Helioforge

Helioforge

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

You can get more Metal/Crystal income from your resource asteroids if you abandon your planets... ....MuHUUU HA ah aha aaahhhhahhhh Step one in my [I][B]evil plan[/B][/I] is complete :LOL: :SURPRISED:

24 Replies 22,111 Views

Do you have to put weapon hard-points in the planet MESH file??? Everything I ever put weapons on would minidump if I didn't add all those extra dummy-points to their meshes...

12 Replies 15,041 Views

You could have an ability activated in-battle that forces ships to keep moving (accept that [I][B]Deceleration[/B][/I] doesn't have a boolmodifier, or any such way to turn it off to make ships go forever... You could force attackers to constantly repick their targets and adjust their weapons ranges to near-zero... ...but that would make all the ships curl up into a tiny little ball (Do'H!!!) :NOTSURE: There [B][I]has[[/I]/B] to be a way...

14 Replies 22,904 Views

Yes, modding does it [B][I]much better[/I][/B], but the sheer accessibility of an in-game building engine for spaceships would get the ball rolling, and those who regularly use XSI would see a thousand new prototypes to get their creative juices pumping... I remember some of the first Electronic Arts games, Pinball Construction Set, and Racing Destruction Set... You could build the playfields and/or play in them as you saw fit, and you could make evil double-ramp

84 Replies 261,114 Views

[quote]thought I had; Big ships like these are usually characterized by their length, and less girth[/quote] I like the Marza as it is in the stock SINS fileset... ...as it's supposed to be a leaf or something (like the advent's big leaf ship :) :D This way, when you build a lot of them and attack, you can taunt the enemy saying that autumn has arrived :)

132 Replies 56,883 Views

Project Coding Started on Aug-7-08... Spaceship Mesh Creator... ...Exports to SINS Mesh Format 3D interface has all 3 standard views, a three-quarters view, and zooms in/out There are a dozen curvilinear algogithms, a lot of algorithms for ship profiles Saves the output into SINS Mesh Format... This program starts with a ship profile, and mutates it by compounding algori

84 Replies 261,114 Views

Hey Carbon, have you solved the problem of mine-auto-activation based on proximity? I solved it... :CONGRAT: ...a couple weeks ago and as soon as 1.1 comes out, the mines will explode in a timely fashion too (due to the SINS explosion system being revamped)... ...only have to wait to merge with the 1.1 fileset, etc...

558 Replies 1,151,272 Views

Planet-Based Defenses... Once I built an ability for Military Research labs: ...and I called it "Student Project" Every few minutes, it shot a bolt at a passing enemy scout, destroying it... (it was meant to soften up enemy attack fleets, but it was funny to see the saw-tooth on the graph at the end of the game for enemy scouts destroyed :) :D Such an ability could be adapted for a planet, but make sure ships can actually get within range of it...

12 Replies 15,041 Views

From past experience, "Leaders" only get in the way of development and take all the credit... ...once I communicated regularly with someone trying to be the "leader", he tried being the [I]hub[/I]- isolating the people with talent from one-another and accumulating everyone's work for his own propose (sort of like the SINS AI players, no imagination)... The issue of trust is a tricky one... ...made simple by learning how to do everything yourself... Of course, [B][I]Modd

21 Replies 11,701 Views

Hammersun's mesh had an offset axis of (I think) about 20000-30000 units, which to my dismay caused them to make weird arcs when I tried to convert it into a Death-Star :) It was fun to watch though...

28 Replies 31,450 Views

Of course, Starcraft, like Command and Conquer and the original Dune 2 had the enemy base [I][B]already built[/B][/I], along with enemy units to fight, but this is preferable to Halo where the enemies [I][B]stay in place[/B][/I] until you happen upon them (then they follow you relentlessly)... I hope SINS makes it better than [I][B]both[/B][/I]... If you are given the Halo mission: [size="3"][I][B]Destroy Enemy Refinery[/B][/I][/size] Lets see a [I

83 Replies 116,034 Views

Ships should be constantly losing parts, deforming, etc, because of all the acceleration stresses on ships that have taken a pounding. If the ships ever collide directly with one another, all that force should be applied with a gaussian distribution to the hulls at the point of impact... Demo Derby in Space!!!

262 Replies 636,332 Views

If you upgrade your fleet capacity to full right away, you will lose 75% of ALL future income to the Money-Pit, and any money given from other players also incurs the same penalty... This means it's a good idea to do the most with what you have, and I think it is done as a way to tame the balance issues that come from the game engine being based on [I]Geometric Expansion[/I] and [I]Resource Collection[/I] (I will always commend Ironclad for their ingenious ways of balanc

11 Replies 5,662 Views

[quote]but yes theoreticaly terrorist could hijack the nuclear waste truck and dump it infront of a school or something. the fact that they didn't yet leads me to belive that there are defenses in place or that that wouldn't be as effective as we think.[/quote] Although I'm sure the defenses are in place for such things, one has to realize that the government has no interest in telling the population if such a thing happens. Because such things are nearly undetectable even after they

58 Replies 173,658 Views

[I][B]IF[/B][/I] they can make campaigns that are different every time, and not like the old arcade game "Heavy Barrel" than campaigns could be a good idea, but if you play it twice and it's exactly the same, then there's no point in that. I fully support any addition that adds to the game, but in my experience: Campaigns [I][B]equal[/B][/I] same every time play which is not play at all, but monkey-work...

83 Replies 116,034 Views

I say this because the different ways of doing things will lead to many more things than just having the parts in place. For instance, up above I stated that one could make a new gravity well setup that would in effect completely change the apparent scale of the game, so that you can have entire galaxies instead of an over-filled solar system, as designed by the developers. Such a setup requires stars placed where the planet is, and resource asteroids remeshed to look lik

28 Replies 31,450 Views

Even if all the parts are the same, you can still arrive at a completely different end-result. I say this because the [I][B]Implementation[/B][/I] is already different. For example: the moons in 7 deadly are new objects that are just for show (unless they were upgraded since last time I looked), and these moons replace the resource asteroids, which can result in entirely different possibilities.

28 Replies 31,450 Views

[quote]The social indoctrination is a precaution against our doing things which would destroy ourselves though we think they are for the best...[/quote] I believe that social indoctrination had been perverted into a kind of blindness to a true, complex understanding. My proof, one word: [size="3"][B]FOOTBALL[/B][/size] We are taught to like football as a kind of adult babysitting designed to drain our resources, give us something artificial in common in order

58 Replies 173,658 Views

One more thing, the final buff should use this end condition: "TimeElapsed" Fill in the amount of time you want to take, and you're done... (just take care as to which abilities you graft these parts onto, as that choice is very important, in keeping away the Minidump Gremlins...) :CONGRAT:

15 Replies 5,831 Views

Ok, you can do this very easily using these things in combination: "AffectsOnlyShields" (use in DoDamage periodic action type) "OnBuffFinish" (buff apply condition) "ShieldFailure" (end condition) I hope you see where I'm going with this... ...I'll let you fill in the details... good luck...

15 Replies 5,831 Views

You could just program everyone to start with this: a dozen light attack ships a colony ship, a fleetyard construction facility (for capital ships) (along with the regular shipyard you start with)... throw in a civilian research station for fun Maybe a repair bay, [B][I]since it's your homeworld after all[/I][/B]... This would shave 20-30 minutes off the start of the game, and you could put your resources into doing something other than what yo

10 Replies 6,928 Views