Erictred1

Erictred1

Joined Member # 3306735
10 Posts 61 Replies 334 Reputation

After i got done reading all the glory reviews I laughed. How much (Ironclad) did you bribe them to say that rubbish? First off I have played this game since original. LOVED IT ! It ran FINE , got Entrenchment, it worked fine. Took a LONG break from game because of clueless nerfs. Ya the game had a few crashes every now and then but it was tolerable. I spied ( SOSE Trinity ) at store was exicted to play with new game features.......... WRONG. &nb

9 Replies 24,697 Views

[quote] Like Blair said, this bug is hard to reproduce on command[/quote] Ummmm it happens every time. Not when the moon crosses the little dipper on tuesday at 2:00am in the morning in the southeast sky ok. Everytime I make a phase stabilizer, 1000's

19 Replies 92,323 Views

[quote]Personally i've never encountered this bug, and i've been playing since this game was released.[/quote] Then 2 things must have happened..... a.) You never played vasari...........or b.) You have a very poor attention to detail. Or heck..... just add your own excuse. I don't care it's still bugged.

19 Replies 92,323 Views

[quote]It's still ongoing and we never ignore bugs - just take a look at the list of fixes we made in the last patch - almost 2 years after the release of the game. You won't find that with many companies...[/quote] &nb

19 Replies 92,323 Views

[quote] if force is not how they are suposed to be destroyed then how plz ? [/quote] Lots and lots of bombers to attack starbase, have your caps attack planet, and frigs and cruisers to kill hanger defenses away from star base reach, Well thats how I do it.

85 Replies 234,039 Views

[quote]They each have 2 armor, which is a armor reduction factor of 1/(1+2*0.05)=1/1.1=0.909090... round to 0.909*78=70.9 damage per shot, or 7.09 shield mitigation per shot. That would be less than the 6*1.25=7.5 shield mitigation decrease over time, meaning the illum's shield mitigation should decrease around 0.4% per shot while the assailant hits the illum's armor. This would bias the test toward the assailant. We need factors that bias toward illum. Armor not applying is how RA

37 Replies 60,334 Views

[quote]what am I meant to do?[/quote] If Tec 1 level 6 marza missle barrage will kill all ships even the crusiers, just wait for them all to gather around the cap before using. Like the other poster said, stay out of the defense turrent range while doing this.

28 Replies 31,886 Views

Not to sound ungrateful, but me and a few others have been telling you for weeks about phase stabilizers being bugged. And yet you do nothing for them , whats up? We don't talk just to see areselfs talk ok , their broken and could use some lovin. &nbs

19 Replies 92,323 Views

[quote]Formula is (1/(1+X)). So that leaves the ship at 1/4 speed. [/quote] Slide rule kitkum strikes again, dude put the slide rule down before you hurt yourself.

7 Replies 25,432 Views

[quote]should build a military lab right away, and skip LF's altogether[/quote] Heck , if your playing the AI skip everything and just get carriers and HC and go pawn. Thats what i do.The AI will be researching for 2nd cap ship while you are building 5 labs, carriers and crusiers. You should have plenty of time. Build 2 turrents and 2 repair bays on would be threatened planet and that should hold the starting AI rush at that planet. &n

6 Replies 7,836 Views

I play Vasari alot but have gravatated now to tec ,especially on small maps that extra 4 logistics slots are huge IMO and the fact you can get another free logistics slot by getting the frigate factory upgrade in the star base,,,,,anyway Map size depends how I play but this is an average medium large to huge single map set of tips I... in the 1st 5 seconds&

4 Replies 3,167 Views

[quote]Replicate forces also works on Siege Platforms[/quote] Nice tip ! Thanks Warlord Mike !

27 Replies 15,825 Views

Thank you D ....... On a side note right before I finish the 1st auto -cannon upgrade, I checked the damage output of the fighter and it was "2 damage" per fighter. Then I checked after I fully upgraded the

8 Replies 20,196 Views

[quote]I have also noticed that recently constructed phase stabilizers will take a couple of minutes to kick in. I always figured that there must be some counter in there that makes you wait[/quote] I said the exact same thing in another post and was told I don't know what I'm talking about . You see in the original sins phase stabilizers had an

25 Replies 37,006 Views

[quote] could really really really really really use some more lore.[/quote] I totally agree add more lore, its entertaining and adds great depth to the game. That was an awesome post 86. Reminds me of a few stories this 1 guy would write in Moo3, they rocked

268 Replies 706,096 Views

[quote]Advent refineries are the exception[/quote] Avent has refineries or did you mean trade ports D ?

9 Replies 3,264 Views

Been trying to tell people for the last couple of weeks that phase stabilizers are broken, everyone starting throwing out source codes at me telling me I don't know what I'm talking about. Also when you make a phase gate you have to wait like 5 (passive) minutes to like activate before ships will path on it, not sure if thats the way the devs wanted. But it would be nice to at least have

7 Replies 22,263 Views

[quote who="Ryat" reply="1" id="2385159"]zoom in as close as you as possible can on one individual fighter, the info card should change to reflect the amount of damage an individual fighter has [/quote] Thanks for the tip !

8 Replies 20,196 Views

[quote who="with_an_e" reply="4" id="2380188"] Quoting InfiniteVoid, reply 2 However, players with powerful economies will inevitably win wars of attrition, simply being able to more quickly replace losses than a player with a weaker economy. In terms of ship construction, the TEC probably has a distinct advantage with its relatively cheap ships, faster build times (augmented with Industrial Juggernaut), and lower fleet supply costs (the supply 4 Illuminators take

12 Replies 14,507 Views