Requires
LazyLib,
GraphicLib,
MagicLib
Integrated with
Nexerelin,
Version Checker,
Commissioned Crews
Summary/Lore:
Polaris, full name Polaris Prime, refers to an hitherto unknown faction that suddenly appeared at the tail end of the Second AI War. Legends say that they come from outside the sector utilizing some sort of unique trans-warp device, equipped with ships that boast unique capabilities…but little else of them is known…
– Polaris ships boast dense armor protection and excellent flux dissipation, at the cost of low speed and poor flux capacity.
– Polaris ships can be equipped with a plethora of unique hullmods that greatly improve the power of the entire fleet as a whole.
– Polaris does not bring a wide range of unique weapons, but their ships synergize especially well with the local weapons of the sector.
Credits:
- Project Lead/Designer: AnyIDElse
- Texture Assist: A_PIAO_JUN
- Text Guidance: saya39, FAX
- Technical Support: Originem, Deathfly
- Spiritual Support: Tenshi
- Translations/Additional Code: Scarlet-MagicianX26
I’m able to entertain bugfixes and crashes, but anything regarding the overall design of the mod will have to be forwarded by me back to the CN community.
By the way, Tenshi is this mod is spiritual leader

i like very good


before anyone shouts me down just keep in mind if a specific faction is too strong it kinda pushes people away from using other faction ships
seems cool always up to new factions and stuff but i wonder how balanced the ships/guns will be.
before anyone shouts me down just keep in mind if a specific faction is too strong it kinda pushes people away from using other faction ships
Well, i think it’s not always as you say. I personally try more roleplay, rather than just see what ship has more high numbers. For example, there is a ship in Tyrador Safeguard Coalition mod, Halberd if i’m remembering well. So, if i have a playthrough with this mod enabled, i’m starting to farm/find it and when i actually find it, i just play on it for the entire playthrough. Because for me it’s just a perfect match between capabilities, visuals and outcomes. And to be fair it’s pretty balanced, there was a lot of time where i was shred into pieces by different fleets/ships. I just like the way it plays and the way it looks, like a perfect flagship for me.
Hope this mod will also bring something enjoyable to play with. Just by images i can say that it’s gonna be an interesting experience.
I’m loving the design of this mod and the weapon types. But there’s something about the Horizon ( i love the look) that annoys me. It moves snail paced already compared to other carriers but it also loves running away from anything unless you directly order it to attack that target specifically. Even then it loves to hang around max range so most weapons fitted are out of range except for its missiles.
Hi there! Nice to hear that you enjoying it.
A word about the Horizon – yeah, despite what the mounts say, the thing is a carrier first and foremost, so its going to do its best staying out of range of enemies (which is pretty important because of how its shipsystem and the Astral Linker hullmod works) and instead focus on fire support. How about I suggest taking the Astral Linker hullmod and clear out its mounts save for missiles and PD, and use it to supplement your fleet’s fire support and PD? It would certainly fit its role more.
In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.

Dont change the horizon yet. ill play around with it and the other Polaris ships more then give you more feedback.
In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.
Thanks for the tip, took me a long time to get more comfortable with concepts like this. Like the other poster its usually very efficient weapons especially on AI ships. It sounds simple but I would fit every ship like it had to cover all bases, and took a long time to make fleets that were more specialized. And despite this I was in love with energy weapons and couldn’t be bothered to make ballistics work, and now god knows how many years later ballistics is my meat and potatoes and energy used for specific purposes.
And the talent for 10% more ordnance points, I haven’t used it in probably 5 years but used to consider it mandatory.
In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.
One thing is, would using the Chinese Mods work on the English Starsector? and the other is would they be friendly with our EN version of faction mods.
Those mods playstyle do sound interesting, although considering the next update Alex would put out which involves integrating Mods permanently with I think 0 cost with Story Points may make those ships a tad bit more weaponized, perhaps
That and perhaps running most of the chinese faction mods with the EN ones may push the RAM requirements even further, and the VRAM
In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.
That sounds like a weird and convoluted way to give a ship too much OP while still trying to technically claim it adheres to vanilla balance mechanics when it really doesn’t.
0.23 Update. Probably not save-compatible. Update at own discretion.