanes and number of stars. If customization is that important to you that it would decide whether or not you play a game I would stick to distant worlds. You can customize but if it's that important I don't think it has the level of detail of customization you would want

 And ghostrider is correct in that there is no general planet management screen. That is something that is definitely lacking. I am unable to find the screen where I can pull up all of my colonies and click on one and manage it. You pretty much are re-sign to find in the plant on the galaxy map and clicking on it but to me that's not a make or break issue just an area of improvement.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 29, 2016, 10:34:21 AM
.... And ghostrider is correct in that there is no general planet management screen. That is something that is definitely lacking. I am unable to find the screen where I can pull up all of my colonies and click on one and manage it. You pretty much are re-sign to find in the plant on the galaxy map and clicking on it but to me that's not a make or break issue just an area of improvement.

There is a Economics page that you can bring up from the main map screen. The Economics page lists of all your planets - what they are building, pop, what resources they have and are producing etc. - lists all of the planets you have setup for colonizing and lists all the planet you have discovered so far.

If you double click on the name of one of your planets, it will take you directly to that planet where you can control it as you see fit. You can then return to the Economics page are back to the map.

So it's true you can't change things from the Economics page directly, it doesn't seem like much work to pop back and forth from Planet page to Economics page to get things done.

My problem is trying to remember where each planet actually is in the galaxy so I know what I want to do there....  :P
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 29, 2016, 10:36:22 AM
*very* minor thing -- but anyone else puzzled by the weirdly ugly representative of the "human" race?  Maybe I'm just used to the heroic Captain Kirk-esque idea. But this guy looks like a bedraggled, chain-smoking used car salesman....
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 29, 2016, 11:22:45 AM
*very* minor thing -- but anyone else puzzled by the weirdly ugly representative of the "human" race?  Maybe I'm just used to the heroic Captain Kirk-esque idea. But this guy looks like a bedraggled, chain-smoking used car salesman....

Yes. I referred to him as Bernie Sanders circa 1983.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 29, 2016, 12:31:42 PM
*very* minor thing -- but anyone else puzzled by the weirdly ugly representative of the "human" race?  Maybe I'm just used to the heroic Captain Kirk-esque idea. But this guy looks like a bedraggled, chain-smoking used car salesman....

Yes. I referred to him as Bernie Sanders circa 1983.

He looks like Joe Lieberman to me
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 29, 2016, 12:37:38 PM
Yeah, I'm going to have to go with Joe Lieberman. Close though.  ;)
Title: Re: Polaris Sector - another new space 4x
Post by: solops on March 29, 2016, 03:20:59 PM
Just got this reply from the Dev (Ufnv) to some things I asked over in the Slitherine Forum:
-----------------

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 :) Ufnv
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 03:56:02 PM
I've started 3 games so far. Each time I played the Humans... mostly only ever play the humans in these things....
So I started on the same planet called New Earth. The system name was different every time as were the planets in the system with me, although there were always only 2 other planets.... seems you only get a max of 3 planets per system.
The location of the system in the galaxy was different every time. I chose Spiral Galaxy Sa(?) with 800 stars and 8 opponents each time.
The galaxy make up was different each time. System names in different places, starlanes different, discoveries different, AI's in different places etc.

So I'm not sure what GhostRider is talking about.....  ???


I'm not sure of the names of planets around me as I paid no attention. What I did notice was my position in the galaxy, which was always upper left edge corner on a 900 map and the first choice as galaxy type. 4 restarts so far and I am in the same exact upper left corner--and as the game progressed surrounded by the same races.

Now if you choose a different galaxy type, like spiral--then your position changes but what needs to be tested is start twice on a Spiral and see if it's the same. I haven't tried all the different ones...but the ones I have done have placed me at the same position.

Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on March 29, 2016, 04:16:02 PM


I'm not sure of the names of planets around me as I paid no attention. What I did notice was my position in the galaxy, which was always upper left edge corner on a 900 map and the first choice as galaxy type. 4 restarts so far and I am in the same exact upper left corner--and as the game progressed surrounded by the same races.


You sure you weren't just reloading saved games?  You said you had difficulty with the UI.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 29, 2016, 04:45:04 PM
^LOL

I've only tried the exact same setup on the same Galaxy for each restart and it been different each time...
Maybe it's a glitch in that first galaxy type.....  ???
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 29, 2016, 04:56:22 PM
So i have built my bespoke 'armada of doom'

can they get out of the back yard? no

any advice on refuelling without having to colonise every planet between me and the damn pirate fleet?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 29, 2016, 05:37:36 PM
So i have built my bespoke 'armada of doom'

can they get out of the back yard? no

any advice on refuelling without having to colonise every planet between me and the damn pirate fleet?

Design and build a tanker with the refuel module.
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 29, 2016, 05:47:27 PM
So i have built my bespoke 'armada of doom'

can they get out of the back yard? no

any advice on refuelling without having to colonise every planet between me and the damn pirate fleet?

Design and build a tanker with the refuel module.

genius - do these guys need to merge with the fleet or do they operate seperately, orbiting planets that i can reach?
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on March 29, 2016, 05:55:17 PM
Haha Angry Joe also called him Joe Lieberman:

https://www.youtube.com/watch?v=RvU1hCcWRqw
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 29, 2016, 06:14:42 PM
I always build a huge refueler or 2 as well as a tender that Carries missiles

On another note, you can't rush out and colonize everything because your population doesn't grow fast enough...you can expand fairy rapidly but it's not a rush
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 07:51:42 PM
You sure you weren't just reloading saved games?  You said you had difficulty with the UI.

I never said I had trouble with the UI. I've only said there's not enough there to help micro manage your empire. Now, there's been people in this thread having trouble-one actually claimed a planet list screen was a empire management screen...which it is not-but that wasn't my problem-that was his. There is no empire management screen.

Although the RND generator in the x286 isn't perfect the odds of ending up in the same place 4 times is extremely rare---therefore it's either a map glitch on that galaxy type or the maps are scenerio scripted-which i suspect they are because pirates pop out of nowhere--most times deep within your system. Most 4x games on the other hand assign pirates an asteroid or planet that exits so you can pinpoint their base-this game seems to not do that. They just materailize.

Anyone notice on the angry Joe video he got creamed because he lacked fighters? As I've been saying, the one with the most wins. All those corvettes were wasted. Fighters. Carriers. He had all those corvettes but by video end all that was standing was his 2 carriers and 30 fighters....which in the end the pirates eliminated. No Joe...that is not strategic depth. That's you being such a bad player you didn't notice the only thing you had built that lasted through a battle were those carriers.

Edit: How obvious ! I missed it before but I just noticed it when setting up a game again to see if the start position is the same. When your choosing the galaxy type you start position is DISPLAYED by () around a star on the map before you even begin. And it is the same position each time. Click on ANY galaxy type and you will see where you will start. It never changes. So again, dispite several here claiming differently--here is proof posative these are canned maps where you start in the same position each time.

Go ahead a try it. Click on "Eliprical" and your see a star with () on the upper left. Click on Eliptical with center --- your see your starting position 3 stars down from center, try segmented---your start bottom middle-- on an on. Each type---you start in the same place. Worse all you can change is a few variables like pirates or not. You can't even choose number of races...because....repeat after me.........THEY ARE CANNED SCENERIOS!
Title: Re: Polaris Sector - another new space 4x
Post by: bayonetbrant on March 29, 2016, 08:55:51 PM
it's always amazing to me how much people will continue to play games they can't stand just so they can continue griping about them
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on March 29, 2016, 09:04:40 PM
it's always amazing to me how much people will continue to play games they can't stand just so they can continue griping about them

Been spending time on the Combat Mission forums, have ya?   ;)
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 09:06:10 PM
I certainly do when being challenged on my assement by fanboiys claiming I'm making it up...you bet. So far they've claimed I compared it to distant worlds, had trouble with the GUI to totally lying about the start positions. None were true---and deserved to be exposed as such. I wasn't lying, they were- there is no random position starts.

I've only tried the exact same setup on the same Galaxy for each restart and it been different each time...
Maybe it's a glitch in that first galaxy type..

There's a glitch alright Barthheart--but not with my observations.

I've started 3 games so far. Each time I played the Humans... mostly only ever play the humans in these things....
So I started on the same planet called New Earth. The system name was different every time as were the planets in the system with me, although there were always only 2 other planets.... seems you only get a max of 3 planets per system.
The location of the system in the galaxy was different every time. I chose Spiral Galaxy Sa(?) with 800 stars and 8 opponents each time.
The galaxy make up was different each time. System names in different places, starlanes different, discoveries different, AI's in different places etc.

So I'm not sure what GhostRider is talking about.....  ???


Is it more clear now? You don't even have to tell me your positional start . I know it--2 stars left of the huge central mass.


Besides, It's not that I deplore the game. The 4x genre is my favorite. I buy and play every one-bad-good or meh--and unlike many...I tell it as I see it. That's a benefit to players who otherwise just follow the herd going...Ohhhhh AWWWWW WOWWWWW!!!!! when in truth there is only MEH to be found.
Title: Re: Polaris Sector - another new space 4x
Post by: bayonetbrant on March 29, 2016, 09:07:27 PM
it's always amazing to me how much people will continue to play games they can't stand just so they can continue griping about them

Been spending time on the Combat Mission forums, have ya?   ;)

And CMANO, and FPCRS, and ASL, and, well... pick 'em
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 29, 2016, 09:11:18 PM
Actually, in he angry joe video, he sent his fighters towards an enemy ship (he was excited because they were dodging fire) and they were successful. Then he sent them against another ship and he went apoplectic because his fighters were getting picked apart. You can't expect to field 3 corvette and have them fend off a carrier with 40 fighters. Build bigger ships with more weapons. What it comes down to is combined arms. It's hard to win without fighters and bombers but equally hard if that's all you have.

Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 29, 2016, 09:13:36 PM
I certainly do when being challenged on my assement by fanboiys claiming I'm making it up...you bet. So far they've claimed I compared it to distant worlds, had trouble with the GUI to totally lying about the start positions. None were true---and deserved to be exposed as such.

Besides, It's not that I deplore the game. The 4x genre is my favorite. I buy and play every one-bad-good or meh--and unlike many...I tell it as I see it. That's a benefit to players who otherwise just follow the herd going...Ohhhhh AWWWWW WOWWWWW!!!!! when in truth there is only MEH to be found.

Hmmmm... so me telling it like I see it is FanBoism but you telling it like you see it proper criticism.... And I sure don't remember calling you a liar... in fact I agreed with you that there may be a glitch in the map script for the map you are trying out...
Title: Re: Polaris Sector - another new space 4x
Post by: panzerde on March 29, 2016, 09:16:48 PM
I certainly do when being challenged on my assement by fanboiys claiming I'm making it up...you bet. So far they've claimed I compared it to distant worlds, had trouble with the GUI to totally lying about the start positions. None were true---and deserved to be exposed as such.

Besides, It's not that I deplore the game. The 4x genre is my favorite. I buy and play every one-bad-good or meh--and unlike many...I tell it as I see it. That's a benefit to players who otherwise just follow the herd going...Ohhhhh AWWWWW WOWWWWW!!!!! when in truth there is only MEH to be found.


Well, thank God the Pope or whoever appointed you to be sure that no "fanboiys" might be able to sneak their dirty opinions past all of us! I mean, to think, some of us might have actually been unable to evaluate the game on our own without your sage counsel, and might have bought it! Then we would be stuck playing this MEH game and had no idea how it happened!


Honestly, it's saints like you - who root out the truth and make sure that any lies are exposed as they deserve to be - that have saved the gaming hobby from oblivion. How this community here was ever able to make any decisions about buying games before you chose to grace us I will never, ever understand.

Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 09:20:51 PM
Hmmmm... so me telling it like I see it is FanBoism but you telling it like you see it proper criticism.... And I sure don't remember calling you a liar... in fact I agreed with you that there may be a glitch in the map script for the map you are trying out...


No glitch. By implying such your infering it doesn't happen to you. That's the way I read it anyways.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 09:37:03 PM
Sorry to disapoint you Panz but I paid my dollars the same as you and I am intitled to give my opinion on the game.....you don't have to read it nor agree with it--but don't tell me your starting in random positions infering I'm lying about it when in truth there's no such thing as random starts in the game. Maybe that doesn't matter to you-that's fine, if your enjoying it-I have no trouble with that at all...but when someone comes on here who is having a problem he should not be assualted by a bunch of people pulling stuff out of their behinds to defend the game that are not there simply to argue against my observations. And when my observations don't agree with the overall 'qluich' then I'm demeaned by comments about CMANO forums or whatnot. All I'm doing is playing a game, giving my observations and throughout this intire thread I'm being demeaned and assaulted for doing so.

But I'll make another one. Now that canned scenerios are confirmed, that the A.I. cheats any real challenge presented is likely scripted instead of being the component of a competent A.I. Why else would you can the maps in a 4x game?
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 09:52:23 PM
Actually, in he angry joe video, he sent his fighters towards an enemy ship (he was excited because they were dodging fire) and they were successful. Then he sent them against another ship and he went apoplectic because his fighters were getting picked apart. You can't expect to field 3 corvette and have them fend off a carrier with 40 fighters. Build bigger ships with more weapons. What it comes down to is combined arms. It's hard to win without fighters and bombers but equally hard if that's all you have.


There was more than one battle in the video-and you have to note he's fighting his first contact with pirates---and his fleet had only 50 fighters at start . Those ended up being 2 carriers and 40 fighters in the last battle. All his other ships were picked off in the previous battles by fighters. Had he built more carriers and fighters and ignored the resources to the other ships he would have sweept through each battle easily. Again, I field 200 fighters and have yet lost a battle. I use battle satelittes mainly to give me time to manuer fighters, which I produce on every planet so as my carriers travel from star to star reinforcements are always available.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on March 29, 2016, 10:57:30 PM
edit:double post
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on March 30, 2016, 01:04:15 AM
So i have built my bespoke 'armada of doom'

can they get out of the back yard? no

any advice on refuelling without having to colonise every planet between me and the damn pirate fleet?

build a supply ship (frighter) that can refuel, repair, and slowly fill up its own tanks over the time while parked at a system near the frontline  ...dont forget a small escort against perky pirates out of nowhere.

@solops
i also can report that the developer is fast and postive resonding in the Slitherine forums :)
 

I proposed a Spacecraft-Design Testbed-Simulation either immersive in-game or as part of the Tutorial
http://www.slitherine.com/forum/viewtopic.php?f=404&t=71292

response from the Dev:
" Yes, I will be adding this.

Actually, arena is already there, but currently it is invoked via a command prompt, so it's the matter of UI."

O0 8)
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 30, 2016, 02:51:17 AM
Go ahead a try it. Click on "Eliprical" and your see a star with () on the upper left. Click on Eliptical with center --- your see your starting position 3 stars down from center, try segmented---your start bottom middle-- on an on. Each type---you start in the same place. Worse all you can change is a few variables like pirates or not. You can't even choose number of races...because....repeat after me.........THEY ARE CANNED SCENERIOS!

i did, 5 times - heres the screenshots - now shut the hell up, youre wrong

(http://i.imgur.com/tBvXmkj.jpg)

(http://i.imgur.com/JWcit9l.jpg)

(http://i.imgur.com/hK0RhBz.jpg)

(http://i.imgur.com/thV7bal.jpg)

(http://i.imgur.com/kc1a3Zo.jpg)
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on March 30, 2016, 04:43:16 AM
Ghostryder...the problem isn't your opinion, I think it's your attitude. We're happy to have you here, but please be respectful and polite. Nobody has called you a liar. Some have disagreed with you, but there is nothing wrong with that.

Please control your temper. Thanks.
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on March 30, 2016, 05:28:57 AM
Ghostryder...the problem isn't your opinion, I think it's your attitude. We're happy to have you here, but please be respectful and polite. Nobody has called you a liar. Some have disagreed with you, but there is nothing wrong with that.

Please control your temper. Thanks.

I thought you might get involved in this thread, it needed a voice of reason.  Amazes me how certain games/publishers always seem to devolve into emotional/personal word-wars. Paradox and Battlefront games often do.
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on March 30, 2016, 03:09:13 PM
Go ahead a try it. Click on "Eliprical" and your see a star with () on the upper left. Click on Eliptical with center --- your see your starting position 3 stars down from center, try segmented---your start bottom middle-- on an on. Each type---you start in the same place. Worse all you can change is a few variables like pirates or not. You can't even choose number of races...because....repeat after me.........THEY ARE CANNED SCENERIOS!

i did, 5 times - heres the screenshots - now shut the hell up, youre wrong


Oh sure, argue by providing evidence. Where is the fun in that?  :P
Title: Re: Polaris Sector - another new space 4x
Post by: Arctic Blast on March 30, 2016, 03:17:28 PM
Go ahead a try it. Click on "Eliprical" and your see a star with () on the upper left. Click on Eliptical with center --- your see your starting position 3 stars down from center, try segmented---your start bottom middle-- on an on. Each type---you start in the same place. Worse all you can change is a few variables like pirates or not. You can't even choose number of races...because....repeat after me.........THEY ARE CANNED SCENERIOS!

i did, 5 times - heres the screenshots - now shut the hell up, youre wrong


Oh sure, argue by providing evidence. Where is the fun in that?  :P

I thought that evidence had been declared illegal by the Laws of the Internet?
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on March 30, 2016, 04:15:04 PM
"Honey, are you coming to bed? It's 3 am!"

"But but, someone's WRONG on the internet!!"

:D
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on March 30, 2016, 04:41:21 PM
Well, I got it today and spent a few hours on it. I feel bad for forgetting to let the cat in because I was enjoying it so much. I think I made a good purchase. Is it possible to name fleets?
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 30, 2016, 04:42:59 PM
"Honey, are you coming to bed? It's 3 am!"

"But but, someone's WRONG on the internet!!"

:D

damn right Ysk  ;D
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on March 30, 2016, 05:48:05 PM
Got a 38% off coupon for my 11th anniversary as a customer of matrix/slitherine, so what the heck on to the hard drive it goes.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 30, 2016, 07:17:29 PM
I'm rolling through the tech now. Colonized about 6 planets dedicated to research and farming. Anyway, got "Frigate" and a fast firing laser designed for point defense. Armed my frigate with a few of those lasers and some MIRV missiles. First battle (I'm at war with the Krill), I brought 3 corvettes, my new frigate, a tender with extra missiles and a refueler. Enemy carrier launched 2 "globs" of fighters...looked like about 40 altogether. As soon as they got close to my frigate, the frigate started spitting out red lasers from the port broadside into the formations. I shredded those fighters in about 10 seconds. They would have been fine against corvettes but not against a ship with PD. so much for fighters rule.

Cool thing about combat in this game is that it really is combined arms. You want long range missiles, torpedo bombers and fighters...a good mix. Put all you eggs in 1 basket and your done. For example,the AI could build torpedo bombers instead of fighters and arm them with longer range torpedoes...out of my laser range. I would need fighters to intercept and slow them down.
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on March 30, 2016, 11:47:30 PM
This talk about Corvettes and Tenders makes me think of SotS 2. Is ship building anything like it?

Is the starmap 3D, or just look 3D on a 2D plane?

SotS 2's random techtree really makes for interesting games; does this game come with the option for random tech tree ?

(Apologies if these questionnaires have already been asked. I didnt read all the posts in here yet)
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on March 31, 2016, 09:38:35 AM

Cool thing about combat in this game is that it really is combined arms. You want long range missiles, torpedo bombers and fighters...a good mix. Put all you eggs in 1 basket and your done. For example,the AI could build torpedo bombers instead of fighters and arm them with longer range torpedoes...out of my laser range. I would need fighters to intercept and slow them down.


I'm having a blast with this game. I spent over an hour just making ship designs and customising fleet composition. Creating ships with specific functions is a huge part of the enjoyment (creating variants is cool), especially when you have to make choices over range/arms/speed. It occurred to me that system-only defense fleets need no range (1 gravity fuel tank only) so they can be filled up with extra goodies and have better speed. Each new bunch of tech discoveries unlocks so many tactical options, it's great fun. A really good game indeed.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on March 31, 2016, 09:58:59 AM
This talk about Corvettes and Tenders makes me think of SotS 2. Is ship building anything like it?

Is the starmap 3D, or just look 3D on a 2D plane?

SotS 2's random techtree really makes for interesting games; does this game come with the option for random tech tree ?

(Apologies if these questionnaires have already been asked. I didnt read all the posts in here yet)

Never had SOTS II as I didn't much like SOTS, but the ship building in this game is great fun. You actually need to build ships that a purpose designed as, in at least the early ones, there's not enough space in the hulls for every type of module and still be able to move etc. For example I have 2 different types of Scouts, a variant on the original one with a Scouting module so I can see an extra system out. Then I have one that ahs a gas collector but a much reduced range. These I send down wormholes on discovery missions. Because they have a gas collector they don't need to worry about being close to my planets to refuel and so can take as long as they need to return home.... wormholes are one direction trips.

There is a toggle to slider to make the maps completely 2D  all the way to full 3D... although the maps aren't very deep in the 3rd dimension....

No way I' found to make the research random....
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 31, 2016, 11:31:19 AM
This talk about Corvettes and Tenders makes me think of SotS 2. Is ship building anything like it?

Is the starmap 3D, or just look 3D on a 2D plane?

SotS 2's random techtree really makes for interesting games; does this game come with the option for random tech tree ?

(Apologies if these questionnaires have already been asked. I didnt read all the posts in here yet)

Well the graphics and "atmosphere" of the ship designer is nowhere near SOTS2.  SOTS 2 may have more things to put on the ship I'm not really sure yet... but if it is, it's not by much. Where I prefer Polaris ship design is that you have to be smart in your layout. You don't just slap things on a ship; you have to make sure everything fits properly. This really forces you to specialize ships. In SO TS 2  I found myself throwing point defense lasers on everything. All in all I think S OTS to designer is more elegant but I enjoy playing around more with the Polaris designer
Title: Re: Polaris Sector - another new space 4x
Post by: Pete Dero on March 31, 2016, 12:04:43 PM
Live on Twitch -  starting now : https://www.twitch.tv/slitherinegroup
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 31, 2016, 04:10:32 PM
Something that IS different from other 4x's in espionage. I detected an enemy spy ship in orbit. I have my own designed for stealth and electronic intercepts. Park it in orbit and your space spy collects info. Anyway, once I found the enemy spy, I had 3 options: reveal the spy and protest, Ignore it OR...feed him false information. When I chose the last one, I was presented with a list of things I could feed. I'm not ready for war so I tried to feed him info that my military was much more powerful than they thought but that my economy was far weaker. Hoping that convinces him to wait a bit longer. Great option.

You can also build ships that allow you to drop a special unit onto the planet that can sabatage buildings or perform other mischief.

I much prefer this over the DW list of things for the spy to steal. The false info is great. Just depends now on how well the AI uses it. In other words, does it have an effect
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on March 31, 2016, 05:45:00 PM
I much prefer this over the DW list of things for the spy to steal. The false info is great. Just depends now on how well the AI uses it. In other words, does it have an effect

And does he uses it on you.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on March 31, 2016, 07:12:45 PM
Something that IS different from other 4x's in espionage. I detected an enemy spy ship in orbit. I have my own designed for stealth and electronic intercepts. Park it in orbit and your space spy collects info. Anyway, once I found the enemy spy, I had 3 options: reveal the spy and protest, Ignore it OR...feed him false information. When I chose the last one, I was presented with a list of things I could feed. I'm not ready for war so I tried to feed him info that my military was much more powerful than they thought but that my economy was far weaker. Hoping that convinces him to wait a bit longer. Great option.

You can also build ships that allow you to drop a special unit onto the planet that can sabatage buildings or perform other mischief.

I much prefer this over the DW list of things for the spy to steal. The false info is great. Just depends now on how well the AI uses it. In other words, does it have an effect

I haven't had this happen yet and I am totally "wow'ed"..... talk about game design that thinks outside of the box. Kudos.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on March 31, 2016, 07:17:50 PM
I much prefer this over the DW list of things for the spy to steal. The false info is great. Just depends now on how well the AI uses it. In other words, does it have an effect

And does he uses it on you.

Yes, that too. I want to see if he actually takes the false info and makes a decision based on that which the AI would NOT have made had it recieved real info. Of course the Dev will say yes...it alters the logarithm, but time will tell.

I DID SEE today that the Dev is working on improving the graphic weapon affects and explosions which is nice. For me though, this game is screaming for a DLC that builds on the espionage. It's such a great system with stealth spy ships, breaking crap, blowing up ships and false info. Me wants it

Edit: I'm wrong about the unit sent planet-side to wreak havoc. That is "abstracted" like other games. You pick "incite a rebellion" like DW and it begins. I had misunderstood a post.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 11:16:55 AM
Well I still don't know if the AI uses false info but I CAN tel you it certainly uses the hell out of espionage. I went to war with the cat people race. Next thing i know buildings and ships are going up in flames at about 5 planets. That means they had a spy ship there ready to execute the plan and sabatage stuff when war started. Sleeper cell sort of. Only cost a few factories but the ship hurts. Which brings me to the thing I love most about this game:

Every 4x tries to find away to make individual ships or units important since they aren't real people. Otherwise, the tendency is to put them in situations no real leader would and not to care if they are lost. This is always accomplished by "experience@ whereby the longer a unit lives, the better it gets. Polaris does this but that's not why ships matter. Ships matter because it takes A LOT of resources to build them and a lot of time. I am trying to build an destroyer for example and at my best industrial planet, it takes 4 years...at most it takes about 10. If that ship gets destroyed, that's a lot of resources down the drain as well as a long time to replace

You WANT to keep units alive because there is no way you will able to replace them in time to affect the war!
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 01, 2016, 11:21:55 AM
Yeah, this is one of the aspects of Polaris Sector that I'm liking the most.. the time scale of everything... it feels epic. Spaceships should take years to build and should be a drain if you loose them.
It should takes years to develop specialized tech at the expense of researching other needed ideas.

I just wished that they'd let us name our ships...that would add even more stress on keeping them alive.....  :(
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 01, 2016, 11:37:22 AM
There is a way to name your ships. In the economics screen, fleet list, there is a rename button next to the each capital ship.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 01, 2016, 11:52:14 AM
There is a way to name your ships. In the economics screen, fleet list, there is a rename button next to the each capital ship.

Really?!? Cool! Thanks!  O0
Title: Re: Polaris Sector - another new space 4x
Post by: RedArgo on April 01, 2016, 12:06:08 PM
I don't have the game yet, but with the long build times, is there an option to "buy now" like many 4x games have?  I don't like that, speed up a little maybe is ok, but insta buy is goofy.
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on April 01, 2016, 12:10:31 PM
There is a way to name your ships. In the economics screen, fleet list, there is a rename button next to the each capital ship.

Really?!? Cool! Thanks!  O0

oh man, that and the veterancy they accumulate is awesome

unleash the SS Gusington
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 01:02:46 PM
I don't have the game yet, but with the long build times, is there an option to "buy now" like many 4x games have?  I don't like that, speed up a little maybe is ok, but insta buy is goofy.

No "buy now" option thank god. I'm not sure how- in real life- you can get an aircraft carrier built in 1 day just because you have money. No, this game makes you take care of your toys. You don't have tons of ships and they take along time to build.

You can rename individual ships i think as stated above. BUT, is there any way to name a fleet? I hate that I can make a fleet but it just shows as "fleet". Better yet, an option to organize my marines into units and name them.

I haven't experienced the loss yet but I see it coming: 15 years to build a giant troop "amphibious" planetary  attack ship(a good reason to keep designs as simple as possible..more stuff equals more time), 2000 marines to board it and about a dozen tanks. Another is under construction and will carry ground attack craft. If I lose that ship on the way, that's about 100 years worth of construction all told. Even though that is split between planets that have shipyards, it is a huge investment in resources and time to build that.

You can ou build one thing at a planet at a time. So if you are spending 15 years on a troop ship, that's 15 years you can't build research buildings, farms, upgrade ships, etc.

Ships=investment and there aren't enough that you can throw any away. I have 4 fleets of about 8-10 ships each, but even the corvettes are valuble.

I'm such a pathetically giddy fanboi when i get a good game. Lol
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 01, 2016, 01:52:15 PM
I don't have the game yet, but with the long build times, is there an option to "buy now" like many 4x games have?  I don't like that, speed up a little maybe is ok, but insta buy is goofy.

BUT, is there any way to name a fleet? I hate that I can make a fleet but it just shows as "fleet". Better yet, an option to organize my marines into units and name them.

One of those immersive features that just happens to be in MOO3 at the exclusion of all other 4x games. How often in a space 4x can you create combined arms battalions, Regiments, Divisions, Corps and Armies and actually name them?

I like your description of the monumental cost in time and resources to create something such as an invasion force, that in most games we would just take for granted.  Invasion on a planetary scale would truly require a titanic expenditure of time, resources, energy and will power. Losing such a force in space would simply be disastrous.
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 01, 2016, 01:54:09 PM
First game and I'm having my ass handed to me in tactical battles. I fixated on getting the capital ships research to the exclusion of all others, so even though I have Cruisers and Battleships, I'm facing an enemy with better weaponry. My fleet got shot apart by better torpedoes and Fighters.
Fighters really are the crux of combat and it really is naval carrier warfare in space, which is great. I've not been off it since yesterday.
It's a keeper.

I like the way Tech is vital, moreso than other games (not just prerequisite milestones). If you successfully steal an important tech from an adversary, it's a game-changer.
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on April 01, 2016, 01:58:10 PM
Someone needs to make an Honor Harrington mod
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 01, 2016, 02:31:22 PM
This is now my favorite 4x game. It still has warts and the dev has said he is addressing some of them already. I expect this game to be a classic. DW took a long time to polish and I think Polaris Sector is already well on the way. I like it because it has everything in it that I want in the right doses with a better than average UI. Perfect? No, but well on the way. Needs management tools, UI buffs, etc. It has more espionage and invasion stuff than I want, but I can tolerate what is there because it is done well and may get better. The key is depth and simplicity (elegance?) ...hard to explain. I just hit a wall in fleet size due to minerals. So, to continue building ships I had to redesign all of my ships, sometimes sub-optimally, to fit my available mineral supplies. Now I have to refit my ships without getting whacked by the AI or letting the pressure up in key sectors. BTW, I am almost always outnumbered 3-1 in fighters. The key is to annihilate the enemy ftrs with AA ships and then unleash your own...but carefully. Losing a fleet is a BIG deal due to long construction times. A planet with 5+ orbital factories is a true treasure.

Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 02:42:43 PM
 It is my favorite as well not even close. I made the mistake of bringing a carrier a long armed only with fighters that were armed with torpedoes.  They were identified by the enemy fighters which were armed with… Something other than torpedoes. Long story short was that about 100 torpedo bombers were torn apart by the enemy fighters. My  frigates and point  defense  made pretty short work of the enemy fighters because they had to get so close to hit my ships, but that's a lot of bombers to lose and that's a lot of production time and resource to replace those.

 I find the tactical combat to be not so much a "rock – paper – scissors" contest as it is a combined arms contest. It's not that fighters beat anything in particular, it's that if the enemy has fighters with long enough range weaponry, those fighters can stay out of range of your weaponry and maneuver.  Another example is when I brought for new frigates into battle by themselves. They were armed exclusively with plasma missiles and they hold lot of them. Unfortunately the enemy ships had a lot of short range quick firing lasers which are perfect for point defense. The enemy ships chewed up my missiles as soon as I threw them out. Meanwhile they closed with me and started ripping me apart with lasers. I lost two ships before I could retreat. You cannot put all of your eggs in one basket which I think is the sign of a good tactical battle system.

@jarhead. +1 for Moo3. The ability to name units and organize battalions and divisions was one of the things I like most
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 01, 2016, 02:44:13 PM
Try not to build factories and orbital factories on earth-like planets...unavoidable at times. Use laser type energy weapons to kill fighters. Missiles might need buffing. While they are devastating, missile carriers have a hard time living long enough to reach firing range against late game weapons.    I usually have three variations of each hull type: carrier, beam/energy and missile.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 02:46:37 PM
 New review of Polaris up at space sector.

http://www.spacesector.com/blog/2016/04/polaris-sector-review/

 I will say that I disagree with the author about exploration. For the same reasons he does not like exploration I do like it. I don't want to find space monsters and mysterious people that have somehow managed to make it into space before I did. I don't want cheesy sci-fi things like  ancient alien ruin s on every single planet that give me some kind of new technology. I like exploring the vastness of space and uncovering empty  worlds that may or may not have anything of value. He calls it boring I call it realistic.

 Overall he did not like it very much. Seems everything came back to the lack of space monsters and exploration and trouble with the user interface. A lot of complaining about a frustrating experience because he can't figure out how to do things. I can't say I've had the same problem but to each their own. After reading it I think it comes down to the game is to "realistic" and does not have enough "pew pew", space monsters and quests.

 For example: in his "the bad "section he writes "not enough meaningful decisions quote. I disagree. The placement of buildings as in what planet you want to build what on our extremely important choices and will leave you short of resources minerals proper research or factories. You will find yourself unable to build ships or lacking food.  Nothing different than other 4x's but meaningful nonetheless. Also your ship design is an important decision because you're stuck with those ships for a long time. I'm sorry there are no quests or decisions you have to make like whether to execute your fleet captain or some crap

 He had a few valid points and to each their own
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on April 01, 2016, 03:01:08 PM
Can you guys speak to his comments about the enemy spamming corvettes and fighters, or the lack of utility of missiles as long-range weapons?  I have the game, and was getting pumped to play after reading the last several pages of this thread, but that review is bursting my bubble a bit.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 01, 2016, 03:05:19 PM
Ghostryder...the problem isn't your opinion, I think it's your attitude. We're happy to have you here, but please be respectful and polite. Nobody has called you a liar. Some have disagreed with you, but there is nothing wrong with that.

Please control your temper. Thanks.


I'm not angry-how can anyone derive that idea from my posts? If i was angry I'd be attacking--the last post directed towards me had a "shut up" in it--now that shouldn't angry but hard to tell with the anoynomity of a forum.

As for evidence? I've been out of town and just got back---but i will note in the screenshots since there's none of the opening screen, nor any races shown---which could quite easily be done by selecting a planet---those screenshots my be of 5 different races for all I know--which of course would start in 5 different positions. I'll try it with just one race as i have been on different maps and see what happens.  :smiley6600:

But me angry? lol I'm the most non angry guy you'd ever meet  :P
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 03:09:56 PM
Freyland: Both true. The AI loves corvettes and fighters. You can't really "spam" anything as the economy won't allow it. I think that view is skewed though. Tech takes a long time and frigate/destroyer/cruiser hulls are pretty far down. I just think at this point in my game, they haven't researched it. But yes, so far it's just corvettes, fighters and bombers (and heavily armed space stations). I do believe i have seen a few frigates but I just can't say 100%

Missiles? Yeah, single warhead missiles are pretty useless when the other ship has laser point defense...as it should be. In space, you wouldn't have a hard time burning a hole through a missile based on distances and such. This game doesn't artificlly "balance" combat for the sake of balance. Some weapons don't work well. That said, I just discovered MIRV tech and THAT WORKS. Some missiles are alive long enough to break up and dispatch their multiple warheads. Overwhelms defense.

I'm a little put off when people complain that a certain does not work well i'm a little put off when people complain that a certain does not work well but they don't explain why.  Missiles early on it don't work long range because point defense.  Want to use missiles? Put them on fighters and wants them from your carrier. Fighters get really close and they swam around which means they hit it from all angles.maybe the author should have tried that before complaining that a weapon doesn't work

 Man, I have to stop posting on this thread...I'm becoming ridiculous LOL
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 01, 2016, 03:14:21 PM
Ghostryder...the problem isn't your opinion, I think it's your attitude. We're happy to have you here, but please be respectful and polite. Nobody has called you a liar. Some have disagreed with you, but there is nothing wrong with that.

Please control your temper. Thanks.


I'm not angry-how can anyone derive that idea from my posts? If i was angry I'd be attacking--the last post directed towards me had a "shut up" in it--now that shouldn't angry but hard to tell with the anoynomity of a forum.

As for evidence? I've been out of town and just got back---but i will note in the screenshots since there's none of the opening screen, nor any races shown---which could quite easily be done by selecting a planet---those screenshots my be of 5 different races for all I know--which of course would start in 5 different positions. I'll try it with just one race as i have been on different maps and see what happens.  :smiley6600:

But me angry? lol I'm the most non angry guy you'd ever meet  :P

Well good to hear it. However, please take it to heart that from the perspective of an objective outside observer, that is not how your posts were coming across.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 01, 2016, 03:18:07 PM
I'm having trouble figuring out the balance between food consumption, population, mineral extraction and building construction. For instance, on an inhospitable world, how many domes should I build? How many farms should I build for food consumption, etc. Is population transfer from planet to planet automatic in any respect?
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 03:30:59 PM
I'm having trouble figuring out the balance between food consumption, population, mineral extraction and building construction. For instance, on an inhospitable world, how many domes should I build? How many farms should I build for food consumption, etc. Is population transfer from planet to planet automatic in any respect?

To transport population from one planet to another you need to build a transport freighter with the transport modules. You take it to one planet load up calling us and then fly to the other planets and drop them off.

Balance is hard. Keep in mind that the platforms on water planets and tones on other planets so only exist to increase your population. Think of them as housing. I would make sure and build mines on every planet so you can get the resources...but Balance is hard. Keep in mind that the platforms on water planets and domes  on other planets only exist to increase your population. Think of them as housing.

 I think the best thing to do is to build nothing but research and farms on ocean planets,   and build nothing but factories and orbital platforms and installations on the volcanic frozen and hot worlds that you colonize for minerals.  I think the best bet is to leave the terrestrial planets as balanced so that they can produce a few things but mainly do research and farming.

 It is difficult to "balance quote because building a few big ships sucks up so much resources that it's hard to plan for things. I do find that trade contract with other races help alleviate that. By the way about halfway through the game I switched up and made my ocean planets solely research and my terrestrial planets almost solely farms (with 2-3 mines of course)That is worked out fairly well but not sure which is better.

 The most important thing to remember though is that you don't get the resources and minerals that a planet has simply by colonizing it like you do with a lot of space 4x games. You have to build the appropriate mine it only requires one to do it so it's worth doing it on every planet I think
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 01, 2016, 03:32:17 PM
When you discover a planet the graphs shown pretty much tell what type is best--well they aren't graphs--just filled lines---but you cannot build the max ammount at colonization anyhow---you must have "people" ---- so your either building a couple domes or a couple platforms(Ocean planet) before you can build any research, farms or industry---and at that stag it tells you how many of each you can build.

Per planet percentages really isn't that important--it's the Empire amounts---as everything is shared anyway--and I use the overall storage/consuption lists on the main galaxy screen--as long as those numbers are going up you should be good-
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 01, 2016, 03:46:27 PM
Okay did some quick game starts. First galaxy type Elipperal----that's the one that shows () in the upper left on setup. Always human, 9 races---I start in the same upper left---HOWEVER if I adjust star amounts from default value of number of players I start in a different area. Set with 4 players puts me in the middle, 6 lower right etc---I imagine then the map is set up much like a Booleen graph--your moved over to the next slot if it's free---either by adding slots(Stars) or freeing slots by lowering races-

What i would like to be able to adjust is my starting distance from other races/pirates and the percentage of valuable planets.

Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 03:50:12 PM
 You are correct that everything is shared. However, certain planets allow for more of a particular thing. For example you can't build farms on Rocky volcanic or any other planet besides ocean or Terran. Ocean and Taryn allow for a lot more research locks then other worlds. Ocean allows for more research than any of them. So the planet kind of dictates what type of thing you would put on it.  you might be able to build 4 mines on a specific planet but that might prevent you from building the original 50 research buildings that you could have built without them. Mines might not make so much sense then if there are only a few resources and they're not that plentiful . Also certain buildings exclude other buildings. Build too many factories and you can't build any farms or research. So we really do have to specialized. I don't think building a little bit  of everything on each planet is effective.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 01, 2016, 03:55:57 PM
Okay did some quick game starts. First galaxy type Elipperal----that's the one that shows () in the upper left on setup. Always human, 9 races---I start in the same upper left---HOWEVER if I adjust star amounts from default value of number of players I start in a different area. Set with 4 players puts me in the middle, 6 lower right etc---I imagine then the map is set up much like a Booleen graph--your moved over to the next slot if it's free---either by adding slots(Stars) or freeing slots by lowering races-

What i would like to be able to adjust is my starting distance from other races/pirates and the percentage of valuable planets.

Why are you spending so much time trying to disprove what somebody else posted about a game that you don't like.  Do you think they really spent the time to falsify screenshots just to prove its random?  I don't  understand why you are expending so much effort to find reasons not to like a game and to show others why they shouldn't like it either
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on April 01, 2016, 04:11:02 PM
Last word syndrome makes it all worth it to some people.
Title: Re: Polaris Sector - another new space 4x
Post by: WYBaugh on April 01, 2016, 04:44:36 PM
Ghostryder, can you post a  screenshot of your game setup...the screen before the initial positioning?

I started two separate games, took the defaults, started as human and it placed me in two different locations.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 01, 2016, 05:45:50 PM
I'm not trying to disprove anything, I'm just trying to figure out how the dev laid out the galaxy setup. It's a weird mix to say the least. in many ways it appears scripted with preset positions---this would be normal in regards to say 'pirates' or 'space monsters' in relation to the players position--almost all 4x games do that--but this game seems to stick you, in relationship to other empires- in pre-determined areas.. For example it is impossible to set up a 2 player race with 900 planets -- in hopes your be at one end of the galaxy and the other player will be on the other end----as for one, as you reduce the number of players the game reduces the number of stars---and does not allow you to increase it. For every race you deselect your total star count restricts 100 stars less--so a 2 race game can only have a maximum of 200 starts. 4 player 400 and so on.

That's something I have not ever seen in a 4x game---why can't I have 2 players in a 900 star galaxy? there's a few reasons as a programmer myself I can think of---take for example XCOM2 and how they do their maps. It's a build of premade blocks fitted together---have enough blocks and maps don't repeat or appear not to--but the variables of that individual block is fixed. So One possability is the galaxy map here is built the same way because the developer wishes for you to engage pirates early and another race or whatnot-so events within that block are scripted as opposed to random.

Another possability is there is an inbuilt limit to 100 planets per player----in terms of the data being handled in the varables---the game may not be able to handle a 2 player game on a 900 star map because of the way Global variables were defined. The game will then bug out once a player started colonizing more than 100 planets---

The reason I'm fixated on it as discovering this foundation I can then have a solid bead on what to expect A.I. wise from the game---as the Map is the foundation of which the A.I. operates. And a house is only as solid as it's foundation ----the same holds true for how the game world is created -- and how it is feed to the A.I. blocks.

Or in laymen's terms I'm trying to access the game-- perhaps there's something new and ungue about the galaxy setup that allows for better experiences? Or the opposite? It's an interesting puzzle -- but it's not because I'm here to prove or disprove anything--I just want to know how the damn thing works before I can really do that   :-\
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 02, 2016, 02:03:56 AM
It's easier to ask a developer on the official forum than trying to guess :)

I saw him even showing some parts of code to explain how things work.
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on April 02, 2016, 03:49:20 AM
Try not to build factories and orbital factories on earth-like planets...unavoidable at times

waaaaah - why not? i have used earth types as my primary factory outputs

I don't think building a little bit  of everything on each planet is effective.

+1 i tried a 'balanced' colony manager and it specialised in nothing and excelled in nothing - ended up knocking it all down and setting all planets to micromanage - im a geek like that

Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 02, 2016, 06:25:34 AM
I kind of agree. Balanced colonies even in thier discription says they only produce for that planets needs. Better to focus on whatever your short on. In my game I've only discovered one earthlike in 30 colonized planets consisting of mining or industry---so I either need farm or research. Since my global food is still raising I picked research.
Title: Re: Polaris Sector - another new space 4x
Post by: Grim.Reaper on April 02, 2016, 06:51:22 AM
Been trying to resist purchasing since waiting out stellaris.....but starting to think I might have to try it after all....
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 02, 2016, 07:34:22 AM
I kind of agree. Balanced colonies even in thier discription says they only produce for that planets needs. Better to focus on whatever your short on. In my game I've only discovered one earthlike in 30 colonized planets consisting of mining or industry---so I either need farm or research. Since my global food is still raising I picked research.

Yeah, I found 3 earth-like in my current game in the first 10 or so stars. First game was like yours 1 in about 20 or so. I think EarthLink planets are far less important mid-late game as your big industrial rocky/desert/frozen/volcanic planets will churn out more ships. If only because the Terran planets are needed for food and research. Early game though, like in your situation, a lack of earth-like planets really hurts because you can't expand. Need planets to make food and people. So even when you get atmospheric domes (or find water or earth-like) you don't have the population to colonize. Or at least it's harder

I was winning my game but a far distant second in planet numbers and population to the Cat guys. I have been at war for them awile and my economy is a wreck. I'm spending so many resources and time building ships on those worlds, I'm not able to build domes, factories, mines, etc. things are falling apart and I'm now 2nd place. Lost about a dozen ships in combat but I had a pitifully small navy to start with.

3 things I will do differently next time:

1: understand that ships take a long time to build and lots of resources. Unlike other 4x's, I can't wait until I'm at war to build up a navy. Takes too long.

2. Related to #1, the more crap you put on a ship, the more resources and time required to build it. I think it may be better when caught with a navy too small, to build numerous cheap ships instead. T-72s instead of M1's. I'm thinking no shields, half the fancy weaponry and less gadgets like ballistic computers.

3. To aid with #2, weapon placement matters. Weapons in turrets ON THR TOP DECK fire in a 360 arc. On the lower decks, it's a 90 arc facing out. I had been placing point defense up top for coverage and anti-ship stuff below decks. Problem is that when attacking other ships or stations, you move towards each other...ships move very slow so there is a lot of firing as you close. By the time you turn broadside, the battle is half over. I also underestimated range. Next time I'm putting PD on the lower deck all around the edge and putting bigger turrets with ship killers up top. That way I get long range forward firing
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 02, 2016, 07:54:19 AM

2. Related to #1, the more crap you put on a ship, the more resources and time required to build it. I think it may be better when caught with a navy too small, to build numerous cheap ships instead. T-72s instead of M1's. I'm thinking no shields, have the fancy weaponry and less gadgets like ballistic computers.

3. To aid with #2, weapon placement matters. Weapons in turrets ON THR TOP DECK fire in a 360 arc. On the lower decks, it's a 90 arc facing out. I had been placing point defense up top for coverage and anti-ship stuff below decks. Problem is that when attacking other ships or stations, you move towards each other...ships move very slow so there is a lot of firing as you close. By the time you turn broadside, the battle is half over. I also underestimated range. Next time I'm putting PD on the lower deck all around the edge and putting bigger turrets with ship killers up top. That way I get long range forward firing

I think you have #3 right. Top deck for ship killers, other decks for missile-fighter killers. I have found that when I have inadequate energy that replacing a 6x6 top deck slot with 4 small turret Eximer lasers (in place of below deck slots, which are then left empty) makes for awesome 360 degree Point defense

Also, I have to keep an eye on on item cost in minerals, gravitonium and one other (the blue one) always run short. Taking an inferior weapon/engine is sometimes a better economic decision. And re. earthlike planets in answer to a question about my above earthlike planet comment. Earthlikes are too valuable as food planets to use them as factory planets. That's not a rule, but a guideline to remember. As you colonise gas giants, etc later on that can grow little or no food, the shortages  make those food planets valuable.
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 02, 2016, 08:54:17 AM

I think EarthLink planets are far less important mid-late game

With resource shortages I've found it necessary sometimes to micromanage an Earthlike planet and temporarily dismantle whatever typical buildings are there to shift production to resource generation.

Quote
2. Related to #1, the more crap you put on a ship, the more resources and time required to build it. I think it may be better when caught with a navy too small, to build numerous cheap ships instead. T-72s instead of M1's. I'm thinking no shields, half the fancy weaponry and less gadgets like ballistic computers.

I'm currently in a stand-off against the lizards and my southern expanse has a single chokepoint between me and them,  which I renamed 'Bastion'. All I have to do is hold them off, so I built a crapload of system-only ships, mostly corvettes and frigates (1 fuel tank each) quite cheaply, hundreds of Fighters (un-hangered) and battlestations. Ships in orbit get auto-refuelled and repaired with no need for support ships.

Worth noting is that later ship component techs use different resource combinations and lose some. A lot of my early ships required lots of Plutonium which became scarce so I was forced to trade with other empires. Some of the later ship parts don't require Plutonium, so suddenly there was a solution. I redesigned all my capital ships and bingo, problem solved.

EDIT: I just researched Celestial Stations so now I can colonise and mine Gas Giants for Plutonium. Win.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 02, 2016, 10:12:47 AM
Wish my empire had a southern choke point. Enemy has 5 ways of accessing it including a wormhole. Unfortunately, the planets at these 5 locations aren't industrial giants so a battle station takes forever to build. If I can stop this war and catch-up, I can build a good battle station at a factory planet, then disassemble it and transport it over in my freighters
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 02, 2016, 10:53:31 AM
My biggest enemy is pirates. They are really annoying. They come into my systems, destroy orbital infrastructure, and when they are weaker than the fleets I send after them, they just cut and run.
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 02, 2016, 11:04:15 AM
My biggest enemy is pirates. They are really annoying. They come into my systems, destroy orbital infrastructure, and when they are weaker than the fleets I send after them, they just cut and run.

I turned off pirates for my first game as I wanted an 'easy' start.


Wish my empire had a southern choke point. Enemy has 5 ways of accessing it including a wormhole.

Yeah, I had that one. Sneaky bastards tried a sneak attack. By sheer luck I had a Battleship with escorts parked nearby and the 'battle' was their retreat. I got one up on them though because I just discovered Stargate tech. You build 2 freighters with a gate module in each. One stays in the system you are travelling from. Stack the second one up with fuel if you need insane range on it. Send this one to your location (can even make it stealth) and once it gets there you initiate a gate, both freighters vanish and a temporary stargate is built. Send your Fleet through. 

I love this game. It doesn't come with predefined 'techs' that are doctrines or tactics. You make your own and this is where I really dig it. I have tailored fleets for tactical/spying/strike/invasion etc.
I'd dare to say that this 'might be' the spiritual successor to MOO3. If it's this good at release, with added DLC and mods this could be freaking superlative. Seriously, if they could allow us to name fleets and make a planetary force hierarchy (corps, etc.) and add a few more info screens for empire management this would be fantastic.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 02, 2016, 11:09:36 AM
Speaking of invasions, has anyone launched one? How does it all work?
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 02, 2016, 11:14:40 AM
Speaking of invasions, has anyone launched one? How does it all work?

I have. 2000 marines and 10 ground attack craft bs planet with population of 12,300. Lost 500 marines in the drop so I don't know if the planet had defenses. The remaining marines and attack craft were insufficient and I pulled them up when they were at about 70% casualties.  I am trying again with 2 ships containing 4000 marines 10 attack craft and 25 tanks.

Something I dislike about planetary assault is the inability to conduct orbital bombardment. You can bombard a planet but it kills civilians and the rest of the galaxy will hate you. Seems reasonable to be able to bomb military installations like planetary defenses and military bases to pave the way for the assault and make sure 500 marines don't die on the way down
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on April 02, 2016, 11:21:29 AM
Speaking of invasions, has anyone launched one? How does it all work?

I have. 2000 marines and 10 ground attack craft bs planet with population of 12,300. Lost 500 marines in the drop so I don't know if the planet had defenses. The remaining marines and attack craft were insufficient and I pulled them up when they were at about 70% casualties.  I am trying again with 2 ships containing 4000 marines 10 attack craft and 25 tanks.

Something I dislike about planetary assault is the inability to conduct orbital bombardment. You can bombard a planet but it kills civilians and the rest of the galaxy will hate you. Seems reasonable to be able to bomb military installations like planetary defenses and military bases to pave the way for the assault and make sure 500 marines don't die on the way down
As much as I would prefer to isolate military targets, it's hard to imagine that happening.  If you are using missiles, to take out anything significant is likely to have a large warhead.  If you are using some form of laser, it would have to be pretty impressive to maintain potency through the atmosphere and the long distance of orbit, so I think it too would have lots of collateral damage.  Besides, the military will be defending important shit like population centers, industry and infrastructure, and that's where the civvies live. 
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 02, 2016, 11:35:58 AM
Speaking of invasions, has anyone launched one? How does it all work?

I was about to take a strategically important planet that the lizards own. I shot out their defences and sent bombers over loaded with planetary bombs. I dropped the lot, wiping them all out. Then I got the only two races I have good relations and trade with sending me diplomatic messages of 'outrage and shock at the carpet bombing and loss of innocent life'. Because of playing previous 4x games, I hadn't taken civilians into account. I've never seen this before. My trade partners relationship with me nosedived and for the sake of holding on to their trades which I vitally need, I halted the invasion. It appears you can't easily steamroller across worlds without repercussions. The only way to take planets is the old-fashioned way. I guess I'll have to build troops in force.
However, this was another point where the game entered another level of awesome for me.
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 02, 2016, 11:55:32 AM
The good way to take planets is via diplomacy. You first destroy space defence and then propose peace with the condition of transferring all blockaded planets.

Or you can first destroy defending ground forces with your spies.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 02, 2016, 12:55:57 PM
You can bomb planets and take them easily...only thing is- as you found out- every other race will instantly have a negative relation. Worse, in my game, the aliens that were very friendly with me and with whom I had a trade, exploration and research treaty, not only had an instant negative relation, but allied with the guys I was at war with!
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 02, 2016, 03:21:01 PM
The good way to take planets is via diplomacy.
Now, where's the fun in that?
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 02, 2016, 03:25:59 PM
Speaking of invasions, has anyone launched one? How does it all work?

You load transports with a mix of troops, fly to the target and unload them. They fight. I had one fight where I dropped 4 transport loads, each transport held 7000 troops, on the planet and was told I faced twenty years of a losing battle. So, for the next 5 or 6 years I shuttled troops in with those transports from nearby planets where I was building them as fast as I could. I have had several attacks go like this. And I lost one or two fights where an enemy fleet intervened and drove off my covering forces. Taking a planet can be a huge investment.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 02, 2016, 04:36:00 PM
And it should be a huge undertaking. Just think of every invasion Earth movie ever.....  ;)
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 02, 2016, 05:12:15 PM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on April 02, 2016, 05:38:58 PM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.

Funny you should mention that! I was just thinking about doing that for my next game. I think it would draw me into the game even more.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on April 02, 2016, 05:51:28 PM
Must resist.....must resist!
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on April 02, 2016, 05:53:30 PM
Anguille, you would like this game.  8)
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 02, 2016, 06:31:06 PM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.

Funny you should mention that! I was just thinking about doing that for my next game. I think it would draw me into the game even more.

WITP in space?
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 02, 2016, 07:14:47 PM
The game's beginning to grow on me, presenting me with numerous problems. My early expansion only led me to one earthlike---afraid I'd fall behind in research because I hadn't even come across an ocean planet I picked research focus on the earthlike planet--problem was once the population expanded on all those desert planets I began to have negative food---and though my stores had nearly 90 million units the loss began to grow rapidly--first 100k, then 120k, 150k, each month it just kept getting worse. My 90 millions stores were soon at 80 million and dropping fast.

The neat thing is one of my scouts spotted a GIA planet...whoppeee! The only trouble was it had 80 fighters guarding it. It wasn't colonized but in order for me to to i had to take out those fighters---the problem was I still had no military--and building just 1 carrier and 1 strike frigate along with the needed refueler to reach the planet would take nearly 30 years. My food would be gone by then--not to mention it would take 20 years for my fleet to travel there even after i built it. All nearby planets were so young trying to build a fleet with those was 100 plus years. I had no choice but to go to my starter planet and nuke the "balanced" and focus on food---this of course killed the industry and research there and set me back but it was better than mass starvation I suppose?

I think the time scale is what sets the game apart from other 4x games. i've never been so aware of the 'time' factor in any other 4x game zans this one. Building a huge Armada can take 100s of years---and even upgrading them as new research comes online can take almost as long. What it does effectively then is restricts the player from making huge stacks of doom fleets and steamrolling through the game---

Engine, energy and fuel tanks are serious upgrades---once you get them you just have to upgrade everything as travel distance and time is so greatly increased. I always have a solar generator on my fueling ship-and it can sit 20 years in a spot refueling before my fleet can go on to the next star. So early on even though they are a drain I build on dwarf planets just for fueling purposes although I have yet researched any military installations.

Being lucky to come across 2 or 3 earthlikes alone with a couple ocean planets can be a huge boost--not doing so in my latest game has arisen major challenges which are fun to deal with because they are all tough choices. Killing all those research and factories on that starter planet to grow some corn made me sweep ---





 
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 02, 2016, 09:48:59 PM
Man, ou guys have me seriously jonesing for this game!  Must resist, must resist...
Title: Re: Polaris Sector - another new space 4x
Post by: Grim.Reaper on April 03, 2016, 12:30:33 AM
I think they are secret agents from silterine playing mind games with us to purchase:)

Really does sound like something to buy....
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 03, 2016, 02:50:18 AM
The developed has promised to allow naming fleets...
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on April 03, 2016, 03:51:26 AM
My first wormhole experience was entertaining. I didn't realize they could be 1 way only, so my scout ends up on the other side of the galaxy with no way back. Then next system over they find another, and we proceed to lost contact. RIP brave souls.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on April 03, 2016, 05:17:05 AM
Anguille, you would like this game.  8)
I know i will.... ;)

It's just that i already have so many games i still have to play  :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 03, 2016, 05:54:33 AM
My first wormhole experience was entertaining. I didn't realize they could be 1 way only, so my scout ends up on the other side of the galaxy with no way back. Then next system over they find another, and we proceed to lost contact. RIP brave souls.

Yeah... that was my first experience too.  :D

Now the only ships to go through wormholes have solar converters so they can continue to scout without a home base nearby.... but it still hurts when a wormhole eats your ship.....  :(
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on April 03, 2016, 06:27:45 AM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.

Funny you should mention that! I was just thinking about doing that for my next game. I think it would draw me into the game even more.

WITP in space?

LOL....I thought the same thing...!
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 03, 2016, 06:33:50 AM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.

Funny you should mention that! I was just thinking about doing that for my next game. I think it would draw me into the game even more.

WITP in space?

Not even close. It's a good game with some nice features, but nowhere near that kind of complexity.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 03, 2016, 06:49:10 AM
Game of the year for me so far. I know a game is pretty damn good when I start making notes in a dedicated notepad.

Funny you should mention that! I was just thinking about doing that for my next game. I think it would draw me into the game even more.

WITP in space?

Not even close. It's a good game with some nice features, but nowhere near that kind of complexity.

Thankfully!  O0
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 03, 2016, 09:09:51 AM
the question came up in the steam forums about the formula for how many building slots get blocked off when you build something else. For example, you may have 35 production slots and 100 farm to start, but after a few farms you now have only 5 production. Just posting here to see if anyone knows:

"I am trying very hard to understand how the blocking of building types works.

Example: I have an earth-like planet with 46 production, 9 mining, 26 research and 100 farming slots. Building 1 farm instantly blocks 36 production slots and 1 research slot. adding another farm doesn't change the numbers. 1 factory on the other hand blocks 1 research slot and 12 farming slots, 2 factories block 2 research and 24 farming slots. Also, I can only fill 22 of the 26 research slots with research centers, even though the other 4 are not blocked.

Is there any fixed rule how availability is calculated? Is the "cost" in blocked buildings displayed somewhere?

Since apparently noone asked the question, am I missing something obvious?"
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 03, 2016, 11:46:17 AM
OK you barstards, I broke down and picked this up...awaiting the install to complete.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on April 03, 2016, 02:11:29 PM
I couldn't keep myself from getting this game yesterday. After playing for a number of hours I'm still a bit confused on research. There must be some kind of strategy involved with picking a direction to travel with research. So far I've been stumbling along more or less at random without a clear idea of what tech I want or even need.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 03, 2016, 03:06:21 PM
I couldn't keep myself from getting this game yesterday. After playing for a number of hours I'm still a bit confused on research. There must be some kind of strategy involved with picking a direction to travel with research. So far I've been stumbling along more or less at random without a clear idea of what tech I want or even need.

Ok, there are 2 types of research: fundamental and Applied. There is a slider to control how many research point go to either. Applied tech leads to stuff to use: reactors, weapons, shields, buildings, etc. fundamental unlocks new THEORIES which are required in order to use "applied to get something.

For example, if you want shields, you will have to wait for the "field theory" applied science to unlock (in the beginning there are only 4 unlocked applied sciences but that will change to 20 or so at a time). Once that appears, you put a check in the checkbox next to "field theory". That sends points into field theory that, after time will unlock shields. Now, in order for "field theory" to appear in the applied sciences column, you have to have done sufficient FUNDAMENTAL RESEARCH, which is controlled by the 4 sliders: biology, chemistry, math and physics.

So, fundamental research opens applied sciences...which applied sciences depends on how many points you have set to each slider. Once the applied science unlocks, you put a check next to and you will begin to funnel research points into that specific tech.

It is important to know that the research point distribution is determined by the number of applied sciences you have checked. Only 1 means 100% goes there. 2 means 50% each. You may think you want to do 100% at a time but you don't. That's because - and this is what I love about it- a certain invention like a weapon, shield, reactor, etc required MORE THAN 1 applied science.

So to get SHIELDS, you may have to send research (by checking the box) to not just field theory, but also islands of stability and force fields and super conductors....for example. All this means that generally, you are directing the areas of research and not a specific tech. So by increasing the "physics" slider, you will get more applied science dealing with plasma, nano tech, force fields, etc.  Then you check those boxes and you will end up getting items related to those techs over time

Now, if you want a specific item, like lets say "atmospheric domes" to enable colonization of frozen/desert worlds, just click on that item in the far right Column where it is listed (called "researching now). When you click on it, you get a box with a picture. You will see a list of research necessary to get it (fundamental and applied you need to unlock FROM fundamental research). Don't worry about that, just click on "SET AS PRIORITY), this AUTOMATICALY, sets all of the sliders to positions that pour research to those techs needed in the most efficient way to get that item the quickest. You will see the whole list of items reshuffle when you do that because you are altering where research is going.

Eventually, you will get a feel for what applied research you need for certain types of such. If you want powerful lasers, you can uncheck all the applied research that doesn't help that and only check the 4-5 that do

EDIT: you can see what an applied science puts research points towards which items by checking it's box. That brings up a box in the bottom left listing what items will benefit from points in this tech
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on April 03, 2016, 03:41:38 PM
^Nice write up!  O0
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on April 03, 2016, 03:57:52 PM
Thanks mikeck, your description gives me somewhat of a bigger umbrella to organize the details under. I had found myself picking through the different techs and going from one priority to the next.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 03, 2016, 06:34:05 PM
 Over time you will get a feel for what items you can prioritize  that decrease research times for other things you like as well
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 03, 2016, 08:40:18 PM
That is a novel approach to research.  I'm not sure if it would get tiresome after the novelty has worn off, but I appreciate any effort at 4X innovation. 

Am I correct in my understanding that you start out with a finite pool of "research points", and then have to split them between Theory & Applied Research, and then within Theory you have to balance between different types, and within Applied you also have to balance between different specific items as well?
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 03, 2016, 08:50:21 PM
Research points are generated by your research buildings.
They are split between fundamental and applied. Whatever goes to applied is then split up depending on how many applied sciences you have checked

My way isn't the way it's designed to be played. Your supposed to determine what fields of applied science you want to research and the items discovered come from that. Basically, I'm doing the maze starting from the "end" and ending at "start"

It's actually a pretty cool system and more realistic. You don't say "I want to discover cell phones". Some one says "I want to invent a phone that can call from anywhere. Companies then research communications, microchip technology, plastics, etc. from that stuff ideas come. From that research, other technologies bloom.

So much better than a civ style tree. Imagine a guy In 1800: "hmmm, i would really like to have cell phones, so first I will research electricity. Then I can research "telegraph". Once I invent a telegraph, the next step is to invent a vacuum tube.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 03, 2016, 09:43:40 PM
Just read in the steam forums that a beta patch will be released in the next few days. This fixes an issue with the AI not properly researching. This would explain why they never use more than corvettes frigates and fighters. Pretty pathetic that even with a tech handicap, I still get slapped around in battles
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 03, 2016, 11:06:13 PM
Nice to see the Beta patch on the way but overall I think the game is pretty solid bug wise. i haven't had a single crash and saw no noticable bugs. pleased after Stardrive II--which still freezes on me after x amount of turns once I'm pretty well expanded. And that's been out some time now-even a new DLC.

I've modded it a bit already. I have a 9 race Spiral map of 900 starts modded as "spiral Campaign"....mainly I re-placed the race start positions so each is far from the other. You can easily change planet types, add planets or delete them as well. it's pretty easy with notepad+:

Start a new game. pick your race, number of starts, ect. Then save the game and exit.

Go into "my documents\my games\Polaris sector\scenerio       Your see a file called gen---this was generated by the game as you set it up. Now open it in notepad or natepad+. At the upper right your see the name again "gen 0". Change this to whatever your going to call the campaign. Say "test campaign"

To find the races search for "HomeworldFor"  -----and your see each races starting planet(s). You can change the type, "earthlike", Ocean" Desert and so on if you wish. if you made notes of star names when you loaded the game of where you want to start just copy the HomewordFor, 0 "HUM"  (or whatever race your playing)  line to that star and delete it from where you moved it from. You can move the A.I. races the same way. opening the map and noting star names around your start position or wherever you can change and add planets to your hearts content.

Not much else you can do with the file, and to do anymore modding you need to unpack files and use tools to edit them. But it's possible to replace races, their movies , ships and their models and so on. The guy doing the Starwars mod has a few files for this as the dev hasn't really released any modding tools yet. His instructions are a bit wishy washy as English is not his native language, and even the mod videos are in a different language as well-but following them is still helpful on some things.

When i have time I might mod some races in, as well as thier movies and music---as I think those areas are the games weak points. Some of that music sounds like "elevator music" -there's a couple tracks that are okay but most of it is annoying. And well, we've discussed the Teddy Bears.  8)
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on April 04, 2016, 12:24:31 AM
If I understand this correctly ghostryder you spent a week complaining the game had set start points with utter outrage and having been disproved you've now made a mod to do what you were furious about
Title: Re: Polaris Sector - another new space 4x
Post by: GDS_Starfury on April 04, 2016, 06:42:45 AM
he'll add "dancing" girls next.   :P
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on April 04, 2016, 07:23:08 AM
he'll add "dancing" girls next.   :P
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 04, 2016, 08:09:17 AM
Interesting game. Empire was at peace and continued expansion due to opening up Gas Giants for mining via Celestial Stations being researched causing an eventual food crisis, because of increasing population. Expansion outweighed food production. Before I could stabilise things, two systems broke away and rebelled. The Magellans, who I've been at peace with since the start, claimed them before I could mobilise a force to retake them. Repeated attempts to get the systems back via diplomacy failed, then they sent a fleet into the system. I closed my borders to them trapping their fleets in isolated systems. They continued to violate my space and despite repeated attempts telling them to stay out, a brief war broke out. A peace treaty was signed a few years later, but I lost the systems with no gains. However, from out of the blue on a distant system I was scouting I suddenly found an anomaly with something interesting on it. I now have to collect 3 more... (spoilers).
Loving this game.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 04, 2016, 08:17:23 AM
Great story. Not sure about you guys, but I am unable to really steamroll the AI. I can win a battle, but it's hard to build a huge fleet an roll. AI very good strategically and tactically. I have to say I'm A bit concerned that the whole time the AI has not really been researching anything. Once they get the research worked out  in the upcoming patch and the AI is actually able to produce advanced weaponry this game is going to be very tough
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 04, 2016, 08:48:28 AM
The game feels organic and it's like you're making proper command decisions and real strategies with long-term repercussions and not just pushing pieces around a board.

Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on April 04, 2016, 10:15:17 AM
I have been putting off getting into this because of my obsession with Xcom2, but you guys are making this really, really hard.

@UCG:  LOL
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 04, 2016, 10:20:36 AM
Good grief, the resources required but...these are quite something.

(http://orig09.deviantart.net/1c63/f/2016/095/5/a/gyugch_by_jack_o_tales-d9xtmzx.jpg)
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 04, 2016, 10:21:09 AM
I have been putting off getting into this because of my obsession with Xcom2, but you guys are making this really, really hard.

@UCG:  LOL
My defenses were strong but alas they failed under the intense fire of pressure from this having some key points I've wanted in 4x for years (mainly non-linear research and comprehensive ship building / design components)
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 04, 2016, 10:35:49 AM
Good grief, the resources required but...these are quite something.

(http://orig09.deviantart.net/1c63/f/2016/095/5/a/gyugch_by_jack_o_tales-d9xtmzx.jpg)

Holy crap! How are you guys getting so far into the tech tree??!?  :o I've only ever made it to Frigates.....  :P

What speed are you playing at? Are you focusing on the large ships in the techs? What species are you playing?

Now, I admit that I've restarted from scratch a pile of times.. each time I learn something new and/or get pummeled by the AI, but still....
I must be doing something wrong with my research.... I've never even seen shields let alone be able to research and build them....  :(
Title: Re: Polaris Sector - another new space 4x
Post by: Millipede on April 04, 2016, 10:44:43 AM
You guys are really annoying me! Like I need another game.... I've decided to make the leap but I see that it's single player so is there any advantage to buying it on Steam or should I just go to Matrix/Slitherine?
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 04, 2016, 10:46:01 AM
What speed are you playing at? Are you focusing on the large ships in the techs? What species are you playing?

I'm playing humans and yep, I prioritised Capital ship research. Playing at full speed mostly, slowing down for situations.

Started an 8-race game in the spiral galaxy (the milky way type one) on Normal difficulty, no pirates, no external threat options.

My strategy for this particular game was peaceful expansion until I hit other borders, then I made economic and border treaties. The lizards were a problem and there was a mostly skirmish-like war with them for around 600 years. It's my first game, and mainly a learning experience.

You guys are really annoying me! Like I need another game.... I've decided to make the leap but I see that it's single player so is there any advantage to buying it on Steam or should I just go to Matrix/Slitherine?

The Slitherine site is cheaper than STEAM and the non-STEAM game key is also valid to install and activate on STEAM if you like.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 04, 2016, 10:52:00 AM
You guys are really annoying me! Like I need another game.... I've decided to make the leap but I see that it's single player so is there any advantage to buying it on Steam or should I just go to Matrix/Slitherine?

Where ever you can get it cheapest I'd say. If you buy it at Matrix/Slitherine I think you get a Steam key anyway...
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 04, 2016, 11:11:22 AM
Yeah...I'm with Barth on the research issue. I'm still totally reliant on Corvettes. I can see Frigates in the research queue, but its still pretty far off. I can't imagine how long it will take for my empire to develop destroyers, cruisers and battleships. Very impressive, Ian.
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on April 04, 2016, 11:31:36 AM
I'm not booted up in windows now so I can't go check, on the planet screen is there something that tells you the max population that it could have? I went to migrate some citizens to an oceanic planet I'd colonized, and only a small number were able to disembark there. My empire is probably going to die. They only have 2 corvettes currently, and they are defending the home system because someone in procurement screwed up and didn't check the range on them before having them built. I imagine he got a nice kickback on that.
Title: Re: Polaris Sector - another new space 4x
Post by: Millipede on April 04, 2016, 11:36:28 AM
You guys are really annoying me! Like I need another game.... I've decided to make the leap but I see that it's single player so is there any advantage to buying it on Steam or should I just go to Matrix/Slitherine?

Where ever you can get it cheapest I'd say. If you buy it at Matrix/Slitherine I think you get a Steam key anyway...

Thanks for the response. I'm off to purchase another game I don't need but it sure looks like a winner.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 04, 2016, 11:42:10 AM
You guys are really annoying me! Like I need another game.... I've decided to make the leap but I see that it's single player so is there any advantage to buying it on Steam or should I just go to Matrix/Slitherine?

Where ever you can get it cheapest I'd say. If you buy it at Matrix/Slitherine I think you get a Steam key anyway...

Thanks for the response. I'm off to purchase another game I don't need but it sure looks like a winner.

Glad to be of service!  O0
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 04, 2016, 12:02:02 PM
Yeah...I'm with Barth on the research issue. I'm still totally reliant on Corvettes. I can see Frigates in the research queue, but its still pretty far off. I can't imagine how long it will take for my empire to develop destroyers, cruisers and battleships. Very impressive, Ian.

I just prioritized frigates and used them for awile, then as I got more applied tech and discovered more toys, I prioritize destroyers

Keep in mind, just because you "prioritize" something doesn't mean nothing else gets researched. Just that the sliders are moved to positions that put the most research points as possible into that prioritized item. But if- after prioritizing- you have a couple applied sciences checked, then ANY items requiring research in those sciences gets love too

So after I prioritized destroyers, there were 3 items I discovered before I got the destroyer...they also benefited from the "concentrated" research. So don't be afraid to prioritize things constantly, other stuff still gets researched!

By the way...that BATTLESHIP...holy crap! It takes a minimum of 35 years to build!
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 04, 2016, 12:11:32 PM

By the way...that BATTLESHIP...holy crap! It takes a minimum of 35 years to build!

Yeah, but in a universe where wars can rage for hundreds of years on the average, what's a measly couple of decades?  :smitten:
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 04, 2016, 12:20:51 PM
Yeah...I'm with Barth on the research issue. I'm still totally reliant on Corvettes. I can see Frigates in the research queue, but its still pretty far off. I can't imagine how long it will take for my empire to develop destroyers, cruisers and battleships. Very impressive, Ian.

Thanks but not really. Prioritising capital ships put me back in other techs and it took ages. I was lucky that nothing big kicked off with the other empires and I could do it in relative peace. The scope is the thing about this game. Fast forwarding several hundred years just to improve tech wouldn't work in other 4x games. I think perhaps choosing the 'No Pirates' option also gave me a head-start.
Next game, I'm going to choose a more aggressive strategy. I didn't do too badly though, I'm second in colonised worlds (103) to the Magellan's 122.

Another thing about this game is that it illustrates the reality and issues of creating different variants of ships that look good but never see production.
You might develop better tech, power plants, weapons, armour etc. which in theory promise much more powerful vessels, and when you make the design you realise the ship has lost performance in areas, where in others it has gained. Perhaps its speed has dropped or those super-powerful weapons just bleed off power, and suddenly your 22,000 range ship has dropped to 14,000. The new design is more expensive, and while tactically, it's a bigger gun, strategically it's effectiveness has been reduced. Suddenly your trusted Mk 2 Cruiser which you began with is a better choice. Which is how I suppose it works in reality.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 04, 2016, 12:25:44 PM
So the steam forums have the patch being QA'd (presumably very light QA) and released to beta hopefully tomorrow.  I wish they would just push it to the beta branch ASAP and let users decide if they want to install.  What's the worst that could happen?  It's already pointless (imo of course) to start a new game if the AI isn't researching.  If it is totally game breaking you can just patch back to the standard branch.

How no one catches something huge like this is beyond me.  Why not, in addition to the current inadequate QA, have an all AI game setup,  decoupled from the graphics engine so you can really crank, and run a regression after each patch?  You can then look for thrown exceptions, review combat logs, check to see if some AI player tweaked with extra bonus is usually winning, etc.  You can throw in some hard coded events and such to ensure you can test various scenarios if need be.  Minimal work, maximum return.

Anyway, I will probably just monkey around and work on my starting builds.  For races that don't start with a police force, I think it is worthwhile to build 1 or 2 thousand so that you can run a longer work day and unrest will grow less quickly.  2-4 months lag time to build the police, but you can save significantly more from the production increase, especially as time goes on - at least that's what I'm thinking. 

I'm not sure if this was mentioned upthread somewhere, I've kind of been skimming it for some time.



   
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 04, 2016, 01:09:35 PM
Just read in the steam forums that a beta patch will be released in the next few days. This fixes an issue with the AI not properly researching. This would explain why they never use more than corvettes frigates and fighters. Pretty pathetic that even with a tech handicap, I still get slapped around in battles

Read the same note on Steam. As I understand it, as true patch is Sunday (?) and a Steam beta patch might be available before then. That seems odd, maybe I have it mixed up. BTW, I run into cruisers regularly. Have not seen a BB yet. I just finished the tech tree by getting BBs. I am so resource strapped in my multi-front war that there is no way I can build a BB. I cannot even keep my carriers fully loaded and I am still trying to rotate my many older DDs back for a 2 generation upgrade. What few CAs I have are all current. Everything smaller than a DD has withered in the fire of combat and has not seemed worth replacing, other than a few smaller light carriers. BTW, it seems to me that the human CA hull is a terrible carrier platform (poor layout). DD hulls seem much better suited, given the costs involved.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 04, 2016, 01:31:38 PM
I understand this correctly ghostryder you spent a week complaining the game had set start points with utter outrage and having been disproved you've now made a mod to do what you were furious about

Yeah I wasn't happy with the start positions and I think the races and the player start far too close to each other--especially on a 900 star map. Then I investigated the modding angle---but I've still found no way for a 2 player race game on a 900 star map--not from that gen 0 file-and to go into modding deeper it's pretty convoluted- you have to unpack, run utility programs , convert and all sorts of things I just do not have time to mess with right now---but yeah--modding may fix it but I think this should be in the map options without having to to mod it.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 04, 2016, 01:43:28 PM
I understand this correctly ghostryder you spent a week complaining the game had set start points with utter outrage and having been disproved you've now made a mod to do what you were furious about

Yeah I wasn't happy with the start positions and I think the races and the player start far too close to each other--especially on a 900 star map. Then I investigated the modding angle---but I've still found no way for a 2 player race game on a 900 star map--not from that gen 0 file-and to go into modding deeper it's pretty convoluted- you have to unpack, run utility programs , convert and all sorts of things I just do not have time to mess with right now---but yeah--modding may fix it but I think this should be in the map options without having to to mod it.

I tend to agree with this complaint. My first game was on a 500 star elliptical system and I would say I was within 10 systems of 3 different races. I started a new game, this time without pirates, and in a 700 star elliptical system. I made contact with intelligent life within THREE stars of my homeworld. Another THREE races were shortly discovered within 10 stars of my homeworld. This could be totally coincidental, but it does seem that races are placed a bit too close for comfort on large maps.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 04, 2016, 01:57:25 PM
I understand this correctly ghostryder you spent a week complaining the game had set start points with utter outrage and having been disproved you've now made a mod to do what you were furious about

Yeah I wasn't happy with the start positions and I think the races and the player start far too close to each other--especially on a 900 star map. Then I investigated the modding angle---but I've still found no way for a 2 player race game on a 900 star map--not from that gen 0 file-and to go into modding deeper it's pretty convoluted- you have to unpack, run utility programs , convert and all sorts of things I just do not have time to mess with right now---but yeah--modding may fix it but I think this should be in the map options without having to to mod it.

I tend to agree with this complaint. My first game was on a 500 star elliptical system and I would say I was within 10 systems of 3 different races. I started a new game, this time without pirates, and in a 700 star elliptical system. I made contact with intelligent life within THREE stars of my homeworld. Another THREE races were shortly discovered within 10 stars of my homeworld. This could be totally coincidental, but it does seem that races are placed a bit too close for comfort on large maps.
On hard, you are attacked by Logans (or by pirates if Logan) right off the bat.  The first encounter is easily won, but they return with 2 cruisers and you have to give 3% mineral tribute (accept their apology, then tribute the tribute option).  You don't have time to build up any defenses. 

Also, within a jump of your homeworld is a pirate fleet.  If you are unlucky and this is a chokepoint it will obviously curtain expansion.  The dev is clearly a fan of some fixed start parameters and scripting.  Mods/greater configuration options will I'm sure provide some alternatives. 

I think the game will be great when it has been tuned a bit.  The AI not researching tech properly is really POing me though, after another hour or so of monkeying around with starting strategies, I wanted to get a game going.   
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 04, 2016, 02:03:03 PM
but I've still found no way for a 2 player race game on a 900 star map
I guess you can generate a 900 stars galaxy and then just delete all homeworlds except for two races you wish to keep in the game...
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 04, 2016, 02:28:45 PM
So the steam forums have the patch being QA'd (presumably very light QA) and released to beta hopefully tomorrow.  I wish they would just push it to the beta branch ASAP and let users decide if they want to install.  What's the worst that could happen?  It's already pointless (imo of course) to start a new game if the AI isn't researching.  If it is totally game breaking you can just patch back to the standard branch.

How no one catches something huge like this is beyond me.  Why not, in addition to the current inadequate QA, have an all AI game setup,  decoupled from the graphics engine so you can really crank, and run a regression after each patch?  You can then look for thrown exceptions, review combat logs, check to see if some AI player tweaked with extra bonus is usually winning, etc.  You can throw in some hard coded events and such to ensure you can test various scenarios if need be.  Minimal work, maximum return.

Anyway, I will probably just monkey around and work on my starting builds.  For races that don't start with a police force, I think it is worthwhile to build 1 or 2 thousand so that you can run a longer work day and unrest will grow less quickly.  2-4 months lag time to build the police, but you can save significantly more from the production increase, especially as time goes on - at least that's what I'm thinking. 

I'm not sure if this was mentioned upthread somewhere, I've kind of been skimming it for some time.



 

 The patch will be available on steam beta tomorrow but they had to at least make sure that it does what it's supposed to do and doesn't break the game I guess.

 I'm not sure that the AI is not to researching at all... I just know there is an issue with AI research and I certainly have not run into the AI possessing anything of advanced technology. There are exceptions but looking back on it I think it is because I sold them technology. For example one race only has three or four worlds while the others have over 100 and I think it's because I sold atmospheric dome technology to those worlds and not the other one? so I don't know.  I love the game and I am deep into one right now so I will just practice invasions and ship design and things like that until the beta patch.

Funny thing is even though I am far advanced in tech?  I'm still having trouble. I will say when I looked at the graphs I am far ahead and tack but the other races still have a line going up indicating discoveries just not near as much as mine. It is possible that they are researching but they are not building any research facilities or something
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 04, 2016, 02:36:02 PM
The patch will be available on steam beta tomorrow but they had to at least make sure that it does what it's supposed to do and doesn't break the game I guess.

Shards  [developer] 5 hours ago     
I have files from Ufnv and I'm doing a sanity checking for him before we upload. Will probably release them to beta tomorrow.
Ta!


I read this as possibly tomorrow with a dash of the 12th of never :) 

Funny thing is even though I am far advanced in tech?  I'm still having trouble. I will say when I looked at the graphs I am far ahead and tack but the other races still have a line going up indicating discoveries just not near as much as mine. It is possible that they are researching but they are not building any research facilities or something

I have heard multiple people say this, so hard difficulty with the AI effectively researching might be closer to impossible.  It will be interesting. 
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 04, 2016, 03:29:45 PM
New post by devs. Patch out tomorrow. Here is the changelist

http://steamcommunity.com/app/418250/discussions/0/371918937275744568/

Hi,
We'll be putting the first patch up tomorrow (5th April) and it will be initially as an open beta so that we can check stability.

Changelog v1.03:

Stability:
Fixed – Crash on exiting Settings Configurator
Fixed – Misc other crash bugs
Fixed – Boot error when using the “-design” option
Fixed – Remove the possibility to use special symbols in names (was causing save issues)
Fixed – Crash at end of Tutorials when playing in Spanish

AI:
Change – Updated AI rules to force it to stand and fight after a second retreat in a row
Change – Increased AI focus on science production on Hard difficulty
Change – Planetary governer mode “Mineral” renamed to “Mineral+”
Added – New Planetary governer “Mineral” that will only build mineral facilities, nothing else. Use this when you want to add mineral mines but not reduce food or research output
Fixed – Colonizers can now take population from a planet with population control

UI:
Added – Option to permanently remove ship designs (Hold down shift and click the delete button)
Fixed – Scrolling in the economics screen could scroll down the events log
Speculative Fix – Reduced UI messages about planetary bombardment
Change – If combat cannot be simulated in a reasonable time then game uses calculations rather than simulation. If this happens then no statistics are shown on post-battle screen.
Change – Can order 150 fighters at once from planetary build queue
Added – More tooltip info on the impact of extended working hours on exhausted workers
Fixed – Can now have the same name ship design across multiple races

Gameplay:
Fixed – Transporting population to world with Shipyards but not factories will no longer destroy the shipyards nor any excess Colonial Modules
Fixed – Muon Fusion Reactor changed to 6x6
Change – lessened the rate of impact of extended working hours on your workers
Fixed – Removed ability to destroy orbital structures or launch invasions before combat resolved

Modding:
Fixed – Can now use SCENARIO folders inside Mod folders
Added – Ability to add Heroes
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 04, 2016, 05:39:42 PM
Also found a way to create new Starlanes:

Research "stargates"
Build 2 ships each with a stargates module.
Fly them to the two stars you want to connect with a Starlane
Then activate the stargate in each ship

It creates a new Starlane between those two systems but destroys the statgate ships
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 04, 2016, 08:42:47 PM
Added – Option to permanently remove ship designs (Hold down shift and click the delete button)

 Can order 150 fighters at once from planetary build queue

 Updated AI rules to force it to stand and fight after a second retreat in a row

Three of my pet peeves addressed. the wack-a-mole pirate frustration being the worse---Late game however there is a tech called warp prohibitor that prevents pirates from running.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 04, 2016, 09:03:12 PM
Late game however there is a tech called warp prohibitor that prevents pirates from running.

The Warp Prohibitor - don't leave home without it. All of my fleets have a dedicated "Interdictor" class vessel lurking in the rear.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 04, 2016, 11:23:47 PM
New post by devs. Patch out tomorrow. Here is the changelist

http://steamcommunity.com/app/418250/discussions/0/371918937275744568/

Hi,
We'll be putting the first patch up tomorrow (5th April) and it will be initially as an open beta so that we can check stability.

Changelog v1.03:

Stability:
Fixed – Crash on exiting Settings Configurator
Fixed – Misc other crash bugs
Fixed – Boot error when using the “-design” option
Fixed – Remove the possibility to use special symbols in names (was causing save issues)
Fixed – Crash at end of Tutorials when playing in Spanish

AI:
Change – Updated AI rules to force it to stand and fight after a second retreat in a row
Change – Increased AI focus on science production on Hard difficulty
Change – Planetary governer mode “Mineral” renamed to “Mineral+”
Added – New Planetary governer “Mineral” that will only build mineral facilities, nothing else. Use this when you want to add mineral mines but not reduce food or research output
Fixed – Colonizers can now take population from a planet with population control

UI:
Added – Option to permanently remove ship designs (Hold down shift and click the delete button)
Fixed – Scrolling in the economics screen could scroll down the events log
Speculative Fix – Reduced UI messages about planetary bombardment
Change – If combat cannot be simulated in a reasonable time then game uses calculations rather than simulation. If this happens then no statistics are shown on post-battle screen.
Change – Can order 150 fighters at once from planetary build queue
Added – More tooltip info on the impact of extended working hours on exhausted workers
Fixed – Can now have the same name ship design across multiple races

Gameplay:
Fixed – Transporting population to world with Shipyards but not factories will no longer destroy the shipyards nor any excess Colonial Modules
Fixed – Muon Fusion Reactor changed to 6x6
Change – lessened the rate of impact of extended working hours on your workers
Fixed – Removed ability to destroy orbital structures or launch invasions before combat resolved

Modding:
Fixed – Can now use SCENARIO folders inside Mod folders
Added – Ability to add Heroes

Er everyone is talking about the AI research bug but I do not see it being fixed in this patch?
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 04, 2016, 11:58:23 PM
Change – Increased AI focus on science production on Hard difficulty - this
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 05, 2016, 07:37:33 AM
Increased AI focus on science production on Hard difficulty

This may be it but not sure.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 05, 2016, 07:44:21 AM
Ufnv  [developer] 5 hours ago     
Normal was also affected, however on hard it's visible the most

https://steamcommunity.com/app/418250/discussions/0/371918937275744568/

This should fix the research issue (fingers crossed) - the patch should arrive in a few hours if I understand the UTC math.  Good news and I do like how communicative the devs (and Slitherine personnel) have been.   All in all, good omens. 
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 05, 2016, 10:50:47 AM
The beta patch is up on steam.  itbegins.jpg

edit: blast - they added a new difficulty level below hard, challenge.  Decisions, decisions.   I usually play 4x games on the penultimate level until I have the system down to some extent.  I think I'm going to stay on hard, which will probably be a mistake given the huge research inefficiency resulting from not understanding the nuances of all the tech, etc. 
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 05, 2016, 01:03:37 PM
Hell, best i could do before in my first major war was a draw...on normal...with the AI not generating research points for the first 200 years. Think I will stay there
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 05, 2016, 01:56:24 PM
Nice to see the Beta patch on the way but overall I think the game is pretty solid bug wise. i haven't had a single crash and saw no noticable bugs. pleased after Stardrive II--which still freezes on me after x amount of turns once I'm pretty well expanded. And that's been out some time now-even a new DLC.

I've modded it a bit already. I have a 9 race Spiral map of 900 starts modded as "spiral Campaign"....mainly I re-placed the race start positions so each is far from the other. You can easily change planet types, add planets or delete them as well. it's pretty easy with notepad+:

Start a new game. pick your race, number of starts, ect. Then save the game and exit.

Go into "my documents\my games\Polaris sector\scenerio       Your see a file called gen---this was generated by the game as you set it up. Now open it in notepad or natepad+. At the upper right your see the name again "gen 0". Change this to whatever your going to call the campaign. Say "test campaign"

To find the races search for "HomeworldFor"  -----and your see each races starting planet(s). You can change the type, "earthlike", Ocean" Desert and so on if you wish. if you made notes of star names when you loaded the game of where you want to start just copy the HomewordFor, 0 "HUM"  (or whatever race your playing)  line to that star and delete it from where you moved it from. You can move the A.I. races the same way. opening the map and noting star names around your start position or wherever you can change and add planets to your hearts content.

Not much else you can do with the file, and to do anymore modding you need to unpack files and use tools to edit them. But it's possible to replace races, their movies , ships and their models and so on. The guy doing the Starwars mod has a few files for this as the dev hasn't really released any modding tools yet. His instructions are a bit wishy washy as English is not his native language, and even the mod videos are in a different language as well-but following them is still helpful on some things.

When i have time I might mod some races in, as well as thier movies and music---as I think those areas are the games weak points. Some of that music sounds like "elevator music" -there's a couple tracks that are okay but most of it is annoying. And well, we've discussed the Teddy Bears.  8)

Ok as per your instructions I want to take a look at starting points as well but when I go into the gen folder I see a file called export.scn and when I open it with notepad it is blank. What am I missing here?

(Edit) Ok I tried with an old save and it did not work. Tried with new game and it worked thanks!

New question is how in the world do you find where everybody is with 900 stars? That has to take forever!
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 05, 2016, 02:12:24 PM
One thing I will say is I'm impressed with the amount of positive discussion this game has generated. Even if the game is limited and somewhat flawed it is something nice to see
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 05, 2016, 05:07:54 PM
Ok as per your instructions I want to take a look at starting points as well but when I go into the gen folder I see a file called export.scn and when I open it with notepad it is blank. What am I missing here?

(Edit) Ok I tried with an old save and it did not work. Tried with new game and it worked thanks!

New question is how in the world do you find where everybody is with 900 stars? That has to take forever!


the gen export file is created right after you start a new game. Note before you exit the new game it is wise to look at the map and choose the stars you want to have start positions. Write them down.

There are nine races--in the gen file they are abbreviated-- HUM is human, Mag is Magellan and so on. To quickly find the races in the file search for "HomeworldFor" in notepad. (the search for next option is located under the edit drop down) Also remember the search function goes one way. Up or down. if you can't find a race you know is there switch directions on the search.

Lets say your default position for human on the map is Miram. In the gen file it'll look like this:

star "Miram"
  type "K"
  size 2.486667
  coord 2864.534424, 38.999317, -11.119999

  visited
  planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"
  planet "GasGiant", 0, "NoOnes"
  planet "Exhausted1", 0, "NoOnes"
end

Highlight the "planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"" and right-click/copy

That'll put the line in the clipboard for pasting in the new location later. But before you co there delete "HomeworldFor "Hum"  Preset "Temperate"" and change the HUM to "NoOnes"

The line should then look like this:  planet "Earthlike" , 0 , "NoOnes"

That removes the human start position. To place it in another star you picked out while in the game just search for the star name and paste what you copied "planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"

if there are only two planets there you can add the line for a third planet ---make it the top of the list. If there are three delete one of the planets and paste the line there..

To make it work You MUST do the following things:

First line under "Name" at the top of the file will be called Gen O or something of the sort. Rename it to what your calling the campaign...say Human Campaign. If you do not do this once you copy the file to the scenerio folder under the main game directory of steam it'll bonkers you game set up and lock all races and maps to 8 and the one map.

Now "save as" the file and name it the same as you did inside the file "Human campaign"

Now you must copy this file into the scenerio folder under the main game folder under steam: program files\Steam\steamapps\common\Polaris sector\scenerio


When you start the game your see "Human campaign" listed under the galaxy types. Choose it and your good to go :smitten:
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 05, 2016, 09:24:01 PM
Ok as per your instructions I want to take a look at starting points as well but when I go into the gen folder I see a file called export.scn and when I open it with notepad it is blank. What am I missing here?

(Edit) Ok I tried with an old save and it did not work. Tried with new game and it worked thanks!

New question is how in the world do you find where everybody is with 900 stars? That has to take forever!


the gen export file is created right after you start a new game. Note before you exit the new game it is wise to look at the map and choose the stars you want to have start positions. Write them down.

There are nine races--in the gen file they are abbreviated-- HUM is human, Mag is Magellan and so on. To quickly find the races in the file search for "HomeworldFor" in notepad. (the search for next option is located under the edit drop down) Also remember the search function goes one way. Up or down. if you can't find a race you know is there switch directions on the search.

Lets say your default position for human on the map is Miram. In the gen file it'll look like this:

star "Miram"
  type "K"
  size 2.486667
  coord 2864.534424, 38.999317, -11.119999

  visited
  planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"
  planet "GasGiant", 0, "NoOnes"
  planet "Exhausted1", 0, "NoOnes"
end

Highlight the "planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"" and right-click/copy

That'll put the line in the clipboard for pasting in the new location later. But before you co there delete "HomeworldFor "Hum"  Preset "Temperate"" and change the HUM to "NoOnes"

The line should then look like this:  planet "Earthlike" , 0 , "NoOnes"

That removes the human start position. To place it in another star you picked out while in the game just search for the star name and paste what you copied "planet "Earthlike"  HomeworldFor "Hum"  Preset "Temperate", 0, "Hum"

if there are only two planets there you can add the line for a third planet ---make it the top of the list. If there are three delete one of the planets and paste the line there..

To make it work You MUST do the following things:

First line under "Name" at the top of the file will be called Gen O or something of the sort. Rename it to what your calling the campaign...say Human Campaign. If you do not do this once you copy the file to the scenerio folder under the main game directory of steam it'll bonkers you game set up and lock all races and maps to 8 and the one map.

Now "save as" the file and name it the same as you did inside the file "Human campaign"

Now you must copy this file into the scenerio folder under the main game folder under steam: program files\Steam\steamapps\common\Polaris sector\scenerio


When you start the game your see "Human campaign" listed under the galaxy types. Choose it and your good to go :smitten:

Thanks for the tips!
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 05, 2016, 09:24:36 PM
Can you resupply weapons and fighters of other ships with a tanker with munitions supply? It says it an only resupply the hanger and weapons of the mother ship itself?
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 06, 2016, 01:48:08 AM
Can anyone confirm this?

You can apparently test out your ship designs in simulated combat before actually making the ship in the Camapign.

http://slitherine.com/forum/viewtopic.php?f=404&t=71292
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 06, 2016, 02:03:45 AM
Can anyone confirm this?

You can apparently test out your ship designs in simulated combat before actually making the ship in the Camapign.

http://slitherine.com/forum/viewtopic.php?f=404&t=71292

Yes, it works, and the developer promised to add this to the game with some UI - there is an icon for it in the game resources already.
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on April 06, 2016, 06:43:12 AM
Can anyone confirm this?

You can apparently test out your ship designs in simulated combat before actually making the ship in the Camapign.

http://slitherine.com/forum/viewtopic.php?f=404&t=71292

Yes, it works,

how is the magic done ?
how to set up and save a battle from a selection of ships - from the editor maybe?   ... i found out how to start a saved battle so. 
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 06, 2016, 07:02:03 AM
how is the magic done ?
how to set up and save a battle from a selection of ships - from the editor maybe?   ... i found out how to start a saved battle so.

You can copy the designs.dat file from your saved game to the directory you use to setup the battle. Then you can edit or create the file called battle.info to list all the ships in the battle.

BTW, the game stores the last battle you fought in the BattleInfo directory - it's a good start to understand how to do this.
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on April 06, 2016, 08:38:19 AM
how is the magic done ?
how to set up and save a battle from a selection of ships - from the editor maybe?   ... i found out how to start a saved battle so.

You can copy the designs.dat file from your saved game to the directory you use to setup the battle. Then you can edit or create the file called battle.info to list all the ships in the battle.

BTW, the game stores the last battle you fought in the BattleInfo directory - it's a good start to understand how to do this.

TXH for the info about the copy over of that designs.dat from the save folder :) 
...sir, are you aware that i am the same MikeGER who had just reported that very method of editing the battle.info file in the threat over at Sliherine?  ^-^

Its about how to more convenient create and save a battle from scratch (not from an on going campaign-save) probably from inside the designer-mode of Polaris Sector (when started with the -design option) 
(cause that designs.dat file is binary! and its hard for non software people to find the enemy vessel names)

So i recon, for the generic player, who plays his campaign. every time you had an interesting battle, Alt-tab out of the game and copy that BattleInfo directory content to a different place for later studies.   
 

 
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on April 06, 2016, 09:45:30 AM
Its about how to more convenient create and save a battle from scratch (not from an on going campaign-save) probably from inside the designer-mode of Polaris Sector (when started with the -design option) 
(cause that designs.dat file is binary! and its hard for non software people to find the enemy vessel names)
If you use -design option and create a new design there, they are saved as CellsEditor/default.ds - this is also a valid designs file that can be renamed into designs.dat.

When using -design one needs to start a new design then press 'C' button to switch from cells editing to designs editing.

Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 07, 2016, 03:25:47 PM
Yes! I did it! First game I've ever won on first play on normal. I stumbled my way through it but it was literally a learning experience and a lot of fun. The Erians were just about to get a domination victory too!


(http://orig03.deviantart.net/f80b/f/2016/098/6/e/gchughc_by_jack_o_tales-d9y7307.jpg)
Title: Re: Polaris Sector - another new space 4x
Post by: Millipede on April 07, 2016, 03:43:32 PM
Congratulations Ian! I will not have the same success since I've started over 3 times but the current game is looking okay so far. One thing that I just discovered is that wormholes don't transit to the same exit every time. Bummer! Apparently it's just random where you end up. My unescorted colony ship is feeling extremely lonely and wondering how long the fuel will last.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 08, 2016, 05:46:56 AM
I finally have a game going that is worth sticking with. I started in a relatively quiet sector of an &00 star elliptical system. This permitted me to grab a large swath of uncontested space getting a bunch of nice colonies up producing minerals, industry and research. I was a little light on agriculture, but a last minute acquisition of an earth like world saved me from famine.

I've also finally researched the frigate hull and am in the process of building my first frigate class ship. It will be interesting to see how the design works out in battle. I just made contact with that ugly faction that acts more like bandits and pirates than any civilized empire.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 08, 2016, 07:51:15 AM
I haven't had much time to play, but also have a nice starting position.  Three earth like planets and an oceanic all a jump from each other which made for easy leapfrogging and allowed me to build shorter range colony ships to save on time and materials.  There is a super-earth too, though I will need a rad-dome before I can colonize. 

I haven't explored much, but I did run into the Magellans.  So, I should have a trading partner shortly.     
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 08, 2016, 09:00:36 AM
I'm in a game I know I've got in the bag and I just got frigates. I was lucky at the beginning and ended up grabbing a lot of earth likes right off the bat. I decided to make a few "industrial" instead of agricture and research and it's worked well. With nothing but factories, 3 of my 6 earth likes sport 3 orbital shipyards each and can really push out ships. Used the other 3 for research and farms. Split all ocean worlds the same 50/50.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 08, 2016, 09:02:23 AM
Is earth like necessary or just because you are playing humans.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 08, 2016, 09:20:54 AM
Is earth like necessary or just because you are playing humans.
Earth like is nice to find right off the bat as you don't need any special tech to colonize it, nor do you need to build domes or floating platforms (oceanic) to expand your population.   They also tend to have decent deposits of some rare resources. 

Certain races have a bonus/penalty to colonizing various planets, but earth like is going to be about the same for most races.  I think an aquatic race might have a penalty on it though, can't remember.   
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 08, 2016, 09:42:36 AM
Is earth like necessary or just because you are playing humans.

Each planet allows only a certain number of buildings max per "type". The "types" are production, mining, research and agriculture. Buildings in one reduce the amount you can still put in another.

Earth-like planets have 40 or so "spaces" in "production whereas a desert, frozen world may have 10-14. Oceanic have none. Oceanic have more research slots that earth like but both have the same research generally.

So, the only planets that allow enough production to be factory powerhouses are earth likes. You can also make them excellent research and /or agriculture planets
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 08, 2016, 11:39:59 AM
Hangar Space

This is something worth noting for new players and it is a little confusing at first when you build 100 fighters and can only get 10 of them inside your new carrier.

Hangar Space is *not* the number of craft the hangar can house, but the total space inside. Each craft takes up several units of that space.

A 100-space hangar can take 10 Fighters, or 6 Interceptors, or 4 Heavy Fighters or 2 Gunboats.

Each craft costs the following space units for a hangar: Fighter: 10, Interceptor: 15, Heavy Fighter: 25, Gunboat: 40.


That said, what are everyone's Carrier compliments and usual hull sizes? I'm undecided on what mix of small craft to have optimally.


Congratulations Ian!

Thanks! I started a new game and I fudged it up pretty fast by causing a massive rebellion through too-quick industrialisation of my only 3 planets.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 08, 2016, 12:44:20 PM
Really enjoying this thread guys. Just learning the game myself and like you guys this is becoming one of my favorite space strategy games. Epic and everything matters. Not a rushy doomstack zergy micro heavy typical 4x strategy game which I hate. That Space Sector review was for those type of players I guess because I completely disagree with that 5 rating. And because everything matters timewise and resource wise this game handles micro nicely. Then on top of that the space combat is exactly what I have been looking for. Naval combat in space and ships gain experience. Broadsides. Midway type carrier battles. Awesome! And because of all that this may top DW Universe for me.  Keep the tips coming! Loving this game!

Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 08, 2016, 12:51:10 PM
Delete
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 08, 2016, 10:45:22 PM
So does this game reward the Colony Rush approach, the same way that most other 4X games do? 

One of the things I really liked about DW is that, not only is colonizing planets too expensive, but if you colonize too quickly, the pirates will absolutely eat your lunch!
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 09, 2016, 04:17:28 AM
So does this game reward the Colony Rush approach, the same way that most other 4X games do? 

One of the things I really liked about DW is that, not only is colonizing planets too expensive, but if you colonize too quickly, the pirates will absolutely eat your lunch!
I'm sure there's others here who have a lot more exp than I do but my take on this is yes for the short game but not necessarily for long term. If you do not set up your planets to build with total Empire food needs in mind you will get burnt.
That said I think it's 100's of times cheaper and easier to colonize a planet rather than try to conquer it.
My solution with my second game was to rush build a carrier and fighters. That let's me protect a planet or planets I don't want to lose.
I need to figure out how to repair ships though
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 09, 2016, 04:44:33 AM
So does this game reward the Colony Rush approach, the same way that most other 4X games do? 

One of the things I really liked about DW is that, not only is colonizing planets too expensive, but if you colonize too quickly, the pirates will absolutely eat your lunch!

There is no colony-rush at the start, due to the fact you won't have the tech to colonise every system, only those with Earthlike, Oceanic or Gaia planets. As such it poses some interesting strategic and political situations, especially if you make contact with other races. So at first, you will be be mapping-out the galaxy rather than expanding quickly.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 09, 2016, 06:16:32 AM
There is a mini-rush (for me anyway) at the beginning to grab earth like planets and oceanic. I try to use this time to set the boundaries of my future empire. Then I take my time filling it in. I don't think there is a traditional rush...not the kind where if you don't grab a lot of real estate quick, your screwed already
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 09, 2016, 06:54:22 AM
There is a mini-rush (for me anyway) at the beginning to grab earth like planets and oceanic. I try to use this time to set the boundaries of my future empire. Then I take my time filling it in. I don't think there is a traditional rush...not the kind where if you don't grab a lot of real estate quick, your screwed already

+1. This is how I play.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 09, 2016, 07:00:33 AM
If you try to rush on Hard you can screw yourself pretty badly. On Medium, not so much so, but food can still be an issue.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 09, 2016, 07:25:29 AM
Out of my first Terran planets, one is always agriculture only and one is industrial. Research can wait for my first ocean. This way I get plenty of food and generally have 2 planets that can pump out colonizers and ships. (Home world and 1st Terran industrialized.

It depends though. In the game I'm in now, I had 4 Terran planets and 2 oceanic before I knew it. Game before that I had a heck of a time finding them.

I also found a Gaia world. Gets good late game because you can put soooo much of whatever on it. Early game not so much. I made mine exclusively research (except for a few mines) and man, it cranks out the points
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 09, 2016, 05:19:52 PM
Just finished my first game. I had to conquer all 375 star system, one-by-one and then STILL did not get the game to finish due to a bug I discovered. Frustrating. Near the end, I just created a couple of killer fleets and glassed the last 40 or so enemy planets just to get the game to end...which it did not. Everything on the map was MINE, except for one planet where two other races were locked in unending combat, so the game would not end....no domination or extermination victory. I was unable to invade or glass the problem planet. My biggest gripe about the game so far is the primitive and inadequate system for providing bug data. Can't e-mail the zipped save files or post them to their forums. And I am not going to go get some public mailbox account myself just to provide the developers with my save files. All-in-all a really, really good game. Patches and the promised improvements should make it a real keeper.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 09, 2016, 05:36:42 PM
I have to agree...this is really a fantastic game. It doesn't come across that way at first impression, but stick with it for a bit and it really takes off. It just nails so many things right, and in a pretty unique way too. The sense of scale, distance and time is really appreciable in this game like no other 4x I can recall. Planning ahead is critical and the sense of urgency while waiting years to build a fleet strong enough to engage in contested space is really exciting. When one of your systems gets invaded, or a carefully constructed fleet gets destroyed, the sense of loss can be staggering. The tech list goes on and on and so many of the technologies are creative and actually useful.

I've got close to 20 hours sunk into this and I'm not feeling like I'm going to stop anytime soon.  This game has really helped me forget about Stellaris for now. Bravo to the developers.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 09, 2016, 07:44:06 PM
Agree 100%. I'm hoping for a couple DLCs come down the pipe to flesh out the  ground combat. I would like to design ground vehicles just like the space vehicles. Also add a supply requirement where your ground forces require a certain amount of supply every month while in combat. This would be produced with the same icon you use to build ground troops. A freighter can deliver. That way, you can cut off the planet from the enemy without having the troops keep fighting
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 09, 2016, 08:33:29 PM
^Speaking of supply, I'd like to know how the empire wide supply system really works. It doesn't seem that worlds can be really blockaded, or strangled from supply. It would be nice to be able to starve a world out, or enact some kind of economic sanctions against a stubborn foe. I had cut-off an enemy world that was completely surrounded by my colonies and it was totally within my space. I had fleets in orbit, yet it was still able to thrive and continue building ground troops. I think it took me 9 years to subjugate that world with Marines and heavy armor.
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on April 10, 2016, 06:24:22 AM
^Speaking of supply, I'd like to know how the empire wide supply system really works. It doesn't seem that worlds can be really blockaded, or strangled from supply. It would be nice to be able to starve a world out, or enact some kind of economic sanctions against a stubborn foe. I had cut-off an enemy world that was completely surrounded by my colonies and it was totally within my space. I had fleets in orbit, yet it was still able to thrive and continue building ground troops. I think it took me 9 years to subjugate that world with Marines and heavy armor.

I don't own this yet but it is a game I will certainly buy down the road.  Just curious JH....when you say it took 9 years to subjugate; was that 9 turns, is a turn 1 year, if not, what is a turn?  Thanks.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 10, 2016, 07:04:47 AM
^Speaking of supply, I'd like to know how the empire wide supply system really works. It doesn't seem that worlds can be really blockaded, or strangled from supply. It would be nice to be able to starve a world out, or enact some kind of economic sanctions against a stubborn foe. I had cut-off an enemy world that was completely surrounded by my colonies and it was totally within my space. I had fleets in orbit, yet it was still able to thrive and continue building ground troops. I think it took me 9 years to subjugate that world with Marines and heavy armor.

I don't own this yet but it is a game I will certainly buy down the road.  Just curious JH....when you say it took 9 years to subjugate; was that 9 turns, is a turn 1 year, if not, what is a turn?  Thanks.

It is real time pausible. All production, movement and combat takes place in realtime. Orders can be issued while paused, and there are several speed options, which is critical since traveling between stars can take decades and wars can drag on for hundreds of years.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 10, 2016, 07:37:03 AM
I think the time scale makes this epic.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 10, 2016, 10:43:03 AM
I think the time scale makes this epic.

Could not agree more!
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 10, 2016, 11:05:00 AM
JH, I think you have played this and Moo4 a lot...or at least enough to get some impressions. Are there things that Moo4 does better besides graphics? My gaming time is limited and I hate sitting down to learn a game that ends up being dull
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 10, 2016, 11:08:09 AM
JH, I think you have played this and Moo4 a lot...or at least enough to get some impressions. Are there things that Moo4 does better besides graphics? My gaming time is limited and I hate sitting down to learn a game that ends up being dull

Moo4 is a decent game, but it will not hold your attention like Polaris sector. It's not nearly as layered or complex and it takes virtually no risks.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on April 10, 2016, 11:12:53 AM
As a space 4x addict,  I really find fascinating how Polaris Sector has been such a hit here while so many other 4x have interested only a few among us....i look forward to play it as well.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 11, 2016, 01:55:51 PM
One big tip to destroy fighters. Turn your ship broadsides and their lasers will tear fighters to pieces! If your ship is facing forward with the big guns you will be ripped apart. I love how facing matters in this game! So cool! Also love the experience system!
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 11, 2016, 07:44:20 PM
The game's not perfect and exploring isn't all that exciting, this is more about war. Design and try how you do. And Thankfully the A.I. is more than happy to challenge you. The depth is the strategic war you wage , not so much research or planets---the latter is very simple and the former is pretty much small increments of your last tech--though things turn fun once you get IR lazers- but even once you've run the tech tree empty you can't really build super ships--it's still tough choices and even with the best generators researched 3/4 of you available space will be used up by them just so you can mount a lazer and a warp prohibitor.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on April 11, 2016, 09:35:52 PM
Does anyone who is familiar with Space Empires IV get a similar feel with Polaris Sector? To me it has a strikingly similar gameplay obviously numerous generations ahead of the old classic.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 11, 2016, 10:37:47 PM
The game's not perfect and exploring isn't all that exciting, this is more about war. Design and try how you do. And Thankfully the A.I. is more than happy to challenge you. The depth is the strategic war you wage , not so much research or planets---the latter is very simple and the former is pretty much small increments of your last tech--though things turn fun once you get IR lazers- but even once you've run the tech tree empty you can't really build super ships--it's still tough choices and even with the best generators researched 3/4 of you available space will be used up by them just so you can mount a lazer and a warp prohibitor.

I agree. I really like that even once your into the really advanced areas of tech, you STILL have to specialize ships. As enemy ships get better shields and armor, you need better weapons and vice versa. Better weapons mean more power which means more generators. The end result is that you still can't build a huge ship with max shields, armor, beams and missiles with sensors and long range. You can't. I still need dedicated anti-fighter frigates, offensive anti-capital ship destroyers and support ships loaded with sensors and warp prohibitors. Every fleet has a scout ship with stealth and sensors to scout the planet.

The largest ships are my troop ships. It's nice to play a game where the end result isn't a "final" super ship that you build as many of as possible and steamroll
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 12, 2016, 06:20:58 AM
Does anyone who is familiar with Space Empires IV get a similar feel with Polaris Sector? To me it has a strikingly similar gameplay obviously numerous generations ahead of the old classic.

The ship design is similar but what you can design is very different. Here it's engine, weapon....and if you want good armor your have to delete some engine power or weapon power. Want a shield? Again your have to lessen something to add it. Space Empires on the other hand lets you include it all- until your building planet killers and artifical planets 100x larger than Earth. It's hard to spam huge fleets as well as the upkeep depends on resources. My games always end up with me making a fast rush for planets until I meet other races. Then it sqeeze through their borders a little if I'm lucky enough to have researched Gas planet colinization and they haven't. Sometimes their get before you do---but if you colonize within thier borders (their borders are outlined in the races colors) that could start a war.

One tactic I use is to build stealth colonizers to move to empty areas beyond them and colonize those planets. As long as theres no race colors covering the planet you can colonize without any downside. You have to manually do this as the A.I. will not send colonizers past enemy borders even if the colonizers are built. You have to manually load them then go to the system.

These planets need to be kept up with defenses once they get some industry points. A battle station is good too. As these planets--and the planet screen will warn you- are in danger of invasion.
Title: Re: Polaris Sector - another new space 4x
Post by: republic on April 12, 2016, 08:14:35 AM
As far as I can tell, if a system is cut off from you by a hostile holding a system in-between there is still trade going on between that 'cut off' system and your empire.  Even if there are no star lanes other than through the hostile system.  Am I wrong on this? 
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 12, 2016, 01:45:48 PM
As far as I can tell, if a system is cut off from you by a hostile holding a system in-between there is still trade going on between that 'cut off' system and your empire.  Even if there are no star lanes other than through the hostile system.  Am I wrong on this?
No your right
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 13, 2016, 05:30:42 PM
The new patch is OUT!! Not big, but very welcome.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 13, 2016, 06:21:51 PM
The new patch is OUT!! Not big, but very welcome.

 Am I correct in that it is just the official release of the already existing Beta?
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on April 13, 2016, 06:26:42 PM
Looks like it.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 13, 2016, 07:00:48 PM
It has a slightly different id though... beta was 1.03b... new patch is 1.03c....  ???
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on April 14, 2016, 07:34:52 AM
It has a slightly different id though... beta was 1.03b... new patch is 1.03c....  ???

The beta was what might possibly b,
The patch is what you will actually c.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 14, 2016, 08:27:51 AM
It has a slightly different id though... beta was 1.03b... new patch is 1.03c....  ???

The beta was what might possibly b,
The patch is what you will actually c.

 O0
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 16, 2016, 05:52:00 PM
It seems there may be some issues with the AI empire management.   I've come across 4 of the 9 races in my 600 star, Hard difficulty, 1.03c game.  It's 2171 and only the Magellans are in my league (18 planets to my 14).  I've got 4x their production and 50% more research points generated, though they are at a higher tech level (probably due to their stargate starting tech). 

So far, not so hard though it's still very early.  The big problem I'm seeing, is two of the races, Urgans and Vagalars (4 and 8 systems respectively), have like 60% unrest on the earthlike planets I encountered.   I just found them, so not sure if they are at war, but it doesn't look like it.  They don't even have contact with each other though they are within 2 jumps.  Something is off.   

Since I was playing on Hard difficulty, I reduced the starlanes from 1.75 to 1.45 to allow me to hopefully turtle a bit better if needed.  I got an amazing start - no save scumming, just happened to have 3 earthlike and 1 ocean nearby, but that doesn't explain why these two races are absolutely crippled.  A terrible start?  Maybe pirates at a critical chokepoint?   

Anyway, if you are beginning a new game, I would consider leaving the starlane density alone (maybe increasing actually) and perhaps turning off pirates.  It appears the AI in its current state can sometimes find itself backed into a corner, literally and figuratively. 
Title: Re: Polaris Sector - another new space 4x
Post by: solops on April 17, 2016, 08:13:26 AM
Not seeing that in my game. Started a new game with 1.03c on the new "Challenge" level and I have my hands full. All four of the alien races I have met are bigger and more advanced and really hostile. Had wars with 3 of the 4. Finally made peace with one and got trade going with two of them. I finally have an upper hand on one of the two enemies, mainly because I think he got hit from the rear and got in economic trouble. The last of the four kicks my rear every time he attacks. I give ground and then counter attack. After several times of this, I have made up very little lost ground. I just got CAs. All of the aliens have had them a while and at least one has deployed BBs. Starting position can really influence your speed of advance, Losing the wrong resource can really mess with you. You have to be flexible in ship design to cater to resources you have in abundance. Food, well, it really has to be a priority. Using the planetary law to restrict food consumption is often an empire saver. As I said before, the more I play, the better I like it. Stellaris is really going to have to shine to match Polaris Sector. I pre-ordered the Nova version, but I don't know when I will be able to cut into my P.S. time to try it :)
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 17, 2016, 09:14:49 AM
Not seeing that in my game. Started a new game with 1.03c on the new "Challenge" level and I have my hands full. All four of the alien races I have met are bigger and more advanced and really hostile. Had wars with 3 of the 4. Finally made peace with one and got trade going with two of them. I finally have an upper hand on one of the two enemies, mainly because I think he got hit from the rear and got in economic trouble. The last of the four kicks my rear every time he attacks. I give ground and then counter attack. After several times of this, I have made up very little lost ground. I just got CAs. All of the aliens have had them a while and at least one has deployed BBs. Starting position can really influence your speed of advance, Losing the wrong resource can really mess with you. You have to be flexible in ship design to cater to resources you have in abundance. Food, well, it really has to be a priority. Using the planetary law to restrict food consumption is often an empire saver. As I said before, the more I play, the better I like it. Stellaris is really going to have to shine to match Polaris Sector. I pre-ordered the Nova version, but I don't know when I will be able to cut into my P.S. time to try it :)
I'm hoping my issues are in part because it is still super early (not even frigates yet) and the AI may snowball a bit with it's bonuses from hard.   For example, the Magellans, though they only have 1/4 my production on "paper", have drastically increased the number of fleets within the past 5 years.  The graph is going to go vertical if that trend continues and seems incongruous with their listed mineral extraction (1/3 of mine).

I'm also currently hitting a metal bottleneck as I'm waiting for some mines to spin up.  It's quite possible that the game will be quite difficult as I continue.  However, I'm still a bit concerned about the 60% unrest I noticed with those other two races.   That really shouldn't be happening.  A human player can easily adjust to unrest - build police, destroy mines/factories for farms if food is an issue, etc.

It seems crazy that Urgans are sitting at only 5 planets currently.  While I microed quite a bit and used a few tricks like running augmented work day with extra bonus (for extra extra bonus) to get that critical first factory on new planets, you would think the hard bonus would allow for quick expansion.   

Oh, and I agree on Stellaris.  I've watched a few videos - the galaxy map looks great, UI looks great, but I watched a video of combat and it seemed a little off.  The missiles (or torps) launches were doing some sort of ridiculous swirling before hitting their target.  Anyway, Polaris Sector has certainly set a high bar.   
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 17, 2016, 12:23:00 PM
OK, can someone tell me how the heck to do repair ships?

Am I missing something here?
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 17, 2016, 12:55:44 PM
OK, can someone tell me how the heck to do repair ships?

Am I missing something here?
If your ships are in orbit around one of your planets, they will repair over time.  At least I know they do if you have an orbital shipyard - not sure if that is a requirement or just a planet you own. 
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 17, 2016, 02:01:16 PM
OK, can someone tell me how the heck to do repair ships?
You
Am I missing something here?
If your ships are in orbit around one of your planets, they will repair over time.  At least I know they do if you have an orbital shipyard - not sure if that is a requirement or just a planet you own.

Thanks, I'll check again but I've had some fighters sitting there for what seemed like an awful long time with no change in status. I would figure they wouldn't take any time at all to repair
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 17, 2016, 02:35:09 PM
You need the planet to not being building anything else, and I think have orbital yard.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 17, 2016, 02:35:54 PM
OK, can someone tell me how the heck to do repair ships?
You
Am I missing something here?
If your ships are in orbit around one of your planets, they will repair over time.  At least I know they do if you have an orbital shipyard - not sure if that is a requirement or just a planet you own.

Thanks, I'll check again but I've had some fighters sitting there for what seemed like an awful long time with no change in status. I would figure they wouldn't take any time at all to repair

Damaged craft will only start repairing if the planet is not in the process of building something else. In other words, the planet build queue needs to be idle in order to repair ships.

EDIT: Ninja'ed by Barth.
Title: Re: Polaris Sector - another new space 4x
Post by: bobarossa on April 17, 2016, 07:16:35 PM
And the planet must be capable of building the ship needing repair .  You can repair fighters without an orbital shipyard.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 18, 2016, 12:13:44 AM
This game sounds great.  I won't likely have the money to purchase this one or Stellaris right away, but my birthday is coming up this summer...  Which leads me to my two most important questions:

1) Are the real-time battles a clickfest or an enjoyable strategic puzzle?  I never have been a fan of RTS (maybe that's one reason I'm no good at them!), although I did enjoy a few RTS games where you could pause to issue orders and I could slow the game down (AI Wars and Sins of a Solar Empire both fit this bill).

2) If all resources immediately go into a universal pool, is there no merchant fleet to raid and no possibilities to blockade enemy planets to shut off critical supplies?  Distant Worlds had its faults, but I loved the fact that I could shoot up my opponents freighters and mining stations and it had a direct, meaningful impact on game play.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 18, 2016, 12:44:28 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 18, 2016, 04:58:25 AM
This game sounds great.  I won't likely have the money to purchase this one or Stellaris right away, but my birthday is coming up this summer...  Which leads me to my two most important questions:

1) Are the real-time battles a clickfest or an enjoyable strategic puzzle?  I never have been a fan of RTS (maybe that's one reason I'm no good at them!), although I did enjoy a few RTS games where you could pause to issue orders and I could slow the game down (AI Wars and Sins of a Solar Empire both fit this bill).

2) If all resources immediately go into a universal pool, is there no merchant fleet to raid and no possibilities to blockade enemy planets to shut off critical supplies?  Distant Worlds had its faults, but I loved the fact that I could shoot up my opponents freighters and mining stations and it had a direct, meaningful impact on game play.

1) Real time battles are not clickfests. You can pause and give orders. There are some real tactical decisions to be made during battles. Speed can be set from Pause to 64x speed.

2) There currently does seem to be a way to blockade planets or mess with an enemy's economy other than bombing his planets.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 18, 2016, 04:59:29 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?

You can use up all the resources on a planet. Don't think old stars go nova.
Title: Re: Polaris Sector - another new space 4x
Post by: bobarossa on April 18, 2016, 06:10:25 AM
Even though the game spans hundreds of years, the odds of a star going Nova during that time would be astronomical.  :)
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on April 18, 2016, 10:48:54 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?

I believe Master of Orion (both older version(s) and the latest) have the possibility of a star blowing up.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 18, 2016, 11:05:58 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?

I believe Master of Orion (both older version(s) and the latest) have the possibility of a star blowing up.
1st MOO I don't think so. 2Nd one I think you needed to research the stellar converter to blow up planets.
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on April 18, 2016, 11:10:37 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?

I believe Master of Orion (both older version(s) and the latest) have the possibility of a star blowing up.
1st MOO I don't think so. 2Nd one I think you needed to research the stellar converter to blow up planets.

I was thinking of the event where a star can go unstable. You are able to stop it with enough research/production(?), but it is possible for the star to blow up.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 18, 2016, 11:23:48 AM
Is there any feature where you kill a planet by completely using up its resources? Or old stars blowing up in a supernova, destroying the solar system.

Out of curiosity, is there any game that models this?

I believe Master of Orion (both older version(s) and the latest) have the possibility of a star blowing up.
1st MOO I don't think so. 2Nd one I think you needed to research the stellar converter to blow up planets.

I was thinking of the event where a star can go unstable. You are able to stop it with enough research/production(?), but it is possible for the star to blow up.

You are correct sir.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 18, 2016, 11:50:10 AM
The production points going towards building a really large firehose, as I recall...

 :)
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 19, 2016, 06:26:45 PM
Has anyone witnessed the military training center increasing crew xp?  I've built ships at a planet with one and I've left ships in orbit around a planet with one for many years.  No change. 
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 20, 2016, 04:42:34 AM
I thought that only trained ground troops.... I haven't built any yet though.....
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 20, 2016, 09:02:09 AM
The description reads "gives experience to spaceships crew" - I cranked up the speed and parked a few ships in orbit to test again, and no change in crew xp.  Nothing for my ground units on the planet either.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 20, 2016, 09:13:11 AM
Ha! Shows what I know.  :P
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 20, 2016, 10:04:28 AM
Ha! Shows what I know.  :P
No worries, and it was worth checking to see if it had an effect on ground troops (description could have been wrong).  Still some bugs (to be expected of course) - others are apparently seeing the same issue according to Slitherine forum thread below. 

http://slitherine.com/forum/viewtopic.php?f=404&t=71778
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 23, 2016, 06:08:53 AM
So I'm either not good at this game (surprise surprise) or just having the worst luck. 2nd game I thought I was doing good, got into a war with another race (lizard looking guys) so I start building some carrier's and  corvette's. Hold off the initial push. Well I do not know how but he managed to create transport ships that could go pretty deep into my territory. Where my transport tips out at around 10k.
For early game defense what it better, building a defense force or a battle satellite?
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 23, 2016, 08:54:52 AM
So I'm either not good at this game (surprise surprise) or just having the worst luck. 2nd game I thought I was doing good, got into a war with another race (lizard looking guys) so I start building some carrier's and  corvette's. Hold off the initial push. Well I do not know how but he managed to create transport ships that could go pretty deep into my territory. Where my transport tips out at around 10k.
For early game defense what it better, building a defense force or a battle satellite?
They haven't faced a trial by fire yet, but early on, I've been using battle sats at key choke points.  The advantages I see are you don't have to waste resources on drives or worry about weight effecting speed, and thus you save on resources and can use your heaviest armor.

I've also stacked them with munitions modules (again no problems with space or weight) so they can spam torps and missiles over a long fight.  Some point defense, some heavy and triple ion, I think it will be a good mix.   Your production worlds can crank them out pretty quickly for freighter transport to key stars - they do take a bit of time to unpack and assemble though.   
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on April 23, 2016, 09:38:51 AM
Might be worth pointing out that you can also design system-only defence ships. 1 fuel tank is all you need, because you don't need range in a home system and then load it up with as much weapons/power as possible. It's always part of my strategy to have system Cruisers/ Battleships as home defence. Early/obsolete craft are good for this and make a good line of defence.
Title: Re: Polaris Sector - another new space 4x
Post by: bobarossa on April 23, 2016, 10:10:05 AM
Well I do not know how but he managed to create transport ships that could go pretty deep into my territory. Where my transport tips out at around 10k.
Someone on the Slitherine forums brought this up.  The reply was that the AI doesn't have to worry about fuel range because it can't figure out how to stop running out of fuel (my interpretation). 
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 23, 2016, 10:43:56 AM
Well I do not know how but he managed to create transport ships that could go pretty deep into my territory. Where my transport tips out at around 10k.
Someone on the Slitherine forums brought this up.  The reply was that the AI doesn't have to worry about fuel range because it can't figure out how to stop running out of fuel (my interpretation).
in all honesty that seems more game-breaking than most other issues I've seen / heard about so far.

Do AI opponents even need / use fuel cells then? If not that is a huge advantage in size, power and weight savings.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 23, 2016, 06:12:21 PM
The issue for me with this is the "secret squirrel" transports you mentioned. Have the star lanes covers entering my territory. Next thing I know, a planet in the middle of my empire is having its orbital facilities destroyed and invaded
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on April 23, 2016, 08:26:52 PM
Confirmed:

http://www.slitherine.com/forum/viewtopic.php?f=404&t=71928

I am now experiencing this now as well. Ruins the game!
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on April 24, 2016, 05:46:47 AM
Hell, I wouldn't mind it if the AI would send it's freighters on "suicide missions" where they are out of gas with no where to go.

However I had a game (since abandoned) where my entire fleet is now stranded because they have no gas and the colony they were at got taken over before I could mount a defense.

I hope this gets patched ASAP as to me there's just no fun in it. The AI can basically attack you wherever they want and not only that but their freighters just keep escaping battle.

EDIT: I wonder if this is a result of the patch that just hit as it seems like complaints just started appearing recently on this.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on April 24, 2016, 08:10:28 AM
It's annoying but not a game breaker. You can detect the ships with the right buildings and equipment on ships. I try to keep a few ships near big planets that can respond when I detect something.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on April 24, 2016, 09:23:46 PM
This does seem like a nasty wart on an otherwise very pretty young game!  I'll keep my ears peeled on how this goes...
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on April 24, 2016, 09:33:20 PM
I'm enjoying the game very much but I have to admit that I finally turned the damn Pirates off. At the early stages of the game, just when you're starting to crank up your expansion and industries, pirates are a pain in the dorsal fins. I got tired of emergency builds of police and slamming out Corvettes and in my current game I don't miss them.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on April 25, 2016, 05:14:07 AM
Are we sure the AI fuel issue is 100% confirmed by the developer? I've noticed a few random enemy ships deep in my space, but I always thought this was possible due to worm holes. These one-way gates are quite common and it seems plausible that an alien race had discovered a system that had a worm hole leading into my space. The enemy ships don't seem to be able to travel to any location within my space. They tend to be pretty idle. This behavior seems to suggest that they are restrained by fuel limitations. I don't think I've ever seen an enemy ship travel across my border and continue to make its way deep into my territory. They just seem to appear at random stars held by my empire. This also seems to suggest the worm hole theory.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 25, 2016, 06:46:16 AM
As annoying as it is I'm still glad to see a game where the A.I. puts up a fight. I am so tired of braindead A.I. in strategy games---and I will note in one of my games while exploring anomalies I found one that allowed me to spot the starlanes so i could build defences on the planet. Ultimately I play on "challenge" level and generally I am being beaten on each try I make--so I rethink my strategy and try another path--it's what a strategy game should be forcing you to do-- so i'm all for that.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 25, 2016, 03:17:14 PM
Here's some random things I've discovered while playing that are not apparent from the get go:

1. You can move battle sats and even battle stations. Your need to be further up in the tech tree but once you can put enough containers on a freighter to equal a space of 6600 you can move sats. Merge with the sat and your see the "disasemble command. After that just 'load parts' ---then once your where you want it you have to reassemble it. To be honest sats are little more than early warning alarms as the A.I. easily defeats them but you can also move Battle stations. Your need 3 freighters groups with the 6600 space and the parts load up on all three.

2. I always tweak wahtever race I'm playing to use less food. Fleet upkeep or mining bonus seem to be the best tweaks. Less food planets mean more minerals which translate to more ships. You do this one the race selection screen at the start of the game. Slow pop growth is a good tradeoff or poor trader.

3. The A.I. gets several advantages. Fuel is obvious but they also get some bonus's with weapons. Your ship can be identically armed with the A.I. but his range will be better. This is deadly for your fleets. A single A.I. battleship can wipe an entire fleet. Your only defense really is very fast moving corvettes that can avoid his fire or swarms of fighters. Be sure they are correctly armed to fight ships and not other fighters. This is somewhat of a pain as your lose fighters and have to return to a planet to build more--or ferry them with mobile carriers made for that purpose. What needs to be added is a carrier component that allows fighters to be manufactured on the carrier.

4.A better solution to battle sats is a carrier with but one small engine and loads of hangars to guard planets. 200 to 300 fighters can defend far better than the best sat. Very fast corvettes or fighters really is a must end game. I can take out the enemies largest ships with just 5 very fast corvettes. They are great at swirving through fire without getting hit. You just cannot compete with cruisers, destroyers no matter how well armored or shielded--they die before they can get in range.

5. Those nasty wormholes means every planet can be attacked ----it's best to keep a large fleet or 2 behind in order to respond. and a stockpile of some battle stations and the freighters to move them once you've been laid victim to an attack because they'll be back.

6. Since you can change the stats on any race at the beginning and there is no unigue race techs the only reason to play different races is their ship hulls. Humans have the worse. Cruiser hulls are particulary horrible. Try different races to try different ones--but note dispite stat tweaking some races are natural enemies regardless.

7. You can easily mod ship components. Since the A.I. has no fuel problems I intentionally modded my fuel cells to carry tons of fuel. To be honest this made no great change --I still get my butt handed to me on challenge level---and if you mod anything else the A.I. will get it too and it is very good at using them. I proved this by uping generators and lowering beam weapons power demand so i just needed one small generator to power all weapons with 4 shields to boot---and in that game the A.I. did the same and I still got whipped. But the fuel tweak at least puts you on the same playing field.
To mod this look for a file in the games' main directory named "equip.all"  --notepad+ -----it's pretty straight forward to mod range, power requirments or weight(space). But again the A.I. will use it too. Remember to back up the original file if you choose to experiment. Please note that "power cons" is used to determine generator output---a laser may have -50 so take note a generator will have 500 without the negative---so make sure your bonus is a higher number ---I first made the mistake of lowering the number like I did on weapons and my generators didn't generate power lol.

8. Production is everything. At the beginning your have to grow food on Earthlike planets--the problem with this is setting the planet to agriculture means no factories will be built and that planet will never build a spaceyard so it'll take centuries to build even a single sat. When you get the tech ocean planets are a better choice as they will build some factories to support the platforms so that planet will later get a spaceyard. I actually go back and wipe the agriculture from my earthlikes once I can grow food on ocean worlds. The more planets that can build ships the better. Minerals+ is a good choice for Earthlike planets. They'll build enough farms to not be a food drain, build enough research to equal about 10 points and minerals to support fleet building. You should end up with at least 10 industry as well for good production speed. With a race tweak to use -25 percent less food it's even benificial to grow food on dwarfs and dead planets. Ice and Hot planets with some minerals and 50 farms I set to minerals+ as well. The aim is make every planet a production planet for ship building.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on April 25, 2016, 06:02:41 PM
Here's some random things I've discovered while playing that are not apparent from the get go:

1. You can move battle sats and even battle stations. Your need to be further up in the tech tree but once you can put enough containers on a freighter to equal a space of 6600 you can move sats. Merge with the sat and your see the "disasemble command. After that just 'load parts' ---then once your where you want it you have to reassemble it. To be honest sats are little more than early warning alarms as the A.I. easily defeats them but you can also move Battle stations. Your need 3 freighters groups with the 6600 space and the parts load up on all three.

You only need 1600 to transport a battle sat.

8. Production is everything. At the beginning your have to grow food on Earthlike planets--the problem with this is setting the planet to agriculture means no factories will be built and that planet will never build a spaceyard so it'll take centuries to build even a single sat. When you get the tech ocean planets are a better choice as they will build some factories to support the platforms so that planet will later get a spaceyard. I actually go back and wipe the agriculture from my earthlikes once I can grow food on ocean worlds. The more planets that can build ships the better. Minerals+ is a good choice for Earthlike planets. They'll build enough farms to not be a food drain, build enough research to equal about 10 points and minerals to support fleet building. You should end up with at least 10 industry as well for good production speed. With a race tweak to use -25 percent less food it's even benificial to grow food on dwarfs and dead planets. Ice and Hot planets with some minerals and 50 farms I set to minerals+ as well. The aim is make every planet a production planet for ship building.

One thing you can do is build up factories and build one or two orbital shipyards, then dismantle all the factories.  The orbitals don't diminish your capacity to build farms/research (as factories/mines do) and they will build fast.   Of course the downside is the 10k pop per and initial time required, I do wish I had noticed this earlier though and better utilized my earthlikes.  Early on that is, I agree that when you have enough food they should be your production planets. 

Nice post and double plus on the food, it can be very limiting early on.   
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on April 25, 2016, 07:14:22 PM
From the developer on Slitherine Forums:

Quote
As I said before, AI can cheat with ranges, but usually it does this in some reasonable way. So, I need a save when it gets out of the reasonable limits to inspect what is going on and why it decided to act like this... So, if this happens in some of you game, could you please send me a saved game to ufnv (at) mail.ru ?

So it seems that the AI can take liberties with the fuel ranges, but is supposed to be limited in some way on how it does this....  ???


Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on April 25, 2016, 07:38:45 PM
That's a good post dread. Although the game really lacks the tools to set planets for manual control once I've established my borders and run the research tree I generally set my original homeworld to micromanage. This way you can turn off the population control and feed colony ships from it---which is very useful if you use cloaked colony ships to colonize past an A.I. empire. I may set a couple other planets to micromanage depending on my needs. I've found just adding to the name of a planet helps in the big picture once your trying to manage a 200 planet empire. If a planet is going to have a shipyard--which is every planet either set to research, minerals plus as well as ocean worlds I just add the word "base" to the planet name so I can see at a glance which planets can build ships.

I also use stealth scouts with lots of cargo holds to explore the whole map---getting all those anomalies gives some bonus' and building those ships with the 6 keys gets you some lovin' too. Spy ships get better with age. If you just park them in the enemies territory they'll passively spy and gain experience. You can get them up to 2 stars like this. after that you need to start giving them orders --starting with the easiest tasks with the highest chance of success. over time your get 4 star spies that are very useful.

Title: Re: Polaris Sector - another new space 4x
Post by: jomni on April 26, 2016, 04:40:19 PM
Lol! Polaris meme generator
http://polaris.slitherine.com/memes/
Title: Re: Polaris Sector - another new space 4x
Post by: solops on May 17, 2016, 07:16:09 PM
Apparently patch 1.04a is done per the official forums. I do not know much about it as as do not have the Steam version.
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on May 17, 2016, 07:28:51 PM
Sadly the other 4x game has overshadowed this.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on May 17, 2016, 07:36:24 PM
Nothing downloaded on my system...hmmmm...
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on May 17, 2016, 07:39:05 PM
Apparently patch 1.04a is done per the official forums. I do not know much about it as as do not have the Steam version.
I read that too, though it hasn't been released to the main branch on steam yet.  Dunno if it is on the beta branch. 
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on May 17, 2016, 10:13:10 PM
Sadly the other 4x game has overshadowed this.
Yeah...too many 4x coming out the same year.
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 20, 2016, 10:33:23 AM
Beta patch available on Steam
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on May 20, 2016, 10:36:14 AM
Fixed the military training academy issue and added some nice features regarding fuel storage and tankers...don't see anything related to working on the AI fuel cheat, though.
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on May 20, 2016, 10:37:19 AM
Beta patch available on Steam
Sweet, they will be adding heroes.
Fixed the exploit that allowed to destroy factories after building orbital factories - uh didn't know this was an exploit, more of a feature :)  Wonder what this will do to my saves...
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on May 20, 2016, 10:46:25 AM
• Destruction of planets

Excellent. Set a course for Alderaan...
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on May 20, 2016, 11:04:04 AM
Well my saves seem to work fine.  The planets with orbitals and no factories are still producing.  I only used this on a few Earthlike planets and each has 1 orbital. 

So far so good with the dev support and their plans for the future. 
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 20, 2016, 11:31:37 AM
"Heroes backend now fully functional"

Doesn't anyone else find that funny?!?
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on May 20, 2016, 11:46:42 AM
I believe this was the official patch release of what had been the beta patch. So if you have been playing with the beta, your saved games should be ok since the patches are similar. Of course, this could be total bs
Title: Re: Polaris Sector - another new space 4x
Post by: Dread Rlyeh on May 20, 2016, 11:56:26 AM
I believe this was the official patch release of what had been the beta patch. So if you have been playing with the beta, your saved games should be ok since the patches are similar. Of course, this could be total bs
I was on the main branch 1.03c, but switched to beta to get 1.04a.  My concern was that on Earthlikes, where I really wanted to max my farms/research, I would build like 6 factories, then an orbital, and max everything out.  Then, destroy 1 factory, build a few farms, destroy another, more farms + research, etc.  Finally I'm sitting at 1 orbital no factories which is a state you can't reach in 1.04a because you can't destroy those last 3 factories. 

Didn't seem to be an issue, though I only ran for a couple months, tried adding stuff to my build queue and checked production times.
Title: Re: Polaris Sector - another new space 4x
Post by: Wolfe1759 on May 20, 2016, 02:32:23 PM
"Heroes backend now fully functional"

Doesn't anyone else find that funny?!?

 ;D
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on May 20, 2016, 04:59:39 PM
Freyland, that line kind of bums me out.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on May 20, 2016, 05:36:55 PM
Fixed the military training academy issue and added some nice features regarding fuel storage and tankers...don't see anything related to working on the AI fuel cheat, though.

Since the game has technology for fuel collection I've decided to suspend disbelief concerning the boneheads that love to roam around across my empire bombing my facilities or other nefarious activities. It does help having military ships or bases positioned at key points where enemy ships will travel through.
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 20, 2016, 06:28:17 PM
Freyland, that line kind of bums me out.
??   :(
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on May 20, 2016, 06:35:34 PM
You know...bum. Keep up with the puns!
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on May 20, 2016, 11:58:00 PM
Did I make an ass of myself?
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 21, 2016, 07:34:30 AM
No, you were being cheeky and I was being oblivious. (See what I did there?)
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on May 21, 2016, 07:46:36 AM
LOL
Title: Re: Polaris Sector - another new space 4x
Post by: bobarossa on May 21, 2016, 08:07:37 AM
I don't mean to butt in, but I'd like to get in on the rear end of this conversation. 

And I hate to bring this back on topic but would someone post the change log for the patch.  I don't have steam and I'd like to know what they fixed about refueling.
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 21, 2016, 08:10:59 AM
I don't mean to butt in, but I'd like to get in on the rear end of this conversation. 
Um, that sounds terribly violating, actually.   :o
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on May 21, 2016, 08:12:12 AM
Changelog:

• Vast modding API improvement
• Heroes backend is now fully functional
• New types of space object types in additional to planets (asteroid belts, for example) that can be colonized and developed
• Destruction of planets
• Weapon type that can fire capital ships only (ex. SW Death Star weapon)
• Customizable look for missiles
• Satellites and stations can now have fuel cells and refuelling stations to act as a refuel and repair bases far from colonized planets
• Separated fuel reserve from travel range, meaning that a ship or station without engines (and thus no travel range) can still has a fuel reserve
• Added the possibility for tankers to reserve some fuel for themselves
• Possibility to use several mods simultaneously
• AI tweaks both in combat and on strategic map
• Fixed the exploit that allowed to destroy factories after building orbital factories
• Fixed the Military Training Center
• Fixed CellsEditor starting incorrectly the new ship body without cells
Title: Re: Polaris Sector - another new space 4x
Post by: solops on June 07, 2016, 07:49:54 AM
The new patch is out!

1.04b – June 1st, 2016
 Vast modding API improvement
 Heroes backend is now fully functional
 New types of space object types in additional to planets (asteroid belts, for example) that
can be colonized and developed
 Destruction of planets
 Weapon type that can fire capital ships only (ex. SW Death Star weapon)
 Customizable look for missiles
 Satellites and stations can now have fuel cells and refuelling stations to act as a refuel and
repair bases far from colonized planets
 Separated fuel reserve from travel range, meaning that a ship or station without engines
(and thus no travel range) can still has a fuel reserve
 Added the possibility for tankers to reserve some fuel for themselves
 Possibility to use several mods simultaneously
 AI tweaks both in combat and on strategic map
 Fixed the exploit that allowed to destroy factories after building orbital factories
 Fixed the Military Training Center
 Fixed CellsEditor starting incorrectly the new ship body without cells
 Removed orbital production requirement from Fuel Cells for Satellites
 Changed "Use Right Click to give orders in battle” to a default setting.
 Added possibility to cancel upgrade of a ship at any time
 Improved algorithm for troops transports taking ground units from planets for automatic
invasion – it ensures planet will not have unrest started because of this
 Fixed some bugs in happiness calculation, especially for exhaustive work
 Fixed auto-colonization not working in several cases
 Fixed tribute for pirates after invasion of a pirates planet
 Fixed a bug with right-clicking mot always working when changing route of a moving fleet
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on June 07, 2016, 07:54:43 AM
The AI fuel cheat issue still holds me back from jumping into this. If you end up getting into an early war you get torn apart unless you have an undue amount of resources diverted to system defense.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on June 07, 2016, 08:51:15 AM
I hate the cheat, but it can be handled by manning choke points with ships and placing detectors and bases on choke point planets. Shouldn't have to...and it isn't 100%, but it helps
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on June 07, 2016, 09:10:39 AM
I hate the cheat, but it can be handled by manning choke points with ships and placing detectors and bases on choke point planets. Shouldn't have to...and it isn't 100%, but it helps

I would need to see AI ship development to really know how far the cheat goes. My main fear is that since they do not need to be concerned about fuel they will not add fuel storage to ships. That fees up a ton of space for other components. I would say typically my ships would be made up to about 80% total space in reactors and fuel storage.

Again my issue is how far and how much does this cheat affect.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on June 07, 2016, 09:26:12 AM
Is the patch backwards-compatible by any chance?
Title: Re: Polaris Sector - another new space 4x
Post by: Wolfe1759 on June 07, 2016, 04:21:19 PM
I know I'm childish but this still makes me grin

"Heroes backend is now fully functional"  :D
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on June 07, 2016, 05:22:39 PM
I know I'm childish but this still makes me grin

"Heroes backend is now fully functional"  :D

Please see previous page and it's associated descent into punnery. Of course, that was just "beta" humor.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on July 05, 2016, 06:30:53 PM
1.04c is out. It claims to have fixed the AI Fuel Cheat bug!

Maybe its  time to jump back in...

Quote
After extensive testing, the 1.04c patch for Polaris Sector is released!
The game is constantly being upgraded, and the developers have recently asked the community what they would like to see in the next major update. So stay tuned for more news!


Changelog:

•   Vast modding API improvement
•   Heroes backend is now fully functional
•   New types of space object types in additional to planets (asteroid belts, for example) that can be colonized and developed
•   Destruction of planets
•   Weapon type that can fire capital ships only (ex. SW Death Star weapon)
•   Customizable look for missiles
•   Satellites and stations can now have fuel cells and refuelling stations to act as a refuel and repair bases far from colonized planets
•   Separated fuel reserve from travel range, meaning that a ship or station without engines (and thus no travel range) can still has a fuel reserve
•   Added the possibility for tankers to reserve some fuel for themselves
•   Possibility to use several mods simultaneously
•   AI tweaks both in combat and on strategic map
•   Fixed the exploit that allowed to destroy factories after building orbital factories
•   Fixed the Military Training Center
•   Fixed CellsEditor starting incorrectly the new ship body without cells
•   Fixed the problem with AI fleets attacking from extreme range due to “AI fuel cheat”
•   Fixed calculations of autoresolve for some battles that involve satellites
•   Changed Science Domination conditions
•   Science development index is now shown in percentage, not in the raw points
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on July 06, 2016, 04:30:04 AM
 :D
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on July 06, 2016, 08:23:35 PM
I started a new game after the last patch and have yet to see heroes, asteroids, tankers that don't screw themselves or any other cool stuff. I'm showing 1.04C now, I know my current game was 104.B.  What's up?
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on July 06, 2016, 09:32:08 PM
Sounds like you can't continue an old game. Probably have to start a new game with the new patch to see everything properly?
Title: Re: Polaris Sector - another new space 4x
Post by: Freyland on July 07, 2016, 08:47:26 AM
Sounds like you can't continue an old game. Probably have to start a new game with the new patch to see everything properly?
Read his post again.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on July 07, 2016, 09:17:41 AM
Sounds like you can't continue an old game. Probably have to start a new game with the new patch to see everything properly?
Read his post again.

Ahh, got it.

Have you tried turning the computer off and then on again? Lol...only solution to any computer associated problem I know
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on July 07, 2016, 03:19:08 PM
1.04c is out. It claims to have fixed the AI Fuel Cheat bug!

Maybe its  time to jump back in...

Quote
After extensive testing, the 1.04c patch for Polaris Sector is released!
The game is constantly being upgraded, and the developers have recently asked the community what they would like to see in the next major update. So stay tuned for more news!


Changelog:

•   Vast modding API improvement
•   Heroes backend is now fully functional
•   New types of space object types in additional to planets (asteroid belts, for example) that can be colonized and developed
•   Destruction of planets
•   Weapon type that can fire capital ships only (ex. SW Death Star weapon)
•   Customizable look for missiles
•   Satellites and stations can now have fuel cells and refuelling stations to act as a refuel and repair bases far from colonized planets
•   Separated fuel reserve from travel range, meaning that a ship or station without engines (and thus no travel range) can still has a fuel reserve
•   Added the possibility for tankers to reserve some fuel for themselves
•   Possibility to use several mods simultaneously
•   AI tweaks both in combat and on strategic map
•   Fixed the exploit that allowed to destroy factories after building orbital factories
•   Fixed the Military Training Center
•   Fixed CellsEditor starting incorrectly the new ship body without cells
•   Fixed the problem with AI fleets attacking from extreme range due to “AI fuel cheat”
•   Fixed calculations of autoresolve for some battles that involve satellites
•   Changed Science Domination conditions
•   Science development index is now shown in percentage, not in the raw points

Finally! This was holding me back as well!
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on July 07, 2016, 06:56:36 PM
I just started a new game and ran into asteroid fields right away, so that's a good sign. Heroes and some of the other mentioned upgrades I haven't seen yet, but I have very little time invested in the new game so far. We'll see.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on July 07, 2016, 07:03:24 PM
I don't think Heroes are "actually" in the game yet... just the coding for them seems to be ready.... at least that's how I read it.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on July 07, 2016, 08:17:08 PM
Also the new Star Wars Mod is out!

http://www.moddb.com/mods/star-wars-polaris-sector-alliance/downloads/polaris-sector-alliance-10b/#6013066
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on July 07, 2016, 10:08:21 PM
At this stage, I think only the heroes' rear ends are functional.  So I can imagine the rest of them might not be showing up in the game yet?

 :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on July 08, 2016, 11:50:38 AM
For tankers it is now possible to manually set the amount of fuel they leave for themselves. There is a button next to the tanker icon.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on July 08, 2016, 01:45:10 PM
For tankers it is now possible to manually set the amount of fuel they leave for themselves. There is a button next to the tanker icon.

Good information, thanks!
Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 08, 2016, 05:02:31 PM
There are heroes in the Star Wars mod.
Title: Re: Polaris Sector - another new space 4x
Post by: Wolfe1759 on July 08, 2016, 05:15:33 PM
Are their backends fully functional ... even when frozen in carbonite?

Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 08, 2016, 05:56:36 PM
Not sure about that. I can tell you that the 3.5 gig download unpacks into 5.39 gigs in 176,421 files in 599 folders...

Which makes the mod bigger than the game.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 14, 2016, 09:45:24 AM
A patch for the Star Wars:Alliance mod is out.

http://www.moddb.com/mods/star-wars-polaris-sector-alliance/downloads/polaris-sector-alliance-101b-patch

This mod changes the whole game.

Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on August 04, 2016, 07:14:49 AM
New patch is released as beta. It allows fleet naming  :)
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on August 04, 2016, 12:20:45 PM
New patch is released as beta. It allows fleet naming  :)

I love little touches like that  :smitten:
Title: Re: Polaris Sector - another new space 4x
Post by: solops on August 31, 2016, 09:34:53 AM
I saw word of the new DLC. Fleet planner, rally points, new race, automatic fighter replenishment. Some of this might be part of a patch. Oh, and the 1.05 patch is out.
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on August 31, 2016, 05:49:13 PM
This game take awhile to get going? I played for a few hours today.. didn't seem to get to where I could build much yet.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 31, 2016, 06:02:14 PM
This game take awhile to get going? I played for a few hours today.. didn't seem to get to where I could build much yet.

Yes. It's a bit of a slow start. Keep at it and it gets interesting real fast. Just gotta learn to enjoy the epicness of the time scale to build and travel.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on August 31, 2016, 06:48:43 PM
Maybe I'm losing my mind but -- aren't you supposed to begin with a scout ship?  Did this change with 1.05 patch?

I've tried starting a few new games -- playing as humans -- and I begin with a homeworld but no ships at all -- ??
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 31, 2016, 06:50:14 PM
Maybe I'm losing my mind but -- aren't you supposed to begin with a scout ship?  Did this change with 1.05 patch?

I've tried starting a few new games -- playing as humans -- and I begin with a homeworld but no ships at all -- ??

 ???  I just started a 1.05 game this week and had the normal scout to start....
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on August 31, 2016, 07:07:30 PM
Ugh this was driving me crazy.

Tried complete reinstall, verify game cache, etc. etc.

Turns out, that if you start a game on "challenging" not "normal" difficulty, you don't get a starting scout !  I tried starting new games on "normal" and voila, there's the scout.

 ::)
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on August 31, 2016, 07:14:21 PM
Even odder -- if you start on "Hard" difficulty, you start with a Corvette and fighter squadron  (...?)

So:  Easy difficulty:  1 scout to start
       Normal: 1 scout
       Challenging:  *0* ships to start
       Hard:  1 Corvette + 1 fighter squadron


That seems really weird to me...  anyone else seeing this?


Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on August 31, 2016, 07:29:01 PM
Here's a question.. I built a fueler because my corvette didnt' have enough range.. So I got close enough to the base I was heading for to get the corvette only to the destination. Then I built another fueler and merged it with the empty one which was empty one sector away. But it doesn't seem to be refueling the empty ship.. Nothing I can do there to get it to refuel?

EDIT:
lol.. so I un merge them and I see a refuel button! Only thing is, it empties the other ship!
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 31, 2016, 07:34:49 PM
Yeah you need to put a stellar sucker, or whatever it's called, on your tankers so they can refill themselves.
There is a setting that will let you leave a minimum amount on the tanker.
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on September 01, 2016, 03:47:56 AM
lol.. so I un merge them and I see a refuel button! Only thing is, it empties the other ship!

You can set the fuel reserve that a tanker leaves for himself - it's a small button next to the "reserve" field.
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on September 01, 2016, 02:26:10 PM
lol.. so I un merge them and I see a refuel button! Only thing is, it empties the other ship!

You can set the fuel reserve that a tanker leaves for himself - it's a small button next to the "reserve" field.

Thanks guys!
Title: Re: Polaris Sector - another new space 4x
Post by: Pete Dero on September 29, 2016, 11:26:37 AM
http://store.steampowered.com/app/418250/

50% off (deal of the day)
Title: Re: Polaris Sector - another new space 4x
Post by: Skwerl on September 30, 2016, 10:44:17 AM
I just picked this up.  I'm going to fire it up this evening!
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on September 30, 2016, 11:37:49 AM
I just picked this up.  I'm going to fire it up this evening!

The sale is on for another 23 hours or so. I'm still on the fence. I'm enjoying Stellaris but from what I've read Polaris Sector plays differently.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on September 30, 2016, 11:51:10 AM
I just picked this up.  I'm going to fire it up this evening!

The sale is on for another 23 hours or so. I'm still on the fence. I'm enjoying Stellaris but from what I've read Polaris Sector plays differently.

Very differently.... at that price it's a steal and well worth it just to check it out.
Do IT!
 :D
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 02, 2016, 11:07:38 PM
Now that the deal's over, I'd chime in also in support of this.  I've only played it about ~30 hours at this point, but it's a novel and engaging format.

Planet economics are pretty simple, but also sufficiently novel that you don't grow tired of them immediately.  And the micro-management is kept to a minimum for most of your planets, which leaves you free to focus on ship design, assembling task forces and invasion fleets, and fighting battles!
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 03, 2016, 11:48:43 AM
Fabulous game! The best 4x on the market IMO. It is focused and fun, an empire building wargame. From comments by the developer, there are still lots of improvements coming in additional patches and he has some DLC planned. I find it more of a challenge than modded Distant Worlds, which was my previous favorite. I much prefer it to Stellaris, which is a very different type of game. The jury is still out on Predestination, Pocket Space Empires and Stars in Shadow, all in early access and all of which I have. I never saw anything about MOO4 to make me want it.
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on October 03, 2016, 02:10:29 PM
The last two posts have me regretful I didn't get it during the recent sale. But there's always the holiday sales that aren't that far off now.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 03, 2016, 03:01:12 PM
The last two posts have me regretful I didn't get it during the recent sale. But there's always the holiday sales that aren't that far off now.

You mean nothing in the 29 pages that preceded those two posts was enough to convince you?  :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on October 03, 2016, 03:09:12 PM
The last two posts have me regretful I didn't get it during the recent sale. But there's always the holiday sales that aren't that far off now.

The Steam Holiday sales will be coming soon!!!
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on October 03, 2016, 04:20:14 PM
The last two posts have me regretful I didn't get it during the recent sale. But there's always the holiday sales that aren't that far off now.

You mean nothing in the 29 pages that preceded those two posts was enough to convince you?  :crazy2:

Counselor, I plead guilty as charged.
Title: Re: Polaris Sector - another new space 4x
Post by: W8taminute on October 04, 2016, 05:03:21 AM
Fabulous game!...The jury is still out on Predestination, Pocket Space Empires and Stars in Shadow, all in early access and all of which I have. I never saw anything about MOO4 to make me want it.

I agree.  Polaris is fun.  I picked up Stars in Shadow last week.  Yes it does need some more work done to it however it's not a bad early access title.  It's a simple yet engaging space 4x.  Most exciting to me though is the fact that combat is turn based!  Do you understand what I just said?  Space combat in a space 4x game made in the 21st century is turn based!  'nuff said.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 04, 2016, 07:51:53 AM
Fabulous game!...The jury is still out on Predestination, Pocket Space Empires and Stars in Shadow, all in early access and all of which I have. I never saw anything about MOO4 to make me want it.

I agree.  Polaris is fun.  I picked up Stars in Shadow last week.  Yes it does need some more work done to it however it's not a bad early access title.  It's a simple yet engaging space 4x.  Most exciting to me though is the fact that combat is turn based!  Do you understand what I just said?  Space combat in a space 4x game made in the 21st century is turn based!  'nuff said.

I missed the sale on Polaris Sector...hope there's going to be a good deal on steam next.

Horizon (2014) has also turn - based combat.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 04, 2016, 08:22:20 AM
I've said it before, but for me, the single over-riding factor that makes PS so enjoyable and so unique is the manner in which it manages to capture the epic thrills of running an intergalactic empire. No other game has achieved such an overwhelming sense of scale and scope in terms of time and space. It takes years to build spacecraft, to move them across the stars, to reach new worlds and colonize them, to research advanced technologies...it takes years and the great expenditure of sums of money, minerals and manpower to construct invasion fleets and ground forces, to stage them, and send them into the void to successfully invade an enemy.  A loss of such a fleet can be truly devastating and set plans back decades or more.  Wars can frequently span centuries! This is how I believe space warfare will be, and how it should be depicted in a grand space 4x game.   

Also, because technology takes so long to research, and because so many of the technologies are interesting, unique and effective, I feel like the late game never really stagnates. I am always unlocking a new technology that opens up new strategies and new ship and combat capabilities.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on October 04, 2016, 08:33:49 AM
I've said it before, but for me, the single over-riding factor that makes PS so enjoyable and so unique is the manner in which it manages to capture the epic thrills of running an intergalactic empire. No other game has achieved such an overwhelming sense of scale and scope in terms of time and space. It takes years to build spacecraft, to move them across the stars, to reach new worlds and colonize them, to research advanced technologies...it takes years and the great expenditure of sums of money, minerals and manpower to construct invasion fleets and ground forces, to stage them, and send them into the void to successfully invade an enemy.  A loss of such a fleet can be truly devastating and set plans back decades or more.  Wars can frequently span centuries! This is how I believe space warfare will be, and how it should be depicted in a grand space 4x game.   

Also, because technology takes so long to research, and because so many of the technologies are interesting, unique and effective, I feel like the late game never really stagnates. I am always unlocking a new technology that opens up new strategies and new ship and combat capabilities.

+1. Well said.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 04, 2016, 08:49:50 AM
I've said it before, but for me, the single over-riding factor that makes PS so enjoyable and so unique is the manner in which it manages to capture the epic thrills of running an intergalactic empire. No other game has achieved such an overwhelming sense of scale and scope in terms of time and space. It takes years to build spacecraft, to move them across the stars, to reach new worlds and colonize them, to research advanced technologies...it takes years and the great expenditure of sums of money, minerals and manpower to construct invasion fleets and ground forces, to stage them, and send them into the void to successfully invade an enemy.  A loss of such a fleet can be truly devastating and set plans back decades or more.  Wars can frequently span centuries! This is how I believe space warfare will be, and how it should be depicted in a grand space 4x game.   

Also, because technology takes so long to research, and because so many of the technologies are interesting, unique and effective, I feel like the late game never really stagnates. I am always unlocking a new technology that opens up new strategies and new ship and combat capabilities.
I like the way you describe it and it sounds really cool.

The main reason i haven't bought it yet (but will at some point) are the limitations in the victory conditions.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 04, 2016, 08:51:17 AM
I've said it before, but for me, the single over-riding factor that makes PS so enjoyable and so unique is the manner in which it manages to capture the epic thrills of running an intergalactic empire. No other game has achieved such an overwhelming sense of scale and scope in terms of time and space. It takes years to build spacecraft, to move them across the stars, to reach new worlds and colonize them, to research advanced technologies...it takes years and the great expenditure of sums of money, minerals and manpower to construct invasion fleets and ground forces, to stage them, and send them into the void to successfully invade an enemy.  A loss of such a fleet can be truly devastating and set plans back decades or more.  Wars can frequently span centuries! This is how I believe space warfare will be, and how it should be depicted in a grand space 4x game.   

Also, because technology takes so long to research, and because so many of the technologies are interesting, unique and effective, I feel like the late game never really stagnates. I am always unlocking a new technology that opens up new strategies and new ship and combat capabilities.
I like the way you describe it and it sounds really cool.

The main reason i haven't bought it yet (but will at some point) are the limitations in the victory conditions.

I feel like I know your gaming tastes pretty well and I must say, it is simply a CRIME that you do not have this game in your library yet.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 04, 2016, 09:00:56 AM
I know, i know....and you're right!  :coolsmiley:

It's just that there too many games to play and too many space 4x coming out this year! :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 23, 2016, 11:54:39 AM
So, after 80+ hours of playing time on Steam, I'm still loving the game.  Ship design is a fun puzzle-solver, tactical combat is far better than anything I've seen in a space 4x (and nicely incorporates ship design), and the economic mechanics are clean enough that they let you focus on building huge fleets and conquering stuff.

But I'm struggling with the research system, and I'm wondering if anybody's figured out an angle to it that I'm missing.

I LOVE the innovative aspects of the system.  It's different, but it also feels much more satisfying and realistic than the traditional Civ-1 research method.  I just can't figure out how to drive meaningful and differentiated game results by tweaking my tech research.  And using the "focus all my research on discovering this one invention" functionality strips all that cool stuff away.

To clarify:  I understand how it works. 

But even using the Technology Planner tool that they've provided, I find my mind just gets boggled with all the combinations and permutations, and the trade-offs.  Aside from nailing down a few key technologies in the early game (Ocean Platforms, Atmospheric Domes, Heavy Ion Guns, Missile Traps) and early mid-game (Frigates, better Generators, shields), I have no idea what I'm supposed to be doing so I just research everything.

I understand that weighting your research more heavily towards Basic Research rather than Applied Sciences opens up more powerful Applied Sciences later on.  But all I really know how to do is tweak my sliders and put the game on cruise control.

Has anybody figured out how to make the research system work for them?

Title: Re: Polaris Sector - another new space 4x
Post by: Tpek on November 23, 2016, 02:28:51 PM
The whole Theoretical/Applied research isn't actually innovative.
The Space Empires series (one of the best space 4x series ever made) already had it.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on November 23, 2016, 06:08:49 PM
The Space Empires research connection was one of the first things I noticed about Polaris Sector. I feel its a satisfactory way of doing research, though after a 100 hours of game play I feel the same way- I really can't put together a coherent plan of research other than the shotgun approach. Maybe a more refined like skeet approach.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 23, 2016, 06:14:59 PM
Well, I purchased.  Just need to wait 8-9 hours to play.  So I won't get to play until tomorrow night.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 24, 2016, 12:02:35 AM
Interesting that Space Empires had the same approach.  It feels like a good system.

But, with 2-4 different prerequisites required for almost every invention, there are just too damn many combinations and permutations for me to manage beyond the first 100 years of the game.  Combine that with the fact that the Applied Science names aren't terribly intuitive (e.g., "Islands of Stability" vs "Subspace Physics" vs "Antimatter" are the shortest path to which inventions?), and I simply find myself at sea.

Anybody else solve this one, or just spam the research and enjoy blowing stuff up?
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on November 24, 2016, 12:58:06 AM
Applied Science names aren't terribly intuitive (e.g., "Islands of Stability" vs "Subspace Physics" vs "Antimatter" are the shortest path to which inventions?)

there are not intuitive for a layman because the terms are straight from actual ongoing real world science!
(and its common science/engineering/SiFi "geek"-knowledge which practical technology fallout (hopefully) comes in their wake) 

 "Islands of Stability" for example is a presumed area in the periodic table where very heavy elements with high atomic number Z are 'stable' again, which means they have a very long half life (like Uranium)

elements with high order number absorb x-ray radiation better and have a high density which can be used either in kinetic-projectiles or in compound armor plating (see Uran) in our existing technology.... and there are maybe much more applications depending on the characteristics of those elements (from catalyst to doping of semiconductors, you name it)

the terms is already so mainstream that is has a lengthy textbook-style google entry 
https://en.wikipedia.org/wiki/Island_of_stability

IMHO its a strongpoint and adds to the quality and flavor of Polaris Sectors that you not research maybe a "Super Uranium"  leading to "strong armor"  and "good space cannon"


Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on November 24, 2016, 05:25:11 AM
Applied Science names aren't terribly intuitive (e.g., "Islands of Stability" vs "Subspace Physics" vs "Antimatter" are the shortest path to which inventions?)

there are not intuitive for a layman because the terms are straight from actual ongoing real world science!
(and its common science/engineering/SiFi "geek"-knowledge which practical technology fallout (hopefully) comes in their wake) 

 "Islands of Stability" for example is a presumed area in the periodic table where very heavy elements with high atomic number Z are 'stable' again, which means they have a very long half life (like Uranium)

elements with high order number absorb x-ray radiation better and have a high density which can be used either in kinetic-projectiles or in compound armor plating (see Uran) in our existing technology.... and there are maybe much more applications depending on the characteristics of those elements (from catalyst to doping of semiconductors, you name it)

the terms is already so mainstream that is has a lengthy textbook-style google entry 
https://en.wikipedia.org/wiki/Island_of_stability

IMHO its a strongpoint and adds to the quality and flavor of Polaris Sectors that you not research maybe a "Super Uranium"  leading to "strong armor"  and "good space cannon"

So, I need a doctorate in physics to understand the tech tree?  Sorry MikeGER, I couldn't resist.   :hide:
Title: Re: Polaris Sector - another new space 4x
Post by: MikeGER on November 24, 2016, 05:57:30 AM
So, I need a doctorate in physics to understand the tech tree?  Sorry MikeGER, I couldn't resist.   :hide:

no its enuf if you read in the daily newspapers once a while other things then only sports, celebrity and the cartoon  ^-^
and adding a little bit Scientific American to the read doesn't hurt too.

At least Polaris Sector doesn't force the player to do the theoretical physics calculations himself to unlock the new tech.  :peace:
Title: Re: Polaris Sector - another new space 4x
Post by: vyshka on November 24, 2016, 08:03:56 AM
Applied Science names aren't terribly intuitive (e.g., "Islands of Stability" vs "Subspace Physics" vs "Antimatter" are the shortest path to which inventions?)

there are not intuitive for a layman because the terms are straight from actual ongoing real world science!
(and its common science/engineering/SiFi "geek"-knowledge which practical technology fallout (hopefully) comes in their wake) 

 "Islands of Stability" for example is a presumed area in the periodic table where very heavy elements with high atomic number Z are 'stable' again, which means they have a very long half life (like Uranium)

elements with high order number absorb x-ray radiation better and have a high density which can be used either in kinetic-projectiles or in compound armor plating (see Uran) in our existing technology.... and there are maybe much more applications depending on the characteristics of those elements (from catalyst to doping of semiconductors, you name it)

the terms is already so mainstream that is has a lengthy textbook-style google entry 
https://en.wikipedia.org/wiki/Island_of_stability

IMHO its a strongpoint and adds to the quality and flavor of Polaris Sectors that you not research maybe a "Super Uranium"  leading to "strong armor"  and "good space cannon"

So, I need a doctorate in physics to understand the tech tree?  Sorry MikeGER, I couldn't resist.   :hide:

I think what Rayfer is trying to say is ...

(http://www.quickmeme.com/img/7b/7bb816f874ba23063086297a234a12a844c48fa92715a45c451adbb878a12330.jpg)
Title: Re: Polaris Sector - another new space 4x
Post by: Tpek on November 24, 2016, 09:49:16 AM
So for those who us who are lazy/time-restrained to read it all,
Is it worth it for 40% off or should I wait for more patches/content and/or a bigger sale?
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on November 24, 2016, 09:50:49 AM
Get it now. It's tons of fun. Combat is great. Time scale is something that I think all other space 4x games miss completely.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on November 24, 2016, 10:31:25 AM
So for those who us who are lazy/time-restrained to read it all,
Is it worth it for 40% off or should I wait for more patches/content and/or a bigger sale?

Get it. All things considered, I think it's the all around best space 4x out of the new batch
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on November 24, 2016, 03:53:07 PM
So for those who us who are lazy/time-restrained to read it all,
Is it worth it for 40% off or should I wait for more patches/content and/or a bigger sale?

Grab it.  The combat system is great, colony management is well-done, and the research system is pretty neat.  And since it's a Slitherine title, 40% off is about as cheap as the game is likely to get anytime soon. 

Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 24, 2016, 11:37:37 PM
Yeah, it's a good game.  The research system is the weakest suit that I can see, but it's all good.

MikeGER, I get what you're saying, but I'm not sure it's a terribly sound game design.  You shouldn't need to know the difference between a value-added tax and an excise tax and a sales tax and a capital gains tax and an earned income credit to be able to manage your empire's finances, and you shouldn't need to understand all the scientific terminology to manage the research tree.

It's cool to know that they're based on actual scientific concepts today.  I could go off on trying to project modern scientific beliefs on any future-state situation involving space travel, but then I was more a History of Science geek than a Science geek!   :)

The less-than-intuitive names wasn't as big a problem for me as the utter inability to evaluate meaningful trade-offs in research decisions, even after sitting down with a pad and paper and taking notes for 20+ minutes. 

That's my major challenge at this point--the research leads to better or worse ships, but it doesn't lead to terribly differentiated ship design.  At least, not that I can actively manage.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on November 25, 2016, 04:58:48 AM

That's my major challenge at this point--the research leads to better or worse ships, but it doesn't lead to terribly differentiated ship design.  At least, not that I can actively manage.

I respectfully disagree entirely with this statement,

One of the things that I love about PS is the way in which the technologies shape and unlock new ship design options and add to your tactical and strategic options. It's not just, "small laser, medium laser, big laser" like so many other 4x games. Rather, technological breakthroughs frequently lead to new weapons and modules that offer completely new options and through creativity and smart design, these techs can help solve many tactical and strategic problems.

The thought and effort put into the techs in the game keeps play fresh through the mid and long term game. While many other 4x games start to grow stale after a few hundred turns, the ability to continue unlocking useful technologies keeps PS fun and rewarding.
Title: Re: Polaris Sector - another new space 4x
Post by: PanzersEast on November 25, 2016, 05:54:39 AM
Just noticed I still have my customer coupon which bring it down to about $17.  I assume they still give you a Steam Key through slitherine store?  Looks like now is the time to jump in.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 25, 2016, 06:07:34 AM
Just noticed I still have my customer coupon which bring it down to about $17.  I assume they still give you a Steam Key through slitherine store?  Looks like now is the time to jump in.

I didn't get a separate Steam key, I just used the key I got from Matrix on Steam and it worked. 
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on November 25, 2016, 08:39:40 AM
Just noticed I still have my customer coupon which bring it down to about $17.  I assume they still give you a Steam Key through slitherine store?  Looks like now is the time to jump in.

Yes Panzers, on the Slitherine site you can grab the Steam Key for it.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 26, 2016, 12:44:57 PM
I haven't got real deep into the game yet, no combat, haven't even run into another race yet.  But a couple of thoughts.

I like the ship design and research.  Ship design isn't quite as flexible as DW, but more so than Stellaris.  I like the whole fundamental vs applied.  Going to take awhile to figure out
what the benefits are of each applied item is.

I also like some of the colonization options.  In DW or Stellaris, you have to research the ability to colonize different planet types.  In PS, you just need domes.  to get to some other planet types.  Looks like you can colonize Gas Giants also with an orbital colony.  I've always thought this was missing from DW and Stellaris.

One thing I don't like as much as DW or Stellaris is the solar systems.  After playing DW and Stellaris and having full solar systems with many planets and moons and the ability to build whatever you want where you want in the system, PS is a big let down.   
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on November 26, 2016, 01:14:42 PM
I haven't got real deep into the game yet, no combat, haven't even run into another race yet.  But a couple of thoughts.

I like the ship design and research.  Ship design isn't quite as flexible as DW, but more so than Stellaris.  I like the whole fundamental vs applied.  Going to take awhile to figure out
what the benefits are of each applied item is.

I also like some of the colonization options.  In DW or Stellaris, you have to research the ability to colonize different planet types.  In PS, you just need domes.  to get to some other planet types.  Looks like you can colonize Gas Giants also with an orbital colony.  I've always thought this was missing from DW and Stellaris.

One thing I don't like as much as DW or Stellaris is the solar systems.  After playing DW and Stellaris and having full solar systems with many planets and moons and the ability to build whatever you want where you want in the system, PS is a big let down.   

I just picked it up too. If you play the tutorial you get to fight 4 battles using a variety of ship and weapon types...it's really good.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 26, 2016, 02:28:27 PM

That's my major challenge at this point--the research leads to better or worse ships, but it doesn't lead to terribly differentiated ship design.  At least, not that I can actively manage.

I respectfully disagree entirely with this statement,

One of the things that I love about PS is the way in which the technologies shape and unlock new ship design options and add to your tactical and strategic options. It's not just, "small laser, medium laser, big laser" like so many other 4x games. Rather, technological breakthroughs frequently lead to new weapons and modules that offer completely new options and through creativity and smart design, these techs can help solve many tactical and strategic problems.

The thought and effort put into the techs in the game keeps play fresh through the mid and long term game. While many other 4x games start to grow stale after a few hundred turns, the ability to continue unlocking useful technologies keeps PS fun and rewarding.

Jarhead, I agree with everything you said, and you raise a meaningful distinction that probably wasn't clear in my original post.  I like the fact that tech research proceeds slowly, so the measure/countermeasure aspect of the tech race proceeds well into the game.  It was thrilling to me the first time I greeted an incoming wave of bombers with long-range MIRV warheads and just decimated them.  Over time, the technology evolves more meaningfully than in any other 4x title I've probably ever played, and that's cool.

The problem for me is that I have no idea how to differentiate my tech research beyond the first 100 years.  The techs do evolve the game play, but I haven't figured out a way to manage that evolution.  This means that, for all its complexity and elegance, I seem to receive about the same techs in about the same order most times I play. 

When I do get some techs sooner or later than I did in another game, it is seldom a result of intentional decisions on my part.  Instead, it's a side-effect of some Theoretical Science slider I adjusted or some Applied Science box I checked without understanding the designs.

This latest issue wasn't intended so much as a critique of the game, as simply asking whether others have found a way to actually manage tech research in this game beyond the first 100-150 years.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on November 27, 2016, 09:11:15 AM

That's my major challenge at this point--the research leads to better or worse ships, but it doesn't lead to terribly differentiated ship design.  At least, not that I can actively manage.

I respectfully disagree entirely with this statement,

One of the things that I love about PS is the way in which the technologies shape and unlock new ship design options and add to your tactical and strategic options. It's not just, "small laser, medium laser, big laser" like so many other 4x games. Rather, technological breakthroughs frequently lead to new weapons and modules that offer completely new options and through creativity and smart design, these techs can help solve many tactical and strategic problems.

The thought and effort put into the techs in the game keeps play fresh through the mid and long term game. While many other 4x games start to grow stale after a few hundred turns, the ability to continue unlocking useful technologies keeps PS fun and rewarding.

Jarhead, I agree with everything you said, and you raise a meaningful distinction that probably wasn't clear in my original post.  I like the fact that tech research proceeds slowly, so the measure/countermeasure aspect of the tech race proceeds well into the game.  It was thrilling to me the first time I greeted an incoming wave of bombers with long-range MIRV warheads and just decimated them.  Over time, the technology evolves more meaningfully than in any other 4x title I've probably ever played, and that's cool.

The problem for me is that I have no idea how to differentiate my tech research beyond the first 100 years.  The techs do evolve the game play, but I haven't figured out a way to manage that evolution.  This means that, for all its complexity and elegance, I seem to receive about the same techs in about the same order most times I play. 

When I do get some techs sooner or later than I did in another game, it is seldom a result of intentional decisions on my part.  Instead, it's a side-effect of some Theoretical Science slider I adjusted or some Applied Science box I checked without understanding the designs.

This latest issue wasn't intended so much as a critique of the game, as simply asking whether others have found a way to actually manage tech research in this game beyond the first 100-150 years.

Gotcha...and I agree that it is not entirely clear how best to focus your research priorities so as to actually play a more active role in development. There is an option to prioritize specific technology, but I find it is too drastic in reducing progress in everything else. I always prefer a more balanced approach to research.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on November 27, 2016, 10:01:29 AM

That's my major challenge at this point--the research leads to better or worse ships, but it doesn't lead to terribly differentiated ship design.  At least, not that I can actively manage.

I respectfully disagree entirely with this statement,

One of the things that I love about PS is the way in which the technologies shape and unlock new ship design options and add to your tactical and strategic options. It's not just, "small laser, medium laser, big laser" like so many other 4x games. Rather, technological breakthroughs frequently lead to new weapons and modules that offer completely new options and through creativity and smart design, these techs can help solve many tactical and strategic problems.

The thought and effort put into the techs in the game keeps play fresh through the mid and long term game. While many other 4x games start to grow stale after a few hundred turns, the ability to continue unlocking useful technologies keeps PS fun and rewarding.

Agreed, I'm getting back into this on a new game and the only major tech I've researched so far is heavy lasers.

I've designed and built the following: Updated colonizer to carry more people (3k opposed to 1k), a refueling frigate, a population transport and a battle satellite. I've also built carriers and fighters.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 29, 2016, 08:15:35 AM
I have 2 ocean planets.  According to the manual, these are great for producing food and organics.  I've set both planets to agriculture, but they're not doing anything.  I've manually built some floating platforms so they can support more people.  But I don't see an option to build farms.  What am I missing?
Title: Re: Polaris Sector - another new space 4x
Post by: Trooperc7 on November 29, 2016, 09:35:41 AM
I have 2 ocean planets.  According to the manual, these are great for producing food and organics.  I've set both planets to agriculture, but they're not doing anything.  I've manually built some floating platforms so they can support more people.  But I don't see an option to build farms.  What am I missing?

oceanic planets only produce farms/food when you have researched marine farms....until then no farms or food. However once you have marine farms, they will produce all you need!
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 29, 2016, 12:20:58 PM
Thanks Trooper!
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on November 29, 2016, 01:40:30 PM
So, it looks like in the early part of the game, a lot of planets, dwarfs for example, are useless to colonize unless they have something to mine.  From the ones I've colonized, they are so small that you can only build a couple of factories.  In fact, it looks like they are locked and you cannot build anything but production facilities.  The only they seem to do are for fueling points to extend the range of your ships. 

Perhaps later with more advanced tech they'll be worth more?
Title: Re: Polaris Sector - another new space 4x
Post by: Trooperc7 on November 29, 2016, 01:53:51 PM
You are correct.. they dont mine much because they cant support much.... however once you research some deep core mines which make the output a bit better, they are never going too be big producers... however if you need a colony to extend your range then you get a small twofer...
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 29, 2016, 01:58:49 PM
It takes certain techs to colonize them, and then other techs enhance them, but lots of planets are only of marginal value to colonize period--if you have to build 5 Atmosphere Domes for every factory, your Industry ramps up pretty slowly.  And it takes a half dozen or more mining worlds (and maybe half a farming world) to supply an Industrial colony with 150M population, 18 Factories, 6 Orbital Construction Modules, and all the minerals they need to keep belting out new ships.

I make most of my non-Terran/Ocean/Gaia planets Mineral worlds, or Mineral+ worlds if they're at a crossroads where I might want to be able to build a space station or two with 25 years warning, or build some army units quickly (although surplus population there is always slow to develop if I need atmosphere domes). 

Same thing for anything that I just need as a refueling depot.
Title: Re: Polaris Sector - another new space 4x
Post by: Trooperc7 on November 29, 2016, 02:10:07 PM
I now have 208 hrs invested in Polaris Sector... I must admit when i first got it, i wasnt sure i liked it even though space 4x are my favorite games.....The more i play, the more depth I find in the game..Now i will say, that i dont own Distant Worlds or Stellaris but i have most of the rest.....Im finding PS to be one of those games where i just have to take another turn or i have to get to a certain tech before i will stop.....all in all, one of my favorites at this moment!
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on November 30, 2016, 12:42:19 PM
It's been awhile playing any space 4x (GalCiv II actually) that I picked this up on a whim after reading some comments here. I have only scratched the surface after a couple restarts but have to say I am pleasantly surprised and have been thinking about the game constantly lol :P

I found the AI was right next me once I begun exploring every restart but just went with it the third time and ended up walling him off with 3 chokepoints. In retrospect now I may have hamstrung myself with these marginal Mineral worlds but there are other earth/Ocean planets that I have found and begun to develop - as mentioned above didn't realize I would need to continuously build atmospheric domes just to keep on devloping on these marginal worlds. I am playing Human and soon realized their early ship designs suck hard - found a mod that expanded the Corvette and Freighter some which helped immensely. At least now I can build a Corvette that can make it to the next world without a tanker alongside :o

I am really intrigued by the science and research in this game even though I don't have a clue what I am doing. I really like this sense of discovery and the resultant 'pace' of doing things in the game, whether researching, building, growing etc. I like the design choices of having to plan ahead when building a space fleet. The game just feels galactic at this point and from the sounds of it, there is much more to come.

Anyways just bumped in another alien race, the Drill, and the nearest colonized planet has gone into a panic, order up some Police and Marines to quell the rioters, now where is that damn Corvette that was just commissioned... Out of fuel?? Good fun. :)
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on December 05, 2016, 02:38:33 PM
Update about 120 years in. Humans have carved out a large chunk of the known universe and share borders with the Drill, Gavaken, Sharatar, Logans and Erians. 20 planets have been colonized now and I have been switching to the AI planet specializations where possible. Food is not a problem, even with huge populations (compared to the AI races), but resources are difficult to accumulate and maintain when trying to operate any sort of warlike fleet.

I have finally eliminated the Pirate scourge and can now settle down to growing, colonizing within my empire and more development. The Pirate 'menace' was interesting. They first showed up near my southern border heading towards the nearest Earthlike planet. I assembled my 'fleet' of 2 Corvettes and a small Carrier with 20 fighters to do battle and oops, time for plan B. 4 Corvettes and 60 fighters was not an equal fight. Took my licks and built another Corvette and Carrier, only to see the Pirates cut a swath through my empire on towards the Drill planets. Meanwhile a Scout discovered the Pirate home world so assembled a fuel/supply freighter for the Fleet and off we go. 80 Pirate fighters this time but the combination of my fighters and paired lasers, along with a sacrificial freighter(!), did the trick and a lush Gaia world was mine. Fast forward a few decades and the Pirate fleet shows up again on my Northern border headed towards my Industrial giant - optimistic on my part to think the Drill would deal with them, haha. No way my Fleet could ever get there in time so quick design a new Fighter with Heavy Ion guns and a missile trap, and start cranking them out. By the time the Pirates arrived there were 45 Fighters to do battle. It was close, so very close, but the last Pirate Corvette with a sliver of 'health' left finished off the last half dozen human fighters. Lost a couple more Orbital Shipyards before my Fleet finally destroyed the last Pirate Corvette. Hopefully that is the last of them. Right now Fighters really pack quite a punch.

Playing Normal difficulty and I am pretty far ahead of everyone in the overall empire index. Planet wise the Erians have 24, the Logans 15, the Gavaken 5, the Drill 4 and the Sharatar 2. Apart from some laughable demands from the AI races when the Pirates did their pillaging, the AI has been very quiet and acquiescent to almost all my overtures. I have been getting a lot of general/fear of invasion unrest on my planets so prioritized Long range scanners to see if there were any spy ships but none have been detected yet? I have been passively gathering intel and experience with my own Spy ships but nothing else otherwise.

As far as Science goes I have been leaning about 70/30 to Fundamental and occasionally prioritizing Applied techs when needed. A lot more has opened up but I have not really gone through it all to have any idea how to proceed. A shotgun approach it is for now but as mentioned above a more clear direction seems elusive. I have been focused on the point defense techs to combat the enemy Fighters but now what? Engines? Generators? Shields? The Frigate seems a long way away as does some of the specialized domes to further colonization...
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on December 05, 2016, 04:03:18 PM
I would recommend domes, you may need reedium and gravitonium soon.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on December 05, 2016, 10:04:19 PM
Yup.  Domes are actually one of my top priority technologies, for the very reason that Goldsboro stated.  Heck, in lots of games, I even find myself running out of radium early on...

Getting better armor definitely helps with ship survival, but it also takes more steel, and you really don't want to be wasting your Terran or Ocean planets on mining anything.
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on December 06, 2016, 11:27:34 AM
Yes was running into shortages of plutonium and gravitonium pretty early, redium to a lesser extent. Most mineral worlds do not have gravitonium or redium so not mining your Terran planets, at least for awhile, really isn't an option. I have setup trade contracts with a few AI races, even large resource exchanges when necessary, which also helps. In the end I am focusing on the specialized atmosphere domes to open up some more planets to mine.

Combined arms in your fleets rocks. Another Pirate fleet, with 3 corvettes and 80 fighters this time, showed up in my empire. A fleet of two PD corvettes with missile traps and paired lasers, one long range corvette with heavy ion guns, and two small carriers with 40 fighters annihilated them for the loss of only 6 fighters. Nice :)
Title: Re: Polaris Sector - another new space 4x
Post by: solops on December 06, 2016, 11:50:45 AM
One of the choices you are forced to make: sub-optimal components or cutting edge - which do you have the minerals for? I have had to retrofit my entire navy to obsolete ship components due to mineral shortages, if I wanted to keep that many ships. Choose wisely, Padawan....
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on December 06, 2016, 01:24:05 PM
Yes, at this point with 22 colonized planets I have 5 corvettes, 40 fighters, 1 fuel/supply freighter, 1 passenger freighter and 3 stealth scout ships. The maintenance is no issue currently and have no plans to increase or upgrade, but even just cranking out colonizers requires a stockpile I need to let accumulate for a period of time first. What I have observed of the AI is they seem to like fighters and battle stations stationed at their planets, and not an actual fleet, though I may just not be seeing them yet. Speaking of AI, some are woefully slow to expand, even after gifting them technology - specifically the Sharatar who still have only 2 worlds, the Gavaken finally got over their 'hump' and now have 7 planets. Perhaps the Pirates are menacing them also? Great game, most fun I have had gaming in some time.
Title: Re: Polaris Sector - another new space 4x
Post by: Geezer on December 10, 2016, 12:01:19 PM
Thinking of picking this up with my Matrix 12 year anniversary coupon.  Saw a while back where there was an AI cheat that gave it infinite fuel.  Anyone know if that ever got fixed?  Thanks.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on December 10, 2016, 01:18:10 PM
Thinking of picking this up with my Matrix 12 year anniversary coupon.  Saw a while back where there was an AI cheat that gave it infinite fuel.  Anyone know if that ever got fixed?  Thanks.

It got toned down a bunch... but I'm not sure how much. Developer still actively working the game so maybe some day...
Title: Re: Polaris Sector - another new space 4x
Post by: Geezer on December 10, 2016, 02:41:27 PM
OK, thanks.  Was wondering if the game was still getting good support.  I have early access to Endless Space 2 and don't really need another 4X game right now, but with 41% off the already reduced price it's tempting.  Seems like most folks here are happy with the game.  For me it's not about the money, it's being careful about putting my limited time into a game that ends up being a dud.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on December 10, 2016, 02:43:55 PM
I've been playing the hell out of it for months now and I'm not bored. It has the "one more turn" aspect of Civ and I find myself playing longer than I intended  O0
Title: Re: Polaris Sector - another new space 4x
Post by: Geezer on December 10, 2016, 02:47:56 PM
Great, thanks.  "One more turn" is always a good sign.  :)
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on December 10, 2016, 10:26:37 PM
Polaris Sector is an excellent title.  I kind of have the sense that this is what Distant Worlds felt like when it first came out:  It works as a stand-alone game, but you also see a skeleton that can carry A LOT more meat at some point.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on December 11, 2016, 04:17:29 AM
I now have 208 hrs invested in Polaris Sector... I must admit when i first got it, i wasnt sure i liked it even though space 4x are my favorite games.....The more i play, the more depth I find in the game..Now i will say, that i dont own Distant Worlds or Stellaris but i have most of the rest.....Im finding PS to be one of those games where i just have to take another turn or i have to get to a certain tech before i will stop.....all in all, one of my favorites at this moment!

If you really like depth in general and PS specifically I would skip Stellaris and grab DW:U. DW combat is abstract compared to PS but it's depth everywhere else is unrivaled.
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on December 11, 2016, 05:27:44 AM
Interesting that two recent posts comment on the 'just one more turn' feel of PS and yet it's a real time game without turns. It does allow you considerable leeway in how fast or slow it moves forward and you can pause at any time to issue commands.  Don't take my post here wrong, these are not critical comments, I play PS, love it and agree it does have that 'just one more turn' feel. I think it is a compliment to the developers to have taken a real time game and given it the 'just one more turn' feel that usually only comes with turn based games.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on December 11, 2016, 06:29:23 AM
Yeah but PS plays like a turn based game. Except instead of the turns itself dictating when a time stoppage occurs the completion of an event stops it.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on December 11, 2016, 07:44:02 AM
Interesting that two recent posts comment on the 'just one more turn' feel of PS and yet it's a real time game without turns. It does allow you considerable leeway in how fast or slow it moves forward and you can pause at any time to issue commands.  Don't take my post here wrong, these are not critical comments, I play PS, love it and agree it does have that 'just one more turn' feel. I think it is a compliment to the developers to have taken a real time game and given it the 'just one more turn' feel that usually only comes with turn based games.

Once again, this all circles back to the manner in which the game has so successfully captured the essence of vast distance, space and time like no other 4x. Technological advancement, travel, development, war, is all clearly measured in decades, centuries and millennia. When moving from point A to point B takes 90 years, events do not feel measured in real time like a traditional RTS.

This is one of the best, if not the greatest features of this game. It makes it unique and immersive like no other 4x game before it. The only game that may have come close is EotFS, in that constructing a starship required a massive effort in resource collection, was extremely costly and took a very long time to construct. Losing a jump capable ship was almost game ending.
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on December 11, 2016, 09:34:24 AM
Going back in tonight - hope I remember everything
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on December 11, 2016, 10:19:12 AM

The only game that may have come close is EotFS,

Out of interest, anyone got Emperor of the Fading Suns running on Windows 10 64-bit?

Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on December 11, 2016, 10:42:01 AM

The only game that may have come close is EotFS,

Out of interest, anyone got Emperor of the Fading Suns running on Windows 10 64-bit?

Yes. Runs fine on my system.
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on December 12, 2016, 05:22:59 AM

Yes. Runs fine on my system.

Thanks Jarhead. Got it working.

Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on December 13, 2016, 08:59:37 AM

Once again, this all circles back to the manner in which the game has so successfully captured the essence of vast distance, space and time like no other 4x. Technological advancement, travel, development, war, is all clearly measured in decades, centuries and millennia. When moving from point A to point B takes 90 years, events do not feel measured in real time like a traditional RTS.

This is one of the best, if not the greatest features of this game. It makes it unique and immersive like no other 4x game before it. The only game that may have come close is EotFS, in that constructing a starship required a massive effort in resource collection, was extremely costly and took a very long time to construct. Losing a jump capable ship was almost game ending.


Yup, and that is even more pronounced when playing on the harder difficulties. I abandoned my 'Normal' game after eliminating two AI races and being so far ahead of the others that I lost interest in continuing even though I knew the external threat would come at some point. I started another on Hard and wow totally different ball game here - reduced food, resources, planet quality etc all put the brakes on development. Out of four AI races I am bordering, I am third on the overall index 200 years in.
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on December 22, 2016, 03:27:45 PM
on sale now!
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on December 23, 2016, 11:46:31 AM
I am at a bit of an impasse in my current game. To give a brief update: The borders with the AI have solidified now; I have about 40 worlds to the adjacent 60-70 world AIs. I had been throttled expanding in one important direction next to my homeworld by a Pirate world; I resorted to camouflaged colonizers to break out a little but by that time I was already late to the party, missing some important Earth/Ocean worlds. I have finally surpassed the known AI races in overall technology and have a modest Fleet of Frigates, Corvettes and Fighters, but the biggest concern now is Food. Currently I have 4 Agricultural worlds, 4 Innovative worlds, 1 Balanced world and 3 Industrial worlds; the rest being Mineral worlds to create a modest stockpile.

1. Pirate tribute: Even after taking out the Pirate home world that spanked me at the very beginning and took a modest amount of minerals, I am still paying tribute, quite significant now! Is that a known bug? How to end that?

2. Food: Are there technologies that will allow more intensive Farming, similar to Mining? I do not see that so am thinking not. With the current negative balance Humans will face mass starvation and rebellion in the not to distant future. It may be the reason to start a hasty war of conquest against my neighbor for some necessary Ocean worlds...

3. Fleet Designs: I have researched the Frigate and Destroyer now, but without accompanying upgrades in generator/engine technology I don't see a reason to go with the larger hull. Unless I am missing something, it is just slower and requires way more resources. The Frigate seems like the best balance at this point, even though still takes about 10 years to build. I am wondering if there is some sort of fleet design repository to browse other designs? I focused on Shields, Baryon Gun and Photon torpedoes but don't know how that 'fares' at this time - really look forward to the promised 'Battle Arena' from the developer.

Still a fun, engaging game.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on December 23, 2016, 06:34:44 PM
In my experience not managing food is the biggest source of failure playing this game. Start prioritizing food production early on. I don't know after colonizing 40 planets if one can shift to food production fast enough not to contract significantly.
 
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on December 24, 2016, 08:51:40 AM
There are hydroponic plants - they help with the food issue greatly, as mostly allow mining worlds to be self-sufficient in food.
Title: Re: Polaris Sector - another new space 4x
Post by: matt3916 on December 24, 2016, 02:46:05 PM
Re Pirate Tribute, the following is from the 1.04c patch file:  "Fixed tribute for pirates after invasion of a pirates planet."  If this isn't the case for you, please report it as a bug.
Title: Re: Polaris Sector - another new space 4x
Post by: matt3916 on December 24, 2016, 03:09:31 PM
Re technologies for improving food production, nope, just marine farms and hydroponics.  Hydroponics don't make mining planets self-sufficient if you're actually mining on them.  A hydro farm gives a net gain of 150 food after accounting for the population cost of building an atmospheric dome and hydro (on Challenge or Hard settings).  So 50 hydro farms (the maximum a planet can hold) yield a surplus of 7500 food.  7500 population don't build a lot of mines.  Hydro farms DO help but they take a long time to be fully built.
Title: Re: Polaris Sector - another new space 4x
Post by: matt3916 on December 24, 2016, 03:47:59 PM
Re Zonzo's food problem.  The following is from the game's designer (on the Slitherine forums):  "General rule on Normal is to plan one Earthlike or Oceanic world dedicated to farming per every 6-8 mining worlds or 2-3 scientific or industrial worlds."  And remember that on Normal the player gets an X2 food bonus, which isn't available on Hard or Challenging.

I'm assuming your "Balanced" world is your staring home planet.  If you haven't already done so, I'd destroy the mines and use the freed space for either food or research (depending on the bonii for the planet).  There are so few earthlike planets that their building slots shouldn't be wasted on mining.  And if you have 3 Industrial worlds, I'd also recommend you trade in the Factories on your home planet for either food or research as well.  You also may need to switch one of your Innovation worlds to Agriculture.

Taking the other guy's toys may or may not help (at least immediately).  I'd recommend spying to determine what the Ocean worlds contain before invading them.  Taking over a 100K population world that is devoted to research won't help your cause.  Of course, if you're going to glass the planet then recolonize you won't have this problem.

You may have to use the Austere Foodstuffs Control Policy Initiative even though it kills your production.  But a little production is better than the none if the colony revolts.
Title: Re: Polaris Sector - another new space 4x
Post by: matt3916 on December 24, 2016, 05:13:36 PM
Re Fleet designs, I'm not aware of any design repository.  Once again, spying can be your friend.  You can also see weapons, hit points, shields and speed on the combat screen (although that can be an expensive way to obtain that info).

I think the larger hulls come into their own with the discovery of more advanced shields.  You can put more than one shield on a ship (and the AI WILL do this).  You really need Inertial Propulsion Unit (IRU) engines to get good speeds on a destroyer hull (for instance, 9.63 vice 3.37).  And, of course, you also need advanced fuel tanks and power generators.

Reasons to go with the larger hull?  More hit points and room for more weapons (which you may or may not be able to use, depending on what generators you have).  More room for other stuff as well, such as missile traps.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on December 24, 2016, 05:21:01 PM
This is one of the few games where thinking outside the box with ship design can really pay off. Players have the freedom to experiment with all sorts of different modules, hulls, weapons, etc. to create some very useful mission oriented craft.

With respect to larger hulls, outside of outfitting more armor, more ordnance and bigger guns, I find the larger hulls useful for support roles...tankers, troop and population carriers, resupply ships, and ships with long range missions in mind for carrying larger quantities of fuel.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on December 25, 2016, 07:58:26 PM
Anybody have issues with refueling? I moved a fleet of 5 ships with refueling mods into a system with short range corvettes and combined fleets. All of the fuel in the tankers stacked into one ship. After deselecting and selecting the tankers again one tanker had a full supply and the others have none. I don't have the option of refueling any ship from the full tanker. Besides the obvious glitch of losing fuel am I overlooking something?
Title: Re: Polaris Sector - another new space 4x
Post by: bobarossa on December 25, 2016, 08:19:03 PM
Don't combine the tanker fleet with the fleet you want to refuel!  You only get the option when they are separate.  First select the tanker fleet and set the amount you want to reserve (to get home).  Next select the empty fleet and click the refuel icon.  Never tried it with fleets with multiple ships or tankers so not sure how it gets distributed.  Hopefully everyone gets and equal amount.   

Aurora had a handy "equalize fuel" command and I wish there was one in Polaris Sector (although that would mess with the idea that you need a special/expensive module to refuel other ships).
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on December 25, 2016, 09:32:12 PM
I remember the "equalize fuel" command in Aurora, that was handy. I'll go straighten out my fuel mess. Thanks bobarossa.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on December 25, 2016, 10:29:11 PM
Yeah.  The Marine Farms tech is huge, because until you have that, you have to grow most of your food on Earth planets, and that's not always convenient.

One other good way to boost food production:  Find (or conquer) an Earthlike planet with small population, and begin moving huge chunks of population there using a ship with one or more "Passenger Modules".  As you'd expect, farms are very easy to build, in terms of production, so you can ramp up your agricultural production pretty quickly once you have the manpower on planet.

Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on December 26, 2016, 05:29:25 AM
There is a rally point mechanics now - with the possibility to auto-build the fleet for this rally point.
Title: Re: Polaris Sector - another new space 4x
Post by: Trooperc7 on December 26, 2016, 05:39:00 AM
I can pretty much end my food concerns once I change oceanic planets to agriculture using the marine farms.........
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on January 23, 2017, 01:28:21 PM
Thanks for the tips. I ended up taking some choice planets from the AI and then reorganizing the ratios of food to industrial/research planets in that game before abandoning due to the Pirate tribute not going away and running into mineral resource issues. Food production ramps up quite quickly when converting a planet with population. Another thing I overlooked was to throttle back the industrial worlds when not in use, saves a lot of food.

I started another game on Hard, no Pirates this time, and have advanced probably 2/3 to 3/4s through the tech tree and have settled down to complete as it has become quite interesting being straddled down the middle of the universe and having AIs (psychotic) all around.  :2funny: A couple general observations after 100+ hours:

IMO, while the pacing of development, ship building, movement etc is 'slow', it seems there is a slight disconnect with the pace of research, ie techs are coming in too fast and your 'latest' designs have not even made it to the front before being outdated. I am at war with 2 AI races, and based on the speed of operations thus far, I will be through the remainder of the tech before finishing them off. Not sure if there are hidden techs? This really is a wargame so perhaps that is intended for the final stages.

Speaking of AI races - have to admit they all seem aggressive and crazy, especially when it comes to expansion or lack of. Even AI on good relations with you suddenly becomes Hostile once they realize they are blocked from expanding. However, I have yet to see the AI utilize any sort of sizeable type fleet against me, preferring to send ships in dribs and drabs - I did spy a Gaveken fleet of a dozen+ Destroyers/Frigates each parked in their interior planet and not used in their war against another AI. (Only time I have observed an actual fleet assembled, look forward to battling them in the future) Once on the defensive the AI is good at throwing up battle stations, Fighters/Interceptors/Heavy Fighters, Ground Troops etc.

This game is quite fun and engrossing, and has a lot to like, but unsure if the AI is up to the task. I prefer the AI in GalCivII, and recall it being quite tough and challenging.

Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on January 24, 2017, 11:16:03 AM
I had some of the same impressions.  To a certain extent, I think that's a function of becoming the leading interstellar empire--your big shipyards are in the Heart Worlds, so far from the frontiers you're now conquering, that it just takes a while for your fleets to arrive.

To a certain extent, there are some technological workarounds there.  Star Gates (like Worm Holes, but temporary and manufactured) can move ships and whole fleets pretty instantly--but they don't last long.  I've not played with them much, but I know the technology there.  This is another example of the depth in the game.

At its heart, Polaris Sector is kinda like Age of Wonder 3--it's a wargame masquerading as a 4x.  The diplomacy is one of the weaker features of the game, but the combat/ship-design feedback loop is the strongest part of the game, so having somebody to fight all the time works okay for me.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on January 25, 2017, 08:20:16 PM
Recent Jan 8 Designer comment from the Steam forum:

"Done up to the date:
1. New race
2. New techs (basically, doubled the amount of items)
3. Fleet planner
4. Automatic fleet construction and collection at a rally point
5. Automation of building/replenishment of small ships

We are planning of doing the closed beta first as the change is very massive."

Also re-did the galaxy generator.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on January 26, 2017, 01:12:31 AM
Hmmm...  Love the work, but the tech system is already too complicated, IMHO.  Still, I'm eager for this one!
Title: Re: Polaris Sector - another new space 4x
Post by: jomni on January 26, 2017, 02:53:26 AM
I'm really liking how this game is turning out. WITP in Space. Haven't bought. Will this turn into "HOI IV"? AI cant cope with game mechanics?
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on January 26, 2017, 06:05:35 AM
Hmmm...  Love the work, but the tech system is already too complicated, IMHO.  Still, I'm eager for this one!

Great game in many regards, but like you I find the tech research piece hard to wrap my head around. The rest of it is well done.
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on January 26, 2017, 08:46:05 AM
Wow, just got spanked in a tense battle. :o The Logans decided to declare war on me also on my 'southern' frontier - not sure why they didn't go after the shattered Sharatar or Drill who I am also at war with but that's another story. I only bordered the Logan at two points, both fortified with Battle satellites. The initial probe by the Logan resulted in defeat in one system as I forgot to upgrade the satellites so I send down a fleet of 6 Frigates, 2 Destroyers and 100 Interceptors to take back the space over the planet X, defeating the assorted Logan ships in the initial push. Fast forward a bit and being distracted by the other ongoing wars, I am suddenly alerted to another battle over planet X. Hmmm, the AI has 6 Destroyers with about 290 Heavy Fighters, 40 Interceptors and a dozen Fighters. Battle predictor says 67% in my favour but am not so sure. The Logan Destroyers bug out immediately and leave the small craft who immediately start assembling into a huge Hammer formation - first time I have seen the AI do this. I do send out my Interceptors and destroy a couple small groupings before bringing them back to the ships to fight in unison. The final fight is brutal and ugly as one after another ship goes down. I had a followup of two new Destroyers who cleaned up the remaining victorious Logan Heavy Fighters but much respect to the AI for that.   :bd:

That battle did cause me to rethink some things. I had been moving towards building up Interceptors and Heavy Fighters like the AI but now I am going to stick with Fighters and numbers. I am thinking the speed and quantity of the Fighters will make up for any shortcomings in armor and firepower. We will see.
Title: Re: Polaris Sector - another new space 4x
Post by: jamus34 on January 26, 2017, 09:11:20 AM
I actually like the tech system as it's very give and take. You can push research to get a singular tech but you'll push out all other research. It seems more realistic in that you can focus resources to get tech you need but general research will lead to broader discoveries
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on January 26, 2017, 10:59:46 AM
I actually like the tech system as it's very give and take. You can push research to get a singular tech but you'll push out all other research. It seems more realistic in that you can focus resources to get tech you need but general research will lead to broader discoveries

Yes, it is quite different than other games in this genre, at least ones I have played. I haven't figured out its nuances yet.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on January 26, 2017, 11:26:15 AM
I enjoy MANY aspects of it.  It feels more "real" than most systems, and it does involve trade-offs better than many other systems.

I just found myself overwhelmed by the hundreds of combinations and permutations beyond the first 100 years or so.  When a given invention/component/structure requires differing levels of progress in 3-5 different Applied Sciences, and each Applied Science has implications for 20-60 different inventions, there's just no way for me to intelligently evaluate or manage trade-offs between my different choices.

I CAN fast-track research in a single area, but that essentially gets me back to the Civ I "now we research Iron Working" approach.

It's a great system in theory, I just think it needs some simplification to be as playable as the other parts of the game.

I'm also really eager for heroes...
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on March 09, 2017, 03:28:41 PM
It's on sale now!
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on March 09, 2017, 06:39:47 PM
If you don't have it already....what the hell are you waiting for?!?!?!    O0
Title: Re: Polaris Sector - another new space 4x
Post by: undercovergeek on March 10, 2017, 12:38:36 AM

I'm also really eager for heroes...

The bonnie Tyler dlc
Title: Re: Polaris Sector - another new space 4x
Post by: bob48 on March 10, 2017, 07:35:35 AM
^LMAO
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on March 11, 2017, 07:33:55 PM

I'm also really eager for heroes...

The bonnie Tyler dlc

 \m/

Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 31, 2017, 01:53:16 PM
Patch imminent...
 ----------------------------------------------
Ufnv  [developer] Jul 26 @ 2:53pm
Everything is finalised now, including the translation and these marketing files are sent, looking forward to the official announce.

And here is one more video to share:

http://steamcommunity.com/app/418250/discussions/0/358415103478273538/?ctp=11

Now you can easily check what the new technology brings you right at the Science screen
---------------------------------

Woo Hoo!
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on July 31, 2017, 11:32:52 PM
There's a new expansion/DLC coming as well.  Am curious to see what it includes. 
Title: Re: Polaris Sector - another new space 4x
Post by: JudgeDredd on August 02, 2017, 01:11:11 AM
What are the positives/negatives between Polaris Sector and Stellaris (which I have)?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on August 02, 2017, 05:05:18 AM
What are the positives/negatives between Polaris Sector and Stellaris (which I have)?

LoL. This is a 36 page thread on the greatness of Polaris Sector. Read it and compare it to your experience with Stellaris.  :arr:
Title: Re: Polaris Sector - another new space 4x
Post by: JudgeDredd on August 02, 2017, 06:47:59 AM
I understand why my post looks lazy - and I couldn't argue - but I simply wanted bullet points from people who had both

nm
Title: Re: Polaris Sector - another new space 4x
Post by: JudgeDredd on August 02, 2017, 07:30:12 AM
ok - read. Alot of noise around (which is why I wanted bullet points) but overall, very positive posts  O0
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 02, 2017, 07:37:56 AM
Its a fun game JD but very different that Stellaris.

Polaris Sector is turn based.

Has really impressive sense of time scale, ships take years to build and years to travel to other stars. Because for this time scale you get more attached to your ships and don't just build tons and send them off to their deaths. It the effort to build just one ship makes them very valuable.

The AI cheats a bit with fuel ranges, but otherwise puts up a pretty good fight.

Tech tree is very different and can be daunting if trying to get specific techs. But has a very natural feel to the discovery of future techs. Again discoveries take years and years to  make.

Lower production value but not in a bad way.

Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on August 02, 2017, 07:39:14 AM
Its a fun game JD but very different that Stellaris.

Polaris Sector is turn based.

Has really impressive sense of time scale, ships take years to build and years to travel to other stars. Because for this time scale you get more attached to your ships and don't just build tons and send them off to their deaths. It the effort to build just one ship makes them very valuable.

The AI cheats a bit with fuel ranges, but otherwise puts up a pretty good fight.

Tech tree is very different and can be daunting if trying to get specific techs. But has a very natural feel to the discovery of future techs. Again discoveries take years and years to  make.

Lower production value but not in a bad way.

Polaris Sector is not turn-based. At least, it wasn't the last time I played it. It is real time pausible. You can slow down time, speed it up, or stop it altogether.

Otherwise, I agree with your points. The major thing that sold me on PS was definitely the sense of time and scale. No other 4x game captures it the way PS manages to do. Large ships take years or even decades to build in most normal ship yards, vast distances are traveled over long periods of time and intergalactic wars can rage for centuries. Building a powerful fleet, or an invasion armada is a major undertaking in time, resources and expense. Losing one is a tremendous set-back and can have strategic ramifications impacting your empire for hundreds of years. This is the way I imagine interstellar warfare will work.

It definitely is not as polished or as pretty as Stellaris, but its still on my top 10 list, with the caveat that it did not grab me right away. It took quite a bit of trial and error to take. I only wish there were more mods for this title. 
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 02, 2017, 07:41:31 AM
Oops yer right. It's pause-able RT. :-[

Just I played with the pause on so much it feels like RT.  :P
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on August 02, 2017, 07:46:57 AM
One thing about the real-time, when certain events happen, ships arrive at their destination, the game will pause.  I think this is configurable to some extent.

I haven't played in a while, but once the latest update drops, I'll give it another try. 
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on August 02, 2017, 08:01:21 AM
I haven't played PS in awhile too. The AI fuel issue was a real turn-off for me, but I thought it was addressed somehow in a prior patch.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on August 02, 2017, 08:05:04 AM
They addressed it somewhat. I think the AI still cheats on the range but they were supposed to have put some breaks on it to keep it from crossing the galaxy...
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on August 02, 2017, 01:56:12 PM
JD, I'll give you another bullet point or three:

+  There's a strong emphasis on combat.
+  Planet management matters, and the system works fairly well, but it's not a central part of the game.
+  Research can change combat A LOT, which is one of the best features of the game.  Your fighters and torpedo bombers may be tearing through the whole Sector, until the first time you run into an enemy with a couple MIRV-equipped Frigates.   L:-)
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on August 02, 2017, 02:06:45 PM
Along the same line as the time scale, invasions are major undertaking. You have to reshoot and reinforce invasions with transports bringing new troops, tanks, fighters, etc. if you don't and the enemy does, you have a problem. Unlike other games, taking a planet can take months or years; allowing for reinforcements
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on August 02, 2017, 02:10:38 PM
JD, I'll give you another bullet point or three:

+  There's a strong emphasis on combat.
+  Planet management matters, and the system works fairly well, but it's not a central part of the game.
+  Research can change combat A LOT, which is one of the best features of the game.  Your fighters and torpedo bombers may be tearing through the whole Sector, until the first time you run into an enemy with a couple MIRV-equipped Frigates.   L:-)

I'll second this. 

I've said it before, but Polaris Sector has far and away the best combat system I've yet seen in a space-strategy game.  (Or perhaps I should say, it's my *favorite* combat system; I suppose it's not necessarily the best, although I suspect most here who have played the game would concur it's at least one of the better combat systems out there.)  Tactics and positioning can actually matter in PS, and even more so the weapons & equipment you place on your ships. 



Negatives:  The first "X", Exploration, is lacking.  It's not entirely absent, but it is definitely more bare-bones than in other 4x titles.  This is clearly on purpose, however; as FAS has pointed out, the game (like Stars in Shadow) has a greater focus on war & battles.  Fortunately, it does that part quite well.  :) 

Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on August 02, 2017, 02:15:56 PM
...and another bullet point or two...

New technological breakthroughs remain relevant and useful well into the late game. There is none of that all too familiar, "Laser Level 1" followed by "Laser Level 2" and so on and so forth. New weapons, modules and capabilities truly permit the player to design very tactical mission oriented vessels with the only real limitation being that of the player's imagination. Want to sneak special forces units onto an enemy planet? Design a transport vessel capable of bringing them there undetected. Want to conduct covert reconnaissance and surveillance deep into enemy space? Design a stealth spy vessel capable of sneaking in, collecting data and getting out. Its really amazing how the game presents players with traditional tactical and strategic challenges with respect to warfare, intelligence gathering, expansion, resource gathering ,etc. while also giving the player so many tools to solve these problems in new and very creative ways.

No ship designer, either before or since PS, has afforded the player with so much design flexibility. So, in short, the research/tech options and ship design/construction features are really second to none. 
Title: Re: Polaris Sector - another new space 4x
Post by: solops on August 03, 2017, 04:42:50 PM
All of which makes the slow pace of the patches and DLC even more frustrating. This excellent game is all the more impressive as it comes from a one-man shop. I have not played much for some time,waiting on the patch to fix a pair of bugs I sent in...plus all of the other things I am sure he fixed or added. The DLC is an instant buy for me.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on August 03, 2017, 05:12:21 PM
I think the dev has run into some health issues.  Not sure how serious they have been, but I know they've been one factor, and I've seen at least one or two folks suggest that they've been a serious factor.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on September 08, 2017, 01:04:39 PM
New DLC announced : Lumens -  a new race plus some UI and tech goodies.  I am ticked at Matrix right now as I can no longer access my account to buy anything or get updates. Their new Captcha login security will not display on my PC, so I cannot log in. The Forums use the old security measure and I can get in to it just fine. Ever since the Slitherine site merger started I have had trouble with Matrix. Bollocks.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 08, 2017, 01:42:27 PM
New DLC announced : Lumens -  a new race plus some UI and tech goodies.  I am ticked at Matrix right now as I can no longer access my account to buy anything or get updates. Their new Captcha login security will not display on my PC, so I cannot log in. The Forums use the old security measure and I can get in to it just fine. Ever since the Slitherine site merger started I have had trouble with Matrix. Bollocks.

Not only was the DLC announced, but the long awaited update has also been released to the beta branch! Lots of improvements here. Its a meaty one! Perfect time to jump in...and its a Friday too!

Quote
This is version 1.06 Beta 4a and has these new features!

1.   New Configuration options for galaxy generation
2.   Ability to select which races the AI can pick from
3.   Improved AI for the hard difficulty settings
4.   Fleet Designer
5.   New fleets management screen
6.   Automatic fleet build and repair/refit
7.   Automatic replenishment of fighters for carriers
8.   Ship role assignment
9.   Ability to have your transports automatically transport satellites and fighters between systems
10.   Automated ship upgrading
11.   Automated ship repairing
12.   Rally points and automatic rally points
13.   Build a fleet at a rally point
14.   Enhancements in the tactical combat behaviour
15.   Updated pace of the resource depletion
16.   Updated Resource deposit UI – now shows also the resources reserved for queued builds
17.   Compare ship technologies on the Science screen or in the Ship Designer


Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 08, 2017, 01:53:02 PM
I've been wanting to jump back in, now seems like the perfect time.  I'm really excited to try the Fleet design/build options.  Could never figure out why others haven't done this before.

FYI, if you installed through Steam, you may need to turn on your beta option for PS to get the patch. 
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 08, 2017, 01:58:07 PM
FYI, it's a 470MB patch. 
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on September 08, 2017, 11:20:07 PM
Very cool!  I've always loved this title.  I applaud all the features they've added:  It's all top-priority stuff and should make an already excellent title even better.

The only patch I was hoping for was a little simplification of the research tree.  I like the research system, but each component I might want to put on a ship has so many dependencies that it proves impossible to navigate.  I love the way the technology research informs the game, I just wish I could manage it a little better.

I'm thrilled that the fleet builder is out.  I look forward to some reports on how well it works!
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on September 09, 2017, 02:39:24 AM
The research simplification is also there. But I guess this is just not a kind of modification they usually announce.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 09, 2017, 06:23:05 AM
I've been wanting to jump back in, now seems like the perfect time.  I'm really excited to try the Fleet design/build options.  Could never figure out why others haven't done this before.

Master of Orion 3 had a fleet designer. Another innovation from the title that gets overlooked.
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on September 10, 2017, 10:31:21 AM
Found out it is 50% off at the moment! Picked it up.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 10, 2017, 11:12:06 AM
I've been wanting to jump back in, now seems like the perfect time.  I'm really excited to try the Fleet design/build options.  Could never figure out why others haven't done this before.

Master of Orion 3 had a fleet designer. Another innovation from the title that gets overlooked.

Yep.  You had to have pickets, escorts, and core ships. 

My biggest complaint about Distant Worlds and Stellaris was the lack of fleet design/build options.  I think Stellaris will get this option at some point, and the way they do combat it should work.  DW, combat was just a furball and fleet designs and purpose built ships wouldn't do much good. 
Title: Re: Polaris Sector - another new space 4x
Post by: solops on September 12, 2017, 02:26:23 PM
After patching I started a game on a 800 star square map with 2.25 warp lanes per star, 9 opponents, the Challenge difficulty level, useful planets to 66%, wormholes to 50% and a -75% research speed reduction. Great Scott, what an epic struggle! It is 3031 (game starts in 2048) and I just deployed my first 4 DDs! The Urgan ba---rds attacked me after most of the races made contact. I lost 20% of my turf before I could rally and push him back. It might have been worse if I had not been able to get two other races to attack him on a sporadic basis. War with only corvettes and frigates is hairy due to their fragility and limed range. Mineral management is always in crisis and food supply is a constant worry, especially when the Urgans sneak a cloaked bomber into the rear and bomb an ocean food planet. This is the most fun I have had in a couple of years. The new game set-up parameters are super. My wife is getting pi--ed, something about me having "disappeared". I love this game. I have been up until 3AM two of the last three nights. Almost 100 years in and the borders are back to where they started, though they are a little "harder" now  :)
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on September 12, 2017, 02:37:32 PM
 O0
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 12, 2017, 03:09:54 PM
After patching I started a game on a 800 star square map with 2.25 warp lanes per star, 9 opponents, the Challenge difficulty level, useful planets to 66%, wormholes to 50% and a -75% research speed reduction. Great Scott, what an epic struggle! It is 3031 (game starts in 2048) and I just deployed my first 4 DDs! The Urgan ba---rds attacked me after most of the races made contact. I lost 20% of my turf before I could rally and push him back. It might have been worse if I had not been able to get two other races to attack him on a sporadic basis. War with only corvettes and frigates is hairy due to their fragility and limed range. Mineral management is always in crisis and food supply is a constant worry, especially when the Urgans sneak a cloaked bomber into the rear and bomb an ocean food planet. This is the most fun I have had in a couple of years. The new game set-up parameters are super. My wife is getting pi--ed, something about me having "disappeared". I love this game. I have been up until 3AM two of the last three nights. Almost 100 years in and the borders are back to where they started, though they are a little "harder" now  :)

Yup. Find me another 4x game where intergalactic wars rage on for centuries! Polaris Sector really is an epic title that somehow manages to capture the scope, scale and magic of running a space empire with all the implications of the unfathomable infinity of time and of the void. So few titles have accomplished this so successfully.

I've also put at least 4 or 5 more hours into this game since the beta update hit. I'm preparing to attack those damn birds that have prevented my from expanding beyond the 39 star systems I presently control. I've recently designed a new class of carrier outfitted to employ interceptors and new battle cruiser with the latest in beam, energy and missile systems. i just need to finish training my legions of tanks, MArines and ground support craft that will make the push to expand the Human empire! They are all eager to draw blood! 
Title: Re: Polaris Sector - another new space 4x
Post by: JudgeDredd on September 12, 2017, 11:06:14 PM
ffs. Thanks guys  :knuppel2:
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on September 13, 2017, 01:23:16 AM
The research simplification is also there. But I guess this is just not a kind of modification they usually announce.

That is cool.  I'd love to hear if anybody else has impressions of those changes?  Is research any more transparent/manageable now?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 13, 2017, 04:17:44 AM
I finally declared war on those annoying birds. My fleet combat philosophy is centered upon heavy carrier class ships equipped with squadrons of interceptors, supported by large powerful multi purpose frigates all protected by smaller corvette class vessels dedicated to anti fighter and missile defense. I find this combo is useful at combating enemies who prefer engaging in battle with capital ships and those who prefer to rely on fighter class craft. The birds prefer the later. Some of their systems were defended by well over 500 fighters. Advanced rapid firing UV lasers made quick work of them. We took losses but overall it was a slaughter and one by one we gained space superiority over their planets.

Next came the invasion. I need to work on my strategy here. I was prepared for massive wave assault type invasions and in some instances this kind of disparity in numbers was important. On the bird homeworld my invasion forces took near catastrophic losses on the way down. I believe this was due to the presence of fighters assigned to planetary defense. I had not incorporated any of my own into the invasion force OOB. This world took over 30 years to subdue and had to be reinforced 4 times during the battle.

So now I must decide to either continue pressing the attack, deep into enemy space and far from my own lines of supply, or be satisfied now that my short term objectives have been satisfied. I'll need to rearm, refit and reorganize my forces before moving deeper into their territory, or before challenging an ally of the birds who put their chips into the fight after I declared war. Intergalactic warfare sure is nasty business. But it is glorious to be sure.
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on September 13, 2017, 04:31:51 AM
I finally declared war on those annoying birds. My fleet combat philosophy is cemtered upon heavy carrier class ships equipped with squadrons of interceptors, supported by large powerful multi purpose frigates all protected by smaller corvette class vessels dedicated to anti fighter and missile defense. I find this combo is useful at combating enemies who prefer engaging in battle with capital ships and those who prefer to rely on fighter class craft. The birds prefer the later. Some of their systems were defended by well over 500 fighters. Advanced rapid firing UV lasers made quick work of them. We took losses but overall it was a slaughter and one by one we gained space superiority over their planets.

Next came the invasion. I need to work on my strategy here. I was prepared for massive wave assault type invasions and in some instances this kind of disparity in numbers was important. On the bird homeworld my invasion forces took near catastrophic losses on the way down. I believe this was due to the presence of fighters assigned to planetary defense. I had not incorporated any of my own into the invasion force OOB. This world took over 30 years to subdue and had to be reinforced 4 times during the battle.

So now I must decide to either continue pressing the attack, deep into enemy space and far from my own lines of supply, or be satisfied now that my short term objectives have been satisfied. I'll need to rearm, refit and reorganize my forces before moving deeper into their territory, or before challenging an ally of the birds who put their chips into the fight after I declared war. Intergalactic warfare sure is nasty business. But it is glorious to be sure.

(http://www.aarcentral.com/pics/kor.png)
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on September 13, 2017, 09:32:20 PM
Last time I played I attacked an enemy planet and brought along a whole transport fleet loaded with troops, tanks, and attack aircraft. The enemy defenses destroyed about half my marines in descent and used their fighters to shred my bombers. He reinforced, I reinforced. It became a 10 year race where each side tried to deliver more reinforcements. Like Guadalcanal. Finally I managed to get my fleet back to a main world, load up on new troops and fighters to protect my attack craft and overwhelmed him. It's just fun to have ground combat that isn't over in a turn or decided at the instant you land
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 09:22:30 AM
One thing I haven't figured out yet, how to upgrade ships. 
Title: Re: Polaris Sector - another new space 4x
Post by: CJReich46 on September 14, 2017, 12:56:12 PM
OJ's Dad.

Tip: Upgrade

Click on the planet that you want to build your upgrade

You should see a ship silhouette except it is double lined.  (( like that. Click on that that gives you your upgrade.

What I do usually is have a Mark II or a New name ship class to build. Then I click on the upgrade.

(I hope that's what you were asking)  ???

Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on September 14, 2017, 12:56:20 PM
Damn, you guys make me wish I had more time on my hands! Still havent been able to sit down with the game.
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on September 14, 2017, 12:59:18 PM
DO IT!  \m/
Title: Re: Polaris Sector - another new space 4x
Post by: Zonso on September 14, 2017, 01:31:11 PM
Hmm yes, just downloaded the beta patch and will have to find time to dive in again. Did not read the patch notes but previous saves are no longer available? Oh well...

Re invasions - I have only played Humans, and kept the Espionage bonus, so I found the best strategy is to prepare the ground before hand with a few experienced spy ships sabotaging the ground defenses before sending in the troops. The actual invasion force was usually 6-8 Troops Ships consisting of mostly Marines with a handful of Ground Support/Tanks and Fighters. This took minimal and acceptable losses going in. I eventually assembled a second such force to either reinforce the initial invasion or start another, finding once the 'crust' is broken it is best to attack quickly before the AI can respond. I always left a covering fleet over the invaded planet so never concerned myself with the AI reinforcing their ground troops. I imagine the planet could be bombarded first prior to invading, but read somewhere all AIs immediately protest and out you, so never tried it.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 14, 2017, 01:34:13 PM
Good idea to use specops to disrupt defenses. I use orbital bombardment, but refrain from using the full load of bombs. This sometimes results in the target empire protesting, but I have not noticed other empires voicing objection.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 01:39:05 PM
OJ's Dad.

Tip: Upgrade

Click on the planet that you want to build your upgrade

You should see a ship silhouette except it is double lined.  (( like that. Click on that that gives you your upgrade.

What I do usually is have a Mark II or a New name ship class to build. Then I click on the upgrade.

(I hope that's what you were asking)  ???

That helps.  Thanks.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 02:52:17 PM
My biggest gripe with PS right now is the planets.  I've never been a fan of a planet only having one purpose i.e., agriculture, industrialization, research, etc.  PS penalizes you for having a balanced planet.  It's a freaking planet, it can do more than one thing well.  Yes, a planet like Mars isn't going to produce much food, but it shouldn't have an issue with mining, industry or research.  I just don't understand why an earthlike planet should be penalized for being balanced. 
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 14, 2017, 03:45:25 PM
My biggest gripe with PS right now is the planets.  I've never been a fan of a planet only having one purpose i.e., agriculture, industrialization, research, etc.  PS penalizes you for having a balanced planet.  It's a freaking planet, it can do more than one thing well.  Yes, a planet like Mars isn't going to produce much food, but it shouldn't have an issue with mining, industry or research.  I just don't understand why an earthlike planet should be penalized for being balanced.

Ummmm...why not micromanage and build whatever you want? The planet categories are only if you want the AI governors to focus on something in particular. Otherwise, you're free to take control and build whatever your heart desires.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 04:02:23 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 14, 2017, 04:45:49 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?

Why is having bonuses and penalties on planets a bad thing? Yes, oceanic planets are best for research and agriculture, but nothing stops you from making them mineral or industrial worlds, but you should expect to be penalized for this. Likewise a mineral  rich acidic planet is great for harvesting minerals, but pretty crappy for growing food. Shouldn't there be a penalty if you make a volcanic world dedicated to agriculture? I honestly don't see the issue. It is as it should be.
Title: Re: Polaris Sector - another new space 4x
Post by: CJReich46 on September 14, 2017, 04:54:38 PM
Did anyone notice that you can have outposts? I don't know if that was always in game or just now part of the beta.

I like the idea of outposts, you can grab a few small moons and use them for basing or fuel stops.

OJs Dad, as Jarhead mentioned you can micro them. I found out even if you have them on a certain economic program you can sometimes step in and micro it if you need to.

I tend to do that during shortages of mostly food, metals, organics, plutonium.

Good to know that my tip was helpful by the way. :)

This is a something that has nagged at me for a long time in 4x games, how realistic is it to retrofit every time you acquire a new tech? I know in Aurora you don't get that luxury because it is very expensive.

So what are your thoughts on upgrades? I tend to do them if there's a new weapons system, for example larger turret or armor penetrating torpedoes. Then I design a mark II version of the existing ship.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 05:08:28 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?

Why is having bonuses and penalties on planets a bad thing? Yes, oceanic planets are best for research and agriculture, but nothing stops you from making them mineral or industrial worlds, but you should expect to be penalized for this. Likewise a mineral  rich acidic planet is great for harvesting minerals, but pretty crappy for growing food. Shouldn't there be a penalty if you make a volcanic world dedicated to agriculture? I honestly don't see the issue. It is as it should be.

Nothing wrong with the bonus's.  Maybe I just didn't understand the manual.  There's a part that says that building a balanced planet will give you a mediocre one.  I took that to mean that you needed to make specialized planets.  But from what you're saying, you don't need to do that.  An ocean planet, concentrate on food and research.  Earthlike's maybe more balanced, or more industrial heavy. 
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on September 14, 2017, 05:11:00 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?

Why is having bonuses and penalties on planets a bad thing? Yes, oceanic planets are best for research and agriculture, but nothing stops you from making them mineral or industrial worlds, but you should expect to be penalized for this. Likewise a mineral  rich acidic planet is great for harvesting minerals, but pretty crappy for growing food. Shouldn't there be a penalty if you make a volcanic world dedicated to agriculture? I honestly don't see the issue. It is as it should be.

Nothing wrong with the bonus's.  Maybe I just didn't understand the manual.  There's a part that says that building a balanced planet will give you a mediocre one.  I took that to mean that you needed to make specialized planets.  But from what you're saying, you don't need to do that.  An ocean planet, concentrate on food and research.  Earthlike's maybe more balanced, or more industrial heavy.

Balanced planets make only those buildings which are necessary for the world to be self-sustaining. They do not make structures to maximize output, or to fulfill a need within the empire at large. That is why balanced planets are not the most useful and should really be avoided.
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 05:25:08 PM
Did anyone notice that you can have outposts? I don't know if that was always in game or just now part of the beta.

I like the idea of outposts, you can grab a few small moons and use them for basing or fuel stops.

Hadn't seen that yet

Quote
OJs Dad, as Jarhead mentioned you can micro them. I found out even if you have them on a certain economic program you can sometimes step in and micro it if you need to.

I tend to do that during shortages of mostly food, metals, organics, plutonium.

I'll keep that in mind

Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 14, 2017, 05:27:32 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?

Why is having bonuses and penalties on planets a bad thing? Yes, oceanic planets are best for research and agriculture, but nothing stops you from making them mineral or industrial worlds, but you should expect to be penalized for this. Likewise a mineral  rich acidic planet is great for harvesting minerals, but pretty crappy for growing food. Shouldn't there be a penalty if you make a volcanic world dedicated to agriculture? I honestly don't see the issue. It is as it should be.

Nothing wrong with the bonus's.  Maybe I just didn't understand the manual.  There's a part that says that building a balanced planet will give you a mediocre one.  I took that to mean that you needed to make specialized planets.  But from what you're saying, you don't need to do that.  An ocean planet, concentrate on food and research.  Earthlike's maybe more balanced, or more industrial heavy.

Balanced planets make only those buildings which are necessary for the world to be self-sustaining. They do not make structures to maximize output, or to fulfill a need within the empire at large. That is why balanced planets are not the most useful and should really be avoided.

Thanks, I'll give another try with that in mind.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on September 14, 2017, 08:32:01 PM
I thought you were penalized for building balanced planets.  I also thought that some planet types, like Ocean worlds, were best suited for food production.  Isn't there a 25% bonus for having a specialized planet?

 I do not recall anything about a 25% bonus. If there is, someone point me to it. As far as planet specialization goes, it just makes sense. Why farm on a ball of rock made of iron? Why mine minerals on a rich, fertile planet? I always have some "generalized" planets, especially in to early going. And I MM everything. After a planet is developed, it requires no further management, so MM is no great burden. If you are lazy, then the governors do an OK job.
Title: Re: Polaris Sector - another new space 4x
Post by: GeneralHawk on September 15, 2017, 12:12:45 AM
Couldn't resist, took the plunge!
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on September 15, 2017, 11:54:38 PM
Planet types drive a lot of specialization.  That's customized somewhat for each planet, but it's also a function of which buildings you can build on which planets.

It takes so dang long to build a ship, you really want your industrial planets to be HEAVY industry.  Telling 5 balanced planets to start building frigates means you'll have 5 frigates... in about 50 years.  Much better off getting a frigate every 10 or 12 years from a single planet and let the other 4 planets worry about research, food, etc.  It just gives you a much quicker response time to shifting production needs.

Smaller planets can build fighters, which is sometimes very useful (especially for a lightly colonized planet somewhere near a contested frontier), as fighters can't move on their own and it's nice to keep your CV and CVL fighter complements full.

Food production and research are fungible, so it just makes sense to do them on the planets that produce the most food.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on September 16, 2017, 08:48:39 AM
Plus, you can really change the purpose of the planet back-and-forth.  Plus, you can really change the purpose of the planet back-and-forth.  Example, at the beginning of the game I have my tear and planets producing a lot of style. After I get my ocean platforms and ocean farms going on ocean planets to produce food Vons on my tan plants with mines in industrial capacity.

I don't think they should be striving to realism in this case I think they should be striving for gameplay and strategy there's no strategy team just able to build everything on every planet
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 16, 2017, 10:51:27 AM
Thanks guys.  I had totally misunderstood how to use/manage planets in this game. 
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on September 16, 2017, 11:18:07 AM
Just remember though, your right that it's not entirely realistic to say a planet doesn't have enough room for a farm because it has too many mines. It's a game play element to make the game more fun and represents a generalization that a particular planet may be better suited for one thing or another.

So it's easier to accept that it exists to make the game interesting
Title: Re: Polaris Sector - another new space 4x
Post by: OJsDad on September 16, 2017, 11:31:05 AM
I'm fine with that Mike, just not a mechanism I'm fond of. 
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 11, 2017, 06:22:27 PM
The beta patch got another update. This game is easily my favorite 4x. I wander over to Stellaris and Stars in Shadow from time to time, but this one is just awesomer and awesomer.

Version updated to 1.06 Beta 5:

Changes:

1. Fixed various crashes and freezes (including the one in tactical combat)
2. AI made more adaptive to the composition of fleets used by the player
3. Fixed the configuration window centring issue

This is version 1.06 Beta 4a and has these new features!

1.   New Configuration options for galaxy generation
2.   Ability to select which races the AI can pick from
3.   Improved AI for the hard difficulty settings
4.   Fleet Designer
5.   New fleets management screen
6.   Automatic fleet build and repair/refit
7.   Automatic replenishment of fighters for carriers
8.   Ship role assignment
9.   Ability to have your transports automatically transport satellites and fighters between systems
10.   Automated ship upgrading
11.   Automated ship repairing
12.   Rally points and automatic rally points
13.   Build a fleet at a rally point
14.   Enhancements in the tactical combat behaviour
15.   Updated pace of the resource depletion
16.   Updated Resource deposit UI – now shows also the resources reserved for queued builds
17.   Compare ship technologies on the Science screen or in the Ship Designer

To opt into the Beta:

- Right Click on Polaris Sector in your Steam Library and select Properties
- Select the Betas tab in the popup box
- Select "Open Beta" from the drop-down menu
- Steam should immediately begin to sync your files to the new branch.
(If you can't see the option, or Steam doesn't download the files, please try Exitting Steam completely and reloading)
Title: Re: Polaris Sector - another new space 4x
Post by: bbmike on October 11, 2017, 06:36:02 PM
I need to dust this one off and try it again.
Title: Re: Polaris Sector - another new space 4x
Post by: WargamerJoe on October 12, 2017, 04:15:42 AM
I've been binging it myself recently. It easily has one of my favourite tactical battle engines, tech system and ship design (although it needs more information as to inform those designs).

The rest of it is kind of naff though - I'm already kind of over the whole "viral" need to just spread everywhere, because you know if you don't the AI is going to do it and then you'll be surrounded and swallowed up. The exploration and colonisation elements are also kind of lack-lustre.

But it's definitely worth it for the ship design, tech & tactical battle systems though.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on October 12, 2017, 07:05:21 AM
The game's good- but as others have said it needs expanding a whole lot--as it looses it's luster rather quickly because there's not a lot of depth in the expand, build research part. You can run the research tree rather quickly- and you reach endgame before you realize it-
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 12, 2017, 07:32:04 AM
The game's good- but as others have said it needs expanding a whole lot--as it looses it's luster rather quickly because there's not a lot of depth in the expand, build research part. You can run the research tree rather quickly- and you reach endgame before you realize it-

I completely disagree with this. One of the things that distinguish Polaris Sector from other 4x games is the large tech tree that continues to grant the player unique and useful technologies throughout a game. We're talking about thousands and thousands of game years. These technologies are not just like "laser version 1" and "laser version 2" for the most part, but rather new technologies that open doors to new tactics and strategies. I also find the ship building system to be one of the best in this crowded genre.

Really, there is so little to criticize with this game. It's fantastic.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on October 12, 2017, 08:08:01 AM
I completely disagree with this. One of the things that distinguish Polaris Sector from other 4x games is the large tech tree that continues to grant the player unique and useful technologies throughout a game. We're talking about thousands and thousands of game years. These technologies are not just like "laser version 1" and "laser version 2" for the most part, but rather new technologies that open doors to new tactics and strategies. I also find the ship building system to be one of the best in this crowded genre.

Really, there is so little to criticize with this game. It's fantastic.

Ditto. I started a new game last week and I've been playing it every free moment since. Polaris Sector is one of those fabled "just one more turn" games where once you start it up you have a hard time putting it away again. It's been one of my most played games since it debuted and it gets better every patch. Climbing the tech tree is far from automatic....if you choose to pursue tech that allows you to colonize new world types but by doing so you antagonize your neighbors, you might be on the short end of the stick in weaponry or defense if a shooting war starts. If you pursue weaponry early, which tree? What countermeasures do you prepare for? Are your people starving because you didn't invest in Marine Farms? There are real choices to be made. Without reservation I regard Polaris Sector to be one of the best 4X games I've ever played.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 12, 2017, 12:08:23 PM
The game's good- but as others have said it needs expanding a whole lot--as it looses it's luster rather quickly because there's not a lot of depth in the expand, build research part. You can run the research tree rather quickly- and you reach endgame before you realize it-
You can adjust the research speed. My current game has been a marathon. I have played over three THOUSAND years and my most advanced ships are cruisers. BBs are a dream. I expect to win soon, but the tech tree will only be 70% researched.
Also, my empire would collapse without foreign trade. Rumblings in that area have me extremely concerned and may undo all my ambitions.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 12, 2017, 03:23:56 PM
I just won a battle against 16500 fighters and 29 DDs with 5 CAs, 12 DDs and 700 fighters. Epic. My I7-4770 and Nvidea GTX 1070 gagged. I have been fighting against superior numbers for a long time, so my ship designs and tactics are all carefully designed to work together. It was, to channel Wellington, a damn close-run thing. I am playing where my fleet comes out of hyper in dis-array, which can often lead to suspense and disaster. He had too many interceptors and not enough heavy ftrs, which made my boson guns relevant. When the opposition is all heavies and gunboats the bosons work poorly.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 12, 2017, 10:30:00 PM
I'd concur with Ghostryder's assessment that the expand and build parts of the game are fairly shallow.  It's combat-centric and was designed that way, so it's okay that some of the other parts of the game are streamlined, but if combat isn't your cup of tea, that can start to be a problem.

The research system also has plenty of legs late into the game.  Ghost, if you maxxed out the tech tree too quickly, maybe it's something in your settings?  I've only played the game to completion twice, but both times, I never made it past DDs.

However, I'd beg to differ with Jarhead's assessment that "Really, there's so little to criticize in this game."  It's a great little game, but there is plenty to criticize.

The way research is handled is cool in theory, but in practice it quickly grows so complex as to be unmanageable.  The technologies you get, and their effect on combat, are masterfully done.  But (I haven't tried the Beta yet) my own experiences navigating the tech tree are best expressed using this emoji: :pullhair:

The game is largely a one-man effort, and impressive for that.  But it lacks any of the RPG-like or story-telling elements you find in games like Galactic Civilization, Distant Worlds: Universe or Stellaris.  The alien races feel like cardboard cut-outs, as they do in almost all the Space 4x titles out there.

I don't expect any of those things from the first launch of what is a one-man effort.  But to suggest that there's no room for criticism seems a bit on the... "optimistic" side to me.

But it's still one of the best freaking 4x games I've played in a long time!   :bd:
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 13, 2017, 07:40:17 AM
I said there is little to criticize, not nothing criticize. So, I don't think you're begging to differ, I think you're agreeing.  :coolsmiley: Of course there are some aspects that could be improved upon. The point is, it's a one man development and the game excels in so many areas where almost all the other space 4x games have failed.

I agree that the races are pretty lackluster, but I don't care that there are no RPG or story elements. When I want that, I play an RPG. Not a space 4x.

I do wish there were mods for this game, and I'm really surprised there are not more than the one or two I have seen, especially considering the developer released a mod guide and designed the game to be moddable.
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on October 13, 2017, 08:10:47 AM
I do wish there were mods for this game, and I'm really surprised there are not more than the one or two I have seen, especially considering the developer released a mod guide and designed the game to be moddable.

I'm surprised as well. Polaris Sector seems to be a great platform for mods. When you look at the literally thousands of mods available for GalCivIII on Steam, it makes me wonder if the Steam Workshop isn't the difference? Ease of use via Steam Workshop is no small thing. I don't play GalCiv or even Civ without Steam mods anymore....there is simply too much goodness there to ignore. Polaris Sector is a great game but having mods easily available would be the icing on a very sweet cake.
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on October 13, 2017, 02:58:34 PM
Probably the issue is in the number of players. Hardly anybody knows about Polaris, unlike GalCiv.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on October 13, 2017, 04:25:19 PM
I do wish there were mods for this game, and I'm really surprised there are not more than the one or two I have seen, especially considering the developer released a mod guide and designed the game to be moddable.

I'm surprised as well. Polaris Sector seems to be a great platform for mods. When you look at the literally thousands of mods available for GalCivIII on Steam, it makes me wonder if the Steam Workshop isn't the difference? Ease of use via Steam Workshop is no small thing. I don't play GalCiv or even Civ without Steam mods anymore....there is simply too much goodness there to ignore. Polaris Sector is a great game but having mods easily available would be the icing on a very sweet cake.

It's the difference for me. I won't mod a game (or rarely) unless it's through steam workshop. I don't have to screw around with files and such.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on October 14, 2017, 06:54:09 AM
For me Polaris is far superior to gal Civ III which only makes the lack of mods more puzzling. Like JH I'm not missing the RP elements at all- but that doesn't mean there not ought to be compelling Lore. You can achieve that by creating good interesting races. But on the RPG side even games like Gal Civ or stellaris I do not play the canned story maps. I play sandbox almost always. I can create my own stories. Which is why I was kind of 'meh' on the last stellaris 'story' DLC. the extra tweaks were nice but to not include a shipset was a major fumble in my book. My machine race should not be forced to use organic race shipsets.

 What both games here need is not fluff but more depth. And notice I do include the often phrased Stellaris as 'complex and deep' in this-- as in truth it isn't really there either yet.

  "yet' is the operative word as expansions come along these two games will get there no doubt--  \m/
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 14, 2017, 12:19:47 PM
That's a really good clarification.  It's not the RPG elements I miss so much as the "lore" and a compelling back story.  Distant Worlds: Universe did this better than any other Space 4x I've played.  Part of that was through carefully dropped hints discovered at different times, part of that was through side-events that were often part of a branching story line where the decisions you made affected how a story played out (at least, I think I encountered those once or twice when I was playing).

The other thing that made DWU's back story so immersive was that the game started out with a HARD P vs E component in the Default game mode.  Pirates weren't just a nuisance, they were the dominant force in the galaxy for a good chunk of the opening game.  How you managed them and when you took them on had a lot to do with setting tension in the early game, both in terms of story line and in terms of managing strategic trade-offs.

Polaris doesn't need either of those to be the gem it is, but with more back story, it would be better.
Title: Re: Polaris Sector - another new space 4x
Post by: WargamerJoe on October 16, 2017, 02:54:47 AM
It's not even about the RPG/Lore elements for me (although those are cool), It's just the complete lack of a compelling strategic layer. There's no challenge to colonisation, so you're in a competition with the AI to see who can grab the most amount of land quickest. My early games when I was taking it slow I just ended up getting surrounded by my closest neighbour and they were then of course so much stronger than me they pretty much stomped me into dust.

It's about the land-rush until the borders stabilise and that's the only thing you can really pay attention to in the early game. It's not satisfying, and it's not especially profound. I feel like I'm a virus.

Don't get me wrong, the technology system is definitely one of the best I've seen to date, and I love the ship design and the tactical battles are superb. You can really tell where the designer's passion was and overall I do like Polaris.

It's just sometimes I feel you could strip this game back to just designing ships, and then taking them into tactical battles (with no other mechanics) and it'd still be no better or worse than it is currently.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 16, 2017, 04:47:39 AM
One of the challenges to colonization is managing population and resources. If you colonize too many worlds too quickly without enough that are capable of producing food, your people will die. I've made this mistake several times resulting in catastrophe.
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on October 16, 2017, 04:51:45 AM
I think the best way to combat the rush is to have choke points. Space Empires for example. Cover that warp gate with all you got if your technologically behind. Games like Gal Civ really suffer for the lack of them. You either steam roll or are steam rolled. There's no defense mechanic other than distance---which just focus's that weakness more when they can reach you but you can't reach them. Of course hampsters in space suits only adds to the 'meh' as well as the lack of combat involvement-- once you play it and discover the correct path to steamroll there's little reason to replay the game.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 16, 2017, 07:49:05 AM
A more vigorous P vs E component is one nice way to brake the land-rush fixation in the early game that plagues so many Space 4x games.  Distant Worlds: Universe is the only space 4x that ever really got this right, although Master of Orion 2 at least had a nice wrinkle where the Antarean raiders would assault whoever was the most powerful race.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on October 17, 2017, 08:00:46 PM
The one thing that frustrates me about this game that I do not understand that while I am only colonizing earth and ocean planets the AI just colonizes everything. How are they doing that and how is that beneficial? Yet I am still getting stomped on Challenging. No one seems to mention how good the AI is in this game.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 17, 2017, 08:31:06 PM
The one thing that frustrates me about this game that I do not understand that while I am only colonizing earth and ocean planets the AI just colonizes everything. How are they doing that and how is that beneficial? Yet I am still getting stomped on Challenging. No one seems to mention how good the AI is in this game.

I colonize inhospitable worlds for minerals and resources, or to build industrial centers capable of building large Star ships quickly.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on October 17, 2017, 08:42:45 PM
The one thing that frustrates me about this game that I do not understand that while I am only colonizing earth and ocean planets the AI just colonizes everything. How are they doing that and how is that beneficial? Yet I am still getting stomped on Challenging. No one seems to mention how good the AI is in this game.

I colonize inhospitable worlds for minerals and resources, or to build industrial centers capable of building large Star ships quickly.

Is it really viable to colonize the inhospitable worlds for resources? How do you sustain them? Which ones are best?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 17, 2017, 09:23:38 PM
The one thing that frustrates me about this game that I do not understand that while I am only colonizing earth and ocean planets the AI just colonizes everything. How are they doing that and how is that beneficial? Yet I am still getting stomped on Challenging. No one seems to mention how good the AI is in this game.

I colonize inhospitable worlds for minerals and resources, or to build industrial centers capable of building large Star ships quickly.

Is it really viable to colonize the inhospitable worlds for resources? How do you sustain them? Which ones are best?

Totally viable and absolutely necessary, I'd say. You only want to use hospitable worlds for food production and research. Nothing else.
Title: Re: Polaris Sector - another new space 4x
Post by: Labbug on October 17, 2017, 09:28:45 PM
The one thing that frustrates me about this game that I do not understand that while I am only colonizing earth and ocean planets the AI just colonizes everything. How are they doing that and how is that beneficial? Yet I am still getting stomped on Challenging. No one seems to mention how good the AI is in this game.

I colonize inhospitable worlds for minerals and resources, or to build industrial centers capable of building large Star ships quickly.

Is it really viable to colonize the inhospitable worlds for resources? How do you sustain them? Which ones are best?


Yes, it is if you have researched the different atmospheric domes types that will allow you to colonize them and enough agricultural worlds to supply food to them.  You will eventually you will be able to research hydroponics which will grow food on the inhospitable worlds (do not remember if hydroponics can be used on all types of inhospitable worlds though and they cannot be used on gas planets).  As to which ones are best, it depends on what resources you are short of.  Also you want to look for planets that have research point where a planetary research center can be built. 
Title: Re: Polaris Sector - another new space 4x
Post by: WargamerJoe on October 18, 2017, 03:35:00 AM
It's worth noting that only inhospitable worlds that have resource icons on them can be mined, just in case that wasn't clear. The planets with literally nothing on them are really only good for border choke points, fuelling way-points or, when you have the tech, farming.

You can technically use them for starship production as well but they're going to be less efficient than earthlikes with a hefty production bonus.

There is one race that starts off with the ability to colonise more types of worlds than the other races do, so they get a head-start in that area. Can't remember which one it is, but it's probably only those guys you're seeing colonise more places early on.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 18, 2017, 12:31:06 PM
Yeah.  The real issue with those domes is that they cost time and production to produce, so your growth ramp is MUCH faster on planets you can colonize without domes.  This is also true for Ocean planets, although my recollection is that the Ocean Platforms don't have nearly the cost of domes.

Just to be clear on the game mechanics, domes allow people.  People then allow production buildings.  Different planet types have different production chains, and some techs allow you to skip some build prerequisites.  I'm hazy on the specifics, as it's been six months since I played the game.

The other good reason to colonize sub-optimal planets sooner or later is to prevent the enemy from getting refueling points.
Title: Re: Polaris Sector - another new space 4x
Post by: Sparhawk on October 18, 2017, 11:06:48 PM
You can colonize more types of planets as you gain the tech obviously. The question remains "When should I colonize a planet now that I have the tech?" Once I have atmospheric domes I sort out the planets with the best mineral resources to colonize, usually I look for at least 10 mineral rating on a planet. You have to be very conservative with mineral+ colonies to begin with so you don't run out of food. As I discover earth like planets I will either make them farm planets or industrial planets. If a planet has an industrial rating of at least 40 I will consider it for industry only if it is toward the front, less distance for fleets to travel, any backwater will become food production for the empire regardless of industrial potential. All other earth like planets are for food. All ocean planets are for innovation. Of course as you gain the tech you can add farms to many types of planets as well but this is only supplemental. You need to build your farm base up so when you gain celestial station tech you can colonize as many gas giants as have good resources. At this point in the game every ship order you place will suck up massive quantities of minerals and you must have a solid farm base established to feed all those colonies that support your war machine. I've had many promising starts that have devolved into all out rebellion before I could get a handle on food production and this formula has proven successful for how I play. I hope it helps others.
Remember guns on lower decks only have a 90 degree arc so don't face into swarms of fighters, and use formations to add fire support between ships. :peace:
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on October 19, 2017, 03:56:59 AM
Atmospheric domes is the first tech I rush so I can get colonies out on the high value rocks.
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on October 19, 2017, 08:17:11 PM
Wow thanks for all of the great tips guys this really helps!!  :clap:
Title: Re: Polaris Sector - another new space 4x
Post by: Tanaka on October 19, 2017, 08:18:14 PM
You can colonize more types of planets as you gain the tech obviously. The question remains "When should I colonize a planet now that I have the tech?" Once I have atmospheric domes I sort out the planets with the best mineral resources to colonize, usually I look for at least 10 mineral rating on a planet. You have to be very conservative with mineral+ colonies to begin with so you don't run out of food. As I discover earth like planets I will either make them farm planets or industrial planets. If a planet has an industrial rating of at least 40 I will consider it for industry only if it is toward the front, less distance for fleets to travel, any backwater will become food production for the empire regardless of industrial potential. All other earth like planets are for food. All ocean planets are for innovation. Of course as you gain the tech you can add farms to many types of planets as well but this is only supplemental. You need to build your farm base up so when you gain celestial station tech you can colonize as many gas giants as have good resources. At this point in the game every ship order you place will suck up massive quantities of minerals and you must have a solid farm base established to feed all those colonies that support your war machine. I've had many promising starts that have devolved into all out rebellion before I could get a handle on food production and this formula has proven successful for how I play. I hope it helps others.
Remember guns on lower decks only have a 90 degree arc so don't face into swarms of fighters, and use formations to add fire support between ships. :peace:

Awesome advice! What do you mean by Ocean planets are for innovation?
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 19, 2017, 08:59:57 PM
You can colonize more types of planets as you gain the tech obviously. The question remains "When should I colonize a planet now that I have the tech?" Once I have atmospheric domes I sort out the planets with the best mineral resources to colonize, usually I look for at least 10 mineral rating on a planet. You have to be very conservative with mineral+ colonies to begin with so you don't run out of food. As I discover earth like planets I will either make them farm planets or industrial planets. If a planet has an industrial rating of at least 40 I will consider it for industry only if it is toward the front, less distance for fleets to travel, any backwater will become food production for the empire regardless of industrial potential. All other earth like planets are for food. All ocean planets are for innovation. Of course as you gain the tech you can add farms to many types of planets as well but this is only supplemental. You need to build your farm base up so when you gain celestial station tech you can colonize as many gas giants as have good resources. At this point in the game every ship order you place will suck up massive quantities of minerals and you must have a solid farm base established to feed all those colonies that support your war machine. I've had many promising starts that have devolved into all out rebellion before I could get a handle on food production and this formula has proven successful for how I play. I hope it helps others.
Remember guns on lower decks only have a 90 degree arc so don't face into swarms of fighters, and use formations to add fire support between ships. :peace:

Awesome advice! What do you mean by Ocean planets are for innovation?

Use ocean planets for research...at least until you can farm on ocean worlds.
Title: Re: Polaris Sector - another new space 4x
Post by: mikeck on October 19, 2017, 10:08:49 PM
I find that research takes forever to construct. I tried ocean worlds but I think the speed you can build research stations depends on factories. So incolonize ocean planets and usually farm on them. I then go back and destroy my farms on Terran planets and replace with industry or research
Title: Re: Polaris Sector - another new space 4x
Post by: Tactical Wargamer on October 22, 2017, 03:09:27 PM
I noticed no MP??
Yikes

Is it as good as Stellaris?

Thanks
Title: Re: Polaris Sector - another new space 4x
Post by: ghostryder on October 22, 2017, 08:22:47 PM
comparing it to stellaris or distant worlds for that matter is kind of hard because the game's focus and strengths are in different areas. Stellaris is race focused- no other game has the race depth. though the default are 'meh' what the game covers in it's inner workings is far deeper than any other 4x game...it's not just about stats. It's about culture, government types, race differences, ethos, traits, civics...etc etc etc--whereas it's combat is a lot less focused. But your ability to mod just about any canon species of other franchises...be it star trek or Dune---is unmatched. The race options in PS are rather shallow compared to stellaris-

 Now if the question is "is it as fun" then the answer would be yes. Lots of fun can be had from both games but the two games are so different it's like trying to compare the best chinese restaurant to the best Mexican restaurant.
Title: Re: Polaris Sector - another new space 4x
Post by: Labbug on November 14, 2017, 08:05:53 AM
http://www.matrixgames.com/products/705/details/Polaris.Sector.Lumens

I do not think this has been posted yet but there is a new expansion out for Polaris Sector "Lumens".
Title: Re: Polaris Sector - another new space 4x
Post by: Barthheart on November 14, 2017, 08:19:44 AM
 <:-)
Title: Re: Polaris Sector - another new space 4x
Post by: Pete Dero on November 14, 2017, 11:40:44 AM
http://www.matrixgames.com/products/705/details/Polaris.Sector.Lumens

I do not think this has been posted yet but there is a new expansion out for Polaris Sector "Lumens".

It is a must-buy for every Polaris Sector fan and if you have never tried it there’s no better occasion than now. The base game Polaris Sector is 50% off only on our site, and it’ll be discounted at half price for a week until Tuesday November 21st! If you buy it on our site you will receive a Steam key as well.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 14, 2017, 11:54:29 AM
I'm very interested in hearing reviews of this.  I love the game and am eager to hear what the new changes bring.  I'm downloading the patch now and will likely fire up this evening to check out updates to the base game.  These are some much needed enhancements.

I do wish that they'd streamlined the research tree.  The research system itself is great, but it grows so complex after the first 50 or 100 years that I lose any ability to manage or even navigate it.  If it turns out that I'm mistaken and they have simplified the research tree, I'd love to hear about it!

Still, getting the fleet management and fleet repair pieces simplified is a HUGE win for this game.  It's a great little gem and is well served by the additional polishing.  Adding race-specific tech trees goes a way towards adding race flavor and enhancing replayability.
Title: Re: Polaris Sector - another new space 4x
Post by: Tactical Wargamer on November 19, 2017, 04:53:11 PM
Looking nice but again starlanes.... :-\

Ya hate just having star lanes......Sticking with Stellaris  ;)
Title: Re: Polaris Sector - another new space 4x
Post by: Martok on November 20, 2017, 03:52:44 AM
Anyone had a chance to try out the Lumens DLC yet?  I don't really care about the new race, but I am interested in the gameplay improvements/additions (race-specific techs, improved fleet management/options, etc.). 
Title: Re: Polaris Sector - another new space 4x
Post by: Labbug on November 20, 2017, 10:12:31 AM
I have not gotten too far into the new DCL, but that is because I usually get overwhelmed by the other races after a while.  What I have noticed is the applied sciences to be researched to unlock tech are still the same.  All the old tech is still there plus additional improvements on some of the old tech and some new tech as well.  It also looks to take longer to research tech and there seems to be a time penalty to change researching a tech in one research tree to another tech in a different research tree.  In other words moving from one applied science tree to another applied science tree adds some additional time.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 23, 2018, 10:01:05 AM
New patch in the works!


https://steamcommunity.com/app/418250/discussions/0/1729828401688077062/
Title: Re: Polaris Sector - another new space 4x
Post by: Ian C on July 23, 2018, 12:07:23 PM
Looking nice but again starlanes.... :-\

Ya hate just having star lanes......Sticking with Stellaris  ;)

Oh the irony.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 23, 2018, 02:26:36 PM
I have not gotten too far into the new DCL, but that is because I usually get overwhelmed by the other races after a while.  What I have noticed is the applied sciences to be researched to unlock tech are still the same.  All the old tech is still there plus additional improvements on some of the old tech and some new tech as well.  It also looks to take longer to research tech and there seems to be a time penalty to change researching a tech in one research tree to another tech in a different research tree.  In other words moving from one applied science tree to another applied science tree adds some additional time.
The amount of lag suffered from switching research fields is a racial trait. It can be changed in racial design.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on July 31, 2018, 09:46:10 AM
The new patch is out. It is small, but fixes a couple of critical issues. A larger patch with ui improvements and more bug fixes is in the works, per the dev on the Slitherine forums.
Title: Re: Polaris Sector - another new space 4x
Post by: steve58 on August 24, 2018, 08:51:34 AM
Gold Edition on sale for $11.24 @ gog.com (https://www.gog.com/game/polaris_sector).  I think I'm finally going to pick this one up.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 17, 2018, 11:31:05 AM
Yay! My favorite space 4x just got another update! And right in the middle of a campaign I have already put 42 hours into!

Polaris Sector - v1.06g Update!

October 17 - Alberto   


There is a new update for Polaris Sector!

It contains a number of bugfixes. Please let us know should you encounter any problem.


Change History (1.06g – October 12th, 2018)

- fixed the problem with Lumen not being able to produce anything during the first month after the
game started
- fixed the "Energy race" racial trait
- now it gives the correct homeworld composition for every race
- fixed the scrolling of the fleet compositions
- search function now also works for Rally Points
- terraforming support is added to the ModKit (planet upgrade/degrade functions)
- the construction points are not wasted anymore if there is a building blocking the construction
queue by waiting for the enough population to start functioning
- the population control does not kick on if there is a building in construction that requires this
population
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 17, 2018, 11:39:20 AM
Excellent news...after my big disappointement with Stellaris, i think i'll play Polaris Sector instead
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 21, 2018, 10:31:43 AM
I am playing my first real game of Polaris Sector but think that i have been too ambitious. I selected the biggest map with all the Alien Races…it's huge! The Tools to manage the empire are ok but not the best in the genre.


So my question is: what kind of settings do you guys play or recommend?
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 21, 2018, 11:09:28 AM
I play at Challenge level, 40% to 25% tech slowdown, max starlanes and then customise my race for food, sometimes tech. I play on med to large maps. Generally, after playing a large map I go back to something smaller. I keep finding and then forgetting about empire management tools because I micromanage each planet's setup and then never look at it again. I leave the minerals and other things alone, although I often play without the external threat, having already done it a few times. I do not play with depletable minerals.
Title: Re: Polaris Sector - another new space 4x
Post by: Huw the Poo on October 21, 2018, 11:40:01 AM
This just appeared on my radar.  Rather than reading through 13 pages, it would be nice if anyone could summarise Polaris Sector for me.  Just briefly, what's good about it?  What does it do uniquely, if anything?  Any other thoughts you'd like to add.  Thanks!

If I can't be persuaded to get this, I think I'll get GalCiv 3.
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 22, 2018, 12:55:53 AM
This just appeared on my radar.  Rather than reading through 13 pages, it would be nice if anyone could summarise Polaris Sector for me.  Just briefly, what's good about it?  What does it do uniquely, if anything?  Any other thoughts you'd like to add.  Thanks!

If I can't be persuaded to get this, I think I'll get GalCiv 3.

You're really looking at two very different games. The best thing about Polaris Sector are the tactical battles and the shipdesign that comes with it. The maps are big and you don't get to see fighters and bombers before they are in range. The tech tree is also interesting with fundemantal and applied science. Diplomacy is well done as well.
Title: Re: Polaris Sector - another new space 4x
Post by: goldsboro on October 22, 2018, 02:01:33 AM
I am playing my first real game of Polaris Sector but think that i have been too ambitious. I selected the biggest map with all the Alien Races…it's huge! The Tools to manage the empire are ok but not the best in the genre.


So my question is: what kind of settings do you guys play or recommend?

The Biggest map is really too big. I'd recommend playing on the default map, Sharatar race with default settings. Turn the pirates off if you play on Challenge or Hard difficulty. These are the settings the game is meant to be played and this is the setting most tested by the authors.

If you do not know the game well enough, then choose Normal + pirates, but be ready to abandon the game to restart on Challenge and no pirates after 30 hours in game :)
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 22, 2018, 02:22:52 AM
one of the best things about Polaris Sector is the manner in which it captures the epic scope of distance and time. It takes years to build vessels and move them across vast distances of space. Intergalactic Wars can rage for decades or even centuries. The loss of an important fleet or assault force can set you back by dozens of years. No other game captures this in my opinion.

Research and ship design are fantastic too. Throughout a game, the technology tree reveals valuable and useful technologies that open up new strategies to the player. When it comes to ship design, and ship purpose or role, the player isn’t limited pretty much only by his imagination. You can really design ships to solve strategic and tactical problems.

Fleet combat can be very unforgiving. Build large capital vessels designed for ship on ship combat only to watch them get annhilated by bomber strikes. Carriers can really be critical and the AI uses fighters and bombers well.

Polaris Sector is simply a fantastic often under rated game.
Title: Re: Polaris Sector - another new space 4x
Post by: W8taminute on October 22, 2018, 07:09:38 AM
^ I agree.   :bd:
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on October 22, 2018, 08:56:53 AM
The presentation is my blocker.
The game just is so monochrome and bland looking.
But you guys keep praising it, so I think I should patiently try it again.
The mechanics do sound fine.
Title: Re: Polaris Sector - another new space 4x
Post by: W8taminute on October 22, 2018, 09:05:26 AM
Polaris Sector is like that girl you used to chase in your youth.  You know, the one who wasn't the prettiest but not ugly either.  But boy did she know how to show you a good time. 
Title: Re: Polaris Sector - another new space 4x
Post by: Anguille on October 22, 2018, 10:00:37 AM
I play at Challenge level, 40% to 25% tech slowdown, max starlanes and then customise my race for food, sometimes tech. I play on med to large maps. Generally, after playing a large map I go back to something smaller. I keep finding and then forgetting about empire management tools because I micromanage each planet's setup and then never look at it again. I leave the minerals and other things alone, although I often play without the external threat, having already done it a few times. I do not play with depletable minerals.

Thanks for the tips!
Title: Re: Polaris Sector - another new space 4x
Post by: Steelgrave on October 22, 2018, 12:55:49 PM
Polaris Sector is like that girl you used to chase in your youth.  You know, the one who wasn't the prettiest but not ugly either.  But boy did she know how to show you a good time.

This is better than 99.99% of the reviews you ever see on Steam   :))  O0
Title: Re: Polaris Sector - another new space 4x
Post by: Huw the Poo on October 22, 2018, 06:22:21 PM
Screw it, you guys have convinced me.  The only thing I don't like the sound of is designing ships which I always find tedious, but you have to do that in GalCiv too so it makes no difference.  Everything else sounds great.

Thanks!
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on October 22, 2018, 07:04:27 PM
This game is far superior to gal civ....in every way.
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on October 22, 2018, 10:59:00 PM
That’s rubbish. :)
Title: Re: Polaris Sector - another new space 4x
Post by: solops on October 23, 2018, 01:46:56 AM
This game is far superior to gal civ....in every way.
Agree completely. I had put about 60 hours into a GC3 game when I went on a two week trip to the ranch. There I spent about ten days on a Polaris Sector campaign. Now I am back home so I fired up the GC3 campaign again. It seems so dull and repetitive now. I won't be continuing it. I'll either start a new Polaris Sector campaign or try one of my many untried games.
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on October 24, 2018, 09:26:23 AM
PS simplifies the empire-building mechanics to focus on combat.  It does combat extremely well, which is part of what makes it so enjoyable compared to all the other clones out there.

But the eXplore and eXpand parts of the game are a lot less riveting.  And the tech tree, while novel, collapses under its own complexity pretty quickly.

It takes some time to grok all the revolutions in technology and ship design and how the effect combat, but that's where the true challenge (and value) of the game lies.  That unstoppable bomber fleet you just built?  It just got chewed up by the first generation of MIRV-equipped destroyers that your opponent just unleashed!

Those moments are sheer delight, and pretty novel in a 4x game.  That's really the primary thing PS has going for it (along with the epic feel), but it's enough to make for a great game.
Title: Re: Polaris Sector - another new space 4x
Post by: Rayfer on October 24, 2018, 09:56:10 AM

But the eXplore and eXpand parts of the game are a lot less riveting.  And the tech tree, while novel, collapses under its own complexity pretty quickly.


My experience exactly and why I keep going back to Stellaris. Though lacking in the fleet battles aspect, the Stellaris galaxy is very much alive and 'riveting', and the many quest storylines that pop up give it a sense of being something more than just battles.
Title: Re: Polaris Sector - another new space 4x
Post by: Yskonyn on October 24, 2018, 10:35:25 AM
Would you say PS is more a sci fi wargame like Sword of the Stars is? Light on some of the X’s, but did combat very well.
Title: Re: Polaris Sector - another new space 4x
Post by: Gusington on October 24, 2018, 10:51:14 AM
I like the phrase ‘scifi wargame’ - you should copyright that.
Title: Re: Polaris Sector - another new space 4x
Post by: sandman2575 on October 24, 2018, 07:25:41 PM
Would you say PS is more a sci fi wargame like Sword of the Stars is? Light on some of the X’s, but did combat very well.

For my money, no space 4x has ship combat better than SOTS/SOTSII. The tactical flexibility (actual 3D combat, not glorified 2D 'spaceships, but let's make believe they'd behave just like ships at sea do'), the damage modelling, sophisticated design and tech choices that didn't just boil down to the rock-paper-scissors approach of so many space 4x like Gal Civ...
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on November 04, 2018, 09:49:03 AM
Trying to get into this, the ship design/combat is great!.. But this population unrest crap is killing me!!!  :crazy2:
Title: Re: Polaris Sector - another new space 4x
Post by: solops on November 04, 2018, 11:29:56 AM
Police are your friends. A police unit is one of the first two things I build on every colony. More will be needed as time goes on.
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on November 04, 2018, 03:00:00 PM
Yeah, I've been building them all along. I think it must be my food shortages!
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on November 04, 2018, 03:02:33 PM
Ha! He starves his people and complains about unrest. "Qu'ils mangent de la brioche"...
Title: Re: Polaris Sector - another new space 4x
Post by: Tuna on November 04, 2018, 03:12:12 PM
Believe me, I'm not 'trying' to starve them. just got out of hand.. Will have to go back to an earlier save and try and remedy the food situation quicker.
Title: Re: Polaris Sector - another new space 4x
Post by: Jarhead0331 on November 04, 2018, 03:14:55 PM
Yes. Starvation can be a real game killer. Make sure you use your temperate planets for agriculture. Once you have the technology, you can use ocean planets for harvesting food too.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on November 04, 2018, 04:40:29 PM
And don't forget to use individual planetary policies to cut food demand at the cost of production/happiness.
Title: Re: Polaris Sector - another new space 4x
Post by: solops on November 04, 2018, 04:43:01 PM
Believe me, I'm not 'trying' to starve them. just got out of hand..
I tell my people the same thing...
Title: Re: Polaris Sector - another new space 4x
Post by: FarAway Sooner on November 04, 2018, 10:57:27 PM
Managing the right ratio of different planet types is key.  I forget what it is, but I remember finding it and thinking, "Oh, this is how you get that starvation problem under control."
Title: Re: Polaris Sector - another new space 4x
Post by: Trooperc7 on November 05, 2018, 05:16:41 AM
Once you have the right tech (marine farms), farm ocean planets......that usually provides enough food for your empire.