DirtySanchezz

DirtySanchezz

Joined Member # 3111685
213 Posts 4,153 Replies 30,408 Reputation

Here's a dumb question and I'm pretty sure that I know the answer. Now that we all have the 1.04 patch, it's necessary to get rid of incompatible mods (such as the Sins Plus 1.02 mod). Is removing unwanted mods as simple as just deleting their folders from the MODS folder or do those mods tend to interact with and embed themselves in the game in some other way when they've been loaded for the first time?

1 Replies 1,103 Views

I've probably mentioned this before, but one thing that would improve the online multiplayer aspects of this game would be to allow players who have dropped to reconnect and rejoin a game that they've dropped (perhaps because of a mini-dump or a computer crash, etc.). Might it be possible for the game to remember the IP it's connected to and to allow players to rejoin and regain control of their empire? I've just played a number of games where someone ends up crashing, messing i

11 Replies 6,151 Views

Thanks for clearing that up. I hope that you guys add that feature, too. As a long-time Unreal Tournament fan, I can assure you that one of the large contributors to the life and popularity of that series was being able to automatically download and play custom maps when connecting to a server. (My avatar is a screenshot of a UT99 map that I published.) I have a couple ideas for custom maps and it would be great if I had a reason to put them out there.

2 Replies 2,822 Views

I know that Stardock offers the Galaxy Forge program for making custom maps as well as the map designer, but is it possible to play customs in online multiplayer? When a host chooses to play on a random map, everyone receives the randomly-generated map, but what if the host chooses a custom map or a map he made with the map designer? Will the other players receive it automatically and an automatic download?

2 Replies 2,822 Views

[quote]I'm with Shipmaster on this ones, the Kortul Devastator is the best.There are few ships, that can get it 3 out of 4 abilitie comb.[/quote] What do you mean, "3 out of 4 ability comb"? 3 out of 4 abilities combined? I'm a noob, so I'm unsure what exactly you're trying to communicate.

107 Replies 281,914 Views

Which Vasari ship do you prefer? The Devestator or the Desolator? Is the Devestator necessarily the better fighter while the Desolator is better for planetary bombardment and destroying orbital structures? It seems like the Desolator has more overall utility while the Devestator is the better fighter.

4 Replies 3,043 Views

Since this game is becoming popular and clans are forming, have any of you guys considered trying to organize a ladder league? This would probably be a good place. http://www.TeamWarfare.com Two other candidates might be the Online Gaming League (OGL) and Clanbase (but it's mostly European).

7 Replies 3,484 Views

Eventually folks will get tired of the stock maps. In general, is it more fun to play the same-old-same-old stock maps or do you guys enjoy playing Random maps?

3 Replies 3,216 Views

I've played the game some more now and I think I do see the value of Returning Armada; it's really helped me now that I've maxed out my fleet and burned through credits, crystal, and metal while fighting a two front war.

130 Replies 48,871 Views

If you're playing Vasari, is the Enforcer cruiser your best value, fleet supply point for fleet suppl point? It seems to have over 2000 hit points in it s hull and armor and a nice amount of damage potential but is a little expensive at a cost of 12 points.

8 Replies 4,725 Views

While playing Vasari a couple nights ago, having a maxxed out tech tree, I noticed that my Sentinel frigates--the "anti-aircraft" frigates were listed as dishing out 25 points of phase missile damage, exceeding the damage done by my Ravastra Skirmishers light frigates and my Assailant long range missile ships. Also, the Sentinel seemed to have good armor and a nice amount of shield points and hull points, all for only 5 energy credits. Do those Sentinels damage other ships or do

4 Replies 2,456 Views

[quote]If you own 5 planets that's 5x3=15 RA gates... you already get more ships than losing in battle. All you need to do is max fleet supply tech and fleet supply bonus. Economy doesn't matter no more even if you have no military upgrades.[/quote] Thank you for clarifying. So, basically, RA allows the Vasari player to not have to worry about the economy? He can max out the fleet supply before he's built a large, productive economy and he can then use RA to build a large fleet with R

130 Replies 48,871 Views

[quote]why bother reducing an enemy's damage instead of just destroying the enemy? every resource point used to build nano jammers could also have been used to build ships that can attack invaders. this seems like an inefficient use of resources because it does not accomplish your own goals, it only (slightly) hampers your enemy's goals.[/quote] ...because you only have so many fleet supply points and can only have so many ships at any one time. I thought that a group of six around one

11 Replies 5,480 Views

I won't let mine auto-fire; I fire them myself. What I'm wondering is, how effective are they? Is there a certain number of ships that each shot disables and how long does the effect last once they've received their maximum research upgrade? The area of effect radius is pretty large.

11 Replies 5,480 Views

How do you guys feel about the Vasari's Nano Weapons Jammers--both the tactical structures and as a capital ship ability? So far the Nano Weapons Jammer tactical structures seem to be doing an excelleng job of helping me defend my bottleneck planets. I'm not sure whether it's as effective as a capital ship ability. What would happen if you surrounded a planet with them (at two tactical slots per jammer you could have up to 17 around a single planet) and then fired them off

11 Replies 5,480 Views