Search found 20 matches
- Sat Sep 26, 2020 4:51 am
- Forum: Polaris Sector
- Topic: Polaris Sector
- Replies: 1
- Views: 5001
Re: Polaris Sector
This game has more or less left in its current state since the last patch came out almost 2 years ago now. There are rumors about more 'activity' on a separate Russian language forum - I haven't bothered to check this since I don't read Russian. Research... it depends if you are playing the original...
- Wed Nov 14, 2018 8:50 pm
- Forum: Polaris Sector
- Topic: Research Buildings
- Replies: 4
- Views: 3331
Re: Research Buildings
The same bug exists for the orbital research buildings. Costs 1000 production to construct, place in construction queue, save game, exit, load game, open save and the production expense has dropped by half. The 'halving' also occurs for buildings under construction, so if a building has progressed t...
- Sun Nov 11, 2018 7:17 am
- Forum: Polaris Sector
- Topic: Research Buildings
- Replies: 4
- Views: 3331
Re: Research Buildings
Another thing... each save halves the construction expense of research buildings in the construction queue, so by repeated saving and loading of the program, each research building's construction is halved EACH TIME - it isn't just lowered to 125, it will be halved each time a saved game is loaded w...
- Sun Nov 11, 2018 7:10 am
- Forum: Polaris Sector
- Topic: Research Buildings
- Replies: 4
- Views: 3331
Research Buildings
This has been a long standing bug in how research buildings are constructed. Place a number in a planet's construction list.... save the game.... exit the program... reload the program and load the saved game. The construction expense of the buildings in the list drops from 250 per building to 125 p...
- Fri Oct 19, 2018 12:34 pm
- Forum: Polaris Sector
- Topic: Polaris Sector - v1.06g Update
- Replies: 13
- Views: 15843
Re: Polaris Sector - v1.06g Update
It looks like accumulations of Grav. and Reid. are limited to 110 units each early in the game. Curiously, the population of the first planet is 110 thousand... So it looks like there is linkage between population levels (or possibly number of planets colonized) and maximum accumulations of Grav and...
- Fri Oct 19, 2018 6:26 am
- Forum: Polaris Sector
- Topic: Polaris Sector - v1.06g Update
- Replies: 13
- Views: 15843
Re: Polaris Sector - v1.06g Update
I was able to get the stockpile issue to replicate in version F (while closely monitoring stockpiles); so the issue isn't confined to version G. Everything tracked correctly until the first artifact was investigated, then after adding the Gravitonium to the stockpile and continuing with the game, ac...
- Fri Oct 19, 2018 5:58 am
- Forum: Polaris Sector
- Topic: Polaris Sector - v1.06g Update
- Replies: 13
- Views: 15843
Re: Polaris Sector - v1.06g Update
Did an uninstall and reinstall of 1.06f.... The difference between the planet and fleet economics screen is present in version F, what is going on is the fleet economics screen is taking into account units under construction (showing maintenance amounts), while the planet economics screen only takes...
- Fri Oct 19, 2018 12:14 am
- Forum: Polaris Sector
- Topic: Polaris Sector - v1.06g Update
- Replies: 13
- Views: 15843
Re: Polaris Sector - v1.06g Update
They may not be 'erased', but they don't show as being available in the 'Load Save' screen. There is also another problem with this patch version. Resource accounting. When one goes to the 'Economics' screen, then switches between planets and fleets listing, the resource usage amounts (as shown at t...
- Thu Oct 18, 2018 7:44 pm
- Forum: Polaris Sector
- Topic: Polaris Sector - v1.06g Update
- Replies: 13
- Views: 15843
Re: Polaris Sector - v1.06g Update
A couple of issues for those installing this update.... 1. It includes the Lumens race for those who HAVE NOT purchased the expansion. I didn't purchase the Lumens expansion and this update adds the Lumens to the mix for the owners of the original game. 2. The saved games from the prior update (1.06...
- Sat Oct 13, 2018 4:08 pm
- Forum: Aggressors: Ancient Rome
- Topic: Issues with gameplay
- Replies: 7
- Views: 2189
Re: Issues with gameplay
I'm going off page 109 of the manual (in addition to recollections of when I tried to use a blacksmith improvement in a game a couple of days ago). Let's assume there are gold, iron, coal and stone quarry (mines) all within the 3 hex range of a single blacksmith. Let's also assume that each of these...
- Sat Oct 13, 2018 12:10 pm
- Forum: Aggressors: Ancient Rome
- Topic: Issues with gameplay
- Replies: 7
- Views: 2189
Re: Issues with gameplay
Thanks for the quick reply. I did check the difference the presence of blacksmiths made for mines, and due to the high consumption of coal (and the low boost to coal production), a single blacksmith will easily consume most of the production (works out to about 75%) of a single coal mine (after the ...
- Sat Oct 13, 2018 11:24 am
- Forum: Aggressors: Ancient Rome
- Topic: Issues with gameplay
- Replies: 7
- Views: 2189
Issues with gameplay
Been learning the game and some issues in game play came up... 1. Shipyards. There doesn't seem to be any way to attack opponents' (while at war with them) shipyards. A message box comes up stating 'tile is occupied' and the shipyard cannot be touched. It also doesn't allow passage of friendly ship ...
- Sun Dec 31, 2017 2:03 am
- Forum: Polaris Sector
- Topic: Landing Military Boats on Gaia Worlds
- Replies: 2
- Views: 1905
Re: Landing Military Boats on Gaia Worlds
Boats work on both Oceanic and Earthlike worlds. They should work on Gaia type worlds.... since these worlds are essentially Earthlike worlds which have been 'perfected'... and presumably still possessing large bodies of water to float boats... The whole ground combat model/system is essentially 'ta...
- Sat Dec 30, 2017 4:53 pm
- Forum: Polaris Sector
- Topic: Landing Military Boats on Gaia Worlds
- Replies: 2
- Views: 1905
Landing Military Boats on Gaia Worlds
Simply put, can not do it (PC installed, non-Steam).
Had a number loaded within an invasion fleet, all other forces unloaded, EXCEPT the military boats.
Yet another 'bug' in this supposedly finished and highly polished program.
Had a number loaded within an invasion fleet, all other forces unloaded, EXCEPT the military boats.
Yet another 'bug' in this supposedly finished and highly polished program.
- Fri Dec 22, 2017 4:27 pm
- Forum: Polaris Sector
- Topic: Fueling Bug while retreating from hostile system
- Replies: 6
- Views: 3829
Re: Fueling Bug while retreating from hostile system
Here's the screen capture...
- Fri Dec 22, 2017 3:36 pm
- Forum: Polaris Sector
- Topic: Fueling Bug while retreating from hostile system
- Replies: 6
- Views: 3829
Re: Fueling Bug while retreating from hostile system
I replicated the error. I was when upgrading a satellite to one with 'active reidium armor'. Tried to upload a PDF, hit a message of max file size of 2MB, if I can edit the capture, I'll upload it.
- Fri Dec 22, 2017 12:41 pm
- Forum: Polaris Sector
- Topic: Fueling Bug while retreating from hostile system
- Replies: 6
- Views: 3829
Fueling Bug while retreating from hostile system
Another poster stated that there 'weren't too many bugs' left in the current patch version (paraphrasing), in the 'hydroponics' thread. Well.... If one decides to retreat from combat in a hostile system, all ship fuel levels are topped off (FULL) upon retreating from the system. It appears the progr...
- Thu Dec 21, 2017 9:23 am
- Forum: Polaris Sector
- Topic: Hydroponics Food Production
- Replies: 10
- Views: 5196
Re: Hydroponics Food Production
Thanks for the heads-up on the location of the 'initialization file'. I've already changed the data to suit my tastes in my installation. Is there any program which allows users to easily modify data files for Polaris? I'm thinking something in line with what Matrix Games has for their 'Victory in t...
- Wed Dec 20, 2017 11:33 am
- Forum: Polaris Sector
- Topic: Hydroponics Food Production
- Replies: 10
- Views: 5196
Re: Hydroponics Food Production
As it stands now, hydroponics is absolutely USELESS for doing anything constructive. GIven the other little 'errors' present in the program, I'm sure this was an oversight by the developer. When the program first came out in Spring of '16, it had so many bugs in it I stopped trying to learn it after...
- Sun Dec 17, 2017 8:21 am
- Forum: Polaris Sector
- Topic: Hydroponics Food Production
- Replies: 10
- Views: 5196
Hydroponics Food Production
The hydroponics advance only produces 1000 units of 'food', requiring 750 population to staff each 'module' (difficult level). This makes the hydroponics advance useless for attempting to support the 'food' requirements of a planet where agriculture cannot 'naturally' occur. To produce 15,000 units ...