Colonial module

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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antoxa653
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Colonial module

Post by antoxa653 »

1. Bomb AI planet
2. Drop marines and captrure planet
3. NO colonial module found after..
4. Need 250 years to buid single factory :(
It's horrible!

Game no provide any chance to decrease population of concured planet(mb i want wipe out alien population?). I try to capture several planets, and I got a big problem with food, beacause AI max population on every planet (not need for me on non-earth planets). I try bomb planets, but no factories + no colonial modules = ages to build anything.On my opinion colonie module must be invictable.
Firefox440
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Re: Colonial module

Post by Firefox440 »

In the game settings, at windows, there is a option for disable the destruction from the colonizer ship after it.

There is a population control initiative. But I suppose how if you conquer an alien planet, the aliens will not be happy from to work for you. Nothing strange.
antoxa653
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Re: Colonial module

Post by antoxa653 »

You are right, the aliens dont want to work with invaders. But if so, only way to clean up colonie population is massive orbital bombing = all in galaxy hate you even allies races.
Thanks for information about option, now it much better for me. But ... more better would be if colonizer disapears after colonization, and colony module (on planet) sould be invictible for invaders.
With 1 colony ship player can colonize planets more faster, will AI do the same?
Firefox440
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Re: Colonial module

Post by Firefox440 »

Clearly the AI cheats at all games. This is one misunderstanding from players, you believe how the AI runs as the human player but I have not seen a single game where it is true. I have a spanish sentence for this "ojos que no ven, corazon que no siente" ("eyes does not see, the heart does not feel"). 8)
antoxa653
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Re: Colonial module

Post by antoxa653 »

I know that the AI is cheater, and its true for all game, but in different games - different scale of cheats. It's very difficult to create and AI based on neural networks concept.
I play strategy games more then ~15 years, and see many AI's, mostly on hard difficult lvl AI just rush and kill player, but in this game AI not so agressive. I can even say AI is passive. One time the AI declares war to me, and in next month I go to diplomatic menu and "beg for peace" and AI accept!!! He could grab 2-3 my planets(my fleet was far away from there), but he accept peace deal = very peacefull AI :|
Ufnv
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Re: Colonial module

Post by Ufnv »

antoxa653 wrote:On my opinion colonie module must be invictable.
Looks like there is a bug there, as by default they should not be destroyed.

However, to compensate for this long build time there is the Extra-Bonus project that would help.
buglepong
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Re: Colonial module

Post by buglepong »

Ufnv wrote:
antoxa653 wrote:On my opinion colonie module must be invictable.
Looks like there is a bug there, as by default they should not be destroyed.

However, to compensate for this long build time there is the Extra-Bonus project that would help.
Actually you can manually destroy them if you want, although theres no benefit to it.
Colony modules need to be fixed. The first fix needed is someway to balance them for having multiple on one colony ship. Right now they are an exclusive building based on that, which is lame. Secondly, they need to be invincible like OP said.
RandomAttack
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Re: Colonial module

Post by RandomAttack »

Nomada_Firefox wrote:Clearly the AI cheats at all games. This is one misunderstanding from players, you believe how the AI runs as the human player but I have not seen a single game where it is true. I have a spanish sentence for this "ojos que no ven, corazon que no siente" ("eyes does not see, the heart does not feel"). 8)
Okay, but many (most?) games are transparent about what that cheating entails. Yes, we're all used to "more production, more resources, combat bonuses, perfect intel" and the like, BUT in many circumstances an "unknown" cheat can be indistinguishable from a bug. Like the fuel cheat. Let me tell you, I am not amused at having spent a LOT of hours trying to document a "bug" only to find out it was a "cheat". Because I don't usually dig thru every forum and post, or game files, to try and tease out what the developer has done. In my view, it's a game and I am OWED an explanation of ALL cheats/difficulty levels/etc. And most games I play DO that.

Soooo, tell me ALL the damn AI-cheats, and give me the option to tone down/mod/select them. Because something one person might think is elegant and cute, another might think is stupid and game-breaking. Right now I'm suspicious of every AI action that doesn't "seem right". Is it correct, a bug, or yet another undocumented feature? I no longer "trust" the game, and it is ruining it for me-- which is a shame because it COULD be a classic.

BTW, to this day I STILL have not seen an explanation as to what the fuel cheat really is-- how much, when used, etc. Just that there is one...
Protagoras01
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Re: Colonial module

Post by Protagoras01 »

I do not believe this is AI cheating, I believe its a bug in the bombarding code that allows the colony module to be destroyed. I would guess it should not be destroyed, or rather if it IS destroyed its destroyed with the last building and pop on the planet so the planet has to be re-colonized. Not sure what is supposed to happen as I have not started glassing planets yet.
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