Search found 21 matches

by freifrei
Mon May 02, 2016 7:40 am
Forum: Polaris Sector
Topic: Game only selectively saves some ship designs??
Replies: 4
Views: 2901

Re: Game only selectively saves some ship designs??

This is pretty frustrating and would love to find out if I'm doing something wrong. My understanding is that PS automatically saves your custom ship designs. But something seems wonky here. Sometimes, some of my ship designs -- and I'm talking the most basic, starting ship designs, so not ships tha...
by freifrei
Mon May 02, 2016 7:36 am
Forum: Polaris Sector
Topic: Mid- to Late-Game Blahs?
Replies: 18
Views: 5319

Re: Mid- to Late-Game Blahs?

The key point is that you are trying to take over already heavily fortified frontier planets first before moving on. The simple solution is blitz tactics, rapid expansion of your conquest efforts towards the softer planets, before AI could fortify those. Just transfer orbital stations or leave backu...
by freifrei
Fri Apr 22, 2016 9:52 pm
Forum: Modders Corner
Topic: Mod: Better hull designs for Human Corvette and Freighter
Replies: 8
Views: 8421

Re: Mod: Better hull designs for Human Corvette and Freighte

I can't get it to work-- I'm sure it's something to do with EXACTLY how/what to add in the "Remember" file... Can you elaborate please? %USERPROFILE%\Documents\My Games\Polaris Sector\REMEMBER.CFG In the beginning of the file, change Locale "ENG" CurrentModPath "" to L...
by freifrei
Fri Apr 22, 2016 9:48 pm
Forum: Polaris Sector
Topic: How they do that?
Replies: 18
Views: 7911

Re: How they do that?

The AI is known for cheating on fuel usage ...due to technical limitations.

It would be really nice if there could be simplified travel distance check, though - its annoying to see early corvettes attack via empty 40k HU-long pipe of empty systems.
by freifrei
Fri Apr 22, 2016 9:43 pm
Forum: Polaris Sector
Topic: the tactical AI.
Replies: 9
Views: 3667

Re: the tactical AI.

Still, despite overall lacking tactical AI, I find fighter management part to be really good. And fighter battle mechanic in general is a highlight of this game, in my opinion. As for bigger ships, there is pretty big challenge to position them properly while moving since ships cant stack one over a...
by freifrei
Fri Apr 15, 2016 2:19 pm
Forum: Modders Corner
Topic: Planetary modding questions
Replies: 25
Views: 14939

Re: Planetary modding questions

Ufnv wrote: Right, they are not moddable because they are not templates but algorithms. And thus AI will have no problems using new buildings.
Awesome. Thank you for clarifying.
by freifrei
Thu Apr 14, 2016 3:00 pm
Forum: Polaris Sector
Topic: micromanagement?
Replies: 7
Views: 3555

Re: micromanagement?

There is a bit of re-supply chore, but as far as i know, Vladimir(game author) is planning to solve this problem in future updates. You only have to order colonization or land assault of a planet and AI will do those multi-stage operations automatically. Planet automation if sensible, but you still ...
by freifrei
Thu Apr 14, 2016 11:32 am
Forum: Modders Corner
Topic: Planetary modding questions
Replies: 25
Views: 14939

Re: Planetary modding questions

Maybe the easier way for now is to add a new building type that will unlock with some science, like the same factories, even with the same image and description, but unlocked with some tech, so it will appear as an extension of existing buildings. Then, what about AI and auto-governor policies? I b...
by freifrei
Wed Apr 13, 2016 4:56 pm
Forum: Modders Corner
Topic: Planetary modding questions
Replies: 25
Views: 14939

Re: Planetary modding questions

Is it possible to add tech-locked resource bonuses or additional building slots? I've tried to fiddle with Additional Gravitonium Rnd 5 Min 1 Max 2 "SCDEEPSCAN" Reidium Rnd 5 Min 1 Max 2 "SCDEEPSCAN" Metals Rnd 5 Min 1 Max 2 "SCDEEPSCAN" Organics Rnd 5 Min 1 Max 2 "...
by freifrei
Mon Apr 11, 2016 2:43 am
Forum: Polaris Sector
Topic: Ship design: Ship role's/specializations
Replies: 2
Views: 2377

Re: Ship design: Ship role's/specializations

Interdictor - shielded freighter with jump prohibition module, can double as an additional anti-fighter support and tanker for small fleets A pair of cheap weakly armed longrange+antifighter+interdiction satellite with 5-10 gunships (ideally only 9 heavy ion guns, MFE engines, chromoplasma reactors ...
by freifrei
Sun Apr 10, 2016 12:05 pm
Forum: Polaris Sector
Topic: Research for dummies?
Replies: 14
Views: 7902

Re: Research for dummies?

My personal queue -Biology 100% Complex design (floating platforms) >Oceanic planets are the best for food, after all. Xenobiology (marine farm) -Physics 100% Complex design (atmospheric dome) >destroy mining facilities on terran planets once you get desert\frozen mines >If you need military power, ...
by freifrei
Sun Apr 10, 2016 11:38 am
Forum: Polaris Sector
Topic: Missile and Ammunition
Replies: 3
Views: 2015

Re: Missile and Ammunition

Red one does not really affect your rate of fire in battle, blue one reduces missile rate of fire by 15x.
Blue is good to supply your missile\torpedo fighters and to delve deeper into enemy territory.

If you have both, in battle launchers use red one first, then blue when red ones are empty.
by freifrei
Sun Apr 10, 2016 10:40 am
Forum: Polaris Sector
Topic: Get back into Stealth mode
Replies: 2
Views: 1595

Re: Get back into Stealth mode

You need to move 2 empty systems away to go in stealth mode again.
by freifrei
Sun Apr 10, 2016 9:50 am
Forum: Polaris Sector
Topic: Ship design: Quantity vs quality
Replies: 12
Views: 5855

Re: Ship design: Quantity vs quality

In my previous game I've had one small satellite + 20-40 very cheap but fast fighters in every system behind the frontlines. I made satellite relatively cheap by, but it still had heavy baryon gun to kill a few corvettes. It was useless. Turned out that what I really need is a satellite with jump in...
by freifrei
Sun Apr 03, 2016 11:05 am
Forum: Polaris Sector
Topic: +25% food consumption not really a option you can afford
Replies: 4
Views: 1942

Re: +25% food consumption not really a option you can afford

Yep you've got too much starting population on your home planet for food consumption penalty. I ended up using austere foodstuffs initiative from time to time to gather food stockpile.
by freifrei
Sun Apr 03, 2016 11:00 am
Forum: Polaris Sector
Topic: Orbital defenses
Replies: 7
Views: 3090

Re: Orbital defenses

Somehow my IR ships were often overwhelmed by 300+ fighters appearing out of nowhere :D
Broadside Cluster MIRVs can help only so much after they start equipping missile traps on everything.
by freifrei
Sun Apr 03, 2016 3:47 am
Forum: Polaris Sector
Topic: Colony ship with Passenger module bugged ?
Replies: 2
Views: 1483

Re: Colony ship with Passenger module bugged ?

Imagine yourself enjoying a great cruise on a passenger shuttle only to be dropped without any life support upon a lava.. err, let it be a desert planet. Now, using your last bottle of water to get by you knock upon the colony module doors only to find that it's lifesupport machinery cant handle any...
by freifrei
Sun Apr 03, 2016 2:15 am
Forum: Polaris Sector
Topic: Best Planet starting build queue?
Replies: 4
Views: 2164

Re: Best Planet starting build queue?

For non-ocean\earth planets with production slots <15 I order mines first and set governor to Agricultural (even before getting the hydroponics tech). For ocean\earth planets: Initiatives Extra-bonus project, Augmented Work Day, order 3 factories. Disable initiatives upon finishing. Order one orbita...
by freifrei
Sat Apr 02, 2016 11:37 am
Forum: Polaris Sector
Topic: Orbital defenses
Replies: 7
Views: 3090

Re: Orbital defenses

Early on - rush IR laser>Baryon gun to kite them easily. Later on - what solops said. Dont forget that you can line up your ships and command them to maintain formation. Fighters with heavy guns\torps are the most effective, though :). Personally I use light fighters with heavy ions > heavy with gra...
by freifrei
Sat Apr 02, 2016 11:14 am
Forum: Polaris Sector
Topic: Suggested polishings based on early games
Replies: 9
Views: 2825

Re: Suggested polishings based on early games

I'll chime in on some sort of settings for habitable planets. Every game I've played so far habitable planets are WAAAY to far from my starting system, with tons of uncolonizable worlds between them. And while my starting scout and colonizer can reach them, my combat capable ships cannot, so I have...

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