Helioforge

Helioforge

Joined Member # 3086803
1 Posts 66 Replies 11,810 Reputation

What one would call genius is simply this: [I][B]Ways of thinking, that facilitate learning and optimize understanding.[/B][/I] That's all, nothing more, nothing less. We spend the first 18-22 years of our life learning how things are perceived by the collective (in the interests of the collective). It's only afterwards that we learn how to see for ourselves (and act in our own best interests), when the facility is no longer afforded us... It is not

58 Replies 173,721 Views

It's about the right proportions of the Earth-Moon system, with the moon being a quarter the radius of the Earth... You could do a "Dune" style spice mining operation, with plumes of colored particles representing the metal/crystal...

28 Replies 31,467 Views

The strength of SINS comes from players starting more or less on equal footing and deciding their strategy from the vast complexity of the game itself. No one needs a game where you are led like a sheep through lame objectives, (or was that [I]"Lamb"[/I] objectives)... ...anyway, campaigns can only be played once with real surprise, and thereafter the locations of the enemies are known (that's why I don't play HALO) If Halo had the diverse random complexity of

83 Replies 116,085 Views

Oh, I learned what the conflict was with the space whales and the mines, and I no longer have to choose between them... In the GalaxyScenarioDef file, once a [I][B]Planet Module[/B][/I] is put in a gravity well, [I]any ships spawned thereafter will be put into fleet formation[/I], which doesn't work for minefields (but is kinda cute with militant whale armies). Anyway, the whale files are still mostly intact and no longer have to be sacrificed for the greater SIN...

34 Replies 32,510 Views

Thanks, I'm glad you're actually doing a galactic style rewrite, SINS is all the better for it... About volcanic rendering: try it and see (my guess is that is does extra self-illumination, so it looks more fiery :) -if you need any help, just ask :)

28 Replies 31,467 Views

I just found out that 1.1 will actually HELP my mod :) :D It turns out that the one bug I had in making my minefield implementation perfect is fixed in 1.1 (and I thought I could work around it, but it was a hard-coded problem), and I didn't even know about it until they said it was fixed for 1.1, so I'm happy about that...

23 Replies 15,605 Views

As the resident Local Militia expert, I'll get this one... Go into the GalaxyScenerioDef file (in Gameinfo folder) Go to almost the bottom of the file and look for "Planet Default Setup" (or something like that), and choose "empty" for all the planet types that you want to have no local ships. Also, near the top of that file are the "orbit body types", that contain default militia setup pointers. The whole thing is interconnected...

2 Replies 2,686 Views

I hope you are also replacing the planets themselves with Star Textures and covering the resource asteroid "moon meshes" with planet textures for a large scale galactic feel. Also, replace the "colonize" ability with the crew extractor ability and make all the resource asteroids into neutral extractors. Those modifications will make the SINS "solar systems" into [I][B]Proper Galaxies[/B][/I], as they always should have been in the first place. The only problem is you wil

28 Replies 31,467 Views

Of course, I like using it... Shield Planet Asteroid.mesh Insert underscores where needed, but that should be it... ...It's 1901 units in radius and it makes a perfect planet for a smaller scale universe.... ********* Helioforge Alliance has a mission for you... Give Karma :) :D YAY!!!

28 Replies 31,467 Views

Okay, I had a look at the [I][B]SINS 1.1 fix list[/B][/I], and I found out that the explosion timing that ruins my minefield implementation is fixed by the developers, YAY!!! (I had no idea it was broken to begin with)... Of course, this also means that I'm not releasing the minefield designs until 1.1 comes out officially (Do'h!), as I will still need to adjust the explosion ranges to closely match the visual explosions on screen, so that a KOL will take maximum damage when the expl

34 Replies 32,510 Views

This is excellent!!! I didn't know the explosion system needed fixing at all, but it does explain why ships explode in the wrong order when chain-reacting with mines!!! This fixes the last thing I had to fix with my minefield implementation :) :D Happiness +100

574 Replies 1,729,376 Views

Check the Entity file for this ship You are probably missing the "HudIcon" or another similar reference file, and if you copy those parts from an entity file that works, then you should fix it enough to play with it in-game until you can more specifically identify which reference is broken...

1 Replies 3,580 Views

I think there is already a properly sized sphere in the [I]Stock SINS fileset[/I] I haven't checked to see if it wraps the planet with the "Tin Can" method used in the full sized planets, but it should work...

28 Replies 31,467 Views

I've been making malignant neutral militias that colonize neutral planets and make multi-planet mini-empires of connected worlds. Of course if all the center worlds are colonized then siege frigates will be more important. Also it makes it so there is no difference between neutral worlds and enemy homeworlds, which means players will just attack each other instead of spreading in the center... This changes the game too much away from what it should be, so I'm rethinki

34 Replies 32,510 Views

You can skip over Dead Asteroids, since they only cost resources... I tried skipping planets once, but they ALWAYS find the weakest point and set up camp (once I had 50 planets, upgraded everything and they STILL found the one unfortified planet deep in my territory... Oh, If you play the Starwars Mod, and you are the ONLY Empire fleet, you can take over the entire galaxy from just your home planet (just station a couple star-destroyers by each homeworld and "Execute Orde

12 Replies 7,836 Views

Currently, drift mines are swapped into future version 4... They do everything right but explode in a timely fashion, and when you're going all out past them, they explode behind the ship half the time, but the rest of the time they blow up right when they need to. I'll do one of three things: Leave them alone: ...and you can out-run the blast radius at top speed Make them explode IMMEDIATELY (I think they wait for the "Full Second Interval") <b

34 Replies 32,510 Views

Try giving the Whitestars a very high top speed and a bad deceleration rate, along with a fairly small weapons range, this should let them pass by the enemy ships and make them turn around for a second pass, but they might miss jump points and crash into planets...

311 Replies 485,343 Views

Next version could easily have DRIFT MINES in place of whales, I solved all the coding problems for the mines, except for them chain-reacting, which bogged down the CPU too much... Since the whales are spread out over the gravity-well, they would make a perfect mine-field, and I would just drop their top speed to 50 and put in the ability I built, and that's it... So, I could let you vote... TEXT "1" to DriftMines TEXT "2" to SpaceWhales

34 Replies 32,510 Views

What??? Don't like the new fangled space whales? The whales live in the [I]spawning grounds[/I] planet type (all the whale scouts come from that one planet type too), so removing the planet type will get rid of them, and removing them from the Build list from the Entok race will keep players from building them (and there are two whales at the Entok home planet to start with)... Although I'm glad to see you like the other parts, if you care enough to want to remove the s

34 Replies 32,510 Views